Class Trait. You gain the Specialist trait, allowing you to gain abilities that also have the Specialist trait.
Subclass. Choose Envoy, Inventor, Operative, Ranger, or Scholar and gain the associated features.
Envoy. You gain the ✦ Consort and ❖ Convene abilities. You gain 3 skill boosts to Manipulation. You then gain 7 skill boosts you can assign to any physical or mental skills, though you cannot increase a skill above apprentice (d8) in this way.
Inventor. You gain the ✦ Tinker and ❖ Jury-Rig abilities. You gain 3 skill boosts to Engineering—a trade skill unique to this subclass—which you can use for many of your Inventor abilities. You then gain 7 skill boosts you can assign to any physical or mental skills, though you cannot increase a skill above apprentice (d8) in this way.
Operative. You gain the ✦ Scheme and ❖ Sabotage abilities. You gain 3 skill boosts to Stealth. You then gain 7 skill boosts you can assign to any physical or mental skills, though you cannot increase a skill above apprentice (d8) in this way.
Ranger. You gain the ✦ Rove and ❖ Hunt abilities. You gain 3 skill boosts to Nature—a trade skill unique to this subclass—which you can use for many of your Ranger abilities. You then gain 7 skill boosts you can assign to any physical or mental skills, though you cannot increase a skill above apprentice (d8) in this way.
Scholar. You gain the ✦ Study and ❖ Recollect abilities. You gain 3 skill boosts to Lore—a trade skill unique to this subclass—which you can use for many of your Scholar abilities. You then gain 7 skill boosts you can assign to any physical or mental skills, though you cannot increase a skill above apprentice (d8) in this way.
I have elected to simplify the skills granted and uses by each subclass. I will still incentivize characters to seek other relevant trade skills with advancement abilities. For example, an Inventor might benefit greatly from Alchemy training, since it would unlock a new tree of abilities to choose from.
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 Specialist uses their Convene ability to cause their friends from the circus to make a distraction, they most likely cannot then attempt the Convene 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.
Specialist Envoy Urban Daily
Roll Manipulation. Choose a number of options up to half your result (minimum 1):
Meet with a noteworthy person of interest who might be of use to you.
Gain 1d12 Money from gifts, tokens of appreciation, information dealing, etc.
Discover a significant rumor.
Use the Socialize activity.
Gain 1 Luck.
Gain 1 Luck.
Specialist Envoy Flashback
Spend 1 Luck. Work with the GM to describe a flashback where you attempted to enlist the aid of an ally or allies. Roll Manipulation, with a difficulty based on your relationship to those allies, what you're asking 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 don't participate directly in combat, and 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).
Specialist Inventor Daily
Requirement: You must have access to your toolkit for the duration.
Roll Engineering. Choose a number of options up to half your result (minimum 1):
Discover a clue or secret regarding the design of an item or structure.
Gain 1d12 Money worth of materials (cogs, reagents, springs, etc.)
Enhance an item. Until you finish a Rest, rolls made using the item gain 1 Boon when the user spends 1 or more Luck.
Use the Craft or Repair activity.
Gain 1 Luck.
Gain 1 Luck.
Specialist Inventor
Requirement: You must have your toolkit on your person.
Spend 1 Luck. Create a non-Consumable temporary item of your choice for which you know the formula. The chosen item cannot have Burden greater than 1 or cost more than 50 Money. You cannot sell or trade the item, as its make and design is inscrutable to anyone but yourself.
Roll Engineering.
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.
Specialist Operative Daily Urban
Roll Stealth. Choose a number of options up to half your result (minimum 1):
Meet with a black market trader, informant, or law enforcement officer.
Gain 1d12 Money from blackmail, minor theft or detective work, etc.
Discover a hidden route or location.
Use the Survey activity.
Gain 1 Luck.
Gain 1 Luck.
Specialist Operative Flashback
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 Stealth, 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.
Specialist Ranger Daily Wilderness
Roll Nature. Choose a number of options up to half your result (minimum 1):
Meet with a friendly animal, nomad, or fellow ranger.
Gain 1d12 Money worth of materials (pelts, herbs, resin, etc.)
Discover a suitable shelter, buried ruin, or hidden path.
Use the Scout, Forage, or Track activity.
Gain 1 Luck.
Gain 1 Luck.
Specialist Ranger
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 Stealth 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 Control them.
Failure: As success, but the effect only lasts for 1 minute.
Specialist Scholar Daily Urban
Roll Lore. Choose a number of options up to half your result (minimum 1):
Meet with a student or colleague with which you can exchange notes.
Gain 1d12 Money from guest lectures, scribing work, etc.
Discover a significant clue.
Use the Research activity.
Gain 1 Luck.
Gain 1 Luck.
Specialist Scholar Flashback
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.
Failure: You recall one piece of useful information about the topic.