Trainings
Combat Trainings
| Training | Max | Prereq | Short Description |
|---|---|---|---|
| Accurate shot | BS, 4 | +1 dam with that ranged weapon | |
| Alertness | Cannot be surprised | ||
| Armbreaker | Opposed S test to break arm | ||
| Armor master | Reduce armor penalties by 1 | ||
| Armor piercing | 1 fortune to ignore armor points | ||
| Armorbreaker | Destroy armor instead of crit damage | ||
| Assassinate | Ag | +1d6 dam when hidden or surprising | |
| Bar brawler | 2 | +1d6 dam on unarmed/knuckles | |
| Battle rage | Frenzy | When frenzied, x2 strength to dam | |
| Blather | Opposed deception/logic to cause disadvantage | ||
| Bleeding strike | WS | 1 fortune to add bleeding to damage | |
| Blinding strike | WS | 1 fortune to add blinded to damage | |
| Blood lash | WP | Spend move and -1HP to cause bleed | |
| Bloodletting | Take bleed for advantage vs disease/poison | ||
| Brutal strike | Add S to dam, opponent gains advantage to hit | ||
| Bypass armor | 1 fortune to ignore impact reduction | ||
| Cleave | Deal leftover dam to next opponent | ||
| Clever shot | Cover penalties reduced | ||
| Cloak parry | Cloak has +1 parry | ||
| Deathstrike | Spend action to deal 2x dam next time | ||
| Debilitating strike | Loose action instead of damage | ||
| Defend mount | Force to attack you instead of mount | ||
| Dervish attack | Roundhouse attack | Deal 1/2 dam on all that are hit | |
| Destroy armor | +1d6 dam to armor | ||
| Diehard | T | +3 HP | |
| Disarming strike | Opposed test to disarm | ||
| Drilled | Dam +1 when next to ally | ||
| Drunken fighter | Opponents gain disadvantage | ||
| Entangling strike | Entangle when hitting | ||
| Execute | +3d6 dam to prone/restrained opponent | ||
| Exploit advantage | Extra advantage on advantage | ||
| Extended crit range | Crit range +1 | ||
| Frenzy | When frenzied, advantage to hit | ||
| Furious assault | 1 fortune to make extra attack at disadvantage | ||
| Grab weapon | Grab opponents impact weapon | ||
| Grappler | Advantage when grappling | ||
| Improved initiative | Advantage to initiative | ||
| In-fighting | Advantage to hit, +1d6 dam vs polearms | ||
| Inspire allies | Fel | 1 fortune to give allies advantage to hit | |
| Iron Jaw | T | Ignore 1 stun condition | |
| Jump strike I | Advantage on dam when jumping down | ||
| Jump strike II | Jump strike I | +1d6 dam when jumping down | |
| Knockout strike | Advantage to dam with impact weapons | ||
| Long shot | Range increment 1 reduced | ||
| Mobile dodge | When moving, +1 dodge | ||
| Mobility | Ignore difficult terrain | ||
| Mounted fighter | Advantage against unmounted opponents | ||
| One-hand dodging | +1 dodge with empty offhand | ||
| One-hand fencing | +1 parry with empty offhand | ||
| Pistolier | Only offhand pistol at disadvantage | ||
| Powerful strike | S, 4 | -1 to hit, +1d6 damage | |
| Protect ally | Spend move to protect ally | ||
| Pull closer | Pull when hitting with entangle | ||
| Push away | Push when hitting with impact weapon | ||
| Relentless charge | S | +1d6 dam when charging | |
| Relentless rage | Frenzy | When frenzied, ignore knockdown | |
| Reliable hit | S | Advantage on dam with that weapon | |
| Riposte I | +1d6 dam when opponent misses | ||
| Riposte II | Riposte I | Advantage to hit when opponent misses | |
| Robust | +1 impact reduction | ||
| Roundhouse attack | Divide dam on all that are hit | ||
| Rout allies | Fel | Spend action to remove fear from allies | |
| Sanguine broker | Transfer HP from one to another | ||
| Shield push | Push with a shield | ||
| Shieldbreaker | Break shield instead of damage | ||
| Smash hard | 1d6 impact dam with lethal dam | ||
| Stealth shot | Remain hidden on ranged attacks | ||
| Stunning strike | WS | 1 fortune to add stun to damage | |
| Taunt | Opposed test to force to attack you | ||
| Terrain master | Create cover, (dis)advantageous/difficult terrain | ||
| Thick hide | T | +1 armor point | |
| Tough as nails | Endurance test to stay conscious at 0 stun | ||
| Trancing dance | When moving, advantage vs fear/charm | ||
| Trip | Trip when hitting | ||
| Two-weapon fighting | Only offhand at disadvantage | ||
| Twohanded master | 2 | +1/2 S to dam on two-handed melee weapons | |
| Unbleeding | T | Ignore 1 bleeding condition | |
| Undieing rage | Frenzy | When frenzied, gain T temporary HP | |
| Untiring | T | Ignore 1 fatigue condition | |
| War leader | Allies gain advantage vs fear | ||
| Wardancer | When moving, +1d6 melee damage | ||
| Weapon specialization | WS, 4 | +1 dam with that melee weapon | |
| Witty repartee | Insult to gain +1 damage |
Craft/gather Trainings
| Training | Max | Prereq | Short Description |
|---|---|---|---|
| Brewing | Int, 4 | Profession | Can brew potions |
| Crafting | Int, 4 | Profession | Craft items (50% price) |
| Herbalism | Int, 4 | Profession | Can gather herbs |
| Income | Level+2 | Increase income per game session | |
| Inventor | Int, 4 | Profession | Make item modifications |
| Poisoner | Int, 4 | Profession | Can create poisons |
| Runesmithing | WP, 5 | Profession | Can add runes to items |
Divine Trainings
| Training | Max | Prereq | Short Description |
|---|---|---|---|
| Write purity seal | Fel, 4 | Profession | Spend endeavor to create purity seal(s) |
| Anointed | Pray I | Prayers cost 1 faith point less, never 0 | |
| Devout | Pray I | Gain 2x WP extra faith point max | |
| Pray I | Profession | Can invoke lvl 1 prayers, WP faith point max | |
| Pray II | Pray I | Can invoke lvl 2 prayers, 2xWP faith point max | |
| Pray III | Pray II | Can invoke lvl 3 prayers, 3xWP faith point max | |
| Pray IV | Pray III | Can invoke lvl 4 prayers, 4xWP faith point max | |
| Holy hatred (group) | Profession | Prayers deal +1d6 dam vs chosen group | |
| Impassioned zeal | Fel | Profession | Attract followers |
Divine/Magick Trainings
| Training | Max | Prereq | Short Description |
|---|---|---|---|
| Create Shrine | WP | Profession | May create and activate shrines |
Fortune Trainings
| Training | Max | Prereq | Short Description |
|---|---|---|---|
| Extra fortunate | 4 | +1 fortune point max | |
| Fortune burning | 4 | May use 1 extra fortune point/turn | |
| Lucky | Recover 1 extra fortune |
Magick Trainings
| Training | Max | Prereq | Short Description |
|---|---|---|---|
| Aetheric attunement | Profession | Reduce miscast tally by WP after miscast | |
| Arcane Magick I | Profession | Cast level 1 spells from 1 lore, gain 3 spells | |
| Arcane Magick II | Arcane Magick I | Cast level 2 spells from 1 lore, gain 1 spell | |
| Arcane Magick III | Arcane Magick II | Cast level 3 spells from 1 lore, gain 1 spell | |
| Arcane Magick IV | Arcane Magick III | Cast level 4 spells from 1 lore, gain 1 spell | |
| Battle wizard | WP | Profession | Armor pen. 1 less; no miscast disadv in melee |
| Blood Magick | WP | Take HP-1 for TN-1 | |
| Counterspell | Profession | May defend against spells | |
| Damaging spell | Profession | Choose one spell: gain +1d6 damage | |
| Dissipate channeling | May build down channeling | ||
| Distant spell | Profession | Any spell: increase spell range, TN+1 | |
| Empower spell | Profession | Any spell: reroll damage, TN+1 | |
| Favorite spell | Int | Profession | Choose one spell: TN-1 |
| Hidden spell | Int | Profession | Choose one spell: no sound/gestures |
| Lasting spell | Profession | Any spell: increase duration, TN+1 | |
| Magick resistance | WP, 3 | Profession | Gain +1 Spell TN |
| Quick casting | Profession | Cast 2 spells, each TN+2 | |
| Reflect spell | Counterspell | May reflect spell back to caster | |
| Robust spell | Profession | Choose one spell: advantage on damage roll | |
| Second sight | Profession | Sense magick |
Skill Trainings
| Training | Max | Prereq | Short Description |
|---|---|---|---|
| Advanced education | Advanced math, science, literature | ||
| Alley cat | Advantage on stealth in urban | ||
| Amputate | Amputate limb to save from death | ||
| Animal affinity | Animals do simple things | ||
| Animal training | Can train animals | ||
| Argumentative | Advantage when debating | ||
| Armor repair | Repair double armor points/day | ||
| Attractive | Advantage to charm other gender | ||
| Beneath notice | People ignore you | ||
| Blind | Blind, but observant via sound | ||
| Briber | Advantage on bribe | ||
| Camouflage | May hide a group of characters | ||
| Cauterize | Turn bleeding into wounds | ||
| Cheating | Sleight of hand test to reroll die/draw card | ||
| Climb | Advantage on climbing | ||
| Combat surgeon | Ag | Medicine test to heal 1d6HP/level, but fatigue after | |
| Commanding presence | Advantage on Fel to lower status | ||
| Consume alcohol | Advantage when consuming alcohol | ||
| Counterfeit | Read/write | Can counterfeit licenses/permits/… | |
| Courage | Advantage to resist fear/torture | ||
| Deaf | Deaf, but observant via sight | ||
| Dealmaker | Fel, 5 | Buy/sell items at ±5% | |
| Deep pockets | Have simple items | ||
| Discern lies | Advantage to detect lies/counterfeit | ||
| Disguise | Advantage on disguise | ||
| Dramatic entrance | Fortune point for social advantage | ||
| Dramatic escape | Fortune point for escape | ||
| Drive | Can drive land vehicles | ||
| Elusive | Hide your trail | ||
| Escape artist | Advantage to escape grapple/ropes/… | ||
| Fast healer | T | Heal +1HP/night | |
| Fast movement | Ag | Movement +1 (+10m outdoors, +5m indoors) | |
| First aid | Int | Medicine test and full round to heal 1 HP | |
| Foresight | Fortune to force opponent reroll | ||
| Gold fever | Advantage to spot precious items | ||
| Gossip | Fel | Gain 1 rumor/session | |
| Hide in nature | Advantage on stealth in nature | ||
| Hunter | Provide food when outdoors | ||
| Improvisation | Use other skill if narrated | ||
| Infiltration | Blend into a group | ||
| Interrogate | Advantage on interrogation/torture | ||
| Investigative | Gain clues | ||
| Iron stomach | Advantage vs ingested poisons/diseases | ||
| Kip up | Get up with no move | ||
| Liar | Advantage when lying | ||
| Lip reading | May read lips | ||
| Long jump | Advantage and 2x range/height on jump | ||
| Lore generalist | Have a 1-in-3 chance to have any lore | ||
| Lore specialist | Additional advantage when using a lore | ||
| Menacing | Advantage on intimidation | ||
| Night vision | P | Racial | See clearly in dim light for 20m |
| Noble blood | Born from noble family | ||
| Performer | Advantage when performing/entertaining/art | ||
| Pick lock | Can use lock picking tools | ||
| Read and write | Can read and write | ||
| Ride | Ride horses | ||
| Sail | Can use ships | ||
| Secret identity | Have a secret identity/life | ||
| Secret Signs | Understand secret signs | ||
| Set traps | Can set traps | ||
| Stitch up | Advantage to remove bleeding | ||
| Sturdy traveler | Advantage on travel endurance | ||
| Surgeon | Medicine test and 1 hour to heal double HP/day | ||
| Swim | Can swim | ||
| Track | Can track | ||
| Unseen move | Hiding is a free action | ||
| Unshakable | No cool check on blackpowder fire | ||
| Use rope | Advantage when using ropes | ||
| Use war machines | Can use war machines |
Divination Trainings
| Training | Max | Prereq | Short Description |
|---|---|---|---|
| Divination | Use endeavor to roll Int dice; can be used to swap |