CREATING EDUCATION

Education: a course of study resulting in achievement or mastery of a new skill.

Creating Education Paths

EDUCTIONAL GOAL
What is the goal of the education path?

EDUCATIONAL IMPROVEMENTS
What can be improved through this course of study and instruction?

EDUCATIONAL TIME REQUIRED
How much time required to complete the course of study and instruction?

EDUCATIONAL INVESTMENT / COST
What cost, resources, and materials are needed to complete the course of study or instruciton?

EDUCATION STAGES OF IMPROVEMENT
What improves and by how much at each stage of the education?

EDUCATIONAL MAXIMUM GAIN
What is the maximum amount of improvement possible?

Progressing through Education Paths

PRE-GENERATED
The Adventurer's Education may be pregenerated as part of a specific campaign.

RANDOM
The Player may roll their Adventurer's starting Education from a table.

TEMPLATE
The Player may choose their Adventurer's starting Education from a preset menu of options.

POINT-BUY
The Player may spend points from a pool to purchase their Adventurer's starting Education.

MILESTONE
The Adventurer's Education starts at a pre-defined point and progresses at certain story-driven points through the campaign.

Education Paths By Setting

How much schooling can Adventurers get while growing up?

Fantasy Education

  • Apprenticeships
  • Religious Service
  • Nobility

Modern Education

  • Self-Study
  • Apprenticeships
  • Private Schools
  • Trade Schools
  • Military Academies
  • Colleges and Universities

Futuristic Education

  • Self-Study
  • Focus Schools

Salvage Space: Education and Professions

This website uses cookies. By using the website, you agree with storing cookies on your computer. Also you acknowledge that you have read and understand our Privacy Policy. If you do not agree leave the website.More information about cookies