All characters start with 10 Training Abilities and can earn 1 more over the course of their adventure. *EXTavailable
In order to be accepted by a Guild, whether an Adventurer’s Guild or Liminal Guild, a person must have gone through Training in order to have some of the skills to handle themselves on an adventure. All Training Academies graduate students with 10 Abilities. Players can choose any Training Abilities they want- some combinations will constitute a named “Job”, but Players can also switch out some Training Abilities from the Job section to make any training regiment they want.
Tier Penalty for any weapon type you are not trained for
Weapons Training
| Unarmed Martial Arts | Your fists and feet are honed into weapons |
| Distance Weapons | A projectile with a range of 30 Squares, half damage if attacking within 1 Square distance. Bows, Slings, Throwing knives. |
| 2Hand/Reach Weapons | Larger longer weapons that can attack within 2 Squares distance with the Reach ability. Great Axes, Great Swords, Whips |
| Small Weapons | Small weapons, it is assumed they are getting a couple hits in with each attack thus equaling larger weapons. Daggers |
| Medium Weapons | Mid-sized weapons. Longswords, Hand axe, Mace |
| Magic wand* or Grimoire | (Apotropaic wands, magic wands, birthing tusks, holy totems,etc) needed to cast Magic level 1,2,3,4,5,6,7,8,9. They have no melee value. |
| Weapon Mastery | Specify UD2SM, +1 to your attack rolls when using that weapon |
| Armor | +1 to Defense up to +10 max based on armor equipped. May be used for ceremonial purposes in some situations without the Training ability. |
| Shield | +1 to Defense up to +10 max based on armor equipped. Allows Defense skill for nearby party members. May be used for ceremonial purposes in some situations without the Training ability. |
| Wizardry | 1-9 Each Degree has a Tier Penalty if not trained in that Degree. Requires Magic.(each level adds +1 to Magic per level) |
| Holy | 1-9 Each Degree has a Tier Penalty if not trained in that Degree. Requires Magic.(each level adds +1 to Magic per level) |
| Weirding | 1-9 Each Degree has a Tier Penalty if not trained in that Degree. Requires Magic.(each level adds +1 to Magic per level) |
| First Aid | 1 Tier bonus on non magical rolls to clear poison, 1 additional d10 on non magical healing rolls. |
| Lockpicking | 1 Tier bonus on lockpicking doors, chests, disarming traps. |
| Sneak | 1 Tier bonus to sneak. |
| Lucky | Instead of 1 Luck each Full Rest, you have 3. |
Reach | Two handed and longer weapons can hit two Squares away instead of one. |
| Fleet Feet | Additional 1 Square of movement action. |
| Conduit | Others can cast spells through you if within the casting distance of the spell. Absorbs a Reaction from the Conduit. Conduit must be unarmed and unarmored. |
| Dead Friend | 1 Tier bonus in all rolls dealing with the dead/undead. |
| Fey Portal | 3 times per Full Rest, baamf warp within your full Distance. |
| Item Mastery | 20 Item slots instead of 10. |
| Animal Mastery | in addition to but superior to a pet, can be used as an ally, 1 Tier bonus when dealing with animals. |
| Bull | 1 Tier bonus on Shove Actions. |
| Waterwalk | Walk on water, half distance. |
| Attack Stack | +1 stacking on each attack against a single foe you have already attacked in this battle. |
| Telegraphing | +1 stacking on your defense against a single foe that has already attacked you in this battle. |
| Bluff | Before a roll, you can switch rolls with an opponent. |
| Shade Hand | 1 Tier bonus for subtle or secretive maneuvers like pickpocketing and theft. |
| Imbue | Use your magic ability to enhance a weapon. Uses one Action per combat. |
| Greed | Increase your take of found coins by 10%. |
| Iaijutsu | Quick draw a weapon, no Action to unsheath or switch a weapon. (small weapons do not need to be unsheathed) |
| Target | 1 Tier bonus to attack against targeted enemy, 1 Tier penalty against others until target is vanquished. One action to designate a Target. |
| AntiToxin | Being poisoned will not stack and will clear at the end of a battle. |
| Jiu Jitsu | 1 Tier bonus to grappling and escaping grapple |
Superior defense (+1 defense)
Studious (+1 mental)
Customer Service (+1 charisma)
Music – play an instrument, +1 charisma
Actor (+1 Charisma)
Wink (+1 charisma)
Polymath (+1 mental)
Studious (+1 mental)
Polyglot (2 basic or one fluency added)
Fearless (start each full good rest from -1 Stress)
Assess/ Sharp Eye (bonus Tier on rolls to quickly estimate Tier threat of enemies and info)
Blood Payment (all magic costs are paid through blood, -1hp continues to apply)
Blood Transfer (by paying -5hp, spell damage done to one target can transfer to the caster as regained HP)
Chef – (Once a long rest, a meal can be prepared from 5 ingredients that adds a bonus to one stat for the party)
Fury (defense Tier down and attack Tier up for 3 rounds, one action to initiate)
Defender (Tier bonus when defending an ally)
Rider (ability to ride an appropriate mount)
()
Fire Resistance (half damage from fire and fire based magic)
Ice Resistance (half damage from ice and ice based magic)
Water Resistance (half damage from water based magic)
Earth Resistance (half damage from earth and earth based magic)
Lightning Resistance (half damage from lightning and lightning based magic)
–
Glide– slow falling at half distance, no damage from falling
Waterbreathing – breath underwater
Deep Sleeper– Get full rest without the penalty for not being in a comfortable inn
–
Golden Words– bonus Tier to charm/trick
Leadership- Inspire others once a long rest with a speech giving +1 to a stat for the party for one hour
Closed Mind– Tier bonus against being charmed/tricked
–
Lore– bonus Tier on rolls on historical knowledge/interpretation
Paper Art lv1– training with paper for paper mages (can create shapes and weapons of different sizes, distance and melee) (for non magic users, with your artistic skill your Ment is raised +1)
Blood Art lv1– training with blood for blood mages (can create shapes and weapon of different sizes, distance and melee) (for non magic users, this can raise rolls against disease or curse by one Tier)
Puppet Art lv1– training with puppetry for Puppet Masters (can create Puppets of various size and weapon shape) (for non magic users, your entertainer skills raise your Char +1)
Shadow Art lv1– training with shadow for Shadow Mages (Shadow of the Player within 1 or 2 Squares fights on behalf of the Player. Shadow has no HP, must be connected to the Player by a light source) (for non magic users, your sneaking skills raise your rolls to Hide or Sneak by one Tier)
Every Piece– bonus on rolls for harvesting from flora and fauna for ingredients
–
-.
