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Mastery and Training

by Phillip Jones

The only thing I do as regards weapon mastery IMC is to impose a trainer restriction. Basically I have them roll on percentile dice to see what trainer they find available. Each roll is equivalent to a weeks worth of searching:

%

Trainer

01-05

Grand Master

06-20

Master

21-40

Expert

41-65

Skilled

66-95

Basic

96-00

No Trainer Available

Note- This chart is only applicable in a city. For towns and villages, the DM rolls secretly and determines the highest level of trainer available there. If the character then rolls higher than that level of trainer, then it considered as a "No Trainer Available" result. (i.e the characters are looking for a weapon trainer in a town, the DM makes his secret roll and determines that the highest skill level of trainer available in this town is an Expert. The character then rolls his percentile dice, and according to his dice roll he would have found a trainer with the Master skill level to train him. As the highest level available in this town is an expert, the DM announces that there is no trainer available.)

I'll now be also using the following rules for other Masteries.

Spell Mastery
Spell mastery goes in 5 ranks from Basic to Grand Master, and uses the same Trainer Availability chart as shown above. Spell Mastery is split into 3 sub groups. Effect Mastery, Duration Mastery, Range Mastery.

Effect Mastery: The effect of the spell is cast as if the caster is higher than he/she actually is. Obviously this only effects spells who has a variable effect based on the casters level.
Basic: Standard spell casting
Skilled: Effect is increased as if the caster is one level higher.
Expert: Effect is increased as if the caster is two levels higher.
Master: Effect is increased as if the caster is three levels higher.
Grand Master: Effect is increased as if the caster is four levels higher.
Note: If the effect is physical damage, the 20d6 maximum limit still applies.

Duration Mastery: The duration of the spell is cast as if the caster is higher than he/she actually is. Obviously this only effects spells who has a variable duration based on the casters level.
Basic: Standard spell casting
Skilled: Duration is increased as if the caster is one level higher.
Expert: Duration is increased as if the caster is two levels higher.
Master: Duration is increased as if the caster is three levels higher.
Grand Master: Duration is increased as if the caster is four levels higher.

Range Mastery: The range of the spell is cast as if the caster is higher than he/she actually is. Obviously this only effects spells who has a variable range based on the casters level.
Basic: Standard spell casting
Skilled: Range is increased as if the caster is one level higher.
Expert: Range is increased as if the caster is two levels higher.
Master: Range is increased as if the caster is three levels higher.
Grand Master: Range is increased as if the caster is four levels higher.

Rogue Mastery
Rogue mastery goes in 5 ranks from Basic to Grand Master, and uses the same Trainer Availability chart as shown above. Rogue Mastery is split into 5 sub groups. Trap Mastery, Stealth Mastery, Burglary Mastery, Urban Crime Mastery, Silence Mastery.

Trap Mastery: Thieves with this mastery specialise in the finding and removal of traps.
Basic: Standard thief ability
Skilled: Find Traps and Remove Traps are increased by 5%.
Expert: Find Traps and Remove Traps are increased an additional 5% to a total bonus of 10%.
Master: Find Traps and Remove Traps are increased an additional 5% to a total bonus of 15%.
Grand Master: Find Traps and Remove Traps are increased an additional 5% to a total bonus of 20%.

Stealth Mastery: Thieves with this mastery are masters of stealth. They specialise in moving silently and hiding in shadows.
Basic: Standard thief ability
Skilled: Move Silently and Hide in Shadows are increased by 5%.
Expert: Move Silently and Hide in Shadows are increased an additional 5% to a total bonus of 10%.
Master: Move Silently and Hide in Shadows are increased an additional 5% to a total bonus of 15%.
Grand Master: Move Silently and Hide in Shadows are increased an additional 5% to a total bonus of 20%.

Burglary Mastery: Thieves with this mastery are experts in breaking into places and objects. They specialise in climbing walls and opening locks.
Basic: Standard thief ability
Skilled: Climb Walls and Open Locks are increased by 5%.
Expert: Climb Walls and Open Locks are increased an additional 5% to a total bonus of 10%.
Master: Climb Walls and Open Locks are increased an additional 5% to a total bonus of 15%.
Grand Master: Climb Walls and Open Locks are increased an additional 5% to a total bonus of 20%.

Urban Crime Mastery: Thieves with this mastery are masters of mugging and picking pockets. They specialise in the Pick Pockets and Hiding in Shadows skills.
Basic: Standard thief ability
Skilled: Hide in Shadows and Pick Pockets are increased by 5%.
Expert: Hide in Shadows and Pick Pockets are increased an additional 5% to a total bonus of 10%.
Master: Hide in Shadows and Pick Pockets are increased an additional 5% to a total bonus of 15%.
Grand Master: Hide in Shadows and Pick Pockets are increased an additional 5% to a total bonus of 20%.

Silence Mastery: Thieves with this mastery specialise in silence. They are experts in moving silently and are adept at picking up the slightest noise around them.
Basic: Standard thief ability
Skilled: Hear Noise and Move Silently are increased by 5%.
Expert: Hear Noise and Move Silently are increased an additional 5% to a total bonus of 10%.
Master: Hear Noise and Move Silently are increased an additional 5% to a total bonus of 15%.
Grand Master: Hear Noise and Move Silently are increased an additional 5% to a total bonus of 20%.