Learn From a Master¶
Item Prerequisite: None
Project Source: An NPC of a higher level, or records of such an NPC's teachings in a language you know
Project Roll Characteristic: Your highest characteristic
Project Goal: Varies
When you seek to learn from a master, you choose the goal you wish to work on as well as the benefit you would gain from it. The Director tells you whether the master or the materials they've left behind are able to teach you what you want to learn.
Learn From a Master Events Table¶
| d10 | Event |
|---|---|
| 1 | After the roll, the hero experiences a revelation and all their training snaps into place. The hero makes two additional project rolls for this project. |
| 2 | Before the roll, the master dies midway through training, or the lore they left behind is found to be incomplete. To complete the project, the hero must seek out another master who was trained by the first master, or find another copy of the records of their teaching. Before the roll, the hero discovers that although the master's knowledge is sound, |
| 3 | they are less adept at the teaching of that knowledge. The project requires an additional 50 project points to complete. |
| 4 | Before the roll, the master requires the hero's aid with manual labor before their training can begin. The hero must spend this respite completing that labor, earning a hero token for their efforts instead of making a project roll. |
| 5 | Before the roll, the hero must undertake the master's grueling training regimen. The hero rolls an additional d10 for the project roll during this respite, but at the end of the respite, they regain 1 fewer Recoveries than usual. |
| 6 | After the roll, the hero's relationship with the master deepens. In addition to the current project, the master provides information relevant to the hero's goals, another project, or a surprising connection to a mystery from the hero's past. |
| 7 | Before the roll, the hero discovers that the master has been working with an enemy of the hero by covertly providing them information about the hero's activities. The hero can continue learning from the master, but risks exposing themself and their allies to danger by doing so. |
| 8 | After the roll, an accident, fire, or other natural disaster disrupts the hero's training. The project points rolled for this respite are halved, but if the hero acts to stop the disaster, their heroism sees them earn 1 Renown. |
| 9 | After the roll, the master gifts the hero with an item prerequisite for a crafting project. |
| 10 | After the roll, the hero uncovers a secret in their studies, something that the master had never anticipated or that their teachings hadn't covered. The project goal is halved. |
Learn from Master Project Goals Table¶
| Project | Goal |
|---|---|
| Hone ability | 120 |
| Improve control | 500 |
| Acquire ability | 1,000 |
Acquire Ability¶
You gain one signature ability of your choice from the master's class (gaining a second signature ability if the master is of the same class as you). If the master is a tactician, you can gain the Strike Now ability instead. You can't gain this benefit again for the same class.
Hone Ability¶
You sharpen the effectiveness of one of your abilities of your choice. Choose between adding a +1/+1/+1 damage bonus to the ability, or improving the distance of a ranged ability by 2. An ability can be honed only once this way.
Improve Control¶
You learn to use one of your heroic abilities more efficiently, reducing its baseline Heroic Resource cost by 1 (to a minimum of 1). An ability can only be improved this way once.