Training Fees (Diskordia Campaign)

From GURPSworld Wiki

In a fine tradition from ancient dungeon fantasy practices, character development in the Diskordia campaign will allow players to spend earned points to acquire advantages and skills that can't normally be bought in play or that usually require special training. Players need only find a teacher and play the appropriate fees in order to gain points in or learn a new skill.

Finding a teacher for all but Very Hard mundane skills is automatic. For Very Hard mundane skills and all magical training, the player must find a teacher. This uses the same process as finding a hireling or a job (see B517-518).

Mundane Skills

The fees below are the most common for training in skills and techniques Avondale. Training fees are determined by guilds and other professional organizations as well as competitive rates found in free markets.

Costs are listed in $/point, according to the difficulty of the skills (Easy/Average/Hard/Very Hard). Note that while each skill has fees for every level of difficulty, not all skill category possess skills at all difficulty levels. Techniques are only Average, Hard, or Very Hard.

Fees are listed by skill category. Skill categories are taken from GURPS 4th edition Skill Categories. If a skill exists in two categories, the higher of the competing fees prevails. Example: Cartography is listed under both Outdoor/Exploration and Social Sciences, so the higher of the two fees applies. Techniques are too numerous to list but are categorized according to their associated skill.

Category Easy Average Hard Very Hard
Animal 40 50 60 70
Arts/Entertainment 40 50 60 70
Athletic 40 50 60 80
Business 40 50 70 100
Combat/Weapon 50 100 150 200
Craft 40 60 80 100
Criminal/Street 40 50 75 100
Design/Invention 50 75 100 200
Everyman 20 30 40 50
Knowledge 50 60 70 80
Medical 75 100 150 200
Military 40 50 70 100
Natural Sciences 50 75 100 150
Occult/Magical 40 80 160 320
Outdoor/Exploration 40 50 75 100
Plant 40 60 80 100
Police 50 80 120 200
Repair/Maintenance 40 50 60 70
Scholarly 40 60 80 100
Social 40 50 60 80
Social Sciences/Humanities 50 80 120 150
Spy 50 100 150 200
Technical 40 60 80 120
Vehicle 40 50 60 80

Magical Training

The fees below are the most common for training in spellcasting, determined by guilds and other professional organizations as well as competitive rates found in free markets.

Magical training costs are detailed below by Path or Spell. Costs are listed in $/point. Spells are too numerous to list individually, so each path has a specific spell/technique training fee.

Path categories are taken from GURPS 4th edition Magic. If a spell exists in two paths, the higher of the competing fees applies.

Magical Path Path Training Fee Spell Training Fee
Air 320 140
Animal 240 120
Body Control 320 180
Communication and Empathy 320 240
Earth 240 120
Enchantment 1200 1200
Fire 320 200
Food 180 180
Healing 240 240
Illusion and Creation 560 320
Knowledge 180 180
Light and Darkness 240 120
Making and Breaking 320 320
Meta 1200 560
Mind Control 420 200
Movement 260 140
Plant 240 140
Protection and Warning 260 260
Sound 240 120
Technological 1200 600
Water 180 180
Weather 1000 500