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Renegade 20 Core Manual

Version Alpha 0.30

Aspects Details

Aspect
Agility Expertise
Able to walk on tightropes, walk on ledges, and more.
Requires

You have learned how to perform this field competently.  You gain a +4 bonus to all Stealth Skill checks and attacks involving acts of balance such as tightrope walking, catching yourself on a fall, walking on ledges, tumbling, or any related test of agility.  This aspect does not affect Stealth attacks against an opponent.

Aspect
Ancestral Bond
You can call upon the knowledge of your ancestors
Requires

Once per day you may call upon your ancestral spirits and guides for knowledge and wisdom.  When you do so, you can make a Learning Skill check with a +5 bonus and be considered to possess the aspect of the discipline you are inquiring about.

Aspect
Ancestral Learning
You call upon the learning of your ancestors.
Requires

You have the ability to call on the knowledge of your ancestors.  You may call upon an utilize any Discipline aspect and make a skill roll as if you had that Discipline in your portfolio.  For example, you could call on your ancestors to help you identify a magical device or creature that has a DC of 21 or greater, even if you do not understand the Discipline.

Aspect
Animal Companion
You bond with an animal companion, and can perceive using its senses.
Requires

You must spend a day in a ritual to make an animal your Animal Companion.  When you do, you can as an Innate Power communicate with your animal and share in all of its senses.  At the same time your animal can see through your eyes and experience your senses. 

When you communicate you can give your animal certain emotional thoughts:  Need, come, go, stay, wait, eat, run, attack, threaten, etc..

In order for you to successfully communicate with your companion, you must be within 1 mile and on the same plane.

Aspect
Appraise Victim
You learn to assess your mark for the worth of their goods.
Requires

Special:  You must spend 1 minute observing the target.

Make a

Perception Skill attack vs. your Opponents Reasoning Defense. 

If you succeed, you can appraise the victim for the most valuable or treasured items that are accessible (things that can be grabbed with a Quick Action), or things that are visible (a bound and tied dagger).

Aspect
Battle Hardened
You have spent considerable time in combat
Requires

You are harder to scare and gain a +1 to any rolls against any fear effects, including (possibly) your Willpower Defense and resolving Continuing effects dealing with fear.

In additioned, you gain +2 to your maximum Hit Points.

Heroic Aspect
Berzerker
Your nurture your rage into a deeper strength.
Requires

Your bezerking becomes an even stronger and more dominant trait.  Your Continuing checks are 2 better for keeping your rage going, and 2 worse for ending the rage (treating it as a bane effect).  In addition, if you are forced to make a shock check as part of combat, you automatically enter into a rage.

Aspect
Body of Earth
Your ancestral connection to earth protect you from injury.
Requires

You gain DR +2.  This stacks with any other DR you may have.

Aspect
Camouflage
You can hide and conceal yourself in many situations, even moving in combat.
Requires

You learn to camouflage yourself and take advantage to terrain in order to not be seen.  You can make a Stealth Attack roll against all opponents Perception Defense.  If you succeed against any opponent, they cannot see you.  You need to remember your roll in case an opponent actively searches the area (they can do a perception attack against what you rolled.

Aspect
Training 2
Requires

Special:  You retain the training 1 benefits.

In addition, you receive a +2 bonus to all Defenses and skill checks and attacks regarding Camouflage attempts.

Aspect
Cautious
Your nature is to be cautious.
Requires

You gain a +2 towards skill checks (not attacks) other than the Learning Skill if you take twice as long to do them.  People observing you will notice your patience and caution.

Aspect
City Speech
Living in the large city states has exposed you to many languages
Requires

You have the ability of Training 1 limited speech in all common languages.  You still must add the Training 1 of a language before you add the Training 2 fluency.  This does not fulfill the Training 1 requirement for Training 2 in the language.

Aspect
Climb
You are a competent Climber
Requires

You can climb much more proficiently.  You may attempt climb checks with a DC greater than 20, and you automatically succeed in climb checks with a DC equal or less than 10 + your Athletics skill modifier. 

For detail on the climbing rules, see the Athletics Skills.

Aspect
Cooperative Casting
You are able to channel your energy to empower your friends spells
Requires

You gain a special ability to empower another spell caster who has at least training 1 as a Cooperative Caster by subtracting 1 from the Spell Level  of any spells they cast as long as you maintain focus. This is a special action that requires you to spend a standard action and you cannot be interrupted in your concentration until the other spell caster completes their spell.  If you take any damage, you need to make a Spell Casting Skill check DC 18  to maintain concentration.  If the damage is the result of a critical, the DC becomes 20.

You must be adjacent to the other spell caster while cooperatively casting.

Aspect
Training 2
Requires

You keep the Training 1 benefits.

You do not need to be adjacent to the other caster (who must still have Training 1 in the aspect Cooperative Caster), and can be up to 6 squares away.  You must maintain a line of sight and have no magical barriers between either of you.

You subtract 1 from the Spell Level of any spell they cast.

In addition, if you possess the Sphere Knowledge necessary to add a secondary component the caster does not yet have, you may contribute a single secondary component to the spell at the level of your ability.  For example, if you possess Sphere Knowledge of Illusion 2 and your opponent does not, you can offer up the component to the caster to use in the spell to target multiple opponents.  This does affect the spell level.  This allows several casters to gather together to cast a spell that none of them alone would qualify for.

Alternatively, as long as you possess the ability of a spell component that is already included in the spell (primary or secondary), you may increase the effect of that single component by 1.  For instance, you can increase the range of the component Spell Distance by 1, or the damage of the primary component Targeted Destruction by 1 level without affecting the spell level.

Aspect
Defender
You are dedicated to a group or people and establish a connection to them.
Requires

You are dedicated to a person, group or people and establish a special bond with them.  You must promise or swear by some ritual who the target or targets are and what the goal is.  You can swear to deliver a person safely back to their village, or to protect a village from the bandits.  Any time the person is threatened or the village is threatened by bandits, you will know that something is up (but not what specifically).  Whatever you swear, it must be directly related to your primary goal.  If you do not actively work to uphold what you promise, you may not use this aspect with regards to those people or that person again.  You must be very familiar or be able to interact directly with the deciding entity (if any) of your ritual.  In this case you must look directly at the person, or speak with a magistrate of the village.

Aspect
Discipline: Arcana
Ancient mysteries and traditions, alchemy, spellcraft, oozes, dragons, enchanted beasts
Requires

This discipline covers all knowledge of the arcane, including a knowledge of spellcraft, alchemical symbols and mixtures, and potions.  It also covers knowledge of arcane beasts, including all magical beasts, dragons, and oozes.

Use this aspect with a Learning Skill check to determine the extent of your knowledge in this discipline.

Aspect
Discipline: Caverns and Geology
Aberrations, caverns, oozes, spelunking, gems and minerals
Requires

You have acquired a great knowledge of spelunking, dungeoneering, rock formation, cavern structure, gems and minerals.

Use this aspect with a Learning Skill check to determine the extent of your knowledge in this discipline.

 

Aspect
Discipline: Court & Kingdom
Lineages, heraldry, family trees, mottoes, personalities, Lands, terrain, climate, people
Requires

Lineages, heraldry, family trees, mottoes, personalities, Lands, terrain, climate, people

Aspect
Discipline: Engineering
Aberrations, caverns, fungus, spelunking
Requires

You have acquired a great knowledge of engineering, including mathematics, architectural structures and design, mechanical devices, war machines, fortification and castle building.

Use this aspect with a Learning Skill check to determine the extent of your knowledge in this discipline.

Special:  If you have a +5 Learning Skill modifier you can accurately size any distance on the battlefield.

Aspect
Discipline: History
Legends, personalities, inhabitants, laws, customs, traditions, humanoids
Requires

You have acquired a great knowledge of history, whether it be social science or the founding of cities, migration of races, etc.  You also have a limited knowledge of religious and arcane history (roll with a -5 modifier).

If youy have the Discipline of Religion or Arcana, you gain a +2 bonus to Learning Skill checks with those aspects regarding historical context.

Aspect
Discipline: Literacy
Ability to read and compose manuscripts, familiarity with authors and books.
Requires

You are very capable of composing and reading documents, as well as authors of literary works.

You are also familiar with the great libraries of the lands, able to know which library might likely contain specific information about a subject.  If you do not know an answer to a subject, and you fail by less than 5, you instead know where a library lies that will have the answer... although the location may be far away.

Aspect
Discipline: Nature
Survival, herbalism, animals, fey, giants, plants, seasons and weather, vermin
Requires

You are familiar with the flora and fauna of this world, as well as the traits of many beasts.  

You may make a Learning Skill Check DC 15 to determine the nature and method of attack by legend of a beast.  If the beast is rare the DC is 20.

You gain a +2 bonus to any Perception Skill rolls for tracking.

Aspect
Discipline: Navigation
Read and navigate maps, determine land and sea routes.
Requires

You learn how to construct and read maps, and are familiar with trade routes, sea routes, and can travel guided by the stars.

Aspect
Discipline: Regional Knowledge
Legends, personalities, inhabitants, laws, customs, traditions, humanoids
Requires

You are familiar with the layout of many cities and the main roads to get there, as well as legends, local traditions, and more.  If the subject regards an area with which you have local knowledge (from your travels), then you get a +2 bonus to your Learning roll.

Aspect
Discipline: Religion
Deities, mythic history, ecclesiastic tradition, holy symbols, undead
Requires

Deities, mythic history, ecclesiastic tradition, holy symbols, undead

Aspect
Discipline: Tactics
Combat and battlefield knowledge, ability to assess enemy troop movement.
Requires

Combat and battlefield knowledge, ability to assess enemy troop movement.

Aspect
Discipline: The Planes
Inner and outer planes, aberrations, demons, elementals, devils, celestials.
Requires

Inner and outer planes, aberrations, demons, elementals, devils, celestials.

Aspect
Divine Blood
You have Divine Blood in your veins.
Requires

You can cast a single extra Encounter Spell.  If you could cast 2 Encounter Spells, you can now cast 3 per encounter.

Aspect
Druidic Path
You maintain a deep connection with nature.
Requires

You unify your spirit with the divine spirits of nature.

This aspect opens up new spell casting opportunities.

Aspect
Far Sight
You can see over great distances
Requires

You have the capability to see and perceive details at great distances, only limited by the horizon.  You do not suffer any penalties for distance, although terrain and light can block your vision.

Aspect
Feign Death
You can appear as if you are dead.
Requires

You can slow your heart and breathing to appear as if you are dead.  A heal check DC 8 + your Cunning skill bonus is required to determine your deception.

Aspect
Fey Blood
Fey blood is in your veins.
Requires

You qualify as a minimum Fey 0 race, and your Fey racial level will grow and be half your primary racial level rounded down.  You can take aspects and powers normally reserved for the Fey racial type.  This does not modify your CLM.  If your race changes to something other than Human or Barrow, or you include a racial template in your portfolio that is not a Fey template, then this aspect is disabled until your racial type is once again active.

Aspect
Fey Step
You can step through the ether to shift in and out of space.
Requires

As a move action, you may shift up to two squares  through any space (friendly or enemy) that you could normally walk through without penalty for terrain.

Aspect
Training 2
Requires

As a move action, you may shift up to five squares through any space (friendly or enemy) that you could normally walk through without penalty for terrain.

Aspect
Fey Telepath
You can communicate telepathically with other Fey within short distances.
Requires

You have two telepathic modes: broadcast and directed.

Broadcast.  You can send thoughts to all Fey Telepaths who are within 50 feet (10 squares). 

Directed. Only 1 Fey Telepath can perceive your telepathic communication within 50 feet (10 squares).  You must specify which Fey Telepath can hear you.

Aspect
Training 2
Requires

You have two telepathic modes: broadcast and directed.

Broadcast.  You can send thoughts to all Fey Telepaths who are within 100 feet (20 squares).  

Directed. Only 1 Fey Telepath can perceive your telepathic communication within 1 mile.  You must specify which Fey Telepath can hear you.

Aspect
Training 3
Requires

You have three telepathic modes: broadcast, directed, and bonded.

Broadcast.  You can send thoughts to all Fey Telepaths who are within 1 mile.  

Directed. Only 1 Fey Telepath can perceive your telepathic communication within 10 miles.  You must specify which Fey Telepath can hear you.

Bonded. 1 Fey Telepath (which must be specified and can only be changed when you gain a new level) can perceive your telepathic communication without restriction anywhere.  If the Fey Telepath is not in this world, the voice will be feint and tinny, and only base thoughts can be communicated.

Aspect
Grifter
You have a way of understanding the art of con.
Requires

You receive a +2 to ingenuity skill rolls when attempting to scam or con.

Aspect
Haggle
You understand how to barter for the best price.
Requires

You may make a Cunning Skill check DC 20 to receive 10% additional monies for goods you sell, or a 10% refund on the goods you buy.  The funds are removed from the other party, who still thins the transaction was a great one.

Aspect
Training 2
Requires

You may make a Cunning Skill check DC 20 to receive 20% additional monies for goods you sell, or a 20% refund on the goods you buy.  The funds are removed from the other party, who still thinks the transaction was a good one.

If you succeed critically (with a natural 20), you may increase the given amount to 50%.  If you do, however, you will not be able to claim this critical again with that agent (person or shop).

Aspect
Healer
You have spent considerable time in combat or have been blessed as a natural healer.
Requires

Your greater access to healing gives you an even greater ability to restore life.  Any time you heal a target you restore an additional +2 hit points.

Aspect
Hearty
You are strong against the elements.
Requires

You gain Resistance 1 against environmental effects such as heat or cold.

Aspect
Homeland Security
You have and guard your homeland.
Requires

You define a region (village, town, etc.) where you feel is your homeland.  Within this region you gain an additional +d6 hit points per day of rest, and a boon to any of your continuing effects of +2.  If you are actively adventuring within the region you define, it is considered threatened and you forfeit any healing or continuing effect benefits of this aspect.
 

Aspect
Infra vision
You have the ability to see using heat signatures in darkness.
Requires

You are able to see 12 squares (60 feet) in total darkness.  If you are exposed to torchlight or other equal or stronger light source, you cannot use your infra vision for 1 minute (10 rounds).

Aspect
Lock Pick
You are a lock pick.
Requires

Special:  Requires 1d6 rounds to attempt.

You can open a lock on a door with a Stealth Skill check against the DC listed under the Stealth Skill.  You will need a set of tools (lock pics) for delicate work.  If you attempt this during combat you can do so by spending d6 full turns attempting this (only Free Actions available), and this leaves you Distracted.

Aspect
Training 2
Requires

Special:  Requires 1d6 rounds to attempt.

You can open a lock on a door with a Stealth Skill check against the DC listed under the Stealth Skill.  You will need a set of tools (lock pics) for delicate work.  If you attempt this during combat you can do so by spending d6 full turns attempting this (only Free Actions available), and this leaves you Distracted.

You can now also disable and re-enable magical locks as well. 

Aspect
Martial Arts
You are trained to use your natural weapons to attack.
Requires

You are considered armed for purposes of Attack of Opportunitys and you do not suffer an Attack of Opportunity when attacking. Your unarmed melee attacks are considered light weapons and inflict 1d6 damage.

Aspect
Nob Glider
You can use your flight membranes for gliding over long distances.
Requires

You may make an Intuition skill check when falling.  For every 2 you succeed by, you can glide up to 2 x your Endurance Skill modifier in squares (10 x Endurance Skill modifier in feet).  And again, for every 2 you succeed by, you reduce the distance that counts for falling damage by 10’.  You may not attempt this while you are Distracted.

Your skill check is

Intuition Skill Check DC 8

when purposfully falling, otherwise it is a

Intuition Skill Check DC 14
Aspect
Training 2
Requires

You may make an Intuition skill check when falling.  For every 2 you succeed by, you can glide up to 2 x your Endurance Skill modifier in squares (10 x Endurance Skill modifier in feet).  And again, for every 2 you succeed by, you reduce the distance that counts for falling damage by 10’.  You may not attempt this while you are Distracted.

Your skill check is

Intuition Skill Check DC 6

when purposfully falling, otherwise it is a

Intuition Skill Check DC 16
Aspect
Noble Blood
You have a blood tie to a noble line.
Requires

You perhaps thought at one point that you might have a noble lineage, but now evidence has come to light.  You choose (with the help of your game master) a noble line or parentage that will be worked into the plot.

You may use this aspect of your character to gain access to the courts and court gardens who honor your noble line.

Aspect
Training 2
Requires

Special:  You keep the training 1 benefits as well.

Your noble blood offers more opportunity than you thought.  You are now openly welcome in all courts that honor your family bloodline, and may be frequently recognized in your land as being noble.  Perhaps you can even gain a position within the courts?

If your family is well loved or in power, you may use this aspect to gain a +4 to Cunning rolls regarding negotiations that do not overly burden the other party.  For example, to purchase expedited travel and avoid a wait, or to buy the last of an item at regular cost.

Aspect
Noble Heart
You have a very loyal and focused spirit.
Requires

Special: Pick a single domain from the following: Protection or Family

Your noble heart allows you to add to one of the following domains to your portfolio:  Protection or Family.

If you gain this domain in the future through another means, you may choose to select another domain from this list.  If you have all the domains offered here through other means, you gain no additional domain from this aspect.

Aspect
Perform: Act
comedy, drama, mime
Requires

You have learned how to perform this field competently.

Aspect
Perform: Comedy
buffoonery, limericks, joke-telling
Requires

You have learned how to perform this field competently.

Aspect
Perform: Dance
ballet, waltz, jig
Requires

You have learned how to perform this field competently.

Aspect
Perform: Keyboard
harpsichord, piano, pipe organ
Requires

You have learned how to perform this field competently.

Aspect
Perform: Oratory
buffoonery, limericks, joke-telling
Requires

You have learned how to perform this field competently.

Aspect
Perform: Percussion Instruments
bells, chimes, drums, gong
Requires

You have learned how to perform this field competently.

Aspect
Perform: Sing
ballads, chants, melodies
Requires

You have learned how to perform this field competently.

Aspect
Perform: String Instruments
fiddle, harp, lute, mandolin
Requires

You have learned how to perform this field competently.

Aspect
Perform: Wind Instruments
flute, pan pipes, recorder, shawm, trumpet
Requires

You have learned how to perform this field competently.

Aspect
Pharonic Knowledge
You call upon the knowledge of your patron or matron deity.
Requires

You can commune for 1 minute with your deity and temporarily gain the aspect for a Discipline you wish (1 minute).

Aspect
Pickpocket
You are trained in picking pockets
Requires

You receive a +2 modifier to Stealth attempts to pick pockets.

Aspect
Poison Resistant
Your have a resistance to poison.
Requires

You receive a +4 bonus to die rolls against poison for both your Endurance Defense and your Continuing die rolls.

Aspect
Poison Use
You can now successfully handle poisons.
Requires

You may apply and use poisons as a trained individual.  You also gain +2 for rolls to determine the nature, use and antidotes of a poison.

Aspect
Poker Face
You are trained in not expressing your thoughts and emotions.
Requires

You receive a +2 to cunning and intuition skills rolls when attempting to sense or cover your or others emotions or thoughts.

Aspect
Polyglot
You are a master of many languages.
Requires

Must have Training 2 in 3 languages.

Secret languages and extraplanar languages are not covered by this aspect.  You have Training 2 equivalency in all common tongues.

Aspect
Polymath
You are a master of many skills and trades.
Requires

You gain a +1 to any Learning Skill checks you roll in a discipline.  If you are trained in the discipline, the bonus is +2.

Aspect
Psychopomp
You are able to work with and guide the dead.
Requires

You are able to work with and guide the dead.  You receive a +2 to all attacks against the Willpower Defense or Reasoning Defense of an undead creature, as well as any spirits or souls of the dead.

Aspect
Quick Climber
You can scale surfaces with no penalty to movement
Requires

You may use the 'Climb' skill without incuring the regular penalty to your movement rate.

Aspect
Rope Use
You understand how to tie knots and use rope.
Requires

You can fasten ropes and bind people.  You do not need to roll to fasten a rope to a tree, or for any simple knot.  If you wish to bind someone, you can with this aspect.  You can take a Standard Action to bind someone.  They are considered grabbed by the ropes, and prone.  The Defense is static against escape attempts with a DC (rolled once) of

d20 + Learning Skill Modifier + CLM + 2
Aspect
Run
Your agility grants you a faster running pace.
Requires

You gain an additional +1 square to your run movement during combat.  If you are distance running using the endurance skill, you gain a +4 bonus to all your Endurance skill chacks and attacks.

Aspect
Runic Weapon
You have attained the blessing of the Dwarven gods and can design runic weapons used for dwarven rituals.
Requires

You have the ability to consecrate and use a sacred Runic Weapon.  You may use this weapon as a device for runic rituals and spell targets requiring a Runic Weapon.

In order to consecrate a new runic weapon, you must spend 1 hour in a ritual and spend 100 sp in ritual materials.  Once a weapon has been consecrated as a runic weapon, any dwarf with this aspect may use it.

Aspect
Set and Disarm Traps
You have the knowledge of trapsmithing
Requires

In order to use this aspect, you need to dedicate 1d6 rounds for the effort.

You can disable, disarm, rearm, or reset traps or related devices.  To attempt this aspect you need to succeed at a Stealth Skill Check with the DC listed under the Stealth Skill.  If you attempt this during combat you can do so by spending d6 full turns attempting this (only Free Actions available), and this leaves you Distracted.

Aspect
Training 2
Requires

In order to use this aspect, you need to dedicate 1d6 rounds for the effort.

You can disable, disarm, rearm, or reset traps or related devices.  To attempt this aspect you need to succeed at a Stealth Skill Check with the DC listed under the Stealth Skill.  If you attempt this during combat you can do so by spending d6 full turns attempting this (only Free Actions available), and this leaves you Distracted.

You can now also disable and re-enable magical traps as well. 

Aspect
Steadfast
You are resistant to fear and domination effects.
Requires

You gain a +2 bonus to your Willpower Defense.

Aspect
Stone Cunning
You have a strong intuitive connection with the earth
Requires

Your connection with the earth gives you much insight that others can not perceive.  You can determine your depth underground.  You see and understand the most minute detail in stone, allowing you to perceive secret doors within 2 squares with a

Perception Skill check DC 20
Aspect
Stout
Your racial strength grants you additional hit points.
Requires

Your gain d6+3 hit points to your maximum permanently.

Aspect
Street Wise
You have a knack for sensing ambushes and dangerous situations from years on the streets.
Requires

You gain a +4 to initiative rolls.

Aspect
Survival
You know how to survive in the wilderness and forage for food.
Requires

You gain a +4 to learning skill checks dealing with foraging for food, seeking shelter, withstanding natural elements, etc.

Aspect
Swim
You are a competent swimmer
Requires

You can swim unencumbered at half speed on the surface of water or half-speed underwater for a maximum move of 2 x (your base move + your Endurance Skill modifier) before you begin drowning.  Swimming leaves you Distracted. 

For detail on the swimming rules, see the Athletics Skills.

Aspect
Sylvan Speech
You can speak with and communicate with all flora and fauna.
Requires

You have a strong sense of emotion that you can pick up from flora and fauna.  Flora can communicate that it was crushed recently, or that it is being poisoned by the air or water.  Fauna can communicate fears about being hunted and strange scents.  You can ask fauna to lead you somewhere, or to show you something.  You will not get complicated speech, nor will they understand what a boot is, or what clothing is.  They may indicate the human with a feathery head though.

Aspect
Track
You can move faster and further than most.
Requires

You are able to discern tracks with a Perception Skill roll.  Without this skill, you cannot discern anything besides very obvious tracks (see Adventuring section for details).

Aspect
Training 2
Requires

You are able to piece together even the smallest of clues.  You gain a +4 bonus to your tracking rolls (see Adventuring section for details).  You may also take a -4 penalty and track at normal movement (instead of the half movement normally required for tracking).

Aspect
Trackless Step
You understand how to walk without leaving signs of your passing.
Requires

You add +5 to the DC of tracking you if you are traveling by yourself, or +2 to the DC of your group if you are traveling with others.
 

Aspect
Trade Focus
You become skilled in your trade.
Requires

You gain a +2 bonus to skill checks (not attacks) when practicing a skill of your choice.

Aspect
Trade: Blacksmith
You can fashion items, weapons, and armor out of metal.
Requires

You understand metals and their properties

You can fashion and repair armor, weapons, and more with this training with a Athletics Skill Check.

Aspect
Training 2
Requires

You understand metals and their properties

You can fashion and repair armor, weapons, and more with this training with a Athletics Skill Check.

If you have 15 minutes each morning, you can improve the damage of all your metal weapons by +1.   You can also make Quality Items that can be enchanted.

Aspect
Trade: Brewer
You are learning the art of being a brewer.
Requires

You are a competent brewer.

You can create ales and wines.  You receive a +2 to Cunning skill rolls if your concoctions are being sold or served at your location.

Aspect
Training 2
Requires

You are a competent brewer.

You can create ales and wines.  You receive a +2 to Cunning skill rolls if your concoctions are being sold or served at your location.

Your competency has led you to an understanding of ales that grants you a +1 to your Endurance skill Modifier.

Aspect
Trade: Herder
Learn to drive, guide, protect, and transport animals.
Requires

You understand the needs and are able to herd animals successfully. You can change the temperament of natural beasts with an

Intuition skill check DC 20.
Aspect
Training 2
Requires

You understand the needs and are able to herd animals successfully. You can change the temperament of natural beasts with an

Intuition skill check DC 20.
 

Your masterful ability allows you to control your mount with a +5 bonus to any Intuition skill rolls.

Aspect
Trade: Innkeeper
You are learning the art of being an innkeeper.
Requires

You understand the business of keeping up an inn and customer service.

You receive a +1 to any Cunning Skill Checks with regards to diplomacy and fast talking.

Aspect
Training 2
Requires

You understand the business of keeping up an inn and customer service.

You receive a +1 to any Cunning Skill Checks with regards to diplomacy and fast talking.

If you help with the campsite or lodgings, everyone receives DR +1 for the entire next combat after a full nights rest.

Aspect
Trade: Merchant
You are learning the art of being a merchant.
Requires

You have learned the art of negotiating and valuing merchandise.

You may appraise any non-magical item with an Intuition Skill Check.

Aspect
Training 2
Requires

You have learned the art of negotiating and valuing merchandise.

You may appraise any non-magical item with an Intuition Skill Check.

You also are hard to haggle.  Anyone trying to haggle with you must do so with a -5 penalty.

Aspect
Trade: Miner
You understand about mineral deposits and caverns.
Requires

You understand minerals and their properties

You gain a +2 to tracking and Perception skill checks

Aspect
Training 2
Requires

You understand minerals and their properties

You gain a +2 to tracking and Perception skill checks.

If you have 15 minutes each morning, you can improve the damage of all your metal weapons by +1.   You can also make Quality Items that can be enchanted.

Aspect
Trap Finder
Using your intuition you hone your trap finding skills,
Requires

You gain the ability to locate traps using your Perception Skill  with a +4 bonus to both your active and passive checks.

Aspect
Two Weapon Style
You have mastered fighting with two weapons.
Requires

Melee or Natural Weapon only.  Must have at least two weapons equipped, and one must be a light weapon.

You have learned to utilize and attack with both weapons in harmony. You make a combined attack using the best attributes selected from each item: damage, critical range, type.  The size of the “combined weapon” is the largest size weapon you wield.  The item powers of each weapon are at your disposal as well.  You may only apply one trigger power to any given trigger.  For instance, only 1 item trigger power from your two weapons will apply to a critical success.