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jobs:tamer [2026/06/26 21:29] – [Tamer] ms_ashjobs:tamer [2026/07/01 12:57] (current) – ["The Bigger They Are, The Harder They Fall!"] ms_wuntch
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 [[:Ratings:Reflex_Save|Reflex]] or [[:Ratings:Insight_Save|Insight]].\\ [[:Ratings:Reflex_Save|Reflex]] or [[:Ratings:Insight_Save|Insight]].\\
 \\ \\
-**<wrap preview>[[Game_Mechanics:Definitions:Starter_Abilities]]</wrap>**: You gain the following [Abilities]:\\ +**<wrap preview>[[:Game_Mechanics:Definitions:Starter_Abilities]]</wrap>**: You gain the following [[:Game Mechanics:Definitions:Ability|Abilities]]:\\ 
-[[Tamer#Kindred Spirit]] and [[Tamer#Not A People Person]].\\+[[:Jobs:Tamer#Kindred Spirit]] and [[:Jobs:Tamer#Not A People Person]].\\
 \\ \\
 **[[:Game Mechanics:Definitions:Budget]]**: A [[:Jobs:Tamer#Tamer]] does not gain a standard [[:Game Mechanics:Definitions:Budget]], see [[Tamer#Kindred Spirit]] for more info.\\ **[[:Game Mechanics:Definitions:Budget]]**: A [[:Jobs:Tamer#Tamer]] does not gain a standard [[:Game Mechanics:Definitions:Budget]], see [[Tamer#Kindred Spirit]] for more info.\\
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 A [Kindred Spirit] is a [Trained] [Beast], as opposed to a [Sapient] like your [Character]. This represents a few basic changes about what the [Kindred Spirit] can and can't do. Below is a brief list of those changes, but please read the [Beast] page in full to better understand the differences.\\ A [Kindred Spirit] is a [Trained] [Beast], as opposed to a [Sapient] like your [Character]. This represents a few basic changes about what the [Kindred Spirit] can and can't do. Below is a brief list of those changes, but please read the [Beast] page in full to better understand the differences.\\
   * A [Beast] can't speak or verbally communicate. As such, it can't perform the [Barb], [Defect], [Speak] actions, nor can it be effected by them. It may understand some verbal commands through [Training], but can't fully communicate.   * A [Beast] can't speak or verbally communicate. As such, it can't perform the [Barb], [Defect], [Speak] actions, nor can it be effected by them. It may understand some verbal commands through [Training], but can't fully communicate.
-  * A [Beast] doesn't get any formal education and thus can't use any [Knowledge] <wrap preview>[[:Skills]]</wrap> to perform <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap>, [Attacks], or <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap>. It may attempt to figure things out to the level a [Beast] would understand it, through the use of the [Study] <wrap preview>[[:Skills|Skill]]</wrap> as normal.+  * A [Beast] doesn't get any formal education and thus can't use any [Knowledge] <wrap preview>[[:Skills]]</wrap> to perform <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap>, [[:Game Mechanics:Attack|Attacks]], or <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap>. It may attempt to figure things out to the level a [Beast] would understand it, through the use of the [Study] <wrap preview>[[:Skills|Skill]]</wrap> as normal.
   * A [Beast] can't gain <wrap preview>[[:Skills|Skill]]</wrap> or <wrap preview>[[:Masteries|Mastery]]</wrap> ranks. Anytime it would be required to add <wrap preview>[[:Skills|Skill]]</wrap> or <wrap preview>[[:Masteries|Mastery]]</wrap> ranks to a [Roll] or [DC] of some kind, it uses its [Aptitude] instead.   * A [Beast] can't gain <wrap preview>[[:Skills|Skill]]</wrap> or <wrap preview>[[:Masteries|Mastery]]</wrap> ranks. Anytime it would be required to add <wrap preview>[[:Skills|Skill]]</wrap> or <wrap preview>[[:Masteries|Mastery]]</wrap> ranks to a [Roll] or [DC] of some kind, it uses its [Aptitude] instead.
   * A [Beast] has the [Surface] [Movement Type] unless otherwise stated.   * A [Beast] has the [Surface] [Movement Type] unless otherwise stated.
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   * You are typically unable to use any [Piloting] [Abilities] on a [Kindred Spirit], however certain [Traits] may apply, as [Appropriate]. The advantage of a [Kindred Spirit] is that it pilots itself and doesn't require your [Actions] to do so.   * You are typically unable to use any [Piloting] [Abilities] on a [Kindred Spirit], however certain [Traits] may apply, as [Appropriate]. The advantage of a [Kindred Spirit] is that it pilots itself and doesn't require your [Actions] to do so.
   * You aren't considered to be in a [Cockpit] while acting as [Crew]. Nor do you provide your [Evasion] to the [Kindred Spirit].   * You aren't considered to be in a [Cockpit] while acting as [Crew]. Nor do you provide your [Evasion] to the [Kindred Spirit].
-  * The [Crew] and [Passengers] of a [Kindred Spirit] still can't be targeted by attacks, and must instead nominate the [Kindred Spirit] in much the same way as a [Vehicle]. +  * The [Crew] and [Passengers] of a [Kindred Spirit] still can't be targeted by [[:Game Mechanics:Attack|Attacks]], and must instead nominate the [Kindred Spirit] in much the same way as a [Vehicle]. 
-  * When a [Kindred Spirit] performs a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap> a [Crew] member may provide the effects of the [Help Action] as a <wrap preview>[[:Game Mechanics:Actions:Quick Action]]</wrap>. [Passengers] may not.+  * When a [Kindred Spirit] performs a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attack]]</wrap> a [Crew] member may provide the effects of the [Help Action] as a <wrap preview>[[:Game Mechanics:Actions:Quick Action]]</wrap>. [Passengers] may not.
   * A [Crew] member may perform the [Shuffle] [Action] during their [Turn], to the effects of the [Shuffle] [Action] to the [Kindred Spirit], until the end of it's [Turn].   * A [Crew] member may perform the [Shuffle] [Action] during their [Turn], to the effects of the [Shuffle] [Action] to the [Kindred Spirit], until the end of it's [Turn].
   * [Crew] and [Passengers] of a [Kindred Spirit] still have access to their own [Physical] [Perception]. The [Kindred Spirit] will use it's own, as normal.   * [Crew] and [Passengers] of a [Kindred Spirit] still have access to their own [Physical] [Perception]. The [Kindred Spirit] will use it's own, as normal.
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 <WRAP group> <WRAP group>
 <WRAP column third> <WRAP column third>
-  * [[:Jobs:Tamer:Bear]]+  * [Bear]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.
-  * [[:Jobs:Tamer:Manticore]]+  * [Manticore]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.
-  * [[:Jobs:Tamer:Roc]]+  * [Roc]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.
-  * [[:Jobs:Tamer:Unicorn]]+  * [Unicorn]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.
 </WRAP> </WRAP>
 <WRAP column third> <WRAP column third>
-  * [[:Jobs:Tamer:Griffin]]+  * [Griffin]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.
-  * [[:Jobs:Tamer:Carcolh]]+  * [Carcolh]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.
-  * [[:Jobs:Tamer:Chupacabra]]+  * [Chupacabra]
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.
      - Provisioned - [Personal Budget]: 30,000c / [Vehicular Budget]: 50,000c.      - Provisioned - [Personal Budget]: 30,000c / [Vehicular Budget]: 50,000c.
-  * [[:Jobs:Tamer:Ratatoskr]]+  * [Ratatoskr]
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 75,000c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 75,000c.
      - Provisioned - [Personal Budget]: 30,000c / [Vehicular Budget]: 50,000c.      - Provisioned - [Personal Budget]: 30,000c / [Vehicular Budget]: 50,000c.
 </WRAP> </WRAP>
 <WRAP column third> <WRAP column third>
-  * [[:Jobs:Tamer:Olgoi-Khorkhoi]]+  * [Olgoi-Khorkhoi]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.
-  * [[:Jobs:Tamer:Dohrnii]]+  * [Dohrnii]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.
-  * [[:Jobs:Tamer:Dataworm]]+  * [Dataworm]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 50,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 25,000c.
-  * [[:Jobs:Tamer:Dragon]]+  * [Dragon]
      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.      - Gearhead - [Personal Budget]: 10,000c / [Vehicular Budget]: 25,000c.
      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.      - Balanced - [Personal Budget]: 20,000c / [Vehicular Budget]: 0c.
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 //You can’t hit what doesn’t move the way it’s supposed to. Tamers and their Kindred dodge fast and wrong. Wrong for a machine, wrong for a dogfight, the kind of wrong that makes computers stutter and tracking systems curse. Years spent running through jungles, diving through alien currents, and surviving on instinct have carved something unnatural into the way they move. They dip when you expect a weave, twist when they should fall, vanish from a sightline just before the trigger pull. It’s not just speed, it’s a living, breathing dance that machines or even people can’t quite predict and most shooters can’t follow. A lucky bullet can still tag one now and then, sure, but you better bring a lot of them because one bullet doesn't kill a dragon, it just pisses it off.// \\ //You can’t hit what doesn’t move the way it’s supposed to. Tamers and their Kindred dodge fast and wrong. Wrong for a machine, wrong for a dogfight, the kind of wrong that makes computers stutter and tracking systems curse. Years spent running through jungles, diving through alien currents, and surviving on instinct have carved something unnatural into the way they move. They dip when you expect a weave, twist when they should fall, vanish from a sightline just before the trigger pull. It’s not just speed, it’s a living, breathing dance that machines or even people can’t quite predict and most shooters can’t follow. A lucky bullet can still tag one now and then, sure, but you better bring a lot of them because one bullet doesn't kill a dragon, it just pisses it off.// \\
 \\ \\
-<wrap preview>[[:Game Mechanics:Actions:Free Action]]</wrap>.\\+[[:Game Mechanics:Actions:Free Action]].\\
 \\ \\
-You gain the [Evasive Movements] [Ability]: +You gain the [[:Jobs:Tamer#Evasive Movements]] [[:Game Mechanics:Definitions:Ability]]: 
-^Evasive Movements^ +<WRAP center 700px> 
-|[Free Action].+|< - 25% 50% 25%>| 
-|You can [Downgrade] a [Successful] <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap> against yourself or your [Kindred Spirit] during a martial [Situation].\\ \\ You may only perform this [Action] once per <wrap preview>[[:Game_Mechanics:Encounter]]</wrap>.|+^**Evasive Movements**^^
 + [[:Game Mechanics:Actions:Free Action]]  |    |    
 +|You can [[:Game Mechanics:Upgrading or Downgrading:Downgrade]] a [[:Game Mechanics:Success and Failure:Success|Successful][[:Game Mechanics:Attack]] against yourself or your [Kindred Spirit] during a martial [[:Game Mechanics:Definitions:Situation]].\\ \\ You may only perform this [[:Game Mechanics:Actions|Action]] once per [[:Game Mechanics:Encounter]].||| 
 +</WRAP>
 \\ \\
 At [Tamer] ranks 3, 5, 7 & 9, you can perform [Evasive Movements] one additional time per [[:Game_Mechanics:Encounter]], for a [Total] of two, three, four and five times per [[:Game_Mechanics:Encounter]], respectively. At [Tamer] ranks 3, 5, 7 & 9, you can perform [Evasive Movements] one additional time per [[:Game_Mechanics:Encounter]], for a [Total] of two, three, four and five times per [[:Game_Mechanics:Encounter]], respectively.
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 At [Tamer] Ranks 4, 6, 8 & 10 your [Kindred Spirit] continues to grow more powerful. At [Tamer] Ranks 4, 6, 8 & 10 your [Kindred Spirit] continues to grow more powerful.
 ==== Upgrade Job Die ==== ==== Upgrade Job Die ====
-<wrap preview>[[:Traits|Trait]]</wrap>.\\ +[[:Traits|Trait]].\\ 
- +\\ 
-You gain a [Job Die]. A [Job Die] is a Bonus Die that is added to [Checks] or [Saves] that you are [Proficient] or [Resistant] in, respectively. Your [Job Die] is a D4. +You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]], [[Game Mechanics:Attack|Attacks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\ 
- +\\ 
-If you gain an additional instance of this [Ability], and you already have a [Job Die], you do not gain another; it is [Upgraded] instead. +If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade|Upgraded]] instead.\\ 
- +\\ 
-At [Tamer] rank 4, 6, 8 & 10, you gain an additional instance of this [Ability]. +At [[:Jobs:Tamer#Tamer]] rank 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]].
 ==== Bonus Proficiency ==== ==== Bonus Proficiency ====
-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
 \\ \\
-You gain an additional [Proficiency]. This can be [Swagger], [Presence], [Initiative], [Reaction] or any [Skills].\\+You gain an additional [[:Game Mechanics:Proficiencies|Proficiency]]. This can be [[:Ratings:Swagger]], [[Ratings:Presence]], [[Ratings:Initiative]], [[Ratings:Reaction]] or any [[:Skills]].\\
 \\ \\
-**Please Note**: You can select any of the above options, not just the ones listed on the [Job Proficiency List], so long as you are not already [Proficient] in it.\\+**Please Note**: You can select any of the above options, not just the ones listed on the [[:Jobs:Ace#Starting Package]], so long as you are not already [[:Game Mechanics:Proficiencies|Proficiency]] in it.\\
 \\ \\
-At [Tamer] rank 5, 7 & 9, you gain an additional instance of this [Ability].+At [[:Jobs:Tamer#Tamer]] rank 5, 7 & 9, you gain an additional instance of this [[:Game Mechanics:Definitions:Ability]].
  
 ==== "The Bigger They Are, The Harder They Fall!" ==== ==== "The Bigger They Are, The Harder They Fall!" ====
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 <wrap preview>[[:Traits|Trait]]</wrap>.\\ <wrap preview>[[:Traits|Trait]]</wrap>.\\
 \\ \\
-Anytime you or your [Kindred Spirit] deal <wrap preview>[[:Game Mechanics:Damage:Meat Damage|Meat]]</wrap>, [A.P.] or <wrap preview>[[:Game Mechanics:Damage:Magic Damage|Magic]]</wrap> [Damage] to a [Vehicle], you deal additional [Damage] equal to your [Job Die]. You add your [Job Die] to [Damage] once for each  [[:Game_Mechanics:Vehicle_Class|Class]] of the [Vehicle].\\+Anytime you or your [Kindred Spirit] deal <wrap preview>[[:Game Mechanics:Damage:Meat Damage|Meat]]</wrap>, [A.P.] or <wrap preview>[[:Game Mechanics:Damage:Magic Damage|Magic]]</wrap> [Damage] to a [Vehicle], you deal additional [Damage] equal to your [Job Die]. You add your [Job Die] to [Damage] once for each  [Class] of the [Vehicle].\\
 \\ \\
 // Example: If a rank 5 [Tamer] and their [Roc] is attacking a [Class]: 5 V.M.G. Giga-Miner, they would add five bonus D6 to any <wrap preview>[[:Game Mechanics:Damage:Meat Damage|Meat]]</wrap>, [A.P.] or <wrap preview>[[:Game Mechanics:Damage:Magic Damage|Magic]]</wrap> [Damage] they would deal. // // Example: If a rank 5 [Tamer] and their [Roc] is attacking a [Class]: 5 V.M.G. Giga-Miner, they would add five bonus D6 to any <wrap preview>[[:Game Mechanics:Damage:Meat Damage|Meat]]</wrap>, [A.P.] or <wrap preview>[[:Game Mechanics:Damage:Magic Damage|Magic]]</wrap> [Damage] they would deal. //
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 ===== Changelog ===== ===== Changelog =====
 <WRAP changelog center 800px> <WRAP changelog center 800px>
-__Version 0.5b - Dec 2025__ +Version 0.5 - Nov 2025
-  * Wording updated. +
-__Version 0.5 - Nov 2025__+
   * **Not a People Person**   * **Not a People Person**
     * Now makes Ranks in Socialise more expensive rather than giving Disadvantage to Socialise Checks.     * Now makes Ranks in Socialise more expensive rather than giving Disadvantage to Socialise Checks.
 +Version 0.5b - Dec 2025
 +  * Wording updated.
 +Version 0.5c - June 2026
 +  * Wording updated.
 +  * Starting Proficiency list updated to include Knowledge: Astral and Reaction
 </WRAP> </WRAP>