Training Regimens

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
You spend some time at the range, refamiliarizing yourself with a ranged weapon of your choice and making sure your marksmanship is up to par.
Time: 1 Hour
Requirements: A shooting range long enough to shoot at the maximum range of your weapon, or one capable of simulating that range, such as the one located on the middeck of the Terran Alliance’s Shackleton-class Deep-Range Scout.  This regimen also expends double the ammunition capacity of your weapon in ammunition.
Make a Ranged 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.

Oxygen Bottle (Requires: Magery as a trained skill)
This difficult regiment trains you to master environmental manipulation.  You must first empty a glass bottle of air, creating a perfect vacuum inside.  Then you must allow only oxygen to slip past a seal created by magic, eventually filling the bottle with pure oxygen before placing the vac-seal stopper.  This regimen requires you to use magic in a nearly molecular level, as well as training your ability to sense the elements.
Time: 1 hour.
Target: You.
Requirements: A glass bottle with a vac-seal stopper
Make a Magery check.  The result of the check determines the benefits of the regimen:
DC 26: You fail to create a vacuum in the bottle before the regimen begins, resulting in an imperfect mixture.  You gain a +2 Force bonus to your Fortitude Defense against inhaled poisons and non-corrosive atmospheric hazards.
DC 32: You create a vacuum in the bottle, but let other molecules enter through your magic seal, creating an imperfect mixture.  You gain a +5 Force bonus to your Fortitude Defense against inhaled poisons and non-corrosive atmospheric hazards.
DC 38: You complete this regimen perfectly, resulting in a bottle full of nothing but pure oxygen.  You become immune to inhaled poisons and non-corrosive atmospheric hazards.

Psychic Eyes (Requires: Psionics as a trained skill)
This regiment trains you to sense images that you cannot normally see by reading the surface thoughts of others.  During this regimen, an assistant holds a two-dimensional image viewer so that you cannot see the images being displayed on the screen.  As the image viewer cycles through different images of common objects, you must read the surface thoughts of the assistant to determine what image is being displayed on the screen at that time.
Time: 1 hour.
Requirements: A two-dimensional image display and an assistant.
Make a Psionics check.  The result of the check determines the benefits of the regimen:
DC 13: You successfully read one-third of the assistant’s surface thoughts.  You gain a +1 Force bonus on Psionics checks made to use the Telepathy application of the Psionics skill.
DC 18: You successfully read two-thirds of the assistant’s surface thoughts.  You gain a +2 Force bonus on Psionics checks made to use the Telepathy application of the Psionics skill.
DC 23: You successfully read all of the assistant’s surface thoughts.  You gain a +2 Force bonus on Psionics checks made to use the Telepathy application of the Psionics skill.  In addition, if you successfully use Telepathy against an unwilling target, you can also sense the target’s surface emotions and stray thoughts (as determined by the GM).

Quiet the Mind (Requires: Psionics as a trained skill)
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.
Target: You
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 (Requires: Magery as a trained skill)
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
Target: You
Requirements: A deep bowl and a polished stone 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).

Epic Space Adventures Abound!