1. You may develop your skills after x amount of time provided that:
* you can afford it
* the training is available by profession (doesn't require money) or
* you have access to a trainer; great distance from trainers/facilities or trainers/facilities that cannot be readily accessed or discovered or are otherwise exclusive are unavailable.
Therefore, GM-allowed training time increments must be spent as well as money in order to improve a skill.
2. You may develop a technique or ability after a gaming session provided you have earned enough GM-awarded experience in the appropriate skill discipline. Instead of experience points, you earn experience hours, days, or weeks when you appropriately use a skill in-game. For example, you defeat your enemies in a firefight and the GM awards you with 1 week firearms experience to allocate to any available technique or ability within the firearms skill discipline.
3. Self-Training - Through the use of instructionals (e.g. manuals), and/or possessing the required attributes. Every 2 or 3(?) self-training hours will equal 1 regular training hour. Naturally, this ratio applies to training days and training weeks. Take note that actual in-game experience time earned (GM-awarded through the appropriate usage of skills) is equal to normal training time.
Every technique or ability will list how many hours/days/weeks are required in order to acquire, as well as the average amount of money (more or less depending upon the GM's discretion) that is required if the technique or ability is not readily available by your character's profession. Techniques and abilities will also list the pre-requisite attributes in order to self-train, as well as specify if it is possible to acquire through experience hours alone - that is without a trainer, a profession availability, or an instructional.
