Trainings List
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Allies Everywhere
Your enemies should beware, you have allies everywhere.
- +1 Max Power.
- When in a location where you have a contact network you can
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 Allies
- If Mounted When targeted with an Attack you may instead choose to have your mount suffer the Attack.
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 Communication based Skill Test when interacting with non-humanoids.
- You can communicate with non-intelligent non-humanoids as though you were speak 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.
- As a Free Action you can become Exerted to count as overwhelm until your next action.
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.
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.
Beastmaster
You know how to work with animals well.
- You ignore any penalties related to being on a Mount.
- Every non-human Ally has Pack-Animal(X) where X is:
- 2 if smaller than a human.
- 5 if about the same size.
- 10 if larger.
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 ammout of time.
- You memorize any words or images you see.
- If someone references a text you can spend a Power to have already read it (and to function as a living book able to recite it).
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 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 a Reaction 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 Ingested and Applied as a Free Action.
Commander
You can coordinate large groups, causing them all to act.
- In Combat you can spend 1 Power to command
- You can command all Allies 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 a Power to allow an Ally to Aid without meeting the requirements.
Conduit
You are sensitive to shifts in magic, and can obsorb great amounts of power.
- You always know if something is magical in nature.
- When performing Ascendancy 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 take an Affinity.
Delegate
You can push your allies to act at a moments notice and rely on them to perform.
- After you perform an Action you may spend a Power to have a non-Player Character Ally perform an Action. Gain Exerted.
- You may command to: As a Free-Action all remove Exerted.
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.
- 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 Reaction 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.
- Spend a Power to 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 or Reaction 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 take 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.
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 Ingested and Applied you can have it effect everyone within Reach.
Hunter
You are always on the hunt, what you hunt is easier to defeat.
- After Downtime 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.
Messengers
You are able to keep track of everything no matter the situation.
- While Travelling 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
Momentous Charge
You know how to throw your weight around, providing massive energy to attacks.
- You consider the Reaction Penalty on armour as 1 less (stacks with Knight).
- When you move as part of a Melee Attack increase your damage by your Reaction Penalty before any reductions from training.
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.
Peoples Army
You inspire control and direction in everyone, and even your subordinates lead with confidence.
- You can consider any neutral Character that can understand you as an Ally and direct them as such during Combat.
- Other Player Character can command while in your presence.
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 Resistance of prey.
- Upon a Successful Attack you may spend a Power 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.
- After a successful Memory or Awareness Skill Test you may spend a Power to declare a relevant entity or things like it as your prey.
Professor
You seem to always be espousing your ideas, at some point it rubs off.
- You can make Memory Skill Test even when you aren’t in a Scene. Flashback to the Scene where you talked about the information to the people in the current Scene.
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.
- You can apply Ingested and Applied within Close.
Range Expert
You have mastered the mechanical wonders of ranged weaponry, and manipulate them with ease.
- If your favourite weapon has the Loading trait, reduce its value by 1. If it is already at 0 you receive no penalty to loading and firing as an Action.
- If your favourite weapon has a Range greater than Reach, you receive no penalties for attacking outside its range.
- You may spend a Power to prepare a weapon with Loading for use as a Free Action.
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 if you use thematically appropriate Materials the Game Master should either allow you to use worse materials (Artisan instead of Exotic) or 1 less Materials.
Scientific Method
You always have some theory on the go.
- Whenever you come up against something uncertain you can make a theory about:
- Why its happening.
- How it works.
- How to resolve the issue.
- If you are validated as correct you recover 1 Power.
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 Transforming 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 Allies 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 spend a Power 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.
- You have a (+1) to Memory, Awareness, Connection when in a location you have a contact network.
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.
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 Allies never die outright from Injury Damage they are instead knocked Unconscious.
- You may command to: As a Reaction all Avoid a multi target attack (everyone still performs Skill Test separately).
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.
Specialized
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.