Trainings List

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Spymaster

Discipline

Advanced

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
    • Spend a Power 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 Power to have non Player Character Allies (relevant to the area) appear in a Scene.

Paladin

Discipline

Advanced

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.

Mercenary

Discipline

Advanced

Always Ready

Your weapons and tools are always at the ready.

Hunter

Discipline

Advanced

Ambush Hunter

You have mastered always out acting your prey.

  • You always act first in Combat if your prey is an enemy.
  • After your first Action in a Combat you may declare a new prey amongst the enemies.

Beastmaster

Discipline

Advanced

Animal Affinity

Animals naturally like you and want to help you.

Beastmaster

Discipline

Master

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.

Arcanist

Discipline

Advanced

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.

Arcanist

Discipline

Master

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

Discipline

Basic

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.

Mercenary

Discipline

Advanced

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

Discipline

Basic

Assassin

You take every opportunity to exploit your enemies and leverage your allies.

Assassin

Discipline

Master

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.

Assassin

Discipline

Advanced

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

Discipline

Basic

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.

Mercenary

Discipline

Advanced

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.

Scholar

Discipline

Advanced

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).

Mystic

Discipline

Advanced

Borrowed Soul

The dead dance to your whims.

  • Gain an additional max Power.
  • When an entity dies near you you may spend a Power to:
    • Have it become a temporary Ally, it has no Integrity, can’t be targeted, and disappears after performing 1 Action.
    • Force it to answer a question to the best of its ability.
    • Have its soul linger for use in rituals.

Commander

Discipline

Advanced

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.

Healer

Discipline

Advanced

Combat Doc

You know how to get into the thick of it.

Commander

Discipline

Basic

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.

Dynamist

Discipline

Advanced

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:
1d6 Outcome
1 Suffer 4 Damage and you are On Fire.
2-3 Suffer 4 Damage.
4-5 Lose 1 Power, if you don’t have any Power instead suffer the effects of rolling a 1.
6 Nothing Happens

Crafter

Discipline

Basic

Crafter

You have the spark of creation, you can create things.

Arcanist

Discipline

Advanced

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.

Commander

Discipline

Advanced

Delegate

You can push your allies to act at a moments notice and rely on them to perform.

Paladin

Discipline

Master

Divine Champion

Your faith is shared by all.

  • You can have 2 additional faith.
  • You may spend faith on others as you could yourself.

Dynamist

Discipline

Advanced

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:
    • (-3) you can give a magic attack Area.
    • (-2) you can give a magic attack EMP

Requires 2 Magical Energy and a Focus

Dynamist

Discipline

Master

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:

Requires 3 Magical Energy and a Focus

Dynamist

Discipline

Basic

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:
  • 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 Burning.
    • (-1) you can give a magic attack Slowing.

Requires 1 Magical Energy and a Focus

Crafter

Discipline

Advanced

Exotic Craftsman

You have practice working with strange and exotic materials.

Beastmaster

Discipline

Advanced

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.

Spymaster

Discipline

Master

Faceless

You are a person of many faces, and none.

  • Unless captured you and your allies will never be unwillingly identified within a location with a contact network.
  • Unless captured you and your allies will never be associated with an event/crime while in a location with a contact network.

Mystic

Discipline

Advanced

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.

Crafter

Discipline

Advanced

Field Maintenance

You know how to keep equipment in top shape.

Weapons Enthusiast

Discipline

Master

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.

Spymaster

Discipline

Advanced

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

Discipline

Basic

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.

Healer

Discipline

Advanced

Hospital Habits

You always try to stretch your materials as thin as possible.

Hunter

Discipline

Basic

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.

Assassin

Discipline

Advanced

Imprecise Killer

Your tools have become less important than your methods.

Knight

Discipline

Basic

Knight

You are trained to move in the heaviest armour and to protect those that need protection.

Knight

Discipline

Advanced

Knights Will

Your physical and mental training become interchangeable, pulling from either as needed.

Knight

Discipline

Advanced

Lords Step

Your footwork is legendary, only the most skilled combatants can keep up with you and when they fail, you punish them.

Crafter

Discipline

Master

Master Craftsman

You can create incredible equipment that is perfect.

  • When you create the resulting equipment is masterwork. This should provide additional functionality over a basic version.

Mercenary

Discipline

Basic

Mercenary

You are at your best when working with others.

  • When you are In Melee and your opponents are outnumbered you overwhelm.
  • You gain +1 Damage and +1 to Reacting while you overwhelm.
  • When you receive compensation for a task in the form of currency you gain 1d6 more.

Spymaster

Discipline

Advanced

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
    • Always know where your Ally within the same location are.
    • Can communicate freely over any distance with your Ally in the same location.

Scholar

Discipline

Advanced

Minor In

You have a small interest in something strange.

  • Select an Advanced training that you know, you don’t have to have the Basic required.

Knight

Discipline

Advanced

Momentous Charge

You know how to throw your weight around, providing massive energy to attacks.

Mystic

Discipline

Basic

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.

Mystic

Discipline

Advanced

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.

Mystic

Discipline

Master

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

Discipline

Basic

Paladin

Faith leads everything you do. Failure is just a test from your deity.

Commander

Discipline

Master

Peoples Army

You inspire control and direction in everyone, and even your subordinates lead with confidence.

Healer

Discipline

Master

Playing God

No matter how bad things look, you can always bring someone back.

  • You can perform surgery on someone that has died either in this Scene or the last Scene.
  • When performing surgery you can bring someone back from the dead.

Hunter

Discipline

Master

Prey Emulation

You have learned how to mimic your preys abilities and skills to deadly effect.

  • While your prey is present in the Scene you may spend a Power to use any of its abilities.
  • You may destroy a Bit harvested from a monster to gain the use of one of its abilities freely until the Scene ends.

Hunter

Discipline

Advanced

Prey Exploits

You have prepared and know exactly how to defeat your prey.

Hunter

Discipline

Advanced

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.

Scholar

Discipline

Master

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.

Shaper

Discipline

Advanced

Psion

Your magic comes from within, and isn’t perceivable.

Healer

Discipline

Advanced

Quick Fix

You can quickly resolve any injury.

Weapons Enthusiast

Discipline

Advanced

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.

Crafter

Discipline

Advanced

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.

Scholar

Discipline

Basic

Scholar

You know a bit about just about everything.

  • +1 Max Power.
  • If it doesn’t seem possible for you to know about something you can spend a Power to attempt a Memory test to know about it anyway.
  • When you succeed at Memory you may spend a Power to ask the Game Master another question related to that thing.

Scholar

Discipline

Advanced

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.

Assassin

Discipline

Advanced

Shadow Step

You move in and out of combat with ease.

Shaper

Discipline

Basic

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:
  • 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

Shaper

Discipline

Advanced

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:
    • (-3) you can give a magic attack Line.
    • (-4) you can give a magic attack Stunning.

Requires 2 Magical Energy and a Focus

Shaper

Discipline

Master

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

Paladin

Discipline

Advanced

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.

Beastmaster

Discipline

Advanced

Sick Em

You control animals with accuracy and specificity.

Weapons Enthusiast

Discipline

Advanced

Size Expert

You have mastered techniques to wield weapons with ease flowing through motions others would deem impossible.

Paladin

Discipline

Advanced

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.

Mercenary

Discipline

Master

Soldiers Of Fortune

No matter the odds, you and your companions stand firm.

Dynamist

Discipline

Advanced

Spell Slinger

You cast magic rapidly without needing much thought.

Spymaster

Discipline

Basic

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.

Knight

Discipline

Master

The Wall

Your defence is impenetrable, you seem to always be able to avoid anything coming at you.

  • Whenever you perform a successful Action in Combat you become the wall.
  • You may stop being the wall as a substitute for any time you would spend a Reaction.

Mystic

Discipline

Advanced

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.”

Weapons Enthusiast

Discipline

Advanced

Thrown Expert

You have a perfect understanding of the weight and dynamics of thrown weapons.

Commander

Discipline

Advanced

Undying Allegiance

Your allies are willing to protect you, your leadership inspires faith.

Weapons Enthusiast

Discipline

Basic

Weapon Enthusiast

You love weapons, and everything about them. So much there is one you take extra care with.

  • You can use any Exotic weapon.
  • After Downtime declare a favourite weapon, you may only have 1 favourite weapon at a time.
  • You have a (+1) to all Action made with your favourite weapon.

Arcanist

Discipline

Advanced

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.

Shaper

Discipline

Advanced

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.

Earthbound

Specialized

Basic

Body Of Stone

Sunsworn

Specialized

Basic

Fire Within

  • You are immune to being On Fire.
  • When dealing Heat damage, you deal an additional damage.

Lunarmarred

Specialized

Basic

Starry Eyed

  • You can see perfectly in up to pitch darkness.
  • You recieve a (+1) to all Action at night.

Bloody

Specialized

Basic

Sustenance

  • You do not need to eat food, or drink water.