Training Advantages

[Ability] Focus: 1cp
The character is especially capable at some particular kind of task. Select a particular Ability and a certain circumstance or use of that Ability. Under those circumstances, the character treats that Ability as being two points higher. For example, a character might have Athletics Focus: Running or Willpower Focus: Resisting Telepathy.

This should not be used to raise an Ability above 10 or to circumvent the cap on human Abilities at 6.

Armour Training: 3cp
The character has been trained in how to move and fight in armour. He takes no armour penalties. He may not use Powered Armour without Powered Armour Training.

Demolitions Training: 1cp
The character knows how to use explosives safely and can set then up with timers, remote detonators and other fun tricks with a successful Intelligence check.

Detective: 1cp
The character is a detective, either police-trained or private. He enjoys a +2 bonus to any roll to solve a crime, question somebody, track somebody down or deduce what happened at a crime scene.

In addition, he knows how to dust for prints, avoid contaminating a crime scene and what the normal police procedure is.

Expert: 1cp
Select one area of knowledge. The character is particularly knowledgable in this area and benefits from a +4 bonus to Intelligence tests to know or research facts relating to it.

Firearms Training: 3cp
The character has had training with a wide range of guns and other military hardware. He may use Military weapons without suffering penalties and may wield some Basic Firearms one-handed.

If a character with Firearms Training chooses to fight with a one-handed Firearm in one hand and a one-handed Melee or Throwing weapon in the other, he may add his Strength to the Melee or Throwing weapon's damage twice, as though he were wielding it two-handed.

Hacker: 2cp
The character can hack into other people’s computers, websites and databases. Particularly tricky computer security might require an Intelligence check, but most of the time, no roll is required.

Intimidator: 1cp
The character is particularly good at scaring people. He enjoys a +2 bonus to any Socialize roll based on intimidating, threatening or torturing people.

Know Thy Enemy: 3cp
The character has studied a certain kind of quarry deeply and has run across them many times in his distinguished career. This can be a loose type of professional association (Militaries, Terrorists, Police Forces, Gangs), a certain type of unnatural or xeno being (vampires, werewolves, an'taks, shrekes, angels, sorcerors), or a specific occult/time aware group (cult of shakath, the agency, industrial o'm, the Illuminati). That character has exhaustively researched their tactics, methods, sources, processes and protocol and is able to second guess immediate actions of members of that enemy. They may always act in a surprise round initiated by the chosen enemy, and gain +1 to intelligence, socialise and perception checks relating them. They gain a +2 to willpower checks against them. This ability includes Expert (Chosen enemy). You may take this ability more than once, picking a different enemy each time.

Leadership: 1cp/rank
Leadership is an Advantage ranked between 1 and 5. The character rolls Leadership in the same way as he would roll an Ability. The character knows how to give orders to a squad during combat. He may, as his action for a round, give instructions to the rest of the party. Those characters who follow these orders enjoy a bonus to their actions as determined on the table below.

Leadership Roll Result
0 or less No effect
1 +1 to hit
2 +2 to hit
3 +2 to hit, +2 Damage
4 +2 to hit, +2 Damage, +1 to Block and Dodge
5 or higher +3 to hit, +2 Damage, +1 to Block and Dodge

Linguist: 1cp
The character speaks twice as many languages as normal for his Intelligence score. Linguist can be bought multiple times, doubling languages spoken each time. For example, an Intelligence 3 character with Linguist bought 3 times would speak 24 languages.

Lip Reading: 1cp
The character can read lips. When he can see someone’s face as they talk (which may sometimes require a Perception check), he can discern the words even if he cannot hear them.

Magick: 2cp/rank
Magick is an Advantage ranked between 1 and 5. The character rolls Magick in the same way as he would roll an Ability. The character knows how to cast rituals. He may also roll his rank in Magick to analyze certain magickal effects or to recognize a ritual somebody else is casting. The base difficulty of casting a ritual is listed as part of each ritual. See the list of rituals.

Task Difficulty
Cast a ritual quickly (in one third of the normal time) +1
Cast a ritual without a spellbook +1

Magickal Speciality: 1cp
You are especially talented with a particular branch of magick, such as alchemy, necromancy or holy magick. You enjoy a +1 bonus to Magick rolls for that kind of ritual.

Medicine: 1cp/rank
Medicine is an Advantage ranked between 1 and 5. The character rolls Medicine in the same way as he would roll an Ability. The character has received training as a medic and can help people recover from injuries.

Medicine Roll Result
0 or less No effect
1 The injured character regains his Toughness in Hit Points after an hour of treatment and every 24 hours thereafter.
2 The injured character regains his Toughness in Hit Points after a half an hour of treatment and every 12 hours thereafter.
3 The injured character regains his Toughness in Hit Points after ten minutes of treatment and every 6 hours thereafter.
4 The injured character regains his Toughness in Hit Points after a few minutes of treatment and every 3 hours thereafter.
5 The injured character regains his Toughness in Hit Points immediately and every hour thereafter.
6 or higher The injured character regains his Toughness in Hit Points immediately and every half hour thereafter.

Powered Armour Training: 6cp
The character has been trained in the use of Powered Armour. This includes Armour Training.

Spy: 1cp
The character has been trained as a spy. He receives a +2 bonus to any roll to deceive people, disguise himself or extract information subtly.

Technology: 2cp/rank
The character is a mechanic, engineer, inventor or mad scientist. He may roll his rank in Technology to analyze, repair or rebuild technological Items. More crudely, he also knows how to render Technological Item unusable

Task Difficulty
Break a Minor Technological Item 0
Break a Moderate Technological Item 1
Break a Major Technological Item 2
Deduce the function of a Minor Technological Item 1
Deduce the function of a Moderate Technological Item 2
Deduce the function of a Major Technological Item 3
Repair a broken Minor Technological Item 2
Repair a broken Moderate Technological Item 3
Repair a broken Major Technological Item 4
Rebuild a Minor Technological Item into a different Minor Technological Item 3
Rebuild a Moderate Technological Item into a different Moderate Technological Item 4
Rebuild a Major Technological Item into a different Major Technological Item 5

Prior to each session, a character with Technology may roll it to improve his equipment. All effects or temporary devices last only for the session before becoming un-callibrated, running out of fuel, being broken down for parts, etc. Fine-tuned equipment grants +1 to any rolls to use it or +1 Soak in the case of armour.

Technology Roll Result
0 or less No effect
1 You have fine-tuned one piece of equipment.
2 You have fine-tuned any two pieces of equipment.
3 You have fine-tuned any three pieces of equipment.
4 You have built a temporary Minor Technological Item of your choice.
5 You have built a temporary Minor Technological Item of your choice and also fine-tuned one piece of equipment
6 or higher You have built a temporary Minor Technological Item of your choice and also fine-tuned two pieces of equipment

Technological Speciality: 1cp
Select a field of technology, such a motor cars, powered armour or fusion reactors. You enjoy a +1 bonus to all Technology rolls concerning your chosen field and may fine-tune an additional peice of equipment related to your chosen field before each adventure.

Vehicle Training: 1cp/rank
Vehicle Training is an Advantage ranked between 1 and 5. The character rolls Vehicle Training in the same way as he would roll an Ability.The character is capable of piloting and driving all kinds of vehicles. He may add his rank to the Speed and Manueverability ratings of any vehicle he pilots.

In addition, for each rank the character has in Vehicle Training, he is proficient in one kind of advanced vehicle chosen from the following list: tanks, helicopters, boats, aeroplanes, spacecraft. Such vehicles cannot be piloted by individuals not proficient with their use.

Thief: 1cp
The character is a moderately competant thief. He can pick locks and it is second nature to him to avoid leaving figure prints or DNA evidence. He may also pick someone's pocket if he passes a Stealth check, opposed by the target's Perception.

Veteran Time Traveller: 2cp
The character has lived in many different times. They never take any penalties for using anachronistic equipment and a broadly familiar with how to fit into future or past society; they can operate a telegraph machine a mobile phone and an ultranet link up with equal ease. All Veteran Time Travellers also have the Free Agent Advantage. Veteren Time Travellers will often also have a number of Technological Items.

Weapon Specialist: 1cp
Select a single kind of weapon, such as swords or assault rifles. The character benefits from a +1 bonus to hit and to Damage when using this kind of weapon.