Training
Training is the MC's primary way of increasing his Skills and ATTRIBUTES. You can execute two training sessions per day, focusing on either:
- STRENGTH.
- DEXTERITY.
- STAMINA.
- Ranged combat.
- Melee combat.
Note that skills and ATTRIBUTES get harder to raise as you improve them. Increasing your Dexterity from 20 to 30 is a walk in the park compared to how it is between 80 to 90, which could take many weeks.
Most skills and attributes face a hard cap around 130. Increasing values above that level require unique events or critical rolls during combat encounters.
Training bonuses
- Include trainer: For $80, you can include a local trainer in any skill/attribute. This provides a noticeable chance boost to the active training roll (+30-65).
- Push it: Spend some Health to further improve your chances of success (+20). You can never Push Ranged combat sessions.
- Upgraded Dojo. A fully upgraded dojo provides a constant +10 training bonus and a +10 melee training bonus. Note that these values stack, giving a total of +20 when executing melee sessions.
- Willpower (MC only) 60+: +5.
- Willpower (MC only) 80+: +5.
Training penalties
- Having a Huge craving+ gives a penalty of up to -12 (MC only).
- Health below 40 (MC only): -5.
Joint training sessions
Every assigned Follower automatically participates in training sessions, and can in turn increase his or her skills as well as the MC's. If no hired trainer is present, you're always chosen as the training instructor.
Followers are given the same bonuses as the MC from trainers, "Push it!" and upgraded dojos. In addition to this, an NPCs success chance is further modified by:
- Affection Amiable+: +10.
- The Brawler Trait (STR and Melee): +10.
- The Warrior Trait (All): +5.
- Discipline 40+: +5.
- Discipline 60+: +5.
- Discipline 75+: +5.