LEARNING TERMS
A player may choose an arts, science or vocational term for their character, or they can skip it and go straight to Professional terms. They must make an enrollment roll for their character to get into arts or science. The results rolled for each term represent not only the formal learning, but the hobbies and part-time work of the character during the term.
Generally it's expected that a character is 18 years old at the beginning of a learning term.
During each term, the player makes two rolls on their chosen term.
Vocation enrollment 6+. On a failed enrollment, the character goes straight into a profession.
Arts and Science enrollment 8+. Each of Cognisance, Education and Resolve of A+ give DM+1. On a failed enrollment in arts or science, the character may attempt to enroll in a vocational term. If they choose not to, or fail to get in, they go straight to a Profession term.
A second or more learning term may be done, with the character having to reenroll, with a DM-2 on the second term, DM-4 on the third, and so on.
Learning Survival roll 2+.
| Learning |
| Roll 2d6 |
Vocational |
Arts |
Science |
| 2 |
Brawling |
Climbing |
Aircraft |
| 3 |
Speech |
Diplomacy |
Veterinary |
| 4 |
Stamina+1 |
Cognisance+1 |
Cognisance+1 |
| 5 |
Technician |
Speech |
Psychology |
| 6 |
Handicrafts |
Law & Society |
Engineering |
| 7 |
Handicrafts |
Liberal Arts |
Sciences |
| 8 |
Handicrafts |
Languages |
Technician |
| 9 |
Technician |
Writing |
Physician |
| 10 |
Resolve+1 |
Education+1 |
Education+1 |
| 11 |
Writing |
Acting |
Writing |
| 12 |
Diplomacy |
Deceit |
Deceit |
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