Not all problems can be solved with swords and violence. When a Specialist is involved, altercations are often resolved before they occur. A well-placed bribe, a cunning trap, or a friend in the right place at the right time can often save the day.
The Specialist class is defined more by the chosen subclass than the class itself. All Specialists use Luck in order to accomplish impressive tasks relating to their careers, but each career does so in different ways. All Specialists also excel at making efficient use of Downtime Mode.
Because the differentiating factor of a Specialist is their choice of career, it's important to first identify what kind of Specialist you'll be making. Do you want to play as a medical doctor? A Scholar might be right for you. A sneaky rogue and infiltrator? An Operative would be the appropriate choice.
Consider where your character picked up their skills. Are they self-taught, or did they pick them up as part of a guild or other faction? How do they primarily use their skills? Are they out for self-enrichment or do they work towards a cause of some kind?
Specialists can benefit from a wide variety of gear options. While they aren't typically frontline combatants, many Specialists choose to wear Light Armor and carry a side weapon while in the field.
Other items a Specialist might carry include various kits and tools to best serve their careers. For example, Envoys usually carry paper and ink, Inventors wouldn't be caught dead without a repair kit, Operatives often have rope and climbing gear, Rangers employ various snares and hunting tools, and Scholars usually have various books of lore.
As a Specialist, you gain the following features at 1st level:
Class Trait. You gain the Specialist trait.
Class Abilities. You gain the ⧗ Make Preparations ability and one ability with a trait matching your chosen career (see below).
Subclass. Choose the Envoy, Inventor, Operative, Ranger, or Scholar career and gain the associated features, including a career ability, carrer skill, one or more career activities, and career benefits. You also gain the chosen career name as a trait.
Class Skills. After selecting your subclass and gaining the associated features, you gain 4 skill boosts that you can assign to any physical or mental skills, though you cannot increase a skill above apprentice (d8) in this way.
At higher levels, Specialists gain even greater capabilities in their chosen career, and can even branch out into other careers.
In addition to the normal benefits provided at each character level beyond 1st, you gain the listed class features at the indicated levels. All ability selections provided by this class must be Specialist abilities unless otherwise specified. If an ability has prerequisites, you may take that ability if you meet those prerequisites at the same time you would gain that ability.
Levels 2-10. You gain 1 Specialist ability. You cannot gain a Specialist ability with a career trait you don't have in this way. For example, if you do not have the Envoy trait, you cannot gain Envoy abilities. However, you may gain Specialist abilities that have no career traits.
Roll using your career skill. Choose a number of different options up to half your result:
—Consort. Meet with an NPC associated with your career—either someone known to you or a new acquaintance.
—Profit. Gain 1d12 Money or equivalent materials from career-related tasks.
—Discover. Make a discovery relating to a creature, location, or object associated with your career.
—Scheme. Use one of your career activities.
—Anticipate. Gain 1 Luck. You may select this option twice.
Several careers in the Specialist class grant unique career skills (Engineering for Inventor, Nature for Ranger, and Lore for Scholar). These are classified as mental skills. However, because there is no space for extra mental or physical skills on the standard character sheet, a player whose character has one of these career skills can simply write it in the Trade Skills section. Note that it is still a mental skill, and it cannot be boosted using the ⧗ Practice activity.
Parallel Skills Bonus. These unique career skills grant a high level of competency in a wide variety of situations. For example, the Nature skill can be used for virtually any Wilderness-focused task. This means there can be significant overlap with a character's existing trade and culture skills. However, such overlaps are actually beneficial due to the parallel skills bonus.
As a reminder, the parallel skills bonus means that whenever a character would make a roll using a mental or physical skill for a task that also directly pertains to one of their trade or culture skills, they gain +1 edge for every rank they have in that trade or culture skill beyond untrained (d4).
For example, a Ranger with expert (d10) in Nature and apprentice (d8) in Navigation might roll a d10 with +2 edge when trying to find their way through a jungle. A Scholar with master (d12) in Lore and expert (d10) in Ancient Vetharic would roll a d12 with +3 edge when attempting to decipher an ancient text written in that particular language. An Inventor would similarly gain an edge modifier bonus on their Engineering roll when attempting to brew a potion if they also have the Alchemy trade skill.
Diplomacy and careful manipulation are often much better tools than force of arms and bloodshed. This is the domain of the Envoy—a clever negotiator and information broker. Envoys typically have friends in all places, both high and low, and they leverage these friendships to great personal advantage. The more allies an Envoy has, the greater the opportunity they have to summon aid when things get complicated.
When you ⧗ Make Preparations, you might meet up with one of your contacts, make some coin from information brokering or gifts from admirers, or pick up on local rumors and gossip.
Career Ability. You gain ◆ Call Ally as your career ability.
Career Skill. Your career skill is Presence. Gain 3 skill boosts in that skill.
Career Activities. Your career activities are ⧗ Barter and ⧗ Socialize.
Career Benefits. You gain 3 NPC contacts. These are characters you have a rapport with that are relevant to the area of the current story. One of these NPCs begins with a devoted disposition toward you, meaning you roll with +2 edge when leveraging your relationship with them, and another has a friendly disposition toward you (+1 edge).
Work with your GM to determine the identities and occupations of your contacts. Record and maintain up-to-date information regarding your contacts on your character sheet or notes, and make sure to add new entries as you make new contacts.
Spend 1 Luck. Work with the GM to describe a flashback where you attempted to enlist the aid of an ally or allies. Roll Presence, with a difficulty based on your relationship to those allies, the likeliehood of their appearance in the current scene, what you require of of them, and whether you offered them anything in return for their help.
Success. One or more allies come to your aid, whether by happenstance or prior planning. They usually depart shortly after rendering aid.
Failure. You are either aided by an unexpected party who will demand something in return, or no one comes to your aid (GM discretion).
Flashback (trait). The Flashback trait appears on abilities that allow a character to take advantage of prior planning and preparation that may not have been explicitly played out in the narrative. The GM and the player must work together to come up with a plausible flashback scene that doesn't cause significant inconsistencies with the narrative.
In certain scenarios, the GM may disallow the use of certain Flashback abilities due to the character being completely unable to prepare in advance for an entirely unexpected scenario. However, this should be done rarely. A character cannot use more than one Flashback ability for a specific scenario or set of circumstances until sufficient time has passed or the circumstances have changed (GM discretion).
For example, if an Envoy uses their ◆ Call Ally ability to cause their friends from the circus to make a distraction, they most likely cannot then attempt the ◆ Call Ally ability again for these circus friends until the Envoy has had the time to meet with them again, probably after the current mission has concluded. The GM may decide to make Flashback rolls Veiled, to add a bit of uncertainty until the moment of truth.
As another example, the Operative's ◆ Sabotage action makes heavy use of the Flashback mechanic, and represents an Operative's foresight in planning for many different eventualities. For example, during an assault on an enemy keep, an Operative character might use this ability to flashback to the night prior when they bribed one of the gate guards to abandon their post during the assault.
Inventors are enigmatic tinkerers and mechanics, applying strange and often inscrutable designs to control the world around them. Unlike a simple builder, the Inventor is never satisfied with "good enough," and is always on the lookout for new ways to combine materials into useful machines, either in the workshop or while on the move.
When you ⧗ Make Preparations, you might reverse engineer new item recipes, make coin from recycling old components, or find a like-minded tinkerer with which to compare notes.
Career Ability. You gain ◆ Jury-Rig as your career ability.
Career Skill. Your career skill is Engineering (a mental skill unique to this career). Gain 3 skill boosts in that skill and 1 skill boost to one other mental or physical skill of your choice. You can use Engineering whenever you would perform a task relating to constructing, dismantling, repairing, or studying an item.
Career Activities. Your career activities are ⧗ Craft and ⧗ Repair.
Career Benefits. You gain 3 item recipes for any Gadget, Alchemical, Armor, or weapon item with a cost of 20 Money or less. Record all your known item recipes on your character sheet or notes, and make sure to add new entries as you learn new recipes.
Requirement. You must have your toolkit on your person.
Spend 1 Luck. Create a temporary non-Magic item of your choice for which you know the recipe. The chosen item cannot have Burden greater than 1 or cost more than 20 Money. You cannot sell or trade the item, as its make and design is inscrutable to anyone but yourself.
Roll Engineering with a difficulty equal to the item's craft difficulty.
Success. The item will cease to function after 24 hours or when you finish a Rest, whichever happens first.
Failure. The item will cease to function after 1 hour.
Gadget (trait). Gadgets are items that are technologically advanced for the era, but in an esoteric way that is usually difficult or impossible to replicate from anyone besides their creator. Whenever a creature uses a Gadget they did not create, they suffer -2 edge on rolls they make using the Gadget. Gadgets are typically unavailable to purchase, and merchants are usually too wary to buy them (GM discretion).
Cost: 20; Burden: 1
Gadget FireThis metal canister ignites and spews flaming oil in a long line when activated properly.
◆ Activate (Attack; Fire). Roll Finesse against each creature in a Line 4 area (excluding the source space). Each target you succeed against becomes burning and takes 1 Damage. All other targets take 1 Stress. Once used in this way, the Firespitter cannot be activated again until an action is used to load a Pint of Oil into it, which consumes the Pint of Oil.
Cost: 20; Burden: 1
Gadget LightningThis metal glove is worn on one hand. While worn, you can use it to ◆ Brawl (Jab). When you do, you can use the following boon:
Brawl (Jab)—★ Electrify (17-20; Lightning). The target takes 2 unblockable Stress. Then, if the target is exhausted, they are also knocked prone.
Cost: 20; Burden: L
Gadget Clockwork ConstructThis tiny, clockwork, birdlike device takes one minute to wind up.
◆ Activate. Requirement: This device must be wound up to use this action. The Clockwork Avian takes flight in a direction of your choice, traveling at 5 spaces per round and making a fluttering mechanical sound as it goes. It continues flying in that direction until it hits an obstacle or 5 minutes have passed, at which point it flies back to the space in which it began its flight. It must then be wound up before it can be activated again.
Cost: 20; Burden: 1
GadgetThis device is comprised of the launcher itself, a grappling hook, and a rope 10 spaces in length connecting the two.
◆ Activate. The grappling hook launches out of the Grapple Launcher to a space within 10, where it hooks onto an available protrusion (if any). Roll Finesse and add the Attack trait to this action if you're targeting an unwilling creature instead. The GM determines what happens next.
⬖ Activate. The Grapple Launcher pulls on the rope with great force, either causing you to be pulled up to 10 spaces toward the grappling hook or the hook and whatever it's attached to to be pulled up to 10 spaces toward you, depending on the relative masses secured to either end (GM discretion). The Grapple Launcher can pull a relative mass of around 10 Burden, or up to around 20 Burden, though the maximum distance pulled with a single maneuver in this way is halved to 5.
Cost: 20; Burden: 1
GadgetThis unsightly mask is worn on the face and distorts the wearer's speech. However, it can also grant an additional air supply to the wearer.
◆ Activate. You gain access to this device's special air supply for 10 minutes. While you are wearing the device during this time, you can breathe even while underwater or in a vacuum, and you are unaffected by Inhaled Toxins and other such effects. When the duration ends, you must Hold Breath or breathe normally. The device cannot be used in this way again until an hour has passed after the duration ends.
Cost: 20; Burden: 1
Gadget ColdThis unwieldy contraption amplifies and focuses the energy of a Frost Crystal into a controlled beam to freeze a large area.
◆ Activate (Attack; Cold). Roll Finesse against each creature in an Arc 2 area (excluding the source space). Each target you succeed against becomes slowed until the end of your next turn and takes 1 Damage. All other targets take 1 Stress. Once used in this way, the Cryophase Emitter cannot be activated again until an action is used to load a Frost Crystal into it, which consumes the Frost Crystal.
Operatives come in many shapes and sizes—assassins, thieves, detectives, spies, infiltrators, agents, and more. The unifying aspect all Operatives share is an affinity for stealth and covert operations. Most Operatives act outside of the law in one form or another, though some merely intersect with the criminal world rather than live in it.
When you ⧗ Make Preparations, you might meet with a black market trader or law enforcement officer, earn coin from minor theft or detective work, or discover hidden routes and secret passageways.
Career Ability. You gain ◆ Sabotage as your career ability.
Career Skill. Your career skill is Guile. Gain 3 skill boosts in that skill.
Career Activities. Your career activities are ⧗ Steal and ⧗ Survey.
Career Benefits. You gain 3 useful secrets. These are pieces of information related to specific factions or NPCs that you can leverage to further your future goals. These secrets might be things you can use as blackmail material, or locations of black market dealings, weaknesses you can exploit, or forgotten passages or hidden doors in key areas. Work with your GM to determine secrets that might be relevant to the story.
Spend 1 Luck. Work with the GM to describe a flashback where you attempted to steal an item, bribe a guard, dismantle a trap, or poison a meal, etc. Roll Guile, with a difficulty based on the tightness of security for the target and the desired outcome.
Success. You succeeded in performing the sabotage without being discovered.
Failure. You succeeded, but your interference was secretly observed, or else evidence of the sabotage was discovered afterwards.
Unlike most Specialists, the Ranger often feels ill at ease within urban settlements, preferring to spend their time roving through the wilderness. Each Ranger's reasons for doing so are unique to them—some are paid wardens of royal woodlands, others are staunch defenders of the natural world, others simply live for the thrill of the hunt.
When you ⧗ Make Preparations, you might meet with a friendly animal or nomad, earn money from trapping wild game or gathering herbs, or explore new environments.
Career Ability. You gain ◆ Hunt as your career ability.
Career Skill. Your career skill is Nature (a mental skill unique to this career). Gain 3 skill boosts in that skill and 1 skill boost to one other mental or physical skill of your choice. You can use Nature whenever you would perform a task relating to surviving, gathering resources, tracking, scouting, or foraging in a wilderness environment.
Career Activities. Your career activities are ⧗ Forage, ⧗ Scout, and ⧗ Track.
Career Benefits. You gain either an animal companion from Hunter Companion, Mount Companion, or Winged Companion, or you gain a detailed understanding of the surrounding geography including hidden ruins, refuges, resource-rich areas, and the like. If you choose the latter, the GM should provide you with at least three hidden locations in the region that only you know about, as far as you know.
Spend 1 Luck. Choose a creature that you can perceive or find trace of, such as their tracks or scent. Roll Nature. The difficulty is equal to the creature's Guile value.
Success. Until you finish a ⧗ Rest, you have +1 edge on rolls made to ⧗ Track, ⬖ Hide from, or ⬖ Seek the creature, and you deal 1 Stress to them whenever you successfully Attack or Influence them.
Failure. As success, but the effect only lasts for 1 minute.
Vitality 3 ♡♡♡ Size Medium 1
Stamina 2 ⛉⛉ Speed 6
Physical skills Mental skills
Finesse d6 Discipline d6
Might d8 Guile d6
Reflex d8 Presence d6
Tooth and Claw. This creature can ◆ Strike using their teeth and claws.
Companion Benefit. The bonded PC gains +1 edge when using the ⧗ Track activity.
Vitality 3 ♡♡♡ Size Medium 2
Stamina 3 ⛉⛉⛉ Speed 6
Physical skills Mental skills
Finesse d6 Discipline d8
Might d8 Guile d4
Reflex d6 Presence d6
◆ Gallop. This creature gains +2 Speed until the end of their turn, then ⬖ Repositions.
Companion Benefit. The bonded PC can guide this creature's maneuver and action with a single ◇ Steer Mount instant.
Vitality 2 ♡♡ Size Small
Stamina 3 ⛉⛉⛉ Speed 3 (flying 7)
Physical skills Mental skills
Finesse d8 Discipline d6
Might d4 Guile d6
Reflex d10 Presence d6
This creature can deliver written messages and small objects of Lightweight burden to places or people they are familiar with, and can fly up to 5 zones per Downtime activity.
Companion Benefit. The bonded PC gains +3 edge when using the ⧗ Scout activity.
Companion (trait). Creatures with the Companion trait are NPCs usually found acting alongside, and under the instruction of, another character (either a PC or another NPC). All Companions are ultimately under the control of the Game Master, though the leading character guides the Companion's general actions in most cases. In Tactical Mode, a Companion will follow general orders to the best of their ability, and is able to use a maneuver and action every turn just like any other character, including instants as applicable.
A player character cannot have more than one Companion accompanying them at once. If a PC does have more than one Companion, they must choose which one will follow them on missions and adventures. They may swap which creature is their active Companion whenever they meet with the Companion they wish to switch to.
Companions with the Instinctual trait cannot communicate complex thoughts, and so may require a Presence or Nature roll in order to command them to do anything more complicated than protect, flee, attack, or heel. Making this roll is usually done as an instant, but more complex commands might require a maneuver instead.
If a PC's Companion is killed or lost, they can usually acquire a replacement Companion creature by starting a progress track and using activities during Downtime Mode to find, train, summon, or assemble a new one, depending on the nature of the Companion.
Having an educated mind as part of a team can make a world of difference. The learned Scholar is a font of pertinent information. This could mean identifying exotic flora and fauna and exploiting their weaknesses, or drawing on vast historical knowledge to navigate political scenarios, or translating ancient magical runes to activate powerful artifacts. The Scholar almost always has the answer.
When you ⧗ Make Preparations, you might meet with a student or colleague, earn money from making guest lectures or scribing, or discover hidden clues to an ongoing mystery.
Career Ability. You gain ◆ Recollect as your career ability.
Career Skill. Your career skill is Lore (a mental skill unique to this career). Gain 3 skill boosts in that skill and 1 skill boost to one other mental or physical skill of your choice. You can use Lore whenever you would perform a task related to studying, lecturing, researching, translating, or theorizing with regard to any field of science, philosophy, or history.
Career Activities. Your career activities are ⧗ Research and ⧗ Treat Wounds.
Career Benefits. You gain a list of essential texts, which are books or scrolls which you have studied extensively. Come up with and write down three evocative titles of such works on your character sheet. You gain +2 edge when rolling to recall knowledge about information pertaining to one of your essential texts. Each title should be fairly specific. You may include these texts in your starting equipment, but you do not have to be carrying them to receive this benefit.
For example, A Merchant's Guide to the Isles of Sayzentia might be used for any rolls involving trying to find a specific shop in that region, or to help in bargaining for passage from one island to another. Supply Chains in Times of War might be a useful resource when trying to figure out the logistics of feeding large groups of soldiers. A Complete Guide to Lesser Dragons would also be an appropriate title in identifying or studying such creatures.
Work with your GM to determine what types of book might be of use in the adventure. You or the GM could even include an author's name for each title; you never know when you might come across them in the story!
Spend 1 Luck. Work with the GM to describe a flashback where you researched a specific creature, object, effect, or bit of lore relevant to your current situation. Roll Lore, with a difficulty based on the obscurity of the information.
Success. You recall a wealth of useful information about the topic. For 1 minute, you and your allies gain +1 edge when this information is leveraged to interact with the target.
Failure. As success, but you only recall one useful piece of information, and the duration is until the start of your next turn.
You gain the services of a Devotee Companion, with a starting disposition of devoted towards you. When you gain this Companion, select an ancestry and background for them as if you were creating a new player character and give them the appropriate features.
This character will follow your reasonable commands and fight alongside you if required. They are assumed to be compensated for their services with a standard salary or stipend, or by other means, such as gaining valuable experience in their chosen field as your personal assistant.
If this NPC's disposition toward you ever reaches unfriendly or lower, they typically leave your service and you'll have to find a new NPC to be your Devotee Companion. The new Companion retroactively gains any benefits they would have gained from your previous character levels.
Vitality 2 ♡♡ Size Medium 1
Stamina 2 ⛉⛉ Speed 4
Physical skills Mental skills
Finesse d4 Discipline d4
Might d4 Guile d4
Reflex d4 Presence d4
◆ Got Your Back (Daily). If the bonded PC has no Luck remaining, they gain 1 Luck.
Whenever you use a basic Influence ability, you gain access to the ★ Inspire (15-20) boon.
★ Inspire (16-20; Influence). Up to 2 target allies within 10 spaces may each remove 1 Stress as an instant.
Whenever you successfully ◆ Parley against a creature with 2 or less remaining Vitality and they choose to Disarm, they are also defeated. When they do, they either surrender, retreat, or cease hostilities against you. If they are attacked by you or your allies, they re-enter the combat and cannot be affected by this ability again.
Target a Gadget item within 3 spaces that you created. If you're holding the item, you may throw it up to 10 spaces in any direction as part of this action. The item then explodes in shrapnel in a Radius 1 area and is destroyed.
Roll Engineering, targeting all creatures in the affected area. If the item had the Cold, Fire, or Lightning traits, this ability gains the corresponding trait(s).
Success. Each target takes 1 Damage.
Failure. Each target takes 1 Stress.
When you finish a ⧗ Craft progress track to create one or more Consumable items, you may spend 1 Luck to create one additional copy of the item.
When you ⧗ Craft or ⧗ Repair a Weapon or Armor item, you can spend 1 Luck to give it the Masterwork trait for 24 hours.
Masterwork (trait). When you would make a roll using this item, you may gain +1 edge on that roll as an instant.
When you successfully ◆ Brawl a creature you are hidden from, you may defeat that creature if they have 2 or less Vitality remaining. You can choose to knock them unconscious and stable, or you can kill them.
You can spend 1 Luck to ⧗ Treat Wounds as an action instead of a Downtime activity.
Select a Specialist career you don't already have. This becomes your minor career. You gain that career name as a trait and the associated career ability, and you add the associated career activities to the list you can use with ⧗ Make Preparations.
Whenever you would make a roll using the career skill from your minor career but you have no ranks in that skill beyond untrained (d4), you must instead roll using a relevant trade or culture skill.
While you have no Luck remaining, you gain access to the ★ Improvise (18-20) boon for any roll you make using your career skill.
★ Improvise (18-20). Add +1 to the roll result.
Whenever you ⧗ Make Preparations, you may add the following activities to the list of those you may choose from when you Scheme:
⧗ Practice, ⧗ Travel, ⧗ Aid, and ⧗ Work.
Creatures who use Gadgets you create do not suffer the normal -2 edge modifier when they roll to use those items.
You gain an Automaton Companion that follows your verbal commands. You decide the shape and appearance of your Companion, but they have two limbs capable of holding or wielding items. You can ⧗ Repair the Companion, and if they are ever fully destroyed or lost, you can create a new one by spending 4 Luck when you ⧗ Make Preparations. When you do, the previous Companion ceases to function.
When you create your Automaton Companion, you can integrate up to three items you have with combined Burden 3 or less into the chassis. These items are always considered wielded or worn by the creature, as appropriate, and cannot be easily removed except by you.
Vitality 2 ♡♡♡ Size Medium 1
Stamina 2 ⛉⛉⛉ Speed 4
Physical skills Mental skills
Finesse d6 Discipline —
Might d10 Guile d4
Reflex d4 Presence d4
Mechanical. This creature can only remove Damage and Wither from the ⧗ Repair activity, or any other effect that would remove harm from a Construct or item.
⧗ Tune Up. This ability can only be used when the bonded PC is present, and usually takes place while the bonded PC takes a ⧗ Rest. The Automaton Companion removes all Fatigue. If a day ends in which this creature did not use this ability, they become inactive and cease to function again until they use this ability.
Whenever you create an Alchemical Consumable item, you can combine it with a different Alchemical Consumable item you have that doesn't have the Synthesis trait.
If either item has any of the following traits, the other item must also have those trait(s), otherwise the synthesis fails: Curative, Toxin, Poison, Inhaled, Injected, Ingested, Bomb.
The new item gains the Synthesis trait. It has all the traits, rules, benefits, and downsides of both items from which it was created.
When you equip Armor you created, you may integrate up to three Gadget or Weapon items you're carrying into the Armor.
An integrated item cannot be removed from the Armor unless forcibly ripped away with a difficult Might roll, dismantled over the course of several minutes, or you choose to detach it as an instant.
You can ⬖ Swap Items as an instant if each item you stow or retrieve is integrated.