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− | ==Training Time Chart==
| + | #REDIRECT [[Training]] |
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− | {| class="wikitable"
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− | ! Trait Increase !! Time Required
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− | | Attribute || [current rating] x224 hours
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− | | Ability || [current rating] x56 hours. 168 hours for new ability
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− | | Favoured/Aspect Charm || [min. Ability] x8 hours
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− | | Out-of-Aspect Charm || [min. Ability + min. Essence] x8 hours
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− | | Creating a Charm || [time to learn equivalent charm] x5. Cannot be tutored or use manuals
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− | | Emerald Circle Spell || 56 hours
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− | | Sapphire Circle Spell || 112 hours
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− | | Adamant Circle Spell || 168 hours
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− | | Creating a Spell || [time to learn equivalent Spell] x5. Cannot be tutored or use manuals
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− | |}
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− | Time calculated in hours spent solely on intensive training, with the aid of a tutor.
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− | ==Increasing Essence==
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− | To increase Essence beyond a character's 'natural cap' requires them to spend [new rating] in seasons engaged in nothing but meditative contemplation, and in case of Dragonblooded exposure to their element of aspect. Increasing Essence up to a character's 'natural cap' is instantaneous, requiring only a moment of personal enlightenment.
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− | For mortals, the 'natural cap' is 1. For Exalts, the 'natural cap' is 3. Spirits do not increase their Essence by these conventional means.
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− | ==Meaning of Days==
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− | In Exalted's mechanics, the issue of time is a major problem. Many things list the time they require (training, crafting, and others besides) in days, but what this means can be ambiguous.
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− | To clarify, when a 'day' of work is specified, what is meant is a period of 8 hours focused on the task and nothing else. Considering this span, less than a third of the 25 hours in a day, to be a full day's work dates from the original design of humans: they were built to spend 8 hours sleeping to rest and recuperate, 8 hours on subsistence tasks (feeding and clothing themselves), 8 hours on service (raising children, serving the Dragon Kings, praying to gods and Primordials, etc), and one hour on prayer to the Incarnae.
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− | A week of training is thus 56 hours, a month 224 hours, a season 672 hours, and a year 3360 hours.
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− | ==Specialties==
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− | Increasing Specialties counts as increasing the current ability+specialty as if it were an ability, and then cutting the time required in half. Each specialty requires 2 XP.
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− | ==Natural Affinity==
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− | Each hour spent training a favoured or aspect ability counts as two hours training time due to natural affinity.
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− | ==Training without a Trainer==
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− | Each hour spent training WITHOUT the aid of a trainer or tutor counts as only 1/2 an hour of training time.
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− | ==Training with a Manual==
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− | Each hour spent training WITHOUT a trainer, but WITH a training aid such as a high-quality manual counts as 3/4 of an hour of training time. A manual used along with a trainer provides no benefit.
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− | ==Back-to-Back Training==
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− | If training is undertaken for seven or more consecutive days, an Endurance check must be passed… failure means the next day is wasted on rest and recovery.
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− | ==Charm Requirements==
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− | Charms do not spontaneously generate, and must be learned from trainers/manuals. A character attempting to learn a charm without the aid of either counts as trying to design that charm.
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− | ==Designing Out-of-Aspect Charms==
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− | Designing Charms out-of-Aspect is a difficult thing. Unless the character has mastered the relevant style of Immaculate Martial Arts or otherwise escapes elemental surchages on charms, required time is increased by x1.5
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− | ==Training Example==
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− | ''Sesus Mraka wants to learn his first point of Thrown. It is not favoured and he has no teacher. Mraka will have to complete a total of 336 hours of training. If he goes out back to chuck chakrams for an hour alone every morning, he'll get that first point after 12 months.
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− | Which may seem long, but considering he's going from no knowledge at all to passable combat accuracy without any outside help, its rather impressive.''
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− | [[Category:Rules]]
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