Trainings
Each Character can choose to place Ranks in various Trainings. This defines how well the character can do an action corresponding to that Training.
When rolling for Training, the Character’s Rank will define what is rolled by the Player, as seen on the Training Rolls Table.
Trainings List
| Name | Attribute(s) | Trained Only | Description |
|---|---|---|---|
| ** Close Combat ** | |||
| Combat Style(s) | STR, AGI | Determines Attack Rolls and similar. See Combat Styles. | |
| Defense Style(s) | STR, AGI | Determines Defense. See Defense Styles. | |
| ** Ranged Combat ** | |||
| Long Guns | SEN | Determines Attack Rolls and similar. See Ranged. | |
| Handguns | SEN (AGI) | Determines Attack Rolls and similar. See Ranged. | |
| Archery | AGI (STR) | Determines Attack Rolls and similar. See Ranged. | |
| Throwing | STR | Determines Attack Rolls and similar. See Ranged. | |
| ** ??? ** | |||
| Armor Training | AGI | X | Determines penalties for using armor. See Armor. |
| Use Tech | MET | X | Determines use of Tech. See Tech. |
| Decipher Techscript | MET | X | Determines the ability to read Techscript. See Tech. |
| Disarm Traps | MET | X | |
| Lockpicking | MET | X | |
| Focus | CHI / MET | How well you can resist mind effects. | |
| ** Learnings ** | |||
| Learnings: Tech | MET | ||
| Learnings: Rites | MET | ||
| Learnings: Weapons | MET | How much you know about Weapons. | |
| Learnings: Armor | MET | How much you know about Armor, can be used to gain a bonus on attacking. | |
| Learnings: Language | MET | Ranks provide Languages known and how well you understand Language. | |
| ** Practices ** | |||
| Repair Arms & Armor | MET (AGI) | X | How well you can repair Arms & Armor. |
| Repair Tech | MET | X | How well you can repair Tech. See Tech. |
| Barter | PAS | X | How well you can buy/sell. See Bartering. |
| Perform Rites | PAS | X | How well you can perform the Rites. See Rites. |
| ** Social ** | |||
| Oration | PAS | How well you can motivate others and gather a crowd. | |
| Music | PAS | ||
| Dance | PAS | ||
| Charm | PAS | How well you can make Characters like you. | |
| Diplomacy | MET (PAS) | How well you can negotiate with others. | |
| Bluff | MET | How well you can convince others of a lie. |
Training Rolls
The Ranking a Character has in a specific Training defines what dice can be rolled. The general rule is to increase the die amount by 2 for every rank, starting at for Rank 0,
for Rank 1, and
for Rank 2.
Although any combination of dice can be used for a roll, the only important rule is that for every 10 ranks beginning at and after Rank 5 must use an additional die. For example, Rank 5 uses +
, Rank 15 uses
+
+
, and Rank 25 uses
+
+
+
.
Training Rolls Table
| Ranking | Dice |
|---|---|
| 0 | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 10 | |
| 11 | |
| 12 | |
| 13 | |
| 14 | |
| 15 | |
| … | … |
| 24 | |
| 25 |
An Example
If Neya wanted to make an Attack on an opponent, she would likely choose to use her Combat Style: Longswords Training since her Ranking is 3. By using the accompanying Training Rolls Table, she would use a plus her Strength Power Level to make the Attack.
Training Use = [Training Roll] + [Attribute Power Level] + [Additional Modifiers]