SubSkillsWording

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Skill

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31.2 Armourer

An armourer may gain additional categories after achieving rank 10 by the expenditure of 10,000 Experience Points per category.

Additional categories may be gained by spending 5,000 Experience Points and 4 weeks training time per category. These costs are discounted by 25% if the armourer has reached rank 8, or by 50% if they have reached rank 10.

35.2 Beast Master

A beast master may acquire the ability to train additional types of creatures after they have achieved Rank 10 by the expenditure of 2500 Experience Points per type.

A beast master may acquire the ability to train additional types of creatures by spending 5,000 Experience Points and 4 weeks training per type. These costs are discounted by 25% if the beast master has reached rank 8, or by 50% if they have reached rank 10.

36.2 Courtier

Additional abilities may be gained after achieving Rank 10, by the expenditure of 1,000 Experience Points and 2 weeks of training. Individual Base Chances are not provided for the various courtier skills; rather there is a generic Base Chance of 3 × appropriate characteristic (+ 5 / Rank), modified by the GM to reflect the difficulty of the feat being attempted.

Additional abilities may be gained by the expenditure of 1,000 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the courtier has reached rank 8, or by 50% if they have reached rank 10.
Individual Base Chances are not provided for the various courtier skills; rather there is a generic Base Chance of 3 × appropriate characteristic (+ 5 / Rank), modified by the GM to reflect the difficulty of the feat being attempted.

40.3 Mechanician

After Rank 0 a mechanician acquires one new ability per Rank. Additional abilities may be gained after achieving Rank 10, by the expenditure of 1500 Experience Points and 4 weeks of training.

After Rank 0 a mechanician acquires one new ability per Rank. Additional abilities may be gained by the expenditure of 2,500 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the mechanician has reached rank 8, or by 50% if they have reached rank 10.

41.2 Merchant

If a merchant wishes to add a new speciality after attaining Rank 10, they must expend 1500 Experience Points per speciality.

If a merchant wishes to add additional specialities, they must expend 4,000 Experience Points and 4 weeks of training per speciality. These costs are discounted by 25% if the merchant has reached rank 8, or by 50% if they have reached rank 10.

42.2 Military Scientist

Once a character has achieved Rank 10 they may learn extra fields at a cost of 1500 EP and 4 weeks of training. The fields are:

Additional fields may be learnt by an expenditure of 3,000 EP and 4 weeks of training per field. These costs are discounted by 25% if the military scientist has reached rank 8, or by 50% if they have reached rank 10.

46.2 Spy

In addition, a spy gains one further ability per Rank. Additional abilities may be gained after achieving Rank 10, by the expenditure of 500 Experience Points and 2 weeks of training.

A spy gains one further ability per Rank. Additional abilities may be gained by the expenditure of 2,500 Experience Points and 4 weeks of training. These costs are discounted by 25% if the Spy has reached rank 8, or by 50% if they have reached rank 10.

47.2 Thief

Additional abilities may be gained after achieving Rank 7, by the expenditure of 1000 Experience Points and 2 weeks of training.

Additional abilities may be gained by the expenditure of 4,000 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the thief has reached rank 8, or by 50% if they have reached rank 10.

48.1 Troubadour

Additional abilities may be gained after achieving Rank 10, by the expenditure of 500 Experience Points and 2 weeks of training. Individual Base Chances are not provided for the various troubadour skills; rather there is a generic Base Chance of 3 × appropriate characteristic (+ 5 / Rank), modified by the GM to reflect the difficulty of the feat being attempted.

Additional abilities may be gained by the expenditure of 1,000 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the troubadour has reached rank 8, or by 50% if they have reached rank 10.
Individual Base Chances are not provided for the various troubadour skills; rather there is a generic Base Chance of 3 × appropriate characteristic (+ 5 / Rank), modified by the GM to reflect the difficulty of the feat being attempted.

50.2 Weaponsmith

A weaponsmith may gain additional abilities after achieving Rank 10 by the expenditure of 10000 experience points per ability.

Additional abilities may be gained by the expenditure of 5,000 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the weaponsmith has reached rank 8, or by 50% if they have reached rank 10.

The Thief change was added to this table on 6 June 2008, and has not yet been voted on.