Organizational Training: Difference between revisions
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You are trained to perform offensive and defensive combat operations, including field repairs, reconnaissance, and leading of combat units. | 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. | <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=== | ===Jump School=== | ||
Revision as of 17:43, 15 January 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 Linguistics 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.
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 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 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