Cowboy said:
Uh? None of that is actually in the book unless it's been very cleverly hidden somewhere.
Oops. So, here's where I mention I hadn't actually read the final character advancement rules, and assumed they were the same as the playtest version.
The experience through training is still there, but they've changed to weeks, I see. Take the final printed version, convert to months, and allow one bonus month of training in an appropriate skill every session, and you basically have the playtest version.
And, these are my modified advancement rules, based on the playtest system, with characteristic advancement added in:
Character Advancement
At any given time, a character can focus on the development of two skills or characteristics. For each month of game time spent in training (approximately 5 hours a week for skills and 10 hours a week for characteristics is required), the character gains one experience point towards advancment in each area being trained. The player may allocate one extra point per game session. If a skill is not trained sufficiently over the course of a month, one XP is lost from that skill, although XPs will not fall below half of their peak value.
Skill Advancment
The character's skill training threshhold is calculated by adding together all existing skill levels (counting 0-Level skills as half a rank). The training target for any given skill is equal to the STT + 2 x the target rank. For example, if a character has a STT of 14 and is training his Gun Combat/Slug Pistol skill, which is currently at level 1, his training target is 14 + 2 x 2 = 18.
A character gains a temporary +1 improvement to a skill when his XP reach half his training target. When XP reach the training target, the increase becomes permanent, and no longer degrades through missed training. The character's STT is updated at this point as well.
When training in an entirely new skill, the training target is the STT + 10. The character gains the skill at Level-0 when his XP reach one quarter of his training target. Because XP cannot fall lower than half the peak value, this increase becomes permanent when the character has aquired XP equal to half his training target.
When training a skill that is already at 0-Level, the character begins with XP equal to one quarter of his training target.
Characteristic Advancement
The training target for a characteristic increase is equal to the characteristic's current value plus five. Upon reaching the training target, the character may roll to see if his characteristic increases by one point. This is a 2d6 roll with a target of 9, from which the current characteristic DM is subtracted (so, positive DMs act as penalties, and negative DMs as bonuses).
If the character fails to achieve a characteristic increase, he may make further rolls each time he accrues another 8XP towards that characteristic.