Trainings List

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Labourer

General

Basic

Ablative Armour

After Downtime, your armour has 2 additional max integrity that isn’t otherwise repairable.

Brawler

General

Advanced

Adrenaline Response

After suffering an Injury that would make you Wounded, you immediately get to take an additional Combat Turn. After this Combat Turn, you then return to the standard Action Order ignoring your last action.

Labourer

General

Basic

Alchemy

#TODOcopy As Production Work, using an Alchemists Tool Set you can craft an alchemical potion, medicine or other mixture.

Arcanist

General

Basic

Amateur Arcana

Your character can perform Ritual Magic to:

  • Create Ephemeral Magic-Items.
  • Teleport a nearby item to yourself.
  • Summon a familiar that obeys
  • Conjure simple items that won’t be missed (from wherever you take them).

Crafting Cost: 1 size of Artisan Materials + a Reagent Bag charge.

Dynamist

General

Basic

Amateur Dynamancy

Your character can perform Channelled Magic to:

  • Change the temperature of an item abruptly.
  • Disrupt a spell of an amateur level.
  • Weaken the abilities or powers of a character/creature.
  • Create a shield against a specific element around yourself.
  • When attacking with a Magical-Attacks you can use: Burning, and Slowing.
  • You can attack with the following profile:

Requires 1 Magical Energy and a Focus

Mystic

General

Basic

Amateur Mysticism

Your character can perform Ritual Magic to:

  • Detect the unseen.
  • Gather information about things you could not otherwise know.
  • Command and manipulate unintelligent spirits and undead.
  • Hex something that you have a piece of.
  • Heal Injury.

Crafting Cost: 1 size of Artisan Materials + a Reagent Bag charge.

Shaper

General

Basic

Amateur Shaping

Your character can perform Channelled Magic to:

  • Create the illusion of something that isn’t there: noise, visuals, smell.
  • Change a comestible into something more useful.
  • Alter yourself in simple ways.
  • When attacking with Magical-Attacks you can use: Concussive, and Painless.
  • You can attack with the following profile:

Requires 1 Magical Energy and a Focus

Mercenary

General

Advanced

Ambidextrous

When holding two weapons/items during combat, you can perform the same Action with both things as a single Action, however any skill tests suffer a (-1) penalty.

Wanderer

General

Advanced

Ambusher

If characters hostile to you, are not aware of you at the start of combat, you get an Action before anything else happens.

Wanderer

General

Master

Anthropologist

You no longer have Restrictions when doing Supervised Training. In other words, you do not need a trainer or reference to train, just Activities time and Total XP.

Academic

General

Basic

Apophenia

Spend a Power, you can declare your far-fetched theory about what is really going on. Rolls you make which help confirm or refute your theory receive +1.

Your far-fetched theory can help progress Projects only tangentially related.

Rogue

General

Basic

Armed To The Teeth

You can carry twice the Comestibles in the same amount of size on your Belt.

if 10 arrows are 2 size, you may carry 20 arrows as 2 size.

Labourer

General

Basic

Armour Smith

As Production Work, you can craft or modify Basic and Artisan Armour using an Armourers Tool Set using Application. More details in Designing-Armour.

You can also as Production Work craft and modify storage items using Application, more details in Designing-Storage.

Rogue

General

Advanced

Assassination

While not in combat, you can make a Coordination Fixed Difficulty test against a Character that is unaware of you, if you succeed, they either receive the System-Failure injury effect, or become Defeated.

Academic

General

Basic

Autodoc

You can perform invasive medical work on yourself even if it would seem impossible and ignore your own Long Term Injury when performing Application skill tests.

Knight

General

Advanced

Bash

When you Avoid attacks from opponents In Melee, if you succeed by two Step, the Opponent becomes Prone.

Mercenary

General

Advanced

Bashing

You can opt to make the damage type of any Rending or Piercing weapon cause Impact injuries instead.

Knight

General

Advanced

Battle Mount

When In Melee and Mounted, you may as a Free Action have the Mount Attack.

Arcanist

General

Basic

Bewitched

You can imbue magic into people as you can permanent Equipment.

People count as Size 5, body parts as size 2

Brawler

General

Basic

Black Belt

Your unarmed attacks deal Strength Damage and have a Extra Damage modifier of (-2).

Knight

General

Basic

Blocking

When performing an Avoid you may Substitute Physique for Reflexes.

Arcanist

General

Basic

Blood Rituals

You may attempt a ritual without 1 of the requirements and replace it with an amount of blood.

Rogue

General

Basic

Bow Expert

When using a weapon with the Bow Weapon Trait you no longer receive a -1 to readying and firing the weapon in the same turn.

Academic

General

Basic

Brilliant Bastard

You have a Critical Success on Action on a dice roll of double 1’s.

Labourer

General

Basic

Buddy Up

As a Travel Activity you can select another Character to assist. They automatically succeed on any skill tests they do related to their current Activities.

Brawler

General

Basic

Bushwhacker

Whenever someone you are In Melee with performs a Mitigated Attack against you, you may spend a Reaction to make an Attack with a guaranteed Hit Locations of Ancillary.

Star

General

Basic

Busking

As Skilled Work, you can busk. Make a Confidence Variable Difficulty, you receive 2 silver per Step Of Success.

Labourer

General

Basic

Carrier

You can perform Actions while carrying an item or items that would normally require two hands. In combat, you can move a willing character with you as you move.

Wanderer

General

Basic

Check Again

Spend a Power, you can ask the GM if there is anything of interest you haven’t noticed in a room, or area. The GM will not tell you what it is, just you should continue looking.

Star

General

Basic

City Soul

When doing Call On The City, you can select an additional option from the list.

Brawler

General

Advanced

Cleave

If you cause a wounding attack with a Striking weapon, you may make an additional Attack Action.

Wanderer

General

Basic

Clever Packer

Your Backpack can hold an additional 6 size worth of items.

Brawler

General

Advanced

Clothesline

If an Opponent moves within Reach of you, you may spend a Reaction to make a Physique Fixed Difficulty(0), that if successful causes their attack to fail and knocks them prone.

This doesn’t work against enemies immune to being Prone.

Rogue

General

Advanced

Cold Steel

If you have a Threat of 0 to an Opponent, your attacks have the Penetrating trait against them.

Wanderer

General

Basic

Collector

You can comfortably ride with an additional person or thing restrained on your Mount.

Star

General

Basic

Come In Peace

Allies and yourself gain a (+1) to Social Skill Test when interacting with residents of an area.

Star

General

Advanced

Command

During an Action spend a Power to have a Follower perform an Action after this.

Mercenary

General

Basic

Conditioning

When you perform Hone Your Skills you may select an Attributes to consider as 1 greater instead of a Skill.

Star

General

Advanced

Conscription

At the beginning of combat, you may opt to make neutral characters within a Far distance Followers. They may become angry and hostile if put in suicidal situations.

Star

General

Advanced

Contacts

When performing Call On The City you may choose to establish a contact network, instead of one of the other options.

This contact network can be queried for information and will send relevant info your way.

Wanderer

General

Basic

Contortionist

You can fit into impractically small spaces comfortably.

Dynamist

General

Advanced

Counter Spell

Requirement: Amateur Dynamancy If another Character within Eye Line, casts a spell, you may spend a Reaction to disrupt the spell. This is an Ascendancy Fixed Difficulty test with difficulty based on the complexity of the spell.

Wanderer

General

Advanced

Cram Session

During Good Night’s Rest, you can select any one of your skills that isn’t already at 3 ranks to count as being one rank higher until the next meditation.

Rogue

General

Basic

Crossbow Expert

Weapons you use with the Crossbow Weapon-Traits have Loading(0).

Labourer

General

Advanced

Custom Job

Any weapon you craft for personal use can have one additional trait. Anyone else using this weapon suffers a -2 to skill tests and does not benefit from the additional trait.

Mercenary

General

Master

Dance Of Death

While armed with only a one-handed Weapon, you can as an action perform a Coordination Fixed Difficulty(0), if you succeed you may do any number of the following:

Mystic

General

Basic

Danger Sense

  • You cannot be surprised.
  • You recieve a (+2) to Understanding when attempting to recognize danger.

Mystic

General

Basic

Dead Tongues

You can speak to spirits and undead even if you wouldn’t otherwise share a language. This includes unintelligent or non-communicative Characters.

Star

General

Basic

Decadent

You never suffer penalties due to intoxication, you also receive a (+2) to Action related to resisting Comestibles downsides.

Mercenary

General

Basic

Defensive Combatant

You receive a (+1) to Avoid and Parry skill tests.

Mercenary

General

Basic

Defensive Offhand

When wielding two weapons of Size 2 or less, the smaller of the two counts as having the Balanced trait.

Rogue

General

Basic

Defy Death

You can Avoid anything, even if it would seem impossible.

Rogue

General

Basic

Disarming Shot

You can Disarm someone at range, using a ranged weapon, expending 1 ammunition in the process.

Academic

General

Advanced

Do No Harm

You receive a (+1) to all Non-Combat Actions, however to directly harm another Character, you need to succeed an Volition Fixed Difficulty(0).

Academic

General

Basic

Doctors Eye

You can always tell how injured a person is (and where). When starting a health/medicine related Project you always succeed with at least 1 Step of success.

Brawler

General

Advanced

Dragon Rush

After doing an Attack while unarmed, if you haven’t already used this training this Combat Turn, you may spend a Reaction to perform another Action.

Star

General

Advanced

Editorializing

Once per Downtime, if they are willing, you may give any Character a single Re-roll for any dice roll.

Labourer

General

Advanced

Efficient Patterns

Your Crafting Cost are 1 less size of the most amount of material required.

Example if a craft requires 3 artisan metal and 1 basic leather, for you, it would require 2 artisan metal and 1 basic leather.

Rogue

General

Basic

Efficient Rounds

You can always salvage Munitions from weapons with Salvageable-Ammo.

Dynamist

General

Advanced

Elemental Strike

You may have weapons you Attack with have the Hot or Cold Types of Damage.

Brawler

General

Advanced

Enrage

When you make a Physique skill test, spend a Power to become enraged. While enraged, you have:

On any Combat Turn where you don’t make an Attack, you must roll a d6, on a 1-3 you stop being enraged.

Labourer

General

Basic

Exotic Crafting

When crafting you can use Exotic Materials and make exotic Equipment.

Rogue

General

Basic

Exotic Expert

You can use any Exotic weapon without penalty.

Arcanist

General

Advanced

Expert Arcana

Requirement: Amateur-Arcana Your character can perform Ritual Magic to:

  • Create Harmonic Magic-Items.
  • Summon an animal that obeys.
  • Conjure more complex items that will be missed.
  • Teleport an exact item to yourself.

Crafting Cost: Size of target item in Exotic Materials + Size of target item in Artisan Materials + a Reagent Bag charge.

Dynamist

General

Advanced

Expert Dynamancy

Requirement: Amateur Dynamancy Your character can perform Channelled Magic to:

  • Change the weather and environment.
  • Disrupt a spell of an expert level.
  • Temporarily disrupt a curse or enchantment.
  • Disable the abilities or powers of a character/creature.
  • Create a shield against a specific element around an area.
  • Create a simple rule that manipulates reality near you.
  • Your Magical-Attacks gain +1 Damage, you can use: Area, and EMP.

Requires 2 Magical Energy and a Focus

Mystic

General

Advanced

Expert Mysticism

Requirement: Amateur Mysticism Your character can perform Ritual Magic to:

  • See into the future what may happen.
  • See into the past what has happened.
  • Create undead, and transplant souls between vessels.
  • Regrow lost flesh.

Crafting Cost: 1 size of Exotic Materials + a Reagent Bag charge.

Shaper

General

Advanced

Expert Shaping

*Requirement: Amateur Shaping Your character can perform Channelled Magic to:

  • Produce something that isn’t there, but is only perceived by some.
  • Create smart illusions that can respond to the world.
  • Change a tool, weapon, or armour into something more useful.
  • Alter the world around you.
  • Alter yourself in meaningful ways, including transforming into animals.
  • Alter others in simple ways.
  • Your Magical-Attacks gain +1 Damage, you can use the: Cone, and Stunning.

Requires 2 Magical Energy and a Focus

Star

General

Basic

Faithful

You receive a +1 to all Social Skill Test against any Opponent who shares similar beliefs to your Character.

Rogue

General

Master

Fan Fire

You may make a Ranged Attack on up to an Agility number of targets within a 45-degree cone. Each Action suffers a (-2).

Wanderer

General

Basic

Fast Learner

After the Travel Activity Socialize, you can attempt Application, Confidence, skill tests with the same skill level as the person with the highest skill rank in your party who also socialized until your next Downtime.

Wanderer

General

Advanced

Field Dressing

When collecting bits from creatures after an encounter, you may collect one additional from any monster you choose.

Labourer

General

Advanced

Field Maintenance

As a Travel Activity you may repair 2 points of armour integrity to each ally’s armour. Each ally’s weapon has +1 Damage until the next Travel Segment.

Mercenary

General

Basic

Fight Smart

You may use your Intelligence instead of Strength for Attacks.

Shaper

General

Basic

Focus Trap

You can set magical abilities you are focussed on to trigger in response to something (a person walking through a door, saying a word etc.) if you are Defeated or distracted, your traps fail.

Labourer

General

Basic

Food Prep

Whenever you have Downtime, you can prepare food. Each member of your party doesn’t need to pay for food during your next Travel Segment.

Mystic

General

Basic

Foresight

You may Substitute Ascendancy for Reflexes when you Avoid.

Wanderer

General

Basic

Gatherer

As Skilled Work, you can harvest Basic Flora. Perform a Variable Difficulty Application skill test to look for Basic Flora or Artisan Flora. The test for artisan flora is at a -2. If you succeed, you receive 1 size of Materials plus 1 additional per 2 Steps Of Success.

Brawler

General

Basic

Giants-Hands

Weapons count as 1 size smaller when you are determining number of required hands.

Star

General

Advanced

Grand Leadership

When a Follower or Ally is performing an Action spend a Power to have them use your relevant skills for that Action.

Labourer

General

Advanced

Guardsman

You can perform On Watch while doing another Travelling Activity.

Labourer

General

Basic

Haggling

You may use converse to attempt to get better deals when commissioning or purchasing items. This is a Connection Variable Difficulty with an initial penalty based on the craftsmans desire to sell the item. For every Step Of Success you receive 1 silver off the asking price.

Arcanist

General

Basic

Hallowed Ground

You can imbue magic into places as you can permanent Equipment.

Places count as Size 5

Star

General

Advanced

Hard Sell

A merchant will never refuse to buy items from you, even if they have no interest in them.

Labourer

General

Basic

Hard Worker

When being paid for Day Work, you receive 1 additional silver.

Mercenary

General

Basic

Head Down

If you move during an Action, Characters suffer a (-2) to skill tests for ranged attacks targeting you until your next Action.

Rogue

General

Advanced

Heartseeker

No negative on Vitals Hit if you do nothing else during an Action.

Star

General

Basic

Heartthrob

Your character receives a (+2) to Actions against people that are sexually attracted to you.

Star

General

Advanced

Heretic

As a Free Action, spend a Power, you may designate a target as a heretic of the cause. They receive a (-1) to all Actions. Any Action an Ally makes against an Opponent who is marked as a heretic is at a (+1).

Rogue

General

Master

Hide in Plain Sight

You do not need an item or object to hide behind when attempting to hide.

Rogue

General

Basic

Hit And Run

When performing an Action, you may do Movement after performing it.

Wanderer

General

Basic

Holistic Tools

You can perform Application skill tests without needing any tools or kits; however, you receive a (-2) to related Action while not having appropriate gear.

Star

General

Master

Holy Spirit

Your character is partially controlled by another force, which helps you out with multitasking.

  • You have an additional Reaction.
  • If you are Stunned or Defeated, you may opt to continue fighting or acting with the spirit controlling your body.

Wanderer

General

Basic

Home In Nature

You receive a (+1) to all Actions related to surviving and navigating natural environments.

Academic

General

Advanced

I Packed It

Once per Downtime, you can declare after the fact that you purchased an item while you were last resting in a settlement. The item would have to have been available, and you need to spend the equivalent currency it would have cost.

You also count as having an Explorers Kit, you can use it for Power instead of silver.

Star

General

Advanced

Inspiring Shout

Spend 3 Power, you may as a Free Action cause one of your Allies to stop being Defeated. The target retains all injuries and effects, but no longer counts as Wounded until they suffer another Injury.

Star

General

Basic

Inspiring Strike

After a Successful Attack, all your allies receive a +1 to all Attack until your next Action.

Labourer

General

Advanced

Integrated Weapons

Up to two of your weapons of size 3 or less are integrated into your armour / clothing. They cannot be dropped, are concealed, and don’t take up space.

Academic

General

Basic

Intellectual Leap

When you use Understanding to gain information, you can spend 1 Power to infer another useful fact about the thing. Ask another question and the GM should answer honestly.

Arcanist

General

Basic

Intellectual Methods

Ascendancy is an Intelligence skill for you.

Wanderer

General

Basic

Internal Monologue

You receive hints and tips from the GM in the form of an internal monologue. Spend 1 Power to receive some info from the GM.

Wanderer

General

Advanced

Interrogator

If you have someone detained for any meaningful amount of time, they can hide nothing from you.

Arcanist

General

Advanced

Invigorated Enchantment

You can imbue two separate magical effects into an item.

Knight

General

Advanced

Iron Curtain

If you have not made an Attack during your Combat Turn and are wielding a Shield, you may Parry as a Free Action as your turn ends.

Labourer

General

Advanced

Jury Rigging

As a Travel Activity or with significant Narrative Time, using a Tinkers Kit, you can construct single-use Gear, Weapons, Comestibles and other narrative devices using exceptionally basic materials, simpler than would otherwise be allowed with Application.

The player will need some narrative justification for what they are using, then 1 charge from their Tinkers Kit.

Academic

General

Basic

Kill Switch

While controlling a Grapple you can perform an Application skill test to disable automata and machines.

Shaper

General

Advanced

Kinetic Monk

While holding nothing but a Focus you can Substitute Ascendancy for Physique. While doing this, you have the following weapon profile:

Knight

General

Basic

Knight’s Vow

You receive a (+1) on all Combat Skill Test, but can never Attack an unarmed, unaware or unable to defend themselves Opponent.

Academic

General

Basic

Knowledgeable Cryptozoologist

You’re knowledgeable about all animals and monsters and can make Understanding tests to know about them.

Academic

General

Basic

Knowledgeable Customs

You’re knowledgeable about the nuanced laws and customs of areas and can make Understanding tests to know about them.

Academic

General

Basic

Knowledgeable Geographer

You’re knowledgeable about all geography and can make Understanding tests to know about them.

Academic

General

Basic

Knowledgeable Historian

You’re knowledgeable about all history and can make Understanding tests to know about them.

Academic

General

Basic

Knowledgeable Interpreter

You’re knowledgeable about all religious groups, otherworldly entities and superstitions and can make Understanding tests to know about them.

Academic

General

Basic

Knowledgeable Magi

You’re knowledgeable about all magic, spells, rituals, and places of power and can make Understanding tests to know about them.

Academic

General

Basic

Knowledgeable Materialist

You’re knowledgeable about all Game/Materials and can make Understanding tests to know about them.

Academic

General

Basic

Knowledgeable Tactician

You’re knowledgeable about historical and strategic military knowledge and can make Understanding tests to know about them.

Wanderer

General

Advanced

Kryptonite

If you know about an enemy, your Allies gain a (+1) to all combat Actions targeting the enemy.

Mercenary

General

Basic

Lash Out

After performing a Melee Attack you may perform a Thrown Attack as a Free Action.

Wanderer

General

Basic

Leave No Trace

You and those travelling with you cannot be tracked.

Rogue

General

Basic

Light Step

You never trigger traps by moving over them. You also receive a +1 to Coordination skill tests related to moving silently.

Wanderer

General

Advanced

Live off the Land

You can Scavenge while doing another Travelling Activity.

Brawler

General

Basic

Living Weapon

Your character always counts as armed and can, as long as they are conscious, always fight as though their hands were unbound.

You always have Threatening.

Rogue

General

Basic

Long Shot

When making a Ranged Attack, you ignore any Distance Penalty.

Academic

General

Basic

Long-Term Care

As a Travel Activity you can declare you are going to heal peoples wounds. Your Allies remove the Long Term Injury effect.

Star

General

Basic

Lookout Sir

If a Follower under your control is within Reach of you, you may opt for them to suffer any attack that would effect you. You may first React normally.

Rogue

General

Basic

Lost in the Crowd

If you are In Melee you have a Threat of 0 to Characters not In Melee with you.

Star

General

Basic

Lover Not A Fighter

You receive a (+1) to all Actions in situations where your life isn’t in danger, and you are not rushed. However, you receive a (-1) to all Actions while in combat.

Academic

General

Basic

Macguffin

You know just the thing to solve this problem. It might take time to find or build, but once per session you know just the thing to resolve an issue and the answer will be relatively on hand.

Start a Project with a number of steps required by the GM, this project doesn’t require an initial skill test to work towards a solution to the problem.

Shaper

General

Basic

Mage Assassin

When you perform a magical effect you can roll Coordination Opposed Difficulty to make it seem like no magic took place.

Shaper

General

Basic

Mage Hand

You can levitate things up to your Spirit in size and Close as naturally as picking them up normally.

Dynamist

General

Basic

Magical Artillery

Anyone targeted by your attacks with the Magical-Attacks trait suffers a (-1) to all Actions until your next Combat Turn.

Dynamist

General

Basic

Magical Dulling

All Ascendancy Action used Close to you, including your own, are at a (-1).

Arcanist

General

Master

Master Arcana

Requirement: Expert-Arcana Your character can perform Ritual Magic to:

  • Create Discordant Magic-Items.
  • Summon a magical creature that obeys.
  • Conjure an exact item of need (the owner may be angry about this).

Crafting Cost: Size of target item in Exotic Materials, but must be two separate Materials + Size of target item in Artisan Materials + a Reagent Bag charge.

Knight

General

Master

Master Block

You have an additional Reaction that can only be used in Combat and refunds each time you perform an Action.

Dynamist

General

Master

Master Dynamancy

Requirement: Expert Dynamancy Your character can perform Channelled Magic to:

  • Change the environment and weather in unnatural and unbelievable ways.
  • Disrupt a spell of a master level or a permanent curse/enchantment.
  • Reverse the abilities or powers of a character/creature making it a weakness.
  • Create more general wards of protection.
  • Create a complex / powerful rule that manipulates reality near you.
  • Your Magical-Attacks gain +1 Damage, you can use: Explosion.

Requires 3 Magical Energy and a Focus

Mystic

General

Master

Master Mysticism

Requirement: Expert Mysticism Your character can perform Ritual Magic to:

  • Effect what has already happened.
  • Get accurate information about the state of something.
  • Manipulate life itself and control intelligent undead.
  • Teleport yourself and others.

Crafting Cost: 1 size of Exotic Materials + 1 size of Artisan Materials + a Reagent Bag charge.

Shaper

General

Master

Master Shaping

*Requirement: Expert Shaping Your character can perform Channelled Magic to:

  • Create illusions that effect an intelligent Character as though they were real if the Character believes it is real.
  • Change yourself into incredible forms, including magical creatures.
  • Alter others in meaningful ways.
  • Transform an item into something completely unrelated.
  • Your Magical-Attacks gain +1 Damage, you can use: Unavoidable.

Requires 3 Magical Energy and a Focus

Rogue

General

Master

Master Thief

In combat you can perform a Coordination Opposed Difficulty to immediately use a piece of Equipment stored on another character In Melee. You still need to perform any additional skill checks to use the item.

Labourer

General

Master

Masters Touch

Equipment you create are masterwork quality.

Rogue

General

Advanced

Meat Shield

If you Avoid an Attack while In Melee, you may have that Attack target someone, other than yourself or the attacker, In Melee. The new target may React as normal.

Labourer

General

Advanced

Middle Manager

Any people you hire at a day rate, Costs Of Services, are hired at half the price (rounding up).

Knight

General

Advanced

Mount Control

When you or your Mount are attacked while Mounted, you may choose which of you any attack targets.

Knight

General

Basic

Mounted Expert

No penalties for performing Character Activity On Mount.

Academic

General

Master

Multitasker

Once per Downtime, you can opt to take a second combat action after your first or expedite / multitask two narrative actions.

Star

General

Basic

Name Your Price

You can buy any item, even a person’s personal equipment.

Labourer

General

Basic

Networking

When you perform Day Work you can ask the GM one question about the city you are in.

Wanderer

General

Advanced

Non-Target

As long as you have a Threat value of 0 or less, enemies don’t consider you a threat until you attack.

Academic

General

Basic

On Ice

You have twice as long to perform Managing Injuries skill tests on characters before it becomes impossible.

Mystic

General

Advanced

Oracle

During Good Night’s Rest roll 2d6. At any point before the next meditation, you may choose to have any skill test use that roll result.

Dynamist

General

Advanced

Overcharge

You can pull a dangerous amount of magical energy into yourself.

You may suffer 4 damage to automatically succeed on any Ascendancy Action.

Labourer

General

Master

Overtime

Your character get an extra Downtime Activity during Downtime and an additional Travelling Activity per Travel Segment.

Wanderer

General

Basic

Pack Animals

Tamed animals you own that are not horses may be fit with saddlebags.

Academic

General

Basic

Parabolic Targeting

Wanderer

General

Advanced

Peacekeeper

Any Injury Damage you infict causes someone to become Wounded.

Knight

General

Master

People’s Champion

Once per Downtime, may ignore any Attack as though it didn’t occur.

Star

General

Master

Perform As The Legends

Spend 1 Power, instead of the normal skill for any Action you could perform, substitute a Confidence skill test.

Knight

General

Basic

Phalanx

When wielding a Shield, and In Melee with an Ally, you and Allies you are in melee with suffer 1 less damage from any Attack.

Academic

General

Basic

Photographic Memory

Your character memorizes any document you get to see.

Wanderer

General

Basic

Pin And Restrain

While you are successfully grappling someone on your turn, you may as an action attempt to more permanently restrain them with Manacles or an equivalent item. This is an Physique Opposed Difficulty.

Rogue

General

Advanced

Pin Down

After performing a Ranged Attack, the target cannot move until your next Action.

Mercenary

General

Basic

Pit Fighter

You may use your Agility instead of Strength for Combat Skill Test.

Academic

General

Master

Playing God

Requirement: Surgeon You cannot have Critical Failure in surgery.

You can also attempt to bring someone who has died from an injury back to life. This is an Application Fixed Difficulty (-3). It must be performed within 10 minutes of the injury occurring and is surgery.

Arcanist

General

Advanced

Pocket Dimension

You can hold an additional $2 \times Spirit$ Size of items. These items can be accessed like they are on a Belt, but are not detectable by anything but magic.

Shaper

General

Advanced

Powerful Mind

You can Concentrate on two spells simultaneously.

Labourer

General

Advanced

Prep Cook

You can as Production Work create a meal to share. preparing this meal costs 1 silver per person who will share as well as some sort of Comestible. This meal will have a size of 2 and when shared everyone gains the benefit of the Comestible that was included.

Rogue

General

Advanced

Preternatural Senses

You can manoeuvre perfectly well in the dark or when your vision is otherwise impaired.

Academic

General

Basic

Problem Solver

You receive a +2 to all skill tests to start a Project.

Wanderer

General

Basic

Promissory Note

You can go into debt an amount of silver equal to 10 x Communication by writing promissory notes to merchants. You need to pay this off before you can use this ability again.

Wanderer

General

Basic

Proper Packing

Your saddlebags can hold an additional 6 size of items.

Knight

General

Basic

Protector

You can spend a Reaction to retarget an attack targeting another Character you are In Melee with and may then React to it without spending an additional Reaction.

Brawler

General

Basic

Quarterback

  • You can throw anything without penalty.
  • You have 1 additional Distance Increments before penalty with any weapon with Thrown

Mercenary

General

Advanced

Quick Draw

You may spend 2 Power to make an attack with a Size 1 Weapon as a Free Action.

Knight

General

Basic

Quick Saddles

While Mounted, you may draw from your Saddlebag as you would draw from your Belt.

Mercenary

General

Master

Riposte

After an Opponent In Melee with you, makes a Mitigated Attack against you, you may make an Attack against them.

Knight

General

Advanced

Roll With The Punches

After you opponent achieves a Non-mitigated Attack, you may become Prone to reduce the Damage by 2.

Academic

General

Basic

Scientific Activation

You can attempt to activate magical items, places of power, and other magical things using Application. This includes Binding.

Star

General

Basic

Second Identity

You have a second identity which you can assume at any time. You don’t need to make Confidence skill tests to pretend to be them.

Knight

General

Advanced

Second Skin

You ignore Skill Penalties for any Armour you wear.

Rogue

General

Advanced

Shadow Combatant

Your character’s Threat is reduced by your ranks in Coordination.

Shaper

General

Basic

Shadow Illusionist

As long as you have a Focus, you can perform Ascendancy tests to sneak, move silently, hide and do other duplicitous acts.

Brawler

General

Master

Shake It Off

Whenever a negative Effect happens to you, roll 1d6 on a roll of 4-6 you ignore the effect.

Mercenary

General

Basic

Sole Combatant

You receive a (+1) to all Combat Skill Test when In Melee with only 1 other Character. Enemies don’t receive benefits for Outnumbering you.

Academic

General

Basic

Speculative Medicine

At the beginning of any combat encounter, you can name a character who you think will be injured during the encounter. Any medical tests you make on that person during and after this combat gets a +3. The person you select also gets +1 to Volition skill tests for the duration of the encounter.

Dynamist

General

Basic

Spell Sword

You may use any Artisan or greater Quality weapon as a Focus.

Knight

General

Basic

Steel Wall

If a Character performs a Mitigated Attack on you, that enemy cannot perform Attack against you until your next action.

Knight

General

Advanced

Strange Riding

Your Mounted Expert training applies to exotic forms of travel while Mounted.

Flight, Swimming, Teleporting, Scaling Walls, Burrowing

Rogue

General

Basic

Strapped

You get an additional 4 size worth of Belt space.

Labourer

General

Basic

Suburbanite

You receive a +1 to all skill tests related to surviving and navigating urban areas.

Academic

General

Advanced

Surgeon

You may perform surgery on someone who has suffered lasting injuries to treat them.

Surgery, at a minimum, requires a flat surface and Surgeons Tool Set. It is a Application Opposed Difficulty(Long Term Injury), you receive a:

  • (+2) for a sterile environment.
  • (+1) for monitoring equipment. A successful surgery removes the person’s Long Term Injury. If you have access to any replacement body parts, or mostly intact severed limbs, they can be reapplied as part of surgery.

Surgery takes 20 minutes per Injury the person has sustained, with Vitals injuries taking twice as long. The total time in surgery is equal to the sum of all injuries.

Surgery can only be attempted once, per person, per Downtime.

Knight

General

Advanced

Sweep

As a Melee Attack, you may make a Physique Fixed Difficulty(0). If this is a Non-mitigated Attack, all Opponents within Reach of you become Prone, they don’t otherwise suffer damage.

Academic

General

Basic

Sword Surgeon

Wanderer

General

Master

Take Down Expert

After successfully performing a Grapple special manoeuvre against someone, you may perform one grapple action on them immediately.

Wanderer

General

Basic

Take Them Alive

After Injuring someone, if they would die, you may opt for them to become Defeated instead.

Knight

General

Basic

Taunt

During your Combat-Turn, as a Free Action you may spend a Power to cause the next enemy to act to have to target you with something.

Knight

General

Basic

Terminator

You cannot be forced to move or knocked over.

Brawler

General

Basic

Terrify

After a Successful Attack In Melee, you can spend a Reaction to intimidate an enemy with a Confidence Fixed Difficulty(0). If you succeed, they surrender; otherwise, they take a -2 to all actions until your next turn. This is a mind effect for resistance.

Star

General

Basic

Tinge Of Truth

After successfully lying to a Character about something, you may spend Influence to make it true or at least partially true. The GM should attempt to make this the case and give you a reasonable cost.

Labourer

General

Basic

Tool Master

Whenever performing an Action that requires tools of some kind, you receive a (+1).

Brawler

General

Basic

Toss

When you Shove someone you may move them an additional Distance Increments.

Wanderer

General

Advanced

Tour Guide

You ignore Hindrance when performing skill tests.

Knight

General

Advanced

Trampler

While Mounted if you move within Reach of an Opponent, you can perform a Confidence Fixed Difficulty(0) to deal 5 Damage to them.

Academic

General

Master

Trauma Doc

If you successfully use a Trauma Kit on someone, their Long Term Injury is removed. You can also attempt medical tests on someone who has already been treated.

Wanderer

General

Advanced

Travel the Shadows

You can Scout while doing another Travelling Activity.

Mystic

General

Basic

True Sight

You can perceive things supernaturally within a Close distance.

Star

General

Advanced

Understudy

During Socialize, you can select a training that another member of your party has, which you count as having until your next Downtime, or Socialize.

Star

General

Master

Unending Fury

You and your Allies get a (+2) to Volition and Endurance skill tests.

Rogue

General

Advanced

Vanish

If within Reach of something you could use to hide, as a Free Action you can spend 2 Power to lose all attention. If you perform any Action you will need to continue to hide, move silently, etc. to remain hidden.

Dynamist

General

Basic

Vibe Casting

Ascendancy is a Communication skill for you.

Brawler

General

Master

Vivisector

Whenever you make a Successful Attack, the Hit Locations is determined by the Game Master and is whatever is most beneficial to you.

Labourer

General

Basic

Weak Spot

You know the Armour Integrity, and Weakness and Resistance, of any Character that you can see.

Mercenary

General

Basic

Weapon Expert

You receive a (+1) to all Actions involving weapons.

Labourer

General

Basic

Weapon Smithing

As Production Work, using a Armourers Tool Set you can use Application to craft Basic and Artisan weapons, more details are available in Designing-Weapons.

You can also as Production Work craft Munitions using Application. This costs half the price as the ammo normally would, and you can create up to 10 per Production Work.

Star

General

Advanced

What I Meant Was

Spend 2 Power during Narrative Time, after speaking to someone and hearing how they react, you may say “what I meant to say was…” and continue the conversation as though what you originally said never happened.

Mercenary

General

Master

Whirlwind

As a single Action you can make an Attack against a number of Characters you are In Melee with, up to your Agility in total characters.

Star

General

Basic

White Lie

You don’t need to roll Confidence to lie about small, insignificant things.

Shaper

General

Basic

Wild Casting

You can cast spells normally while transformed into a non-humanoid creature, even if you couldn’t hold a Focus. You can also speak normally.

Knight

General

Master

Wild Mount

You can comfortably use as a Mount any wild creature that you have befriended or have adequately controlled with a Wranglers Kit, without additional gear or domestication.

Shaper

General

Basic

Wire Fight

You Can Use Spirit instead of Agility to Calculate Movement Distance.

Academic

General

Basic

Your Money Is Good Here

You always receive full value when exchanging currency.

Wanderer

General

Master

Zoologist

You get a +2 on all skill tests related to interacting with animals. You can communicate comfortably with non-intelligent animals as though you were speaking the same language.