====== SALVAGE SPACE: SKILL IMPROVEMENT ====== Skills are acquired talents improved through formal training such as apprenticeship or schooling, self-study, trial-and-error, supernatural means, or technological means. Once acquired, Skills may also improve through continued use, additional training, and other means. ===== Improvement Through Training ===== An Adventurer may spend their downtime between adventures training under a mentor to improve existing skills. This requires finding a mentor with a greater skill level than the Adventurer, and meeting all of the mentor's requirements to provide the training. The maximum skill rank which can be taught is up to the rank of the mentor themselves. The mentor may require a test or demonstration of mastery before granting the Adventurer an increase in skill rank. ===== Improvement Through Self-Study ===== An Adventurer may spend their downtime between adventures studying to improve existing skills. After an appropriate amount of time has passed, the Adventurer makes a skill learning check with the Attribute and current Skill rank. ((FIXME - scale for minimum or suggested times based on current skill rank?)) If the check is a success, then the Skill improves by one step toward +10. If the check is a failure, then the current Skill remains the same. The maximum rank a skill can be raised through self-study is from -10 to -2 "Novice" ((FIXME should this even be a hard recommendation?)) ===== Improvement Through Trial-And-Error ===== An Adventurer may improve any skill they already possess through trial-and-error. Each time a skill is attempted during an adventure, but fails, the Adventurer still gains experience with that skill as if they had self-studied, only at a fraction of the rate. ((FIXME - only on fail? only on succeed? both?)) For every failed attempt, track the number of failures next to the skill. During the Adventurer's next month of downtime, any self-study roll for that skill may take the number of failures as a bonus, up to a maximum of +10, for that skill improvement roll. The failure count is reset back to zero after the attempt, whether the skill improvement roll fails or succeeds. Example: Adventurer has 5 failures of for a skill, and makes their roll with a +5 difficulty modifier. The maximum rank a skill can be raised to through trial and error is -4 "Hobbyist". ===== Improvement Through Supernatural Means ===== Adventurers may temporarily or permanently gain skill ranks through the use or as a result of supernatural means. ===== Improvement Through Technological Means ===== Adventurers may temporarily or permanently improve skill ranks through the use or as a result of technology. Beginning with [[Technology Level]] +1, interfaces between computers and humans can allow humans to acquire skills on a "rent to own" basis. The longer a skill technology is used, the more chance there is the skill becomes learned and can be used without the technological aid. Every month a skill technology is consistently used, the Adventurer can make an unopposed skill check. A degree of success of 0 or higher means the Adventurer has gained one rank in that skill, with a maximum possible rank equal to the rank of the skill technology itself. ===== Improvement Through Milestones ===== Some adventure campaigns may improve skills as story milestones occur using any of the previously described means as a rationale or basis. ▲ [[:Chronology:]] ~~DISCUSSION~~