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<blockquote data-quote="kreynolds" data-source="post: 575630" data-attributes="member: 2829"><p>The game I'm running has limited psionics (basically telepathy and some spin-offs of telekinesis), but psionic items are largely unavaialbe (the exception being crystal capacitors and a couple other items). To compensate for this, as well as for the difficulty level of the game, I whipped up these training programs for games that do not use/or have very limited forms of magic and/or psionics. Also, my game uses the point buy system for stats, and that's what this was really built for. Let me know what you think.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Physical Fitness Programs</strong></span></p><p>All agents must complete a basic-level physical fitness training program and basic-level academic training program in order to be field-rated. Each program also has a more advanced level, and the time required to complete a program is based upon the current fitness level of the agent and the difficulty level of the program itself. Each training program can be taken only once. <em>Also, it is important to note that none of these programs can raise an ability score beyond an 18. Such an increase requires a rather expensive and quite invasive process, such as genetic manipulation or extensive use of nanotechnology.</em></p><p>&nbsp&nbsp&nbsp<strong>Physical Program (basic): </strong>This training program focuses on speed, agility, quick reflexes and balance, as well as overall health. Upon completion, the agent receives 4 points that they may use to increase any of their three physical ability scores (Strength, Dexterity, Constitution) using the point buy system. The program requires at least four weeks (30 days, with training taking place every other day) in order to complete. At the end of the four weeks, the agent must make an ability check against DC 15 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial four week period, the agent receives a cumulative +3 competence bonus to the check, and the check is made at the end of each additional week.</p><p>&nbsp&nbsp&nbsp<em>Requirements: </em>Character level 2, materials and/or facilities at Purchase DC 7.</p><p>&nbsp&nbsp&nbsp<strong>Physical Program (advanced): </strong>This program is a far more difficult version of the basic program. Upon completion, the agent receives 4 points that they may use to increase any of their three physical ability scores (Strength, Dexterity, Constitution) using the point buy system. The program requires at least six weeks (42 days, with training taking place every other day) in order to complete. At the end of the six weeks, the agent must make an ability check against DC 20 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial six week period, the agent receives a cumulative +2 competence bonus to the check, and the check is made at the end of each additional week. </p><p>&nbsp&nbsp&nbsp<em>Requirements: </em>Character level 6, materials and/or facilities at Purchase DC 16, also requires an instructor.</p><p>&nbsp&nbsp&nbsp<strong>Academic Program (basic): </strong>This training program focuses on knowledge, wisdom and force of personality. Upon completion, the agent receives 4 points that they may use to increase any of their three mental ability scores (Intelligence, Wisdom, Charisma) using the point buy system. The program requires at least four weeks (30 days, with training taking place every other day) in order to complete. At the end of the four weeks, the agent must make an ability check against DC 15 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial four week period, the agent receives a cumulative +3 competence bonus to the check, and the check is made at the end of each additional week. </p><p>&nbsp&nbsp&nbsp<em>Requirements: </em>Character level 2, materials and/or facilities at Purchase DC 7.</p><p>&nbsp&nbsp&nbsp<strong>Academic Program (advanced): </strong>This program is a far more difficult version of the basic program. Upon completion, the agent receives 4 points that they may use to increase any of their three mental ability scores (Intelligence, Wisdom, Charisma) using the point buy system. The program requires at least six weeks (42 days, with training taking place every other day) in order to complete. At the end of the six weeks, the agent must make an ability check against DC 20 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial six week period, the agent receives a cumulative +2 competence bonus to the check, and the check is made at the end of each additional week. </p><p>&nbsp&nbsp&nbsp<em>Requirements: </em>Character level 6, materials and/or facilities at Purchase DC 16, also requires an instructor.</p><p></p><p></p><p>Anyway, that's it. Let me know if you have any questions. It might seem confusing at first, but its actually quite simple. Also, the reason I redesigned it was because the initial system seriously benefited the "tougher" classes while completely ignoring the "smarter" classes. The other nice thing about this one too, if you sit down and play with a few sets of stats, is that this one actually benefits a power-gamer character less and a well-rounded character more.</p><p></p><p>EDIT: Added in the note that none of these programs can increase an ability score beyond an 18 without genetic manipulation or nanotechnology, both of which I've created for my campaign setting. I'll try to post the info for those at a later date.</p></blockquote><p></p>
[QUOTE="kreynolds, post: 575630, member: 2829"] The game I'm running has limited psionics (basically telepathy and some spin-offs of telekinesis), but psionic items are largely unavaialbe (the exception being crystal capacitors and a couple other items). To compensate for this, as well as for the difficulty level of the game, I whipped up these training programs for games that do not use/or have very limited forms of magic and/or psionics. Also, my game uses the point buy system for stats, and that's what this was really built for. Let me know what you think. [size=3][b]Physical Fitness Programs[/b][/size] All agents must complete a basic-level physical fitness training program and basic-level academic training program in order to be field-rated. Each program also has a more advanced level, and the time required to complete a program is based upon the current fitness level of the agent and the difficulty level of the program itself. Each training program can be taken only once. [i]Also, it is important to note that none of these programs can raise an ability score beyond an 18. Such an increase requires a rather expensive and quite invasive process, such as genetic manipulation or extensive use of nanotechnology.[/i]    [b]Physical Program (basic): [/b]This training program focuses on speed, agility, quick reflexes and balance, as well as overall health. Upon completion, the agent receives 4 points that they may use to increase any of their three physical ability scores (Strength, Dexterity, Constitution) using the point buy system. The program requires at least four weeks (30 days, with training taking place every other day) in order to complete. At the end of the four weeks, the agent must make an ability check against DC 15 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial four week period, the agent receives a cumulative +3 competence bonus to the check, and the check is made at the end of each additional week.    [i]Requirements: [/i]Character level 2, materials and/or facilities at Purchase DC 7.    [b]Physical Program (advanced): [/b]This program is a far more difficult version of the basic program. Upon completion, the agent receives 4 points that they may use to increase any of their three physical ability scores (Strength, Dexterity, Constitution) using the point buy system. The program requires at least six weeks (42 days, with training taking place every other day) in order to complete. At the end of the six weeks, the agent must make an ability check against DC 20 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial six week period, the agent receives a cumulative +2 competence bonus to the check, and the check is made at the end of each additional week.    [i]Requirements: [/i]Character level 6, materials and/or facilities at Purchase DC 16, also requires an instructor.    [b]Academic Program (basic): [/b]This training program focuses on knowledge, wisdom and force of personality. Upon completion, the agent receives 4 points that they may use to increase any of their three mental ability scores (Intelligence, Wisdom, Charisma) using the point buy system. The program requires at least four weeks (30 days, with training taking place every other day) in order to complete. At the end of the four weeks, the agent must make an ability check against DC 15 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial four week period, the agent receives a cumulative +3 competence bonus to the check, and the check is made at the end of each additional week.    [i]Requirements: [/i]Character level 2, materials and/or facilities at Purchase DC 7.    [b]Academic Program (advanced): [/b]This program is a far more difficult version of the basic program. Upon completion, the agent receives 4 points that they may use to increase any of their three mental ability scores (Intelligence, Wisdom, Charisma) using the point buy system. The program requires at least six weeks (42 days, with training taking place every other day) in order to complete. At the end of the six weeks, the agent must make an ability check against DC 20 for each ability she is attempting to improve. If successful, the agent gains the points mentioned above. Failure indicates that the agent requires more training. For each additional week of training over the initial six week period, the agent receives a cumulative +2 competence bonus to the check, and the check is made at the end of each additional week.    [i]Requirements: [/i]Character level 6, materials and/or facilities at Purchase DC 16, also requires an instructor. Anyway, that's it. Let me know if you have any questions. It might seem confusing at first, but its actually quite simple. Also, the reason I redesigned it was because the initial system seriously benefited the "tougher" classes while completely ignoring the "smarter" classes. The other nice thing about this one too, if you sit down and play with a few sets of stats, is that this one actually benefits a power-gamer character less and a well-rounded character more. EDIT: Added in the note that none of these programs can increase an ability score beyond an 18 without genetic manipulation or nanotechnology, both of which I've created for my campaign setting. I'll try to post the info for those at a later date. [/QUOTE]
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