Physical Training



  • Level 1

    • Advantage on tests to resist or prevent damage, injuries and wounds from falling.

    • You always count as having a running start for horizontal jumps.

    Level 2

    • Advantage on tests to climb, jump and swim.

    • When taking a Run action, you can commit 1 stamina for every 20 feet you run to ignore obstacles and difficult terrain.

    Level 3

    • You can now vault over characters (both allies and enemies) as if they were obstacles.

    • When you Run, you can vault over a single enemy without provoking an attack of opportunity.

    • When falling, you can use your reaction to perform a Strength(Athletics) or Dexterity(Athletics) test halfway down the distance of the fall to attempt to catch yourself as long as there is a surface to grab onto.

    Level 4

    • When using a Run action, the character can run on vertical surfaces for a distance of up to half their walking speed.

    • Falling can no longer render you prone as long as you remain conscious.

    • The amount of Stamina you expend to ignore difficult terrain and obstacles while running decreases to 1 stamina for every 30 feet.

    Level 5

    • When you Take your time in any Strength or Dexterity test that is not an attack, you can re-roll the test and pick the better result.

    • Exerting on a Physical test grants an additional Advantage.

  • Level 1

    • Your Sneak Attack maneuvers deal +1D damage.

    Level 2

    • You are proficient at Larceny.

    • You may perform Sneak Attack maneuvers as a reaction, this does not increase the maximum number of combat maneuvers you may use per round.

    Level 3

    • You may use Sneak as an attacking skill on attacks within your ideal range while wielding a weapon capable of sneak attacking.

    • Your Sneak Attack maneuvers deal +1D damage.

    Level 4

    • When flanking, you gain Major Advantage on attack tests instead of advantage.

    • As a free action on your turn, you may perform a Disengage or Reposition action after successfully striking an enemy with a Sneak Attack.

    Level 5

    • Prone or Surprised targets are automatically hit by your Sneak Attack Maneuvers.

    • Your Sneak Attack maneuvers deal an additional +2D damage.

  • Level 1

    • As a free action on your turn, you can choose to give yourself the Berserk Condition, when you gain the condition this way, however, the difficulty to break out of it increases to Insight [Willpower 3] instead of the normal 2.

    • You regain D3 Stamina when you gain the Berserk condition.

    Level 2

    • While you are afflicted by the Berserk condition, your melee Damage tests gain +1D damage.

    Level 3

    • When you gain the Berserk condition, you gain D3 temporary Damage Resistance, which lasts until used or until you are no longer Berserk.

    • You have advantage on Willpower tests while afflicted by the Berserk condition.

    Level 4

    • All your Melee Attacks gain +1D damage for each injury or untreated wound you have.

    • Whenever you are in combat and would take damage that would render you unconscious, you use your reaction to make an Insight(Willpower) test where the difficulty is 1 + 1 for every 5 points of Hit Point damage you took (rounded up). If you pass the test you are instead reduced to 1 HP.

    Level 5

    • As long as you are engaged in combat and afflicted by the Berserk condition, you ignore the effects of all Injuries and non-fatal Wounds

  • Level 1

    • When you select this training you may no longer take Operator or Programmer training options.

    • You gain Advantage on tests to resist ECM.

    Level 2

    • You are Proficient at Hacking.

    • You can Disengage as a reaction whenever you cast a Blackhat ECM.

    Level 3

    • Your Rig is always considered to have the Combat Casing Mod, which does not take up a Mod slot.

    • Over one minute, you can change any one ECM slotted into your Rig to a Blackhat ECM of a level which you can cast.

    Level 4

    • You can roll Equipment damage on your own Rig to cast Blackhat ECM for which you do not have enough Tech Points, but when doing so you add a +1 Modifier for every Tech Point you were missing when rolling on the Equipment Damage table.

    • You are proficient at Armed, Unarmed or Ranged Combat Maneuvers.

    Level 5

    • Your Datacrafting Rank is considered one higher when determining the effects of Blackhat ECM (but not the difficulty to resist them) - even beyond the maximum of 4.

    • When you cast a Blackhat ECM that deals damage, you can cast an additional Blackhat ECM that does not deal damage and you have prepared against one of the affected targets as part of the same action. You must still expend the Tech Point cost of the additional ECM to cast it.

  • Level 1

    • Advantage on tests as part of a Disarm or Equipment Break combat maneuver.

    Level 2

    • Advantage on tests to escape and resist restraints, grappling, immobilizing and other restraining effects.

    • You can expend 2 stamina to use a Break action for 1 AP.

    Level 3

    • When breaking an object, equipment or gear, add +1 to the result on the Equipment Damage table.

    • Your attacks against inanimate objects, barriers, walls, etc, gain +5pts of damage.

    Level 4

    • You can use Break actions as 1 AP actions without expending additional stamina

    • The stamina cost of the Equipment Break and Disarm combat maneuvers is reduced by 1, to a minimum of 1.

    Level 5

    • Major Advantage on tests to Break through doors, barricades and other obstacles.

    • You can use the Break action as a free action and doing so does not interrupt movement actions.

  • Level 1‍ ‍

    • Your maximum carrying capacity increases by 5 lb.

    • You have advantage on Athletics tests using Strength.

    Level 2‍ ‍

    • You have advantage on Fortitude tests.

    • Your maximum carrying capacity increases by a further 10 lbs. to a total of 15 lbs.

    Level 3‍ ‍

    • Your maximum Hit Points and Stamina increase by a number equal to your Fortitude or Athletics Rank (whichever is higher).

    • Your maximum carrying capacity increases by a further 10 lbs. to a total of 25 lbs.

    Level 4‍ ‍

    • Your maximum Hit Points and Stamina increases by a number equal to your Strength attribute.

    • Your maximum carrying capacity increases by a further 10 lbs. to a total of 35 lbs.

    Level 5‍ ‍

    • Your maximum carrying capacity further increases by 15 lbs. to a total of 50 lbs.

    • You gain one of the following positive Traits; Athletic, Massive, Robust or Thick Skinned.

  • Level 1

    • Advantage on Melee attacks as part of a Charge or Onslaught Combat Maneuver.

    Level 2

    • When performing a Charge or Onslaught Combat Maneuver you may use your free action to perform an attack against a single target within range and in your path without an additional stamina cost.

    • Melee attacks during a Charge or Onslaught Combat Maneuver gain Knockback(+2).

    Level 3

    • The last Melee attack you make as part of a Charge or Onslaught Combat Maneuver gains the Breach quality.

    • Melee attacks during a Charge or Onslaught Combat Maneuver gain Knockdown(+2).

    Level 4

    • When you make a Charge or Onslaught combat Maneuver, you can expend additional stamina to increase your run speed by 5 feet per stamina spent, to a maximum equal to your Athletics rank.

    • You cannot be slowed while making a Charge or Onslaught Combat maneuver.

    Level 5

    • The last melee attack in a Charge or Onslaught combat maneuver deals +5pts of damage.

    • The last melee attack of a Charge Combat or Onslaught maneuver may threaten adjacent targets as a ranged attack would.

  • Level 1

    • You gain advantage on attack tests using vehicle mounted weapons.

    Level 2

    • You are proficient at Combat Piloting.

    Level 3

    • You roll 1 fewer die when stressing vehicle mounted weapons.

    • You gain +1D damage on attacks using Vehicle mounted Weapons.

    Level 4

    • You are proficient at Spaceship Piloting

    • When a vehicle you are piloting undergoes a Crisis, you may re-roll the crisis and select either result.

    • When piloting a spaceship, any movement actions you use allow the vehicle to move an 1 extra stellar mile

    Level 5

    • Any vehicles you pilot gain +1 maximum evasion to a maximum of 4

  • Level 1

    • You have Advantage on Grapple and Athletics tests using Dexterity

    Level 2

    • You can use the Switch action as a Reaction.

    • You can use the Use Item action as a free action.

    Level 3

    • May use Dexterity in place of Strength in melee Damage Tests with weapons that have the Finesse quality, and do not have the Unwieldy quality.

    • You can use the Pick up action as free action.

    Level 4

    • Once per round, may use the Switch or Use Item actions without consuming an Action or Free Action.

    • The first time you fail to use the Sleight of Hand action against a target after a long rest, they do not become aware of your attempt. This is counted separately for each new target.

    Level 5

    • You can use the Retrieve action as a 2 AP Action.

    • Any weapon you wield gains Reload(-1), to a minimum of Reload(2)

  • Level 1

    • +1 Maximum Implant Bulk.

    Level 2

    • Advantage on tests to adapt to implants.

    • Dermal Implants grant Fireproof(+1), Chemproof(+1), Coldproof(1+) or Shockproof(+1)

    Level 3

    • +3 Hit Points for every Dermal Implant the character has.

    Level 4

    • Character can have a second Dermal Implant.

    Level 5

    • The character gains a +1 Modifier on Fortitude and Vitality tests for each Dermal Implant they have.

  • Level 1

    • You gain Advantage on tests to pilot non-spaceship vehicles.

    Level 2

    • You are proficient at Engineering or Larceny.

    • You have advantage on tests to repair non-spaceship vehicles.

    Level 3

    • You can enter/mount or exit/dismount any non-spaceship vehicle as a free action.

    • Your Advantage on tests to pilot and repair non-spaceship vehicles increases to Major Advantage.

    • You can use Piloting in place of Mechacrafting to repair non-spaceship vehicles you own.

    Level 4

    • You are proficient at Combat Piloting

    • Whenever a non-spaceship vehicle you're piloting takes damage, you can use your reaction to make a Dexterity(Piloting) check and reduce the damage by a number equal to your successes.

    Level 5

    • Whenever a non-spaceship vehicle you are piloting undergoes a crisis, you can delay the result until one round after you've stopped the vehicle. At that point, all the accrued crisis's trigger at once. Damage may still force the vehicle to stop, however.

    • Attacks carried out by driving your vehicle into a creature or mechanical unit gain Coup de Grace(+3).

  • Level 1

    • You have advantage on attacks while wielding a single non-bulky weapon and no other weapons or shields.

    Level 2

    • While wielding a single non-bulky weapon and no other weapons or shields your weapon gains the Riposte quality.

    • If your weapon already has the Riposte quality, it gains the Guarded quality instead.

    Level 3

    • You are proficient at Armed Combat Maneuvers.

    • When attacking with a single non-bulky weapon while wielding no other weapons or shields, you can expend your free action to give one of your attacks the benefits of the Focused Strike or Flurry Maneuvers. This does not count against the maximum number of combat maneuvers you can use each round but still costs stamina.

    Level 4

    • While wielding a single non-bulky weapon, and no other weapons or shields your Parry and Deflect combat maneuvers always count as having rolled a minimum number of successes equal to your Passive Evasion or 3, whichever is higher.

    • When you inflict a critical hit while wielding a single non-bulky weapon and no other weapons or shields you can inflict the Distracted or Encouraged condition on one target within line of sight.

    Level 5

    • If you successfully use a Parry or Trap Weapon maneuver, you can use a Reposition Action with a character within 5 feet of you, including unwilling targets, as no action.

    • You ignore all disadvantages on attacks or maneuvers while engaged to a single target and wielding a single non-bulky weapon and no other weapons or shields.

    • Your attacks while wielding a single non-bulky weapon and no other weapons or shields deal +1D damage.

  • Level 1

    • Requires the Genetic Modifications trait.

    • You can only have one Gene-Modded training option.

    • You gain +1 Gene Mod point.

    Level 2

    • You gain advantage on attack tests with weapons provided by your Gene Mods.

    • You gain +1 Hit Points for every two Gene-Mods point you spend, rounded down, this also applies retroactively.

    Level 3

    • You gain +2 Gene Mod points

    Level 4

    • You gain +1D damage on attacks provided by your Gene Mods.

    • You gain +1 natural Damage Resistance for every two Gene-Mod points you spend, rounded down, this also applies retroactively

    Level 5

    • You gain +3 Gene Mod points.

  • Level 1

    • Select one of the following options;

      • You are proficient at Unarmed Fighting Cannot be traded in)

      • You gain Advantage on Athletics and Grapple tests while unarmed.

    • You can change this option if you gain proficiency at Unarmed Fighting later on.

    Level 2

    • You may use Athletics or Grapple as an attacking skill when making melee and thrown attacks with the Unarmed quality.

    • You have advantage on attacks with the Unarmed quality.

    • Your melee attacks while wielding no weapons deal +1D damage.

    Level 3

    • You are Proficient at Unarmed Combat Maneuvers.

    • You can use use Jab or Body Strike as a free action.

    Level 4

    • Any Simple Weapon you wield gains the Unarmed quality.

    • Once per turn, you can expend 1 stamina to grant an attack with the Unarmed quality the Stun(+2) quality.

    • Your attacks with the unarmed quality deal +1D damage.

    Level 5

    • On your turn, when you score a Critical Hit with an attack with the Unarmed quality, you can add an Unarmed Combat Maneuver to the attack as part of the same action. This does not increase the maximum number of maneuvers you can use per turn.

  • Level 1

    • You gain Advantage on Attacks with Simple Weapons.

    Level 2

    • You can now use Improvised Weapons;

      • You can select up to 3 Simple Weapon profiles.

      • Each profile can have a single mod with a maximum rarity of 3 that does not require ammunition.

      • You can use any object of the appropriate size and weight as if it were one of these weapon profiles.

      • You can change one or more of your Improvised Weapon Profiles whenever you rest for at least one hour.

    • Your attacks with simple weapons deal an additional +1D damage.

    Level 3

    • You are Proficient at Armed Combat Maneuvers.

    • You can use One-two attacks while wielding a Simple Weapon with the Unwieldy quality.

    • You gain an additional Advantage on Attacks with Simple Weapons quality.

    Level 4

    • Your Improvised weapons now have two mods as opposed to one.

    • You can specialize in one simple weapon type, gaining an additional bonus when you use them (which includes improvised weapons).

      • Stabbing; Targets that take HP damage from this weapon have disadvantage on the first Endurance test they make before the end of your turn.

      • Hacking; When this weapon causes Equipment Damage, increase the result on the Equipment Damage table by 1.

      • Bludgeoning; Attacks with this weapon inflict Vulnerable(+1) on a critical hit.

    Level 5

    • Your Improvised Weapons now have three mods as opposed to two, and are considered Rare.

    • Any Simple Weapons you wield gain the Sever and Guarded qualities.

    • Your attacks with Simple Weapons gain +1D Damage.

  • Level 1

    • Advantage on skill tests as part of a Combat Maneuver.

    Level 2

    • You become proficient at Unarmed Maneuvers, Armed Maneuvers, Shield Maneuvers, Ranged Maneuvers, Larceny or Pet Maneuvers.

    Level 3

    • The Stamina cost of Combat Maneuvers is reduced by 1, to a minimum of 2.

    Level 4

    • The AP cost of Combat Maneuvers is reduced by 1, to a minimum of 1 if wielding a weapon without the Unwieldy quality or a minimum of 2 if wielding a weapon with the Unwieldy quality.

    • If a Maneuver simply adds an AP cost to a regular attack (eg. +1), this additional AP cost cannot be reduced beyond +1.

    Level 5

    • You may use an additional Combat Maneuver every round.

  • Level 1

    • +1 Maximum Implant Bulk.

    Level 2

    • Advantage on tests to adapt to implants.

    • +1 Modifer on Strike tests if equipped with at least one Prosthetic Implant.

    Level 3

    • +1 Modifier on Grapple and Athletics tests if equipped with at least one Prosthetic Implant.

    Level 4

    • The character can graft one extra arm prosthetic implant. This implant can only hold one handed weapons and gear

    • +1 Modifier on Aim tests if equipped with at lest one Prosthetic Implant.

    Level 5

    • The character can graft an additional extra arm prosthetic implant. A character with two additional arm implants can hold bulky weapons and gear on them.

    • A character with an two additional arm implants gains an addditional reaction every round.

  • Level 1‍ ‍

    • Advantage on Melee attacks with weapons that have the Bulky and/or Unwieldy qualities

    Level 2‍ ‍

    • When Taking your time on a Melee attack, you can grant the attack one of the following qualities: Knockback(+2), Knockdown(+2),Stun(+2).

    Level 3‍ ‍

    • When making a 2 or 3 AP Melee attack, you can spend 3 Stamina to grant it the Destroyer quality (or +2D damage if the weapon already has this quality).

    Level 4‍ ‍

    • Melee attacks with weapons that have the Bulky and/or Unwieldy qualities gain +1D damage.

    Level 5‍ ‍

    • May Take your time on Melee attacks with weapons that have the Bulky and/or Unwieldy qualities to attack all targets within range at the cost of 1 Stamina per target.

  • Level 1

    • Your walking speed increases by 5 feet

    Level 2

    • Reduces your Encumbrance Disadvantage on athletics tests by 1.

    • Increases your Disengage speed by 5 feet.

    Level 3

    • May use one other action in the middle of any movement action, then resume your movement.

    Level 4

    • You no longer have disadvantage from Encumbrance on Athletics tests.

    • Increases your Running Speed by 10 feet.

    Level 5

    • You are immune to the Slowed condition.

  • Level 1

    • +1 extra Natural Damage Resistance

    Level 2

    • +2 extra Natural Damage Resistance

    • Advantage on Vitality tests to resist Injuries.

    Level 3

    • When injured, the character may re-roll the injury received but must keep the second result.

    • Advantage on tests to resist pain or similar effects.

    Level 4

    • Can take one extra wound before death.

    • Advantage on Vitality tests to resist Wounds.

    Level 5

    • When wounded, the character may reroll the wound received but must keep the second result.

    • When afflicted by a physical Permanent Condition, the character may re-roll the condition but must keep the second result.

  • Level 1

    • Advantage on Pick pockets, Open Locks and use sleight of hand.

    Level 2

    • You are Proficient at Larceny.

    • You gain Advantage on tests to hide and move silently.

    Level 3

    • You can re-roll failed tests to pick locks or disarm alarms when taking your time.

    • You are no longer Slowed when Hidden.

    Level 4

    • You are proficient at Tinkering.

    • May use your Sneak Rank in place of your Athletics Rank to determine running speed.

    Level 5

    • You can re-roll tests to hide or move silently but must take the second result.

    • You can Hide as a reaction.

  • Level 1

    • When using a Stance combat maneuver you can expend 1 stamina to use a Hunker Down action at no additional AP cost.

    Level 2

    • You are Proficient at Unarmed Maneuvers.

    • When using a Stance combat maneuver you can expend 1 stamina to use a Brace action at no additional AP cost.

    Level 3

    • You can use Stance combat Maneuvers while holding Melee weapons without the Unarmed quality.

    • Select a Stance Maneuver to specialize in, granting it additional effects;

      • Redirect; When successfully redirecting an attack, you can make the attacker hit himself if there are no other valid targets.

      • Snare; If you successfully snare a ranged attack, you can force the attacker to re-roll their attack against a target of your choice within 10 feet of you.

      • River; You can expend Stamina to increase the distance you move while in River Stance by 10 feet per Stamina, to a maximum of 30 feet.

      • Tempest; When making a Ranged Jab, Kick or Body Strike action in Tempest Stance, you can expend 1 stamina to increase the maximum range of the attack to 60 feet.

      • Whirlwind; Your whirlwind body strike attacks gain the One-Two quality.

    • You can change your Maneuver specialization over a short one hour rest.

    Level 4

    • The AP cost of Stance combat maneuvers is reduced by 1, to a minimum of a free action. This does not stack with other training options that reduce the AP cost of Maneuvers.

    • The Stamina Cost of Stance maneuvers is reduced by 1, to a minimum of 1 Stamina. This does not stack with other training options that reduce the Stamina cost of maneuvers and only affects the initial use of the Stance.

    Level 5

    • You can use an additional Combat Maneuver ever turn, provided one of your Maneuvers is a Stance.

    • You can select a second Stance Maneuver to specialize in.

  • Level 1

    • You gain advantage on attacks with weapons that have the Thrown quality.

    Level 2

    • You can throw small objects and weapons that have the Thrown quality an additional 5 feet away for each skill rank you have in Aim and Athletics.

    Level 3

    • When throwing an Explosive you get a free Disengage action as part of the same action.

    • When taking your time on an attack with a weapon that has the Thrown quality, you get a free Disengage action as part of the same action.

    Level 4

    • By taking your time on the attack, you can grant any object you throw the Stun(+2) quality.

    • If the object is an explosive, only targets in the center of the blast radius are susceptible to this increased Stun.

    Level 5

    • Throwing a weapon or object blindly, around corners or out of range does not incur disadvantages.

    • Throwing an explosive does not trigger an attack of opportunity.

  • Level 1

    • You can draw two equipped melee weapons with a single action (or free action if both weapons have the Side-arm quality).

    Level 2

    • While wielding two melee weapons without the Unwieldy quality, you can use your free action to make an additional melee attack

    Level 3

    • You are proficient at Armed Combat Maneuvers.

    • While wielding two melee weapons, you gain an +2 Armor Value on your front Arc that does not degrade. This AV does not stack with shields or segmented weapon training.

    Level 4

    • While wielding two melee weapons that do not have the Unwieldy quality, you can use an additional melee Combat Maneuver each round, but if you use more than one maneuver, at least one must use a different weapon.

    • You can use One-two attacks as attacks of opportunity, but each attack must use a different weapon.

    Level 5

    • While wielding two melee weapons that do not have the Unwieldy quality you can take your time to make one melee attack against every target within the range of both your weapons, at a cost of 1 stamina per target.

    • You must divide the targets as evenly as possible between both weapons.

  • Level 1

    • You have Advantage on tests against exhaustion & fatigue.

    Level 2

    • Your Rest actions in combat recover a minimum of 3 + Fortitude Rank stamina.

    Level 3

    • You can spend your Free Action on your turn to recover D3 Stamina.

    • Whenever you are subjected to an effect or ability that lets you regain Stamina, you recover 1 additional Stamina.

    Level 4

    • You may take your time on a Rest action to recover 6 + Your Fortitude Rank stamina.

    • You can reduce your exhaustion by 2 points as opposed to 1 over an hour long rest.

    Level 5

    • When you take Exhaustion to add successes to a physical test, you can add two successes instead of one.

  • Level 1

    • Advantage on tests to avoid being knocked off a mount.

    Level 2

    • You are proficient at Animal Handling

    • You and your animal companion gain Advantage on attack tests while you are riding it.

    Level 3

    • You and your animal companion gain Advantage on Fortitude, Willpower and Evasion tests while you are riding it.

    Level 4

    • You are proficient at Pet Maneuvers

    • You can mount or dismount as a Free Action.

    Level 5

    • When your animal companion takes Hit Point damage, you can take half of the damage in its place.

    • You and your animal companion gain +1D damage on attacks while you are riding it.

  • Level 1

    • Your Reposition actions have a range of 10 feet as opposed to 5.

    Level 2

    • You can use your reaction to make a melee attack against any engaged targetthat attacks a target other than you.

    Level 3

    • Your attacks of opportunity with melee weapons gain the Grip quality.

    • Once per round, when you are targeted by an attack, you can change the direction you’re facing.

    Level 4

    • You can use Reposition as a reaction with an ally if they are targeted by an attack. If you switch places with the targeted ally, you become the new target of the attack.

    • Enemies Engaged by you have disadvantage on attacking targets other than you.

    Level 5

    • Enemies who are Disengaging still trigger your attacks of opportunity.

    • Enemies Engaged by you are considered Flanked.