Disciplines

Training Points
When a character achieves a new level they gain discipline points to spend on training. Thus, Training Points are how many points have been spent on a particular discipline. There is, of course, a limit to how many training points you can spend on a single discipline. the maximum training points a character can spend on a particular discipline is the Attribute Modifier of the associated attribute plus the character's level (Att. Mod. + Lv). I is important to note that even if a character has a negative attribute modifier they are still able to put a single point into a discipline per level. Examples of maximum training points would be level 1 Fighter who has 18 strength, giving a +4 bonus, allow that character to put a maximum of 5 discipline points into that discipline training points.

Rank
A character discipline rank is determined by the sum of all bonus aspects pertaining to that discipline. Such aspects are: Attribute Score, Racial Modifier, any Armor Penalty, Training Points, and any other miscellaneous modifiers.

Rank = Attribute Score + Racial Modifier + Miscellaneous Modifier + Armor Penalty + Training Points

Efficiency
Determining a character's efficiency for a particular discipline is simple. Efficiency is 10 - Class Modifier, so a higher class mod results in a lower efficiency score, which is better. A better efficiency rating is better because efficiency is used to divide a character's discipline rank. So if a character has a rank of 10, and an efficiency rating of 2 they receive a +5 modifier for that discipline. Whereas if they had a 4 they would only receive a +2 modifier.

Discipline Modifier
After you have input all of the above information it is time to determine what kind of bonus a character will receive for a particular discipline. Simply take the discipline rank and divide it by the discipline's efficiency (Rank / Efficiency). This will give the character's discipline modifier.

Action Disciplines
Acuity (Wil)

Endurance (Vit)

Essence (Spi)

Toughness (Vit)

Avoidance Disciplines
Block (Str)

Dodge (Dex)

Parry (Dex)

Protection Disciplines
Light Armor (Dex)

Medium Armor (Str)

Heavy Armor (Str)

Shield (Str)

Magic Disciplines
Arcane (Int)

Divine (Cha)

Damage Resistance Disciplines
Bludgeoning (N/A)

Piercing (N/A)

Slashing (N/A)

Elemental Resistance Disciplines
Air (N/A)

Cold (N/A)

Earth (N/A)

Fire (N/A)

Lightning (N/A)

Water (N/A)

Magic Resistance Disciplines
Arcane (N/A)

Divine (N/A)

Physical Resistance Disciplines
Fortitude (Vit)

Will (Wil)

Reflex (Dex)

Specialization Disciplines
Though not like other disciplines, Specializations' progress is tracked and improved using the Disciplines. To improve a Specialization, a character must spend Discipline points. The maximum number of training points for Specializations is different, however, because there is a maximum total points a character may spend combined throughout their specializations. Beginning at the first level the character gains access to a specialization, they may begin putting training points into that specialization. To initially gain said specialization the character is required to place at a minimum of a single discipline point. The character's combine training points throughout all their specializations may not exceed 1 per level, beginning with the first level they gain access to specializations. Unlike other disciplines which are caped based on the character's Discipline Rank, Specializations disciplines are caped based on character level.

Weapon Disciplines
Axe (Str)

Bow (Dex)

Dagger (Dex)

Crossbow (Dex)

Hammer (Str)

Pole Arm (Str)

Spear (Str)

Staff (Dex)

Sword (Str)

Unarmed (Dex)

Wand (Cun)

Tactics Disciplines
Archery (Dex)

Dual Weapon (Dex)

Mounted (None)

Throwing (Dex)

Two-Handed (Str)

Weapon & Shield (Str)