Trainings III

Submitted by Matthew Keevil, UK, whitewizard1988@yahoo.co.uk

 

Searing Assault

Prerequisites: Telepathy, Assault 3.

By spending an additional amount of TE equal to half the level of assault used the telepath may cause their assault to agitate the molecules along its path. Anyone taking damage from such an assault is immediately set alight, exactly as if they had been hit by a flamethrower.

 

Reactive dodge

Prerequisites: close combat 9, Defensive combat training, Multiple defence.

When making a Block action you may apply the XS your opponent fails to hit you by (if any) as an attack against any other target within close combat range of either you or your opponent (dealing normal damage fro the attack) as you redirect his attacks away from you and toward his allies.

 

Ranged reactive dodge

Prerequisites: Reflexes 9, Reactive dodge.

When making either a full dodge or active dodge action you may apply the XS your opponent fails to hit you by (if any) as an attack against any other target within weapon range of your opponent. Note that in both cases the target must be directly behind you but if making an active dodge then you may move to change your position and place a different target in range. Attacks can be redirected a number of times in a round equal to the characters Reflexes.

 

Mindrazor

Prerequisites: Telepathy, psi blade 3.

Your psi blade unconsciously seeks out meridians and weak points. On a roll of maximum damage it severs a random limb.

 

Hermetic shield

Prerequisites: Telepathy, Shield 5.

You are considered to possess a Toxin filter equal to the level of shield you are currently using versus airborne and gaseous toxins.

 

Psychic Armour

Prerequisites: Telepathy, Shield 7.

When in close combat you gain a bonus to your AV equal to the current level of shield you have in use. Damage taken is still counted against the maximum amount of damage your shield can withstand.

e.g. Agent Ricardo has a shield of rating 7 active (72=49hp) when he is struck by a pipe-wielding malenbrach for 13 damage, thanks to his psychic armour training he takes only 6 damage (13-7=6) but his shield is still reduced to 36 (49-13=36).

Psychic AV is not subject to reduction by plasma or ion weaponry and plasma firearms do not ignore it.

 

Bruiser

Prerequisites: Close combat, Unarmed combat Specialist.

You know just where to hit to make a persons muscles ache like they’ve been running a marathon.

You may make a special attack when in unarmed combat, if you choose to do so then it counts as a power strike that does ½ your strength in damage but reduces your opponents strength score by 1 for 1d6 rounds. The effects of multiple uses of this training stack, reducing your targets Strength by 1 each time.

 

Ai-Jinn Mechanic

Prerequisites: Ai-jinn Agent, Mechtronics 5.

You know the Ai-Jinn methods of getting all but the most scrap-worthy machinery on its legs before it becomes unprofitable.

When you repair Heavy machinery its condition level rises by 2 levels, opposed to the usual 1, per week of work. This bonus only applies up to the “perfect” level, any higher progresses at the usual pace. What constitutes heavy machinery for purposes of this training includes: All kinetic firearms, rocket launchers, flamethrowers, rail guns, vehicles, cyberlins and anything manufactured by Ai-Jinn.

 

Comoros Educator

Prerequisites: Comoros agent, any two skills at 7+.

You have learned the Comoros corporation’s hyper-mnemonic teaching techniques and have become proficient in teaching two skills.

During a week of downtime you may instruct another individual in one of the skills you selected this training for. If you spend a week in which they are using downtime for skill training instructing them in a skill you are proficient in teaching they gain an additional 2 bonus XP point to be spent toward skills you are proficient in training alone. You may select this training multiple times, each time you do you select another two skills which you are proficient in teaching.

In addition you may now serve as a teacher in any Comoros educational facility, possibly earning bonus pay.

 

E.I. Stockbroker

Prerequisites: Eurasian Incorporated agent, business 5.

Plebeians may find the stock market confusing but you can read it like a copy of the financial times.

When earning cash during downtime you may work in the E.I. Stockbrokerage department and earn 1000 credits per week of downtime through a combination of rewards for your fine work and a tolerable degree of embezzlement.

 

Shi Yukiro Swordsmith

Prerequisites: Shi Yukiro Agent, Proffesional Skill – Mechtronics, unarmed combat 6, arts and culture 6.

When enhancing ion weapons, the condition level rises by 2 per week of downtime spent improving the weapon, as opposed to the usual 1 level, up to and including the “artifact” level.

 

Western Federation arms-care

Prerequisites: western federation Agent, Relevant Weapon skill 5.

Care for your weapons like you care for yourself, soldier!

If you spend a week of downtime maintaining your armaments and those of your division you may make an Intelligence + Relevant weapon skill roll. You may assign the XS however you wish among the divisions weapons that match the weapon skill you used in the roll, for each point of XS assigned the weapon may re-roll its next critical failure.

 

Return to World Data Net