Training Regimens

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Basic Close Quarters Combat Training

You spend some time training with a sparring partner, making sure your close quarters combat skills are up to par.
Time: 1 Hour
Requirements: An appropriate area for sparring, blunted or nonlethal versions of your weapons (if you are using them), a sparring partner.
Make a Melee Attack roll with the weapon you are training with. The result of the roll determines the benefits of the regimen.
DC 18: You gain 1 temporary Hero Point which you can only apply to attack rolls with this weapon. If this Hero Point is not used by the beginning of the next day, it is lost.
DC 24: You gain 2 temporary Hero Points which you can only apply to attack rolls with this weapon. If these Hero Points are not used by the beginning of the next day, they are lost.
DC 30: You gain 2 temporary Hero Points which you can only apply to attack rolls with this weapon. If these Hero Points are not used by the beginning of the next day, they are lost. In addition, you can reroll an attack roll with this weapon once before the beginning of the next day.

Basic Ranged Weapons Training


Time:
Requirements:

Oxygen Bottle


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Psychic Eyes


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Quiet the Mind

This regimen trains you to block out distractions and stray thoughts. It requires little more than finding a quiet, secluded spot and slipping into a meditative trance to clear your mind of doubt, questions, fear, and the chaos of the world around you.
Time: 1 Hour
Requirements: Trained in Psionics
Make a Psionics check. The result of the check determines the benefits of this regimen.

  • DC 13: You meditate, but your mind is still clouded by external stimuli. You can add one use of the Farseeing power to your power suite, but once it is used, it cannot be regained by any means.
  • DC 18: You meditate, quieting your mind except for but a few small distractions. You can add one use of the Farseeing power to your power suite for the day.
  • DC 23: You meditate, quieting your mind entirely. You can add one use of the Farseeing power to your power suite for the day, and you gain the benefits of the Visions talent (if you do not already know it).

Telekinetic Practice

This regimen hones your skill with telekinetic manipulation and enhances your precision. You begin by placing a deep bowl on the ground, with an orb at the bottom of the bowl. First, you must use telekinesis to hold the bowl perfectly still and pin it to the ground. Then you roll the ball slowly up the side of the bowl, keeping it in contact with the bowl at all times, until it reaches the upper rim. The orb is then held in place for 5 minutes, and must remain perfectly still. You then roll the orb slowly back to the bottom of the bowl, moving it with telekinesis and not allowing the orb to move under gravity’s power.
Time: 1 Hour
Requirements: Trained in Magery, a deep bowl and a polished orb.
Make a Magery check. The result of the check determines the benefits of the regimen.

  • DC 18: You let the bowl move during the regimen. You gain 1 temporary Hero Point which you can apply only to a Magery check to cast a spell with the [telekinetic] descriptor.
  • DC 23: You let the orb roll under gravity’s power back to its starting position. You gain 2 temporary Hero Points which you can apply only to Magery checks to cast spells with the [telekinetic] descriptor.
  • DC 28: You complete the regimen perfectly. You gain 2 temporary Hero Points which you can apply only to Magery checks to cast spells with the [telekinetic] descriptor or use to reroll a Magery check made to cast a spell with the [telekinetic] descriptor (you must keep the second result, even if it is worse).