This method combines RQs time based advancement within an occupation and its experience roll mechanic to improve each with far less documentation than some other variants of RQIII (yes each skill now requires a current rating and a peak rating to allow for skill Atrophy and skill category bonuses for a skill have an intentionally greater influence on skill gain pace than previously).
Each skill has a separate Current Rating and a Peak Rating.
Potential Rating each skill category
has a Potential which modifies learning speed and functions as a maximum
for the advancement of all skills of that type. (Your potential in a
category of skills is 90 percent + 3x your category bonus)
Over time whether or not a character "explicitly succeeds" in performance of a particular skill as long as the skills are being used and challenged then he/ she may become more proficient in using those skills. Skills are significant definitions of your abilities and shouldn't suddenly poof increase like magic because of one performance.
There is probably considerable room for variation even within the bounds of a profession so the background profession lists of skills can be used as guidelines (for instance any skill with 4% as its normal yearly advancement should choose trying to advance at least once each season and similar)
Each season analyze how a characters time and energy has been spent, certainly not all of a characters activities will have been during role-played time so giving the player considerable control over this allotment of time and energy is not unreasonable. (One KF point can be percieved as approximately 40 man hours... they are significant)
The standard seasonal allotment of time/energy is 26 kf, however the story guide may restrict or influence how you allocate them or modify the number a player has to allocate or even award free KF points based on required activities etc .
KF points can be allocated to activities not directly associated with explicit skills in the game (this could be an excuse to invent them as skills), maintaining intimate relationships or business contacts raising children and other factors. They represent the usage of time and energy associated with living life, not just the advancement mechanism.
For each skill for which your character already knows you must choose from several possibilities (neglect, maintain or refresh/advance).
When advancing a skill the chance of advancement should be modified as follows , trivial +50 extremely easy +40 very easy +30 easy +20, easy skill +10, normal skill +0, marginally hard -10 Hard -20, Very Hard -30 Extremely Hard -40 Impossible -50. The advancement modifiers should be based on the tools and teachers available as well as the skills inherent nature. They can further be modified by specific cultural specialties. The advancement roll can be modified further by Teacher/Authoritative Text Quality
Skill Maintenance Advancement Options
| cost | Skill Maintenance Choice | Effect | number of times
option may be chosen per season per skill |
| 0 | Neglect | 25% chance of skill Atrophy. If your skill atrophies reduce your current rating by 1%. | N/A |
| .25 | Maintain | this skill doesn't atrophy this season. | N/A |
| 1 | Refresh a skill
which has faded/Atrophied |
gain 1% in current rating if it is less than your peak. | 3 times (or more
with discipline check* per additional) |
| 1 | Try to advance an "up to date" skill or learn a new one. |
Roll according to
your Potential in the skill minus your current rating to increase your
current and peak rating by 2% (if your skill rating has reached its potential
this gain is only 1%) a critical failure results in maintenance effect
only a critical success allows a gain of 4%.
Access to proper challenges, teachers or authoritative text on a subject may modify your advancement rolls. This is where setting comes into the picture. The story guide can and should modify the difficulty of advancement checks based on these elements |
May
be selected more than once requires a discipline check*) |
*use a power roll versus a difficulty of 11 if not using the alternate stats
The difficulty of tasks with a skill do not necessarily correspond to the difficulty of learning/advancing the skill, there really is such a thing as a trivial application of a difficult skill. The base skill percentage applies only to a very specific application of the skill, other actions can and should be considerably modified according to the story guides discretion. Non combat skills used in combat for instance should get some penalty (perhaps 15%) which can be overcome by a suitable act of will.