As time progresses, characters will improve in ability. As such, they can learn skills, spells, or even improve their stats. The purpose of this section is to explain how one goes about upgrading their character.
Learning New Skills
Every character can start with up to five skills, they can learn more as time goes on in the RP by actively using the skill they want to learn. Once the skill teacher feels they have been practicing enough they can attempt to learn the skill. Just like in real life, one cannot enter into a type of work, practice for one day and then be a master!
To learn a skill when the teacher feels you are ready, you roll the stat associated with it. For example, gymnastics would use agility, while negotiation would use reasoning. The required roll is a 70, or a yellow roll, whichever is lower. Characters are limited to three attempts per day.
Example 1: Tia has been studying to be a negotiator, learning how to talk people down from rooftops, persuade criminals to release their hostages. After a month or so of classes, she can be asked to roll reasoning, and needs to score a 70 or higher.
Example 2: Laura has been trying to improve her knowledge in an additional martial art, training regularly at the dojo. She shows a lot of promise and soon enough the teacher allows her to make a roll. She would only need to a 61 or higher to learn the skill, as she has incredible fighting.
Skills cost 1XP to learn. However there are a couple skills have requirements. Martial Arts Master requires you to know at least three(3) martial arts before you can purchase it. Law Enforcement requires you to know at least two(2) of the skills included in it before learning. Journalism requires you to know at least one(1) of the skills included in it before learning. Crime requires you to know at least two(2) of the skills included in it before learning.
Learning Spells
Magic is a major part of RP. Some enemies will be resistant to physical damage and need a more magic approach to defeat. However, keep in mind that some enemies will be resistant to some or all kinds of magic, or may even be healed by certain types!
To learn even the most basic of magic spells, one must have at least typical psyche or typical magical ability. To learn into the various magic schools, at least good psyche or magical ability is required. To find out the exact level you need for the level of magic spell you are learning, please reference https://fantasy-island.forumotion.com/t157-magic-school-restrictions .
All magic is learned with a psyche roll, regardless of magic ability. Each level of magic spell has it's own requirement: For learning purposes the human form of Psyche that is used as most creatures tend to have higher psyche in non-human form. Using the psyche at human levels keeps things on a more balanced play field.
Beginner Magic: A green roll is needed. Costs 1XP to learn. Can learn a new spell every week.
Circle 1 magic: A roll of 55 is required, or a yellow roll, whichever is lower. Costs 2XP to learn. Can learn a new spell two weeks.
Circle 2 magic: A roll of 60 is required, or a yellow roll, whichever is lower. Costs 3XP to learn. Can learn a new spell every month.
Circle 3 magic: A roll of 65 is required. Costs 4XP to learn. Can learn a new spell every two months.
Circle 4 magic: A roll of 75 is required. Costs 5XP to learn. Can learn a new spell every two months.
Circle 5 magic: A roll of 80 is required. Costs 6XP to learn. Can learn a new spell every three months.
Circle 6 magic: A roll of 85 is required. Costs 8XP to learn. Can learn a new spell every four months.
Exception: Soul Orbs:
Tier 1: A roll of 60 or yellow is required. Cost 2xp to learn. Can learn a new orb every month.
Tier 2: A roll or 70 is required. Cost 4xp to learn. Can learn a new orb every two months.
Tier 3: A roll of 80 is required. Cost 6xp to learn. Can learn a new orb every three months.
Magic can be learned from anyone who knows the spell, or lacking that, one of the guildmasters listed on each magic school page. Learning from someone who is not a guildmaster adds 10 to the required roll, with the exception of beginner magic that has no penalty.
Do note that a character with the Magic Master skill can learn any spell in a lower circle then he or she is already in without a guildmaster or teacher, however the difficulty roll increases by 5.
Improving Abilities
Improving base stats is the most difficult area to improve in the RP, not just because of the amount of time it takes to improve but also due to the limits of the body. However with enough diligence it IS possible to improve ones abilities over time.
To improve an ability, extensive effort must be made to do such. For example,. characters that wish to improve strength should be seen working in the weight room on a very regular basis. Those improving in agility should be seen doing things like balancing acts, gymnastics, and so forth. Those who wish to improve their reasoning can take classes at the colleges on the island.
Only a GM can decide when enough effort has been put forward for an improvement in the stat. Typically this will require at least a couple months effort, at higher points even more so. Once the time has come for an improvement the GM will decide when a roll is required to have the stat officially increased. Below is the guideline that is usually used for improving stats, though exceptions can be made if a GM feels it is warranted. Asking for an exception will likely get it refused immediately.
Base cost to improve a stat ( except for Strength ) is as follows:
Feeble to Poor: 2 XP
Poor to Typical: 2 XP
Typical to Good: 4 XP
Good to Very Good: 5 XP
Very Good to Excellent: 5 XP
Excellent to Marvelous: 5 XP
Marvelous to Remarkable: 10XP
Remarkable to Fantastic: 10 XP
Fantastic to Incredible: 15 XP
Challenges needed during the test to improve a stat work on rolls over X number of days. Score is based on the following:
Red = 3 points
Yellow = 2 points
Green = 1 point
White = 0 points
Score needed when improving to:
Poor - 2 points in 4 days
Typical - 3 points in 4 days
Good - 4 points needed in 5 days
Very good - 4 points needed in 5 days
Excellent - 5 points needed in 6 days
Marvelous - 6 points needed in 6 days
Remarkable - 7 points needed in 7 days
Fantastic - 8 points needed in 7 days
Incredible - 9 points needed in 7 days
If the character fail to reach the score you need to wait 7 days and start over. Should the character fail 3 times in a row and they are NOT trying to improve to Fantastic or higher, the challenge can be made easier by reducing the point requirement by 1. Should they fail an additional 3 times, you can add 1 day to the time they have to achieve the score.
Do note there are restrictions on how high certain stats can gain for certain races. Looking at the standard race maximums will tell you how far they can go in each stat. Exceptions can be made in some cases, but do note the cost of going one rank above a race's normal limit costs double, and you cannot go any higher then that.
SPECIAL RULE FOR STRENGTH: As Strength is harder to learn then others, you will improve at 1 point at a time. Damage is improved only at full levels, though weight limits are improved at each point. Once you have been approved to start working on strength improvement you'll be able to roll for the requirements each week until you reach the next full level.
Improving Flight Capacity
At the request of players a system has been added in to improve how much winged characters can fly with. This system is drastically different then the stat abilities system, but will also be very straight forward.
Flight will work on a tier system. Every tier point means you have a flight capacity of 50 pounds. Every tier will have ten levels, which increases the capacity by 5 pounds. For example, a character with tier 1, level 3, has a capacity of 65 points.. Score needed for improving will be same for each level except for the final level in a tier.
Score needed to improve to:
Up to Tier 0, Level 9 - 2 points in 4 days
Up to Tier 1, Level 9 - 3 points in 4 days
Up to Tier 2, Level 9 - 4 points in 5 days
Up to Tier 3, Level 9 - 5 points in 6 days
Up to Tier 4, Level 9 - 6 points in 7 days
Up to Tier 5, Level 9 - 7 points in 7 days
You must wait 7 days if you fail before trying again. If you succeed, wait period is 2 weeks +1 for every tier level ( so level 0 is 2 weeks, level 1 is 3 weeks, etc ).
Note that unless the character is a winged quadruped, you need to provide an proper, IC Reason why your character should be able to continue past Tier 4, Level 9.
Modifiers:
Avariel and A'Reah - These character's wings are built for light loads and can only support up to their body weight in the air. trying to exceeding this amount increases the point required by +1 for every 5 levels beyond their weight. Example: If a character weighs 100 points they get a +1 point penalty when trying to exceed 125 lb, then another point once trying to exceed 150, etc.
Fae - A fae's miniature fae form requires 2 additional points when learning. In most cases, it should not be possible for a fae form to lift over 50 lb.
Winged Quadraped - Pegasi and Alicorns are built to be carrying larger loads and require 1 less point when learning.
Do note due to special conditions ( for example, wing type, number of wings, etc ) other characters may have additional bonuses, penalties and restrictions put in. When in doubt, ask your local GM