Laundry Files: Training Courses
During downtime, each department head chooses a training course for their department to attend.
These courses improve the skills of all participating members, they are compulsory and players cannot choose their own courses.
Players may swap places with one another though, so long as the same number of people are attending each course, HR cares more about balancing numbers than who goes where.
Training courses are divided into two types: Basic and Advanced.
Departments may choose to attend a Basic Training course after each session and may attend an Advanced course at the end of each chapter (3 missions plus Seminar game).
Each training course will improve some of your skills. Some have limitations or requirements and some offer choices about which skills you gain.
Basic Training Courses
Basic training courses provide the character with 2 points to distribute any way you choose amongst the listed skills.
No skill may be raised higher than 2 with a basic training course.
Wilderness Survival Course
Skills: Athletics, Stealth, Survival, Perception, Missile Weapons, Mechanics
Self-Defense For Beginners
Skills: Dodge, Brawl, Melee Weapon
Business Management 101
Skills: Bureaucracy, Knowledge (Accounting), Knowledge (Business), Command, Fast Talk
Information Technology
Skills: Computer Use, Electronics, Science (Mathematics), Science (Cryptography)
Archaeology and Anthropology
Skills: Appraise, Knowledge (History), Knowledge (Philosophy), Knowledge (Religion), Science (Anthropology), Science (Archeology), Craft (Preservation), Language (Any)
Occult Studies
Skills: Occult, Knowledge (Religion), Science (Astronomy)
Linguistic Studies
Skills: Language (Any)
Academic Studies
Skills: Knowledge (Any)
Engines and Vehicle Maintenance
Skills: Mechanics, Drive, Electronics, Pilot (Heavy Machinery)
Police Procedure
Skills: Bureaucracy, Command, Perception, Knowledge (Law), Science (Forensics)
Manners and Social Decorum in High Society
Skills: Language (French), Empathy, Persuade, Etiquette, Perform (Choose one)
Team Building Exercise
Skills: Bureaucracy, Command, Empathy, Persuade, Fast Talk
Computational Demonology for Dummies
Skills: Computer Use, Electronics, Occult
Introduction to Tradecraft and Espionage
Skills: Stealth, Science (Cryptography), Larceny, Disguise, Fast Talk
R&R at Dunwich
Regain 1 Sanity.
Gain +1 in any Craft, Perform, Knowledge or Science skill due to your recreational activities.
Special: Agents may always choose to do this training course and may go alone, regardless of what the rest of their team is doing.
Advanced Training Courses
These training courses provide more specialised training and list the specific amount of each skill they provide.
You will not be able to qualify for some Advanced Training Courses until the second round of applying for Advance Training Courses.
Agent Orientation
Gain +1 to two skills chosen from: Bureaucracy, Computer Use, Medicine, Occult, Disguise, Etiquette, or Stealth. The same skill can be chosen twice.
Special: Agents may always choose to do this training course whenever an advanced course is available and may go alone, regardless of what the rest of their team is doing.
Firearms Certification
Gain +1 Firearms (Cannot raise you above 3).
Gain +1 Perception.
Gain Class 1 Weapon Certification.
Military Training and Engagement
Requires: Class 1 Weapon Certification
Gain +1 to a Combat Skill of your choice.
Gain +1 Command or Athletics or Drive or Pilot (Choose one).
Gain +1 Medicine (Cannot raise you above 1).
Gain Class 2 Weapon Certification.
Advanced Self-Defense Training
Gain +1 Brawl or Melee Weapons
Gain +1 Dodge or Missile Weapons
Gain +1 Brawl or Melee Weapons or Athletics
Armoured Vehicle and Demolitions Training
Requires: Class 2 Weapon Certification
Gain +1 Drive.
Gain +1 Mechanics.
Gain +1 Artillery or Demolitions or Missile Weapons.
Gain Class 3 Weapon Certification.
Certificate of Weaponry Expertise, Unconventional
Requires: at least 3 Occult.
Gain +1 Occult.
Gain +1 Electronics.
Gain Class 1 Unconventional Weapon Certification.
Certificate of Occult Warfare
Requires: at least 3 Occult and Class 1 Unconventional Weapon Certification.
Gain +1 Occult.
Gain +1 Enochian.
Gain Class 2 Unconventional Weapon Certification.
Espionage
Requires: at least 2 Stealth.
Gain +1 Stealth or Athletics or Empathy or Science (Cryptography) or Electronics.
Gain +1 Disguise or Perception or Larceny or Fast Talk.
Gain +1 Firearms or Demolitions.
Forensics Investigation
Requires: at least 2 Science (Forensics).
Gain +1 Perception.
Gain +1 Science (Forensics).
Gain +1 Knowledge (Law) or Science (Chemistry) or Science (Genetics) or Science (Biology).
Advanced Occult Theory
Requires: at least 2 Occult.
Gain +1 Computer Use or Electronics or Science (Mathematics) or Occult.
Gain +1 Computational Sorcery (or Ritual Sorcery if you possess the Ritual Sorcerer Merit).
Occult Resource Management
Requires: At least 2 Occult.
Gain +1 Bureaucracy or Knowledge (Antiquities).
Gain +1 Occult or Appraise.
Gain +1 Enochian.
The History of Ritual Magic
Requires: At least 3 Occult, and Status 3
Gain +1 Occult.
Gain +1 Enochian.
Gain +1 Ritual Sorcery.