Organizational Training: Difference between revisions

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==Military Occupational Specialties==
==Military Occupational Specialties==
'''Restriction:''' These are only open to characters who are active duty, guard forces, reserve forces, or civilian auxiliaries of a standing military force.
'''Restriction:''' These are only open to characters who are active duty, guard forces, reserve forces, or civilian auxiliaries of a standing military force.
'''Special:'' Full-time SDA Agents can also choose from these unless a given choice indicates that the SDA cannot choose it.
<br>'''Special:'' Full-time SDA Agents can also choose from these unless a given choice indicates that the SDA cannot choose it.






The military’s term for these jobs is Military Occupational Specialty, or MOS. Like an occupation, each MOS expands the character’s range of class skills, and provides a bonus feat (where multiple feats are listed the character may select one). Most enlisted men and women spend their entire military careers in a single MOS. Bouncing around from MOS to MOS is inefficient, and is highly discouraged for most soldiers, however some soldiers (especially those seeking a career in special operations) find it better to have a high degree of self-sufficiency, and cross training in a number of different areas.
The military’s term for these jobs is Military Occupational Specialty, or MOS. Like an occupation, each MOS expands the character’s range of class skills, and provides a bonus feat (where multiple feats are listed the character may select one). Most enlisted men and women spend their entire military careers in a single MOS. Bouncing around from MOS to MOS is inefficient, and is highly discouraged for most soldiers, however some soldiers (especially those seeking a career in special operations) find it better to have a high degree of self-sufficiency, and cross training in a number of different areas.
===Aerospace Training===
You are trained to operate as either a driver or a crewman on a large wheeled, tracked, or hovering vehicle, such as the Ground Rapid Assault Vehicle.
<br>'''Skills:''' You gain a +2 bonus to the following skills in regards to spacecraft: Knowledge [Tactics], Knowledge [Technology], Mechanics, Pilot, Stealth, Use Computer.
<br>'''Feat:''' The first time you choose this training you gain one of these feats as a bonus feat: [[A Few Maneuvers]], [[Gunnery Specialist]], [[Hold Together]], [[Strafe]], [[Vehicular Combat]], or [[Vehicular Surge]]


===Air Assault Training===
===Air Assault Training===
You are trained to deploy rapidly by rappelling from helicopters and VTOL craft into combat.
You are trained to deploy rapidly by rappelling from helicopters and VTOL craft into combat.
<br>'''Skills: '''You gain a +2 bonus on Acrobatics checks. This bonus is doubled for any checks made to descend ropes.
<br>'''Special: '''You automatically succeed on any skill check to rappel, provided you do not roll a natural 1 on the d20 roll.  A natural 1 may still succeed since skill checks do not automatically fail on a natural 1.
 
===Armored Vehicle Training===
You are trained to operate as either a driver or a crewman on a large wheeled, tracked, or hovering vehicle, such as the Ground Rapid Assault Vehicle.
<br>'''Skills:''' You gain a +2 bonus to the following skills in regards to armored vehicles: Knowledge [Tactics], Knowledge [Technology], Mechanics, Pilot, Stealth, Use Computer.
<br>'''Feat:''' The first time you choose this training you gain one of these feats as a bonus feat: [[A Few Maneuvers]], [[Gunnery Specialist]], [[Hold Together]], [[Strafe]], [[Vehicular Combat]], or [[Vehicular Surge]]
 
===Aviation Training===
You are trained to operate as either a driver or a crewman on a large wheeled, tracked, or hovering vehicle, such as the Ground Rapid Assault Vehicle.
<br>'''Skills:''' You gain a +2 bonus to the following skills in regards to aircraft: Knowledge [Tactics], Knowledge [Technology], Mechanics, Pilot, Stealth, Use Computer.
<br>'''Feat:''' The first time you choose this training you gain one of these feats as a bonus feat: [[A Few Maneuvers]], [[Gunnery Specialist]], [[Hold Together]], [[Strafe]], [[Vehicular Combat]], or [[Vehicular Surge]]
 
===Amphibious Assault Training===
===Amphibious Assault Training===
You have learned how to fight and survive in amphibious conditions (including beach areas, but excluding shipboard combat).  In most modern militaries 'amphibious' covers both naval to ground and space to ground landing operations.
You have learned how to fight and survive in amphibious conditions (including beach areas, but excluding shipboard combat).  In most modern militaries 'amphibious' covers both naval to ground and space to ground landing operations.
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You have learned how to fight and survive in arctic terrain.
You have learned how to fight and survive in arctic terrain.
<br>'''Skills:''' You gain a +2 bonus to the following skills in arctic terrain: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, and Survival. Characters with this training are also proficient in the use of skis, which negate any movement penalties due to snow/arctic conditions.
<br>'''Skills:''' You gain a +2 bonus to the following skills in arctic terrain: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, and Survival. Characters with this training are also proficient in the use of skis, which negate any movement penalties due to snow/arctic conditions.
===Combat Engineering===
You are trained in combat construction and bridge laying, as well as mine laying and mine removal.
<br>'''Skills:''' You gain a +3 bonus to the following skills in a military context: Knowledge (Technology), Mechanics, Perception, Survival, or Use Computer
===Defense Language Institute===
You have attended the joint military language training course.
<br>'''Prerequisite:''' Intelligence 12 or higher.<br>
'''Feat:''' You gain [[Linguist]] as a bonus feat.
===Desert Warfare College===
You have learned how to fight and survive in desert terrain.
<br>'''Skills:''' You gain a +2 bonus to the following skills in desert terrain: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, and Survival.
===Infantry===
You are trained to perform offensive and defensive combat operations, including field repairs, reconnaissance, and leading of combat units.
<br>'''Skills:''' Choose any two of the following skills and gain a +3 bonus to them for all uses: Climb, Knowledge [Tactics], Mechanics, Perception, Persuasion, Stealth, Survival.
===Maintenance===
You perform a vital, if less than glamorous job: the care, maintenance, and repair of the numerous vehicles, personal weapons, vehicle weapons, and electronic equipment fielded by the military.
<br>'''Skills:''' Gain a +3 bonus to Knowledge (Technology) and Mechanics.
<br>'''Feat:''' The first time you choose this option you gain one of the following as a bonus feat (you must meet any prerequisites): [[ATVU Training]], [[Gearhead]], [[Hold Together]], [[Scavenger]], [[Tech Specialist]], or [[Vehicle Systems Expertise]].
===Jump School===
You have volunteered for the honor to jump out of a perfectly good aircraft. Jump School is available to every soldier who meets the physical requirements, and is required for participation in any special operations unit.  The Jump School MOS automatically awards you the Parachutist Badge with HALO device Qualification.
<br>'''Skills:''' You receive a +3 bonus to Acrobatics checks.  You automatically succeed on any skill check to use a parachute unless you roll a natural 1 (in which case you may still succeed due to the fact that natural 1s are not an automatic failure).
<br>'''Special:''' Jump School can only be selected once.
===Jungle/Swamp Warfare College===
You have learned how to fight and survive in jungle/swamp terrain.
<br>'''Skills:''' You gain a +2 bonus to the following skills in jungle/swamp terrain: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, Survival, and Swim.
===Medical===
You can perform duties as a field medic to combat units, and provide support to nursing and medical staff at military hospitals.
<br>'''Skills:''' You gain a +3 bonus to Knowledge [Life Sciences] and Treat Injury.  Furthermore you can choose to use your Intelligence modifier for Treat Injury if it is higher than your Wisdom modifier.
<br>'''Feats:''' The first time you choose this option you gain one of the following feats as a bonus feat: [[Cybernetic Surgery]], [[Experienced Medic]], [[Surgical Expertise]], [[Wilderness First Aid]]
===Mountain Warfare School===
You have learned how to fight and survive in mountainous terrain.
<br>'''Benefit:''' You gain a +2 bonus to the following skills in mountainous terrain:  Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, and Survival.
===ORBIT School===
Some people may have thought you crazy when you decided to jump out of perfectly good airplanes.  Now they’re really sure you’re crazy with your decision to jump in a re-entry pod from low orbit.  The ORBIT School MOS upgrades your Parachutist Badge to have an ORBIT device in addition to the HALO device awarded from the Jump School MOS.
<br>'''Prerequisite:''' Jump School (see above)
<br>'''Skills:''' You receive a +3 bonus to Acrobatics checks (so you're capped out at +6 now), and you are qualified for ORBIT drops.  You have advantage on any skill check made as part of an ORBIT jump.
===Urban Warfare College===
You have learned how to fight and survive in urban terrain.
<br>'''Benefit:''' You gain a +2 bonus to the following skills in urban terrain:  Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, and Survival.
<br>'''Feat:''' You gain [[Moving Target]] or [[Running Attack]] as a bonus feat.


==SDA Training Courses==
==SDA Training Courses==
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===Formalized Incantation Training===
===Formalized Incantation Training===
You have taken part in one of the SDA's rarely-run formalized courses on Incantations.  These are normally only open to full-time SDA agents and members of the armed forces, however it is possible for civilian registered members to partake in this training after undergoing an ''extensive'' Internal Affairs interview and psych evaluation.
You have taken part in one of the SDA's rarely-run formalized courses on Incantations.  These are normally only open to full-time SDA agents and members of the armed forces, however it is possible for civilian registered members to partake in this training after undergoing an ''extensive'' Internal Affairs interview and psych evaluation.
<br>'''Prerequisite:''' Level 8+, Trained in Magery, [[Magery Training]], Disciplined Strike talent, plus one of Full-Time SDA Agent, SDA Member on active military duty, or completion of an extensive interview with the 5th Directorate
<br>'''Prerequisite:''' Level 8+; Trained in Magery; [[Magery Training]]; Disciplined Strike talent; plus one of Full-Time SDA Agent, SDA Member on active military duty, or completion of an extensive interview with the 5th Directorate
<br>'''Skills:''' You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of magic and can make these checks untrained solely for this purpose.
<br>'''Skills:''' You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of magic and can make these checks untrained solely for this purpose.
<br>'''Feat: '''You gain [[High-Power Magic Training]] a bonus feat and receive [[Teleport]] as an extra Incantation.
<br>'''Feat: '''You gain [[High-Power Magic Training]] a bonus feat and receive [[Teleport]] as an extra Incantation.
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===Formalized Offensive Psionics Training===
===Formalized Offensive Psionics Training===
You have taken part in one of the SDA's formalized courses on the offensive use of psionics.  These are normally only open to full-time SDA agents and members of the armed forces, however it is possible for civilian registered members to partake in this training after undergoing an ''extensive'' Internal Affairs interview and psych evaluation.
You have taken part in one of the SDA's formalized courses on the offensive use of psionics.  These are normally only open to full-time SDA agents and members of the armed forces, however it is possible for civilian registered members to partake in this training after undergoing an ''extensive'' Internal Affairs interview and psych evaluation.
<br>'''Prerequisite:''' Trained in Psionics plus Full-Time SDA Agent, SDA Member on active military duty, or completion of an extensive interview with the 5th Directorate
<br>'''Prerequisite:''' Trained in Psionics plus one of Full-Time SDA Agent, SDA Member on active military duty, or completion of an extensive interview with the 5th Directorate
<br>'''Skills:''' You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of psionics and can make these checks untrained solely for this purpose.
<br>'''Skills:''' You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of psionics and can make these checks untrained solely for this purpose.
<br>'''Feat: '''You gain [[Psionics Training]] as a bonus feat and select one more power than usual, however you can only choose from the following powers for this feat:
<br>'''Feat: '''You gain [[Psionics Training]] as a bonus feat and select one more power than usual, however you can only choose from the following powers for this feat:
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===Formalized Offensive Spellcasting Training===
===Formalized Offensive Spellcasting Training===
You have taken part in one of the SDA's formalized courses on offensive spellcasting.  These are normally only open to full-time SDA agents and members of the armed forces, however it is possible for civilian registered members to partake in this training after undergoing an Internal Affairs interview and psych evaluation.
You have taken part in one of the SDA's formalized courses on offensive spellcasting.  These are normally only open to full-time SDA agents and members of the armed forces, however it is possible for civilian registered members to partake in this training after undergoing an Internal Affairs interview and psych evaluation.
<br>'''Prerequisite:''' Trained in Magery plus Full-Time SDA Agent, SDA Member on active military duty, or completion of an interview with the 5th Directorate
<br>'''Prerequisite:''' Trained in Magery plus one of Full-Time SDA Agent, SDA Member on active military duty, or completion of an interview with the 5th Directorate
<br>'''Skills:''' You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of magic and can make these checks untrained solely for this purpose.
<br>'''Skills:''' You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of magic and can make these checks untrained solely for this purpose.
<br>'''Feat: '''You gain [[Magery Training]] as a bonus feat and select one more spell than usual, however you can only choose from the following spells for this feat:
<br>'''Feat: '''You gain [[Magery Training]] as a bonus feat and select one more spell than usual, however you can only choose from the following spells for this feat:

Latest revision as of 17:20, 18 March 2023

Some characters qualify for additional training over time based on their organization memberships.

For every 2 years of service after initial training, a character that qualifies for organizational training for those years (time spent recuperating from injuries still counts as being in the service) picks an option from the lists below that they qualify for. Some trainings can be chosen more then once, and unless otherwise noted the bonuses stack up to +6 for skills, but these skill bonuses do not stack with the Skill Focus or [Team] feats as they are competence bonuses. If a training grants a bonus feat or a choice of bonus feats this is only gained the first time the training is chosen.

Additionally, heroic characters can choose from these lists at level 2 and every 6 levels thereafter.

Military Occupational Specialties

Restriction: These are only open to characters who are active duty, guard forces, reserve forces, or civilian auxiliaries of a standing military force.
'Special: Full-time SDA Agents can also choose from these unless a given choice indicates that the SDA cannot choose it.


The military’s term for these jobs is Military Occupational Specialty, or MOS. Like an occupation, each MOS expands the character’s range of class skills, and provides a bonus feat (where multiple feats are listed the character may select one). Most enlisted men and women spend their entire military careers in a single MOS. Bouncing around from MOS to MOS is inefficient, and is highly discouraged for most soldiers, however some soldiers (especially those seeking a career in special operations) find it better to have a high degree of self-sufficiency, and cross training in a number of different areas.

Aerospace Training

You are trained to operate as either a driver or a crewman on a large wheeled, tracked, or hovering vehicle, such as the Ground Rapid Assault Vehicle.
Skills: You gain a +2 bonus to the following skills in regards to spacecraft: Knowledge [Tactics], Knowledge [Technology], Mechanics, Pilot, Stealth, Use Computer.
Feat: The first time you choose this training you gain one of these feats as a bonus feat: A Few Maneuvers, Gunnery Specialist, Hold Together, Strafe, Vehicular Combat, or Vehicular Surge

Air Assault Training

You are trained to deploy rapidly by rappelling from helicopters and VTOL craft into combat.
Special: You automatically succeed on any skill check to rappel, provided you do not roll a natural 1 on the d20 roll. A natural 1 may still succeed since skill checks do not automatically fail on a natural 1.

Armored Vehicle Training

You are trained to operate as either a driver or a crewman on a large wheeled, tracked, or hovering vehicle, such as the Ground Rapid Assault Vehicle.
Skills: You gain a +2 bonus to the following skills in regards to armored vehicles: Knowledge [Tactics], Knowledge [Technology], Mechanics, Pilot, Stealth, Use Computer.
Feat: The first time you choose this training you gain one of these feats as a bonus feat: A Few Maneuvers, Gunnery Specialist, Hold Together, Strafe, Vehicular Combat, or Vehicular Surge

Aviation Training

You are trained to operate as either a driver or a crewman on a large wheeled, tracked, or hovering vehicle, such as the Ground Rapid Assault Vehicle.
Skills: You gain a +2 bonus to the following skills in regards to aircraft: Knowledge [Tactics], Knowledge [Technology], Mechanics, Pilot, Stealth, Use Computer.
Feat: The first time you choose this training you gain one of these feats as a bonus feat: A Few Maneuvers, Gunnery Specialist, Hold Together, Strafe, Vehicular Combat, or Vehicular Surge

Amphibious Assault Training

You have learned how to fight and survive in amphibious conditions (including beach areas, but excluding shipboard combat). In most modern militaries 'amphibious' covers both naval to ground and space to ground landing operations.
Skills: You gain a +2 bonus to the following skills in amphibious landing operations: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, Survival, and Swim.

Arctic Warfare College

You have learned how to fight and survive in arctic terrain.
Skills: You gain a +2 bonus to the following skills in arctic terrain: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, and Survival. Characters with this training are also proficient in the use of skis, which negate any movement penalties due to snow/arctic conditions.

Combat Engineering

You are trained in combat construction and bridge laying, as well as mine laying and mine removal.
Skills: You gain a +3 bonus to the following skills in a military context: Knowledge (Technology), Mechanics, Perception, Survival, or Use Computer

Defense Language Institute

You have attended the joint military language training course.
Prerequisite: Intelligence 12 or higher.
Feat: You gain Linguist as a bonus feat.

Desert Warfare College

You have learned how to fight and survive in desert terrain.
Skills: You gain a +2 bonus to the following skills in desert terrain: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, and Survival.

Infantry

You are trained to perform offensive and defensive combat operations, including field repairs, reconnaissance, and leading of combat units.
Skills: Choose any two of the following skills and gain a +3 bonus to them for all uses: Climb, Knowledge [Tactics], Mechanics, Perception, Persuasion, Stealth, Survival.

Maintenance

You perform a vital, if less than glamorous job: the care, maintenance, and repair of the numerous vehicles, personal weapons, vehicle weapons, and electronic equipment fielded by the military.
Skills: Gain a +3 bonus to Knowledge (Technology) and Mechanics.
Feat: The first time you choose this option you gain one of the following as a bonus feat (you must meet any prerequisites): ATVU Training, Gearhead, Hold Together, Scavenger, Tech Specialist, or Vehicle Systems Expertise.

Jump School

You have volunteered for the honor to jump out of a perfectly good aircraft. Jump School is available to every soldier who meets the physical requirements, and is required for participation in any special operations unit. The Jump School MOS automatically awards you the Parachutist Badge with HALO device Qualification.
Skills: You receive a +3 bonus to Acrobatics checks. You automatically succeed on any skill check to use a parachute unless you roll a natural 1 (in which case you may still succeed due to the fact that natural 1s are not an automatic failure).
Special: Jump School can only be selected once.

Jungle/Swamp Warfare College

You have learned how to fight and survive in jungle/swamp terrain.
Skills: You gain a +2 bonus to the following skills in jungle/swamp terrain: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, Survival, and Swim.

Medical

You can perform duties as a field medic to combat units, and provide support to nursing and medical staff at military hospitals.
Skills: You gain a +3 bonus to Knowledge [Life Sciences] and Treat Injury. Furthermore you can choose to use your Intelligence modifier for Treat Injury if it is higher than your Wisdom modifier.
Feats: The first time you choose this option you gain one of the following feats as a bonus feat: Cybernetic Surgery, Experienced Medic, Surgical Expertise, Wilderness First Aid

Mountain Warfare School

You have learned how to fight and survive in mountainous terrain.
Benefit: You gain a +2 bonus to the following skills in mountainous terrain: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, and Survival.

ORBIT School

Some people may have thought you crazy when you decided to jump out of perfectly good airplanes. Now they’re really sure you’re crazy with your decision to jump in a re-entry pod from low orbit. The ORBIT School MOS upgrades your Parachutist Badge to have an ORBIT device in addition to the HALO device awarded from the Jump School MOS.
Prerequisite: Jump School (see above)
Skills: You receive a +3 bonus to Acrobatics checks (so you're capped out at +6 now), and you are qualified for ORBIT drops. You have advantage on any skill check made as part of an ORBIT jump.

Urban Warfare College

You have learned how to fight and survive in urban terrain.
Benefit: You gain a +2 bonus to the following skills in urban terrain: Acrobatics, Climb, Knowledge (Tactics), Mechanics, Perception, Pilot, Stealth, and Survival.
Feat: You gain Moving Target or Running Attack as a bonus feat.

SDA Training Courses

Restriction: These are only open to SDA-registered characters, both agents and non-agents.

Special: Full-time SDA Agents can also choose from the Military Occupational Specialties listed above unless a given choice indicates that the SDA cannot choose it.

Formalized Device Magic Training

You have taken part in one of the SDA's frequently-run crash courses in device magic. These are tailored to people completely new to magic who have just happened to find themselves as the owner of a device.
Prerequisites: Magic specialization with Device Magic subspecialization
Skills: You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of psionics and can make these checks untrained solely for this purpose.
Feat: You gain the Practiced Operator device magic talent as a bonus talent and Magery Training as a bonus feat, however you can only choose from the following powers for this feat:

  • Atmospheric Dampening
  • Bastion
  • Energy Resistance
  • Inertia
  • Intercept
  • Negate Energy
  • Rebuke Maguc
  • Resist Magic
  • Shield
  • Surge
  • Vital Transfer

Formalized Psionics Training

You have taken part in one of the practically-mandatory SDA formalized courses on the defensive and utility use of psionics.
Prerequisites: Trained in Psionics
Skills: You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of psionics and can make these checks untrained solely for this purpose.
Feat: You gain Psionics Training as a bonus feat and select one more power than usual, however you can only choose from the following powers for this feat:

  • Calm
  • Crucitorn
  • Enlighten
  • Farseeing
  • Pain
  • Prescience
  • Rebuke Psionics
  • Resist Psionics
  • Track
  • Valor

Formalized Defensive Spellcasting Training

You have taken part in one of the SDA's formalized courses on defensive spellcasting.
Prerequisite: Trained in Magery
Skills: You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of magic and can make these checks untrained solely for this purpose.
Feat: You gain Magery Training as a bonus feat and select one more spell than usual, however you can only choose from the following spells for this feat:

  • Atmospheric Dampening
  • Bastion
  • Crucitorn
  • Energy Resistance
  • Intercept
  • Negate Energy
  • Rebuke Magic
  • Resist Magic
  • Shield

Formalized Incantation Training

You have taken part in one of the SDA's rarely-run formalized courses on Incantations. These are normally only open to full-time SDA agents and members of the armed forces, however it is possible for civilian registered members to partake in this training after undergoing an extensive Internal Affairs interview and psych evaluation.
Prerequisite: Level 8+; Trained in Magery; Magery Training; Disciplined Strike talent; plus one of Full-Time SDA Agent, SDA Member on active military duty, or completion of an extensive interview with the 5th Directorate
Skills: You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of magic and can make these checks untrained solely for this purpose.
Feat: You gain High-Power Magic Training a bonus feat and receive Teleport as an extra Incantation.

Formalized Offensive Psionics Training

You have taken part in one of the SDA's formalized courses on the offensive use of psionics. These are normally only open to full-time SDA agents and members of the armed forces, however it is possible for civilian registered members to partake in this training after undergoing an extensive Internal Affairs interview and psych evaluation.
Prerequisite: Trained in Psionics plus one of Full-Time SDA Agent, SDA Member on active military duty, or completion of an extensive interview with the 5th Directorate
Skills: You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of psionics and can make these checks untrained solely for this purpose.
Feat: You gain Psionics Training as a bonus feat and select one more power than usual, however you can only choose from the following powers for this feat:

  • Blind
  • Confusion
  • Conjure Doubt
  • Fear
  • Malacia
  • Mind Shard
  • Mind Trick
  • Pain
  • Roomsweep Scan
  • Stun

Formalized Offensive Spellcasting Training

You have taken part in one of the SDA's formalized courses on offensive spellcasting. These are normally only open to full-time SDA agents and members of the armed forces, however it is possible for civilian registered members to partake in this training after undergoing an Internal Affairs interview and psych evaluation.
Prerequisite: Trained in Magery plus one of Full-Time SDA Agent, SDA Member on active military duty, or completion of an interview with the 5th Directorate
Skills: You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of magic and can make these checks untrained solely for this purpose.
Feat: You gain Magery Training as a bonus feat and select one more spell than usual, however you can only choose from the following spells for this feat:

  • Air Blast
  • Ballistakinesis
  • Blind
  • Combustion
  • Cryokinesis
  • Disarm
  • Ionize
  • Lightning
  • Repulse
  • Shatter
  • Slam
  • Slow
  • Stagger
  • Strike Boost
  • Thrust

Formalized Utility Spellcasting Training

You have taken part in one of the SDA's formalized courses on offensive spellcasting.
Prerequisite: Trained in Magery
Skills: You gain a +3 bonus to any Knowledge [Civics] checks regarding laws surrounding the use of magic and can make these checks untrained solely for this purpose.
Feat: You gain Magery Training as a bonus feat and select one more spell than usual, however you can only choose from the following spells for this feat:

  • Creation
  • Glide
  • Inertia
  • Levitate
  • Move Object
  • Surge
  • Track
  • Vital Transfer