Trainings List
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Allies Everywhere
Your enemies should beware, you have allies everywhere.
- Spend a contacts to enter a Scene you were not otherwise in (this might mean the person in the scene you just were in was a body double).
- Spend a contacts to have non Player Character Ally (relevant to the area) appear in a Scene.
Alms
Your quests inspire all to lend a hand.
- You can have 1 additional faith.
- When you succeed at a Social Action you gain a faith.
- When purchasing or bartering for items you may spend faith as though it were silver coins.
Always Ready
Your weapons and tools are always at the ready.
- All of your General Storage counts as Quick Access.
Animal Affinity
Animals naturally like you and want to help you.
- You consider all non-hostile non-humanoid Characters to be Ally
- If Mounted When targeted with an Attack you may instead choose to have your mount suffer the Attack if not already targeted.
- If Mounted When your mount is targeted with an Attack you may instead choose to suffer the Attack yourself if not already targeted.
Animal Empath
You are in tune with animals and creatures and can growl, bark, and move in a way they understand.
- You get a (+2) to Skill Test to interact with non-humanoids.
- You can communicate with non-intelligent non-humanoids as though you were speaking a shared language.
Arcana Expert
You have a better understanding of how to weave magic. 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.
Arcana Master
You have an exceptional understanding of how to weave magic. 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.
Arcanist
You have learned how weave magic, creating and imbuing with magic.
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.
Army Of One
You stand alone, maneuvering around even the greatest threats.
- You overwhelm when you are outnumbered In-Melee.
- Once per downtime as a Free Action you can become Exerted to count as overwhelm for the remainder of the Scene.
Assassin
You take every opportunity to exploit your enemies and leverage your allies.
- After any Ally performs a Successful Attack you may exploit.
- When you exploit spend a Reaction to preform an Attack with a size 1 weapon as a Free Action.
- If you perform a Successful Attack on a target that isn’t aware of you with a size one weapon you may perform another Attack as a Free Action.
Assassinate
You are an expert at taking life and perform the skill with ease.
- When you exploit you deal an additional damage.
- When you attack a target that isn’t aware of you, your weapons damage is the greater of, its damage, or 10.
- If you Defeat an enemy you may exploit. An exploit cannot cause an exploit.
Attrition
You wear out even the greatest enemy.
- Whenever you cause off balance or an opponent acts while off balance they suffer 1 Damage plus an additional per time they have suffered damage from attrition. This cannot be reduced in any way.
Backstab
The second someone stops looking at you, you become a problem.
- After any Character other than yourself performs a Successful Attack you may exploit.
- When you kill or otherwise incapacitate a character you don’t leave evidence behind including a corpse.
Better Than One
You can make the most of things, two hands are better than one.
- While you overwhelm, if you perform an Action using only 1 hand you may perform an additional Action with your second hand as a Free-Action.
Book Worm
You always have your nose in a book.
- You can read a book in an incredibly short amount of time.
- You memorize any words or images you see.
- If someone references a text once per Downtime you may declare that you have already read it (and to function as a living book able to recite it).
Bulk Buyer
You can take advantage of fluctuations in local markets.
- Whenever you enter a new place the Game Master will decide a Materials that the settlement has an abundance of, and one it is lacking. Unless something drastic changes about the world these will be consistent every time you visit this place.
- Once per visit in a place you may:
- Purchase the abundant material at a 10% discount (rounding total cost up).
- Sell the lacking material at a 10% markup (rounding total cost down).
Burglar
You know how to stay out of sight and out of mind.
- If within Reach of something you could use to hide, as a Free Action you can vanish.
- After you vanish everyone loses track of you, isn’t aware of you, etc. If you perform any Action you will need to continue to hide, move silently, etc. to remain hidden.
Chess Master
You are always attempting to stay one step ahead of enemies.
- You choose Who Goes First in Combat.
- You may perform a command without spending authority at the beginning of combat before the first Character.
- When another Player Character has something happen to them your character is not aware of, you can spend an authority to intuit their current situation and have full knowledge of it.
Combat Doc
You know how to get into the thick of it.
- You never die outright from Injury.
- You automatically succeed on any Application where you are targeting yourself.
- After an Action you can become Exerted to use a Toolkits or Consumable as a Free Action.
Commander
You can coordinate large groups, causing them all to act.
- At the beginning of Combat you gain authority. You may spend authority to command. Authority is set to 0 during Downtime.
- You can command all Ally to perform the following as you do:
- As an Action all reload their weapons (this may not fully prepare slow loading weapons).
- As a Free Action all move in a direction.
- As a Free Action move to a point or target.
- As a Free Action move to cover.
- As an Action all access items on their person.
- You may spend an authority to allow an Ally to Aid without meeting the requirements.
Conduit
You are sensitive to shifts in magic, and can absorb great amounts of power.
- You always know if something is magical in nature.
- When performing Spirit you may opt to automatically succeed on a skill test and on the following table to see what happens to you:
Creative Imbuing
You have learned to weave magic into everything. When creating Magic-Items you can also use as a vessel:
| Thing | Size (For costs) |
|---|---|
| A Body Part | 2 |
| A Character | 5 |
| A Place | 5 |
A magic body part or character always counts as Binding.
Defy Death
You seem to always wriggle your way out of any problem.
- You can Defending anything, even if it would seem impossible.
- Whenever you perform a Skill Test while Defending you may make yourself off balance, if you aren’t already, to make the Skill Test Lucky.
Driver
You specialize in taking people from one place to another.
- Anything you have that increases Travel Speed, effects twice as many people.
People can ride two to a horse.
- If Travelling with a Cart any Character but you may ride in the Cart. Each Character riding in the Cart is the equivalent of 10 size of storage.
- Anyone Riding in a Cart may perform an additional Travel Activity.
Dynamism Expert
You have increased experience shaping energy to your will. 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.
- When you perform a magic attack it deals +1 Damage.
- Additional meta magic:
Requires 2 Magical Energy and a Focus
Dynamism Master
You have an almost complete understanding of shaping energy to your will. 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.
- When you perform a magic attack it deals +1 Damage.
- Additional meta magic:
- (-5) you can give a magic attack Explosion
Requires 3 Magical Energy and a Focus
Dynamist
You can percieve energy as it moves and flows and direct it to your will.
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.
- You can perform a magic attack with the following profile:
| Default Damage | 3 |
|---|---|
| Extra Damage Modifier | (-2) |
| Damage Type | Heat or Cold |
| Range | Close |
| Weapon-Traits | One-Handed, Otherworldly |
- You can perform meta magic giving your magic attacks additional traits at a penalty to the Skill Test.
Requires 1 Magical Energy and a Focus
Exotic Rider
You can ride anything.
- All Characters that can support your weight have Mount and you can ride them with no additional equipment.
- You can ride something that moves unnaturally, Flight, Swimming, Teleporting, Scaling Walls, Burrowing and may act normally.
Fate Weaver
#TODO need to move to own class You can put your thumb gently on the scales of fate.
- When you get a Good Night’s Rest you scry:
- If you own a full Tarot Deck draw two cards and set them aside, you may play those cards for the following bonuses:
- You may substitute a Skill Test outcome for the value of a numbered card, return it to the deck.
- You may play a face card to give a Skill Test a (+1), return it to the deck.
- As an Action or Defending you can play a major tarot card and interpret what it means for the outcome of an Action.
Field Maintenance
You know how to keep equipment in top shape.
- 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.
Flexible Weapon Styles
You have a flowing understanding of weapons and their uses, allowing you to use them in creative ways.
- After an Action you may declare a favourite weapon. You can only have one favourite weapon.
- When you declare a favourite weapon you may select an additional Weapon-Traits that it has.
Go Loud
Sometimes you need to push for something big to happen.
- During Downtime you can have a location with a contact network you are not currently present in do an Involved Task. Doing so will disable the contact network until you do another Downtime in the location.
- After someone becomes aware of you your next Action against them is at a (+2).
Healer
You have learned how to perform more invasive medical procedures.
- You may perform surgery on someone who has suffered lasting injuries to treat them. This action cannot be performed in combat and takes a few minutes.
- To do surgery spend a Healer-Kit Charge, perform Application
- On success removes the person’s Injured Effects. If you have access to any replacement body parts, or mostly intact severed limbs, they can be reapplied as part of surgery, you can also fix any other effects caused by Injury Damage.
- Surgery can only be attempted once, per person, per Downtime
Hero
You matter and shape the world.
Heroes should help make the game a shared experience. So, when you play, the Game Mastermay ask you for suggestions or to volunteer ideas such as: “what is this town known for?”, “someone give me a cool female name.”. When these are accepted by the Game Master, you receive 1 influence which you can spend to influence the game world in any way the GM allows. When you want to influence the world:
- You will ask the Game Master, “Can this thing be the case?”
- The Game Masterwill deliberate and assign an influence cost required “For it to be so you will need to spend X influence.”
- Then you and any Player Character who would like to contribute can spend the required influence to make this happen.
- If you don’t have the influence, feel free to try to negotiate for something similarly useful to your character or of interest.
So as an example, if you wanted to train a specific duellist training you could have this conversation:
Player 1: “What if there is a travelling master swordsman moving through this town?”
GM: “hmm that isn’t too far-fetched I’ll allow a master duellist to be travelling through for 4 influence, or how about it’s a journeyman, but they know the training you want for 2 influence?”
Player 2: “I’ll pitch in the extra 2 influences for the master! Maybe we can hire them to help with our next job!”
Player 1: “Sure sounds good.”
GM: “Great, spend 2 influence each, now tell me more about this swordsman. What is their name? What are they doing here?”
Remember, as a Game Master, this system is designed to get your players involved in building the world. Costs aren’t provided here since different Game Masterwill ask their players more or less for help building the world, but some opportunity to shape it should be provided.
Hospital Habits
You always try to stretch your materials as thin as possible.
- When you use a Healer-Kit to perform an Action you can have it effect everyone within Reach.
- When you use a Consumable other than Food you can have it effect everyone within Reach.
Hunter
You are always on the hunt, what you hunt is easier to defeat.
- Once per Downtime you may declare your prey, you may only have one prey. Prey may be a specific entity you know of, or a type of creature.
- You deal an additional Damage with all Attack against prey.
- You gain (+1) to all Memory and Awareness skill tests related to prey.
Goblins, Elves, Humans, Spiders, Elementals, would all be valid forms of prey.
Imprecise Killer
Your tools have become less important than your methods.
- Any Training requiring a size 1 Weapons to take effect may be used with any Weapons.
- When you cause Injury Damage you cause 2 additional.
Knights Vow
You swear to always protect those around you.
- Lords-Step and Knight may be used within Close.
- Momentous-Charge can be used by a Mount or Thrown weapon.
Lords Step
Your footwork is legendary, only the most skilled combatants can keep up with you and when they fail, you punish them.
- If you cause a Mitigated Attack while In-Melee, you may become Exerted to:
- Have that Attack target someone, other than yourself or the attacker, In-Melee. The new target may try Defending as normal.
- Perform an Attack on the attacker as a Free Action.
Messengers
You are able to keep track of everything no matter the situation.
- As a Travel Activity you can use any contact network like during Downtime.
- If you use Call On The City in a location where you have a contact network you can instead install one in a neighbouring location.
- When in a location where you have a contact network you
Minor In
You have a small interest in something strange.
- Select an Idea training to learn from another Discipline, you don’t need to have the Introduction training required for it.
Momentous Charge
You know how to throw your weight around, providing massive energy to attacks.
- You consider the Defense Penalty on armour as 1 less (stacks with Knight).
- When you move as part of a Melee Attack increase your damage by your Defense Penalty before any reductions from training.
Money Talks
You let your money talk for you.
- Whenever you haggle for a service performed you can tip them 1 Currency and gain a favour they must pay back sometime in the future.
- You and your Ally don’t pay for Lodgings.
- You can bribe the target of any Connection or Confidence to make it Lucky. Bribing costs Currency equal to the difficulty of the Skill Test.
Mystic
You can see what others can’t, hear what others would not want to.
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.
- Remove Wounded and other non-permanent Injury.
Crafting Cost: 1 size of Artisan Materials + a Reagent-Bag charge.
Mystical Expert
Your sight has improved.
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.
- Heal permanent Injury.
Crafting Cost: 1 size of Exotic Materials + a Reagent-Bag charge.
Mystical Master
You live in two worlds this and the other.
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.
Paladin
Faith leads everything you do. Failure is just a test from your deity.
- When you fail any Skill Test gain faith, you can have 1 faith.
- You may spend all of your faith to make a Skill Test Lucky.
Prey Exploits
You have prepared and know exactly how to defeat your prey.
- Injury Damage you cause to prey always causes Unconscious or kills.
- You ignore Weakness and Resistance of prey.
- Upon a Successful Attack you may become Exerted to declare the Opponent or things like it to be your prey.
Prey Knowledge
You have a detailed understanding of your prey and what it can do.
- You succeed on all Memory Skill Test related to your prey.
- You know all of the abilities, current integrity, and weakness + resistance of your prey.
Problem Solver
You know there has to be a way to fix this. Sometimes a character will fail an Action in a Scene but really want to succeed or move forward with the goal. In this case the Player Character may opt to make the Action into a Project by spending an influence. In this case the Game Master and Player Character should work together to determine why the player failed in the first place, this could be because the character lacks all the information, tools, or materials they need to complete the current action.
Examples of projects would be, sweet-talking a guard captain into letting you have their troops, powering a device to destroy a magic barrier, coordinating the plan of attack for a massive battle, identifying a creature you are hunting. Treating a king who has come down with a mystery illness.
The Game Master then decides on the difficulty of the project, whether it requires 1, 2, or 3 resolutions to complete. Then in the course of the game the players may use materials, tools, and additional storytelling to complete resolutions.
If the number of resolutions is met, the Character may complete the project. There is no additional skill test required, after all the initial work, the project will succeed.
As an example, say a hunter is trying to identify the creature that has been slaughtering farmers’ cows. He has Memory and knowledge of monsters, though he doesn’t have many clues to go on yet. After witnessing the injuries on the cows, he makes a skill test to see if he knows of the creature and fails. He really wants to know about the creature and so turns this into a project. The GM determines this is a 1 resolution project. To work on resolving this he needs more info he decides to go into town to ask about strange occurrences. After some additional narrative time, the hunter discovers that the creature had avoided a woman wearing a lot of silver jeweler, the GM considers this to be a resolution and lets the player complete the project. As a reward for completion the GM provides the hunter with the information that it is a Werewolf and the abilities and attributes of the creature.
Psion
Your magic comes from within, and isn’t perceivable.
- When you perform Channelled Magic you require no words, gestures, or other actions that might give you away.
- You can perform Channelled Magic while Restrained.
Quick Fix
You can quickly resolve any injury.
- You can use a Healer-Kit Charge to remove any temporary Injury outcomes.
- You can use a Healer-Kit Charge to remove any Status Effects.
- Any Consumable you apply has the Distant-Application Consumable-Traits.
Quick Throw
You always have another tool prepared.
- Someone who is off balance counts as having Threat 0 against you.
- After you knock someone off balance you can perform a Thrown Attack as a Free Action.
Range Expert
You have mastered the mechanical wonders of ranged weaponry, and manipulate them with ease.
- If your favourite weapon has the Slow-Loading trait ignore it, otherwise it has the Quick-Loading trait.
- If your favourite weapon has a Range greater than Reach, you receive no penalties for attacking outside its range.
- You may load all of your weapons at the beginning of Combat as a Free Action.
Reaction
You can get ahead of things. You may spend influence to interrupt or step back an Action that has already occurred, or is in the middle of occurring.
If someone had just pulled a lever to lower a drawbridge, you could spend an influence to attack them before they can do it, hopefully, leaving the bridge up.
Recycler
You can repurpose and recycle old items into new.
- When you create you can use a similar item of similar size as the input instead of materials.
- When you create when performing Efficient Crafting you can use both options.
Rogue
You never fight fair, every advantage you can have you will.
- Whenever you perform a Successful Attack the Opponent also becomes off balance.
- Someone who is off balance suffers a (-2) to all Action. After performing an Action off balance is removed.
Scholar
You know a bit about just about everything.
- If it doesn’t seem possible for you to know about something you can attempt a Memory test to know about it anyway.
- When you succeed at Memory you may ask the Game Master another question related to that thing.
Second Shadow
You are always in the shadows, moving, aiding, and guiding with ease.
- You ignore Hindrance when performing Skill Test to hide, sneak, steal, or anything else devious.
- When you Vanish it can apply to any Ally in Reach.
Shaper
You move and meld the world around you willing things to be true.
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.
- You can perform a magic attack with the following profile:
| Default Damage | 3 |
|---|---|
| Extra Damage Modifier | (-2) |
| Damage Type | Impact or Piercing |
| Range | Close |
| Weapon Traits | One-Handed, Otherworldly |
- You can perform meta magic giving your magic attacks additional traits at a penalty to the Skill Test.
- (-1) you can give a magic attack Battering.
- (-1) you can give a magic attack Disorienting.
Requires 1 Magical Energy and a Focus
Shaping Expert
You are an expert in shaping the world and yourself. 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 Transformed into animals.
- Alter others in simple ways.
- When you perform a magic attack it deals +1 Damage.
- Additional meta magic:
Requires 2 Magical Energy and a Focus
Shaping Master
The world bends to your will becoming what you want. 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.
- Transform yourself into incredible forms, including magical creatures.
- Alter others in meaningful ways.
- Transform an item into something completely unrelated.
- When you perform a magic attack it deals +1 Damage.
- Additional meta magic:
- (-5) you can give a magic attack Cone.
Requires 3 Magical Energy and a Focus
Shield Of Faith
Your faith is iron, and protects you from harm.
- You can have 1 additional faith.
- When you suffer a Successful Attack gain a faith.
- Any time you take Damage you may spend faith to reduce the Damage by 1 per faith spent.
Size Expert
You have mastered techniques to wield weapons with ease flowing through motions others would deem impossible.
- When not wielding your favourite weapon it counts as Size 0.
- You treat weapons with Two-Handed as having One-Handed instead.
- You treat weapons with Impossibly-Large as having Two-Handed instead.
Smite
Your faith is honed and sharp, you wield it to harm your enemies.
- You can have 1 additional faith.
- When you perform a Successful Attack gain a faith.
- When you perform an Attack you may spend faith to have the attack, if successful cause 1 additional Damage per faith spent.
Soldiers Of Fortune
No matter the odds, you and your companions stand firm.
- You and your Ally never suffer from Overwhelming Odds.
Spell Slinger
You cast magic rapidly without needing much thought.
- If you perform a Non-mitigated Attack that is a magic attack you may become Exerted to perform another non-attack form of Channelled Magic for free.
Spymaster
Espionage is your middle name.
- When performing Call On The City you may choose to establish a contact network if you don’t already have one in the location.
- During Downtime you can ask questions about the current status and news in any location you have a contact network.
- When you enter a location with a contact network you gain a number of contacts equal to your total number of contact networks. You have these contacts until you leave.
- You can spend a contacts to gain a (+1) on a Skill Test.
Stunt Driver
You’ve never found a situation you couldn’t get into or out of while driving.
- You can take Vehicles on any Travel Segment.
- You can pilot any Vehicles alone.
- You can have all Character Travelling suffer a Stress to double your Travel Speed.
Third Eye
You can perceive things others cannot.
- When you Awareness you can sense things magically within Close even if they would otherwise be obfuscated. This information may not be perfect, just as other senses may not be.
If you were trying to discover enemies and rolled Awareness near a doorway, you could sense enemies behind the door, how many they are and that they have hostile intent. A GM could flavour this as something like “You feel the souls of 3 humans behind this door, their auras are dark with hatred and ill intent, they are ready for you.”
Thrown Expert
You have a perfect understanding of the weight and dynamics of thrown weapons.
- If a weapon has the Salvageable and Single-Use traits, you always recover the ammo.
- If a weapon has the Single-Use trait and doesn’t have Salvageable you treat it as though it does.
- Your favourite weapon has the Throwable trait.
- If your favourite weapon has Area it instead counts as having Explosion.
Trader
There is a deal around every corner and you are going to find it.
- You can haggle: Once per Character per Downtime whenever you would spend Currency you can make a Connection Variable Difficulty, for every Step of success it costs 1 less Currency.
- You can purchase anything, even things someone wouldn’t normally willingly sell.
Undying Allegiance
Your allies are willing to protect you, your leadership inspires faith.
- You may opt to have an Ally in Reach be the target of any Attack, that isn’t already targeting them, instead of you.
- Your Ally never die outright from Injury Damage they are instead knocked Unconscious.
Weave Access
You have created connections between locations and can pull things seemingly from thin air.
- Your character always has access to Camp Storage and can retrieve items from it as an Action.
Wild Wits
You retain your wits, even when transformed.
- When you are Transformed you can still perform Action using your Skills. If you have an appropriate number of manipulators you can still use Weapons as well.
Basic
Body Of Stone
- Whenever someone performs a Successful Attack against you, they suffer 1 Damage.
Specialized
Basic
Starry Eyed
- You can see perfectly in up to pitch darkness.
- You recieve a (+1) to all Action at night.