Specialist


A thief lowers himself onto a creaking, wooden floor. His rope swings from the rafters where he laid in wait, the sunlight pouring in just over his head. Dust hangs in the air. Now is his moment to strike.

A scout rubs the scat of hunting dogs between the leather fingers of his glove. Men’s footprints lead him to the poachers’ camp. From range he secures his bounty.

Specialists are whatever the world demands of them. With their talents, they solve problems that most men would only make worse, and they find gains that all men envy.

Overview

Prime Requisite: any (each talent has its own PR)
Minor Abilities: Jack of All Trades, Chameleon
Special Ability: Talents

Jack of All Trades

You have a knack for figuring things out. Thus, you are a little better than the average person at just about everything, and the things you are good at, you are great at.
Double your skill limit.
You have base chance 2-in-6 in all skills, and you have a 3-in-6 base chance in the skills you practice.

Chameleon

Pick 2 minor abilities from other classes. A class’s minor abilities are any abilities they have except their Class Special.

Talents

Talents are the special items, skills, and knowledge your character has become intimately familiar with over time, giving them a competitive edge in many situations. They could be a musical instrument, a poisoner’s kit, a longbow, a grappling hook, a pet, a complicated theorem, etc.

Your bird of prey could fly ahead and scout the area, circling above your target’s camp. Then you could put two Molotov cocktails in its clutches to drop on their heads.

Your monk may have spent years practicing with their staff, using it to deflect arrows, then sweep enemies off their feet, then as a pole-vault.

You may start with a number of Talents equal to half your Special Limit rounded down. This allows room to learn more throughout the game.

To use a Talent, roll your Talent Dice, a pool of d6 equal to your Special Limit. To succeed, you must roll at least 2 successes.

Normally, a success on a d6 is a 4, 5, or 6. However, if the Referee grants you advantage, success is a 3, 4, 5, or 6. If you have disadvantage, success is a 5 or 6. Of course, the larger your pool, the more likely you are to roll two successes.


Each Talent has its own pool of Talent Dice, and every time you fail a Talent, that Talent’s dice pool decreases by 1 for the day. The next day, all its dice are restored. When a Talent only has two dice left, it does not lose them because of failures.

The purpose of this Special is to allow players to make any kind of character they want, so be creative with your Talents! Create a time-traveler, create a librarian, create a spy.

Comments

Popular posts from this blog

Monster Monday #1

Warden' Log #2 - Spoilers for Dead Planet

An Arthurian Campaign Setting