New Trainings

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New Trainings

Post  Admin on Sun Oct 21, 2012 4:49 pm

From the mysterious Han Ji on the Deniable Resources forum (whoever that is):

Vehicle Maintenance Specialist
Mechtronics 7
Assess Tech 3

You have specialised in repairing and improving vehicles to the point where it is a natural process for you. You gain +4 to all rolls relating to the maintenance and repair of vehicles. If you have had time to work on a vehicle and maintain it, the first critical botch relating to that vehicle may be ignored.

And one from the equally unknowable Cobra Jones:

Vehicle Bonding
Mechtronics 5
By working on a vehicle as a minor action you bond closely with it, in a not totally creepy way (but maybe a little creepy). This stores a conviction point for future use with that vehicle, up to a maximum of five. Only the person with this training can call upon the conviction point.

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Combat Surgeon

Post  Admin on Thu Oct 25, 2012 12:27 am

Combat Surgeon
Field Surgery
Surgeon
Mastered Weapon: Knife

Using your expert knowledge of the human body you are capable of inflicting precise, devastating injuries with a scalpel or light blade weapon. You add your 'Medicine' skill to damage against humans (unless the GM decides they are too heavily modified) made with a small bladed weapon in close combat. The weapon must be able to penetrate the target's AV with its maximum base damage (before strength, trainings and XS are added) for this training to apply.
For example, a knife deals D4 + strength damage. Combat Surgeon can therefore be used on targets with 3AV or less.

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Prescient Initiative

Post  Admin on Wed Nov 21, 2012 12:24 pm

Prescient Initiative
Meditation
Prescience 6
While meditating you are able to look seconds into the future and sense incoming surprise attacks. If you are attacked while meditating you automatically have the highest initiative in the fight scene and you are immune to being assassinated.

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Enemy of my Enemy Training

Post  Admin on Thu Dec 20, 2012 11:54 am

Enemy of my Enemy Training
Rank 3 or Underground Status 3
You have learned that the best way to deal with threats to your success is to have them fight each other. Once per week you may make a check to see if you know of an individual or group who will help deal with a threat that you currently face. For example, while cornered in a warehouse surrounded by Ai Jinn street thugs, you can make a check to see if you know of a rival gang who would love to come and have a brawl. You still need to contact and convince the gang to help, but knowing is half the battle.
To make an 'Enemy of my Enermy' check roll Intelligence + Corp. Knowledge. Trainings such as Eastern Bank Knowledge and Underground Operations may provide bonuses to this roll. Your XS will affect the 'quality' of the enemy you can recall.

Example 'Enemies':
  • A reporter who has been after the subject for weeks for an unrelated incident. They can act as a witness to any crimes being committed.
  • A rival gang could turn up to start a large scale street brawl. Perfect for escaping a tight spot.
  • If you have contacts within a corporation you could call in an entire agent division to ruin someone's day.
  • A UIG officer who really hates your enemy could come by and make their day a living hell of license scans and paperwork, just for the fun of it.

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Professional Expertise

Post  Admin on Thu Jun 27, 2013 9:25 am

Professional Expertise
Profession in a skill
Skill at level 9+
You have reached the highest levels of competency achievable in your chosen field of expertise and you are able to use high quality equipment better than anyone. When spending 'profession points' made available through high condition equipment you may choose to spend two of the points at once, granting +2D6 to the AT of a single roll.


Last edited by Admin on Thu Jun 12, 2014 2:24 pm; edited 1 time in total

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Psychic Trainings

Post  Admin on Thu Jun 27, 2013 9:32 am

The following Psychic trainings were revealed in the Liberty Black Agent Symposium. They are reproduced here for ease of reference.

Levitation
Jump 8
Telekinesis 6
You are able to suspend yourself in the air at the cost of 1TE per round. You can move up to 1/2 your Jump skill in meters per round while levitating, including directly up and down.

Flight
Levitation
Jump 10
Telekinesis 8
You are able to move at high speed through the air for short periods of time. Flight uses 5TE per round and allows you to move at 25m in a single round in any direction. Flying in a path other than a simple straight line requires an Agility + Athletics roll to avoid colliding with obstacles.

Psychic Dash
Telepath
Athletics 8
Agility 8
You can run forwards at impossible speeds for a brief moment, making it almost impossible to target you. For 5TE you can run up to 25m in a straight line in a single round. Anyone attempting to attack you in this round will receive a penalty equal to your agility + athletics skill.

Psi-Shield
Psi-blade 6
Psi-armour 4
You can summon a shield in addition to your psi-blade by doubling the TE cost of the psi-blade. The shield works like the Riot Shield described in Machines of War (page 50).

Close Form Telepathic Shield Training
Psi-armour 4
Shield 6
By spending double TE when manifesting a telepathic shield you can make it a close-form shield. This will allow it to block melee damage and damage from within the normal shield radius.

Psi Armour Trainings
To go with the new Psi-Armour System here are some trainings for it.

Grounded Psi-armour
Psi-armour 6
By spending double TE when activating your psi-armour (but not increasing the TE cost of maintaining it) you can also create a grounding point so that galvanic attacks pass harmlessly over you and into the ground. This effect will make the shield glow with distinct blue lines resembling electricity.

Ablative Psi-Armour
Psi-armour 5
Biokinesis 4
By doubling the TE cost when activating your psi-armour (but not the TE cost each round) you can make it channel damage directly into your psychic energy reserve once per round. Once per round, when damage is dealt to you through the psi-armour you will take up to 2x your level in Biokinesis in damage as TE loss instead of HP loss. The TE loss will work as if biokinesis had been used, equal to your level in biokinesis. If your TE is reduced to 0 then your psi-armour will deactivate.

Prismic Psi-Armour
Psi-armour 6
By spending double the TE when activating your psi-armour (but not the TE cost each round) you can deflect light and laser blasts that hit you. The armour will grant +3 AV vs laser weapons. Your psi-armour will take on a distinctive crystalline appearance.

Efficient Psi-Armour
Psi-armour 8
The TE cost of maintaining your psi-armour each round is halved (rounded up)

Invisible Psi-Armour
Psi-armour 6
Cloak 5
By spending double the TE when activating your psi-armour (but not the TE cost each round) you can make your psi-armour invisible. The armour will not appear on any conventional sensors and it will not interfere with stealth or invisibility effects. This ability cannot be used with effects such as grounded psi-armour which have distinctive visual appearances.

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TE (trading and taking) trainings

Post  Admin on Wed Sep 11, 2013 3:41 pm

Telepathic Energy Trade
Telepath
If both yourself and your target have this training then you are able to pass TE between you. You may attempt to take TE from or to give TE to your target. To give or take TE, roll Endurance + Intelligence. The XS of this roll is the amount of TE given or taken.
This power cannot be maximized, forced, etc. The power requires that both parties are willing for the trade to occur and that both are concious.

Telepathic Energy Theft
Telepathic Energy Trade
You have become so adept at manipulating the telepathic energy of other beings that you can take it from unwilling targets. To steal TE, roll Endurance + Intelligence and the XS of this roll is the amount of TE taken. This power cannot be maximized, forced, etc. The power can be used on unwilling and even unconscious targets.

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Batter Up Training

Post  Admin on Tue Oct 29, 2013 12:30 pm

Batter Up! - Tactical-sized Club training
Close Combat 4
You have trained with clubs, bats and other blunt weapons so much that you can work a vicious two-handed swing into close combat situations without losing your defence. When wielding a club-like weapon with two hands you can make the following special attack:

Two-handed Swing
Rate: 1
Damage: D6 + (2 x Str)

"Bonk!" - The Scout, TF2

This is how clubs work all ready, I somehow missed this fact.

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Pew Pew!

Post  Admin on Mon Nov 09, 2015 7:47 pm

Laser Refraction
Tactical Firearms 5
Science 4
When you have calibrated a laser rifle against a target's shields you can take a -4 penalty and use the shield to focus the damage onto the target. If the attack hits then the damage will be 'diced up' and ignore the shield as normal.
If the targeted shield has the Flux ability then the attack will have to overcome the flux as if it was piercing the shield as normal. If it does not overcome the flux then the damage to the shield is not diced up.

Shield/Laser Interference
Heavy Firearms 5
Science 4
When you have calibrated a laser cannon against a target's shields you can choose between making a normal attack (ignoring shields) or an attack that causes a temporary disturbance in the target shield. This attack will stop the shield blocking any damage until the attacker's next turn, but will not do any damage itself.
If the target shield has the flux ability then the attack must also overcome the flux as if it was attempting to pierce the shield. If it does not overcome the flux then the damage to the shield is not diced up.
This attack is ideal for disabling the shields of heavily protected vehicles so that allies can fire on it when its defences are down. (Note: The attack may not cause disruption in extremely large vehicles such as cyberlins. This would require an ordnance class weapon)

Laser Calibration Specialist
Science 5
Reflex 7
Weapon Skill 5

You can calibrate laser weapons so quickly that it can be done at the cost of a single rate instead of a full round. It's like shields aren't even there!
This is a generalist alternative to the recalibration trainings in MoW, which require Mastered Weapon and grant free-action recalibration instead. It does not really benefit heavy weapon specialists much because laser cannons are rate 1.

Laser Weapon Focus
Science 6
Weapon Skill 7

Your knowledge of laser weapons and their optimum use allows you to add your science skill onto damage rolls with laser weapons of any size. This does not stack with Mastered Weapon trainings, but you can take the higher damage if you roll XS lower than your science skill.

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Explosives Trainings

Post  Admin on Sun Jan 17, 2016 8:58 pm

Contained Blast
Support Weapons 6
Science 4
When you plant an explosive with an Intelligence + Support Weapons roll you may choose to reduce the blast radius by one 'increment' without changing the blast damage. For example, a medium explosive charge with blast radius 6m can be set up to focus its blast into a 3m radius instead, as this is the blast radius of the light explosive charge. For explosives without any smaller equivalents the blast radius should be decided upon by the GM. In general, 3m blasts may be reduced to 1m. This training does not apply to thrown weapons like grenades or fired weapons like rocket launchers.
A small charge can now be used to blast a door off its hinges without having to worry about (too much) collateral damage, even if someone is stood behind the door. It will still knock someone over and maybe cause some impact damage, but they will not take the damage of the weapon blast.

Bomb Disposal Technician
Profession: Support Weapons
Intelligence 7
You have been trained by your Corporation to be an expert in preventing explosions instead of simply causing them. When diffusing a bomb which was set with an Intelligence + Support Weapons check you can figure out the penalty you face on the bomb defusal roll. This ability requires that you are looking at the bomb in detail and preferably with sensors such as x-rays, thermal and macroscopic vision. Anyone attempting to disarm explosives planted by you will receive an additional +2 penalty to their diffusal roll, which they will be aware of if they also have this training.

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Re: New Trainings

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