Training Fees (Diskordia Campaign)
In a fine tradition from ancient dungeon fantasy practices, character development in the Diskordia campaign will allow players to spend earned points to acquire advantages and skills that can't normally be bought in play or that usually require special training. Players need only find a teacher and play the appropriate fees in order to gain points in or learn a new skill.
Finding a teacher for all but Very Hard mundane skills is automatic. For Very Hard mundane skills and all magical training, the player must find a teacher. This uses the same process as finding a hireling or a job (see B517-518).
Mundane Skills
The fees below are the most common for training in skills and techniques Avondale. Training fees are determined by guilds and other professional organizations as well as competitive rates found in free markets.
Costs are listed in $/point, according to the difficulty of the skills (Easy/Average/Hard/Very Hard). Note that while each skill has fees for every level of difficulty, not all skill category possess skills at all difficulty levels. Techniques are only Average, Hard, or Very Hard.
Fees are listed by skill category. Skill categories are taken from GURPS 4th edition Skill Categories. If a skill exists in two categories, the higher of the competing fees prevails. Example: Cartography is listed under both Outdoor/Exploration and Social Sciences, so the higher of the two fees applies. Techniques are too numerous to list but are categorized according to their associated skill.
Category | Easy | Average | Hard | Very Hard |
---|---|---|---|---|
Animal | 40 | 50 | 60 | 70 |
Arts/Entertainment | 40 | 50 | 60 | 70 |
Athletic | 40 | 50 | 60 | 80 |
Business | 40 | 50 | 70 | 100 |
Combat/Weapon | 50 | 100 | 150 | 200 |
Craft | 40 | 60 | 80 | 100 |
Criminal/Street | 40 | 50 | 75 | 100 |
Design/Invention | 50 | 75 | 100 | 200 |
Everyman | 20 | 30 | 40 | 50 |
Knowledge | 50 | 60 | 70 | 80 |
Medical | 75 | 100 | 150 | 200 |
Military | 40 | 50 | 70 | 100 |
Natural Sciences | 50 | 75 | 100 | 150 |
Occult/Magical | 40 | 80 | 160 | 320 |
Outdoor/Exploration | 40 | 50 | 75 | 100 |
Plant | 40 | 60 | 80 | 100 |
Police | 50 | 80 | 120 | 200 |
Repair/Maintenance | 40 | 50 | 60 | 70 |
Scholarly | 40 | 60 | 80 | 100 |
Social | 40 | 50 | 60 | 80 |
Social Sciences/Humanities | 50 | 80 | 120 | 150 |
Spy | 50 | 100 | 150 | 200 |
Technical | 40 | 60 | 80 | 120 |
Vehicle | 40 | 50 | 60 | 80 |
Magical Training
The fees below are the most common for training in spellcasting, determined by guilds and other professional organizations as well as competitive rates found in free markets.
Magical training costs are detailed below by Path or Spell. Costs are listed in $/point. Spells are too numerous to list individually, so each path has a specific spell/technique training fee.
Path categories are taken from GURPS 4th edition Magic. If a spell exists in two paths, the higher of the competing fees applies.
Magical Path | Path Training Fee | Spell Training Fee |
---|---|---|
Air | 320 | 140 |
Animal | 240 | 120 |
Body Control | 320 | 180 |
Communication and Empathy | 320 | 240 |
Earth | 240 | 120 |
Enchantment | 1200 | 1200 |
Fire | 320 | 200 |
Food | 180 | 180 |
Healing | 240 | 240 |
Illusion and Creation | 560 | 320 |
Knowledge | 180 | 180 |
Light and Darkness | 240 | 120 |
Making and Breaking | 320 | 320 |
Meta | 1200 | 560 |
Mind Control | 420 | 200 |
Movement | 260 | 140 |
Plant | 240 | 140 |
Protection and Warning | 260 | 260 |
Sound | 240 | 120 |
Technological | 1200 | 600 |
Water | 180 | 180 |
Weather | 1000 | 500 |