User:Fwcain/PDQ/Training Points

Training Points are PDQ's equivalent to "experience points" (XP) -- they are the game's mechanism by which a character can be improved. Whenever a character fails at a roll (be it a duel or a challenge), the character receives one Training Point in compensation.

Most of the time, Training Points are tracked in a general pool. However, depending on the campaign in question, some Training Points earned under certain circumstances will be linked to a specific Forte or Gift, and will not be available for any other purpose.

Usually, Training Points can not be used until the end of a session, or possibly between Scenes. However, if a player is desperately in need of Style Dice right now, he may spend Training Points for extra Style Dice during the current Scene, at a cost of one-for-one (i.e.: spend one Training Point to get one Style Dice). This is the only means by which a player may spend Training Points during play. (This is often referred to as "Digging Down Deep" in various editions of PDQ.)

Here are the various ways in which you can spend Training Points:


 * Spend one (1) Training Point to "Dig Down Deep" (i.e.: to immediately get one Style Die for the current game session).
 * Spend two (2) Training Points to buy a new Technique chained to a specific Forte or Meta-Forte.
 * Spend four (4) Training Points to improve an existing Forte by one Rank.
 * Spend four (4) Training Points (and provide a Story Hook for the GM) to buy a new Forte.
 * Spend four (4) Training Points (and provide a Story Hook for the GM) to convert an existing Chained Technique into an Unchained Technique.
 * Spend four (4) Training Points (and provide a Story Hook for the GM) to buy a new Permanent Stunt chained to a specific Gift or to a specific Master [+6] Rank Forte.
 * Spend four (4) Training Points (and provide a Story Hook for the GM) to buy a new Foible.
 * Spend six (6) Training Points to improve an existing Meta-Forte by one Rank.
 * Spend six (6) Training Points (and provide an exceptional Story Hook for the GM) to buy a new Meta-Forte.
 * Spend six (6) Training Points (and provide a Story Hook for the GM) to buy a new Unchained Technique.
 * Spend six (6) Training Points (and provide a Story Hook for the GM) to buy a new Permanent Stunt chained to a specific Meta-Gift.
 * Spend eight (8) Training Points (and provide a Story Hook for the GM) to improve an existing Gift by one Rank.
 * Spend eight (8) Training Points (and provide an exceptional Story Hook for the GM) to buy a new Gift.
 * Spend twelve (12) Training Points (and provide a Story Hook for the GM) to improve an existing Meta-Gift by one Rank.
 * Spend twelve (12) Training Points (and provide an exceptional Story Hook for the GM) to buy a new Meta-Gift.

New Fortes (and Meta-Fortes) usually start off at "Good [+2]" Rank. However, if the new Forte is especially esoteric (i.e.: the proposed new Forte is not something that the typical character would automatically have within the default Average [+0] Rank "Everything Else"), then the GM is within his rights to have this new Forte start off at "Average [+0]" Rank.

New Gifts (and Meta-Gifts) start off at "Average [+0]" Rank, to give the player and the GM time to grow comfortable with the new Gift (as well as to appease the Ideals of Game Balance, considering the strength of Gifts over Fortes).

Furthermore, all new Fortes, Gifts, Techniques, and Stunts are subject to the GM's scrutiny, approval, and/or veto.

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