Tuesday, April 24, 2007

Teacher/Instructor

Available to: Academic Elite and Elite Militia
There is a great call for teachers in the border towns and farming villages in and around Cardania. Few competent teachers exist and even fewer towns and villages can afford to pay them what they are worth.(NEW) Teach: This is the ability to impart knowledge or skill in a particular field of study or task. Teaching progress is checked once a month. A Teacher can also tutor a group of students equal to less than on quarter of the teachers [(IQ+ME)/2] after hours on one subject per pupil. Base 10%; +5% per level

Core Skill: Teach (+20%)
Other Skills: Choose 2 skills from any category (+20%); Choose 4 skills from any category (+15%)

TEACHING MODIFIERS
May never teach a skill above teachers skill level
Penalties: -5% per point of student's IQ below 9
Penalties: -5% when instructing number of students greater than teachers [(IQ+ME)/2]
Penalties: -15% when instructing number of students more than double teachers [(IQ+ME)/2]
Bonuses: +2% per student's IQ point above 14
Bonuses: +5% instruction books
Bonuses: +5% proper facilities (School, Lab, Gym, etc.)
Bonuses: +10% per month of additional tutoring (at least once a week)
Bonuses: +10% if student has related skill at more than double new skills %(Basic Mechanics, Basic Math, etc...)
Bonuses: +10% when instructing number of students equal to less than half of teachers [(IQ+ME)/2]

INSTRUCTION TIME
Time: 2 months per 10% up to Skills Base %
Time: 3 months per 10% past base and up to Teacher's Skill % in subject (Teacher may never teach students more than they know).
Time: 6 months for Physical Skills (After two months of training sessions have been successfully completed, skill modifiers will be at 1/2 (round down))
Time: 4 months Hand to Hand: Basic
Time: 6 months Hand to Hand: Expert (Requires and replaces: HtH: Basic)
Time: 8 months Hand to Hand: Martial Arts (Requires and replaces: HtH: Basic)
Time: 6 months Hand to Hand: Bull Fight
NOTE: loose all previous HtH bonuses after learning new HtH skill.

TEACHING WEAPON PROFICIENCIES
Instructor must have at least three levels of experience in the weapon. Two successful teaching checks must be made: First successful check will negate non-proficiency modifiers while using this weapon; Second successful check will give the student first level proficiency in the weapon.
Time: Base of three 6-day weeks(4 hours per day)
Penalty: -5% / 3 days removed from training
Penalties: -5% when instructing number of students greater than teachers [(IQ+ME)/2]
Penalties: -15% when instructing number of students more than double teachers [(IQ+ME)/2]
Bonuses: +5% / 3 days added to training
Bonuses: +10% when instructing number of students equal to less than half of teachers [(IQ+ME)/2]


Example: Bob (IQ 14; ME 15) is teaching chemistry to a class of 30 students in an old school house with a chemistry lab and chemistry books. Bob has the Basic Chemistry skill at 60%, and Teaching skill at 34%.

Starting out, it will take Bob 10 months to instruct the students to the base skill level(50%). At the end of each month of teaching the class he will need to roll a teaching check for each student with a base check of -5% (Class size is more than double the average of Bob's IQ and ME (14.5), but has access to a chemistry lab and books (-15%+5%+5%)). However, students with IQ's lower than 9 will be at -5% per point below 9. So to successfully teach Johnny, with an IQ of 6 (-15%), Bob would need to succeed a Teaching skill roll of 14% (34%-5%-15%).

Bob could try to tutor Johnny (+10% per month) after school which would allow for a skill roll of 24%.

Failure would mean that Johnny would not gain the 10% for Chemistry skill these two months, and would have to suffer through two more months of instruction to make it up.  Some instructors will dismiss students they deem unteachable.

Bush Pilot

Available to: All except Feral Background
Prerequisites: Hands and Biped at least partial(needed to control the aircraft), IQ 12+, ME 12+

There is always a call for those crazy enough to fly into the wilderness areas beyond the borders of Cardania, the Empire, and New Kennel. Jobs usually include transporting supplies, equipment, and people.

Main Skill: Pilot Airplane or Helicopter (+20%).
Core Skills: Navigation, Read Sensory Equipment, Radio: Basic Communications, Astronomy, Basic Mathematics, Rope Works, Wilderness Survival. All receive a +10% apprenticeship bonus.
Pilot: Airplane, Helicopter, Vehicle Weapon Systems, or Aircraft Mechanics (+10%; or add 10% to Main Skill choice).
Rouge: Select any two.
W.P. Skills: Revolver or Automatic Pistol and select any two others.

Tuesday, April 10, 2007

Wilderness Scout

Available to: Any background except the Academic Underground.

This character has spent the past ten years learning how to live off the land, becoming a skilled hunter, trapper, and scout able to hunt, track and trap both all types of prey. The character is able to survive in a number of different types of terrain and weather.

Scouts are often called upon to blaze trails and explore newly found ruins, but may also be called upon to identify creatures and/or bandits troubling frontier towns and track them to their lair/camp.

Mutant animals most often take this apprenticeship to reclaim some aspect of their feral heritage and return to a natural relationship with the world. However, this often causes a friction in their relations and dealings with their urban kin.

Main Skills: Wilderness Survival (+20%), Tracking (+20%), Land Navigation (+20%), Hunting
Core Skills: Animal Husbandry, Trapping, Identify Plants & Fruit, Skin & Prepare Animal Hides. All skills receive a +15% bonus
Domestic Skills: Choose four (+10%)
Medical Skills: Choose one: Holistic Medicine or First Aid
Rouge Skills: Choose one: Detect Ambush, Detect Concealment & Traps, Locate Secret Compartments & Doors
Military & Weapon Proficiency: Camouflage (+5%), Intelligence, WP Knife, WP Bolt-Action Rifle, and any two WP of choice

(Optional) Bonuses & Penalties: +2 PS, +2 PE, -2 PB, -1 MA. When dealing with urban (non-rural) folk, Wilderness Scouts receive a -6 MA penalty and may never have more than +40% to their Trust or Charm bonus.