- Media - Acting, art, directing, media design, photography, etc.
- Politics - Administration, political maneuvering, etc.
- Wilderness - Animal handling, foraging, herbal knowledge, survival, tracking, etc.
Amateur Level SpecialtiesEdit
Amateur Specialties cannot normally be bought with XP by players. A character can have an Amateur Specialty in any Specialty that appears in the rules. This shows a rudimentary amount of talent without any kind of training, or a rudimentary amount of training in a skill without having any talent for it at all.
- The D4 cannot be split into multiple smaller die as Expert and Master Specialties can.
- An Amateur level specialty cannot be used to create a resource by spending a plot point.
Amateur specialties are mostly used to represent traits of animals or young children, or for purposes of comic relief.
Rookie Level SpecialtiesEdit
For 5 XP a hero can purchase a Rookie Specialty in any Specialty that appears in the rules. This shows a rudimentary amount of training without a lot of practical application of that specialty.
This is much cheaper than other specialties for a number of reasons.
- The D6 cannot be split into multiple smaller die as Expert and Master Specialties can.
- A Rookie level specialty cannot be used to create a resource by spending a plot point.
This is just a means by which the character brushes up on a skill a bit and can performs reasonably well at mundane tasks in that field.
Grandmaster Level SpecialtiesEdit
Grandmaster Specialties cannot normally be bought with XP by players. A character can have an Grandmaster Specialty in any Specialty that appears in the rules.
- When using a Grandmaster Specialty, you may choose to split your D12 into 2D10 or 3D8.
- For any Resource created from a Grand Master speciality, the resource die is a D10.
"Grandmasters" have the kind of expertise that is rare on any single world, and are likely amongst the most capable and renowned practitioners in the universe, if not the multiverse. If you're a Grandmaster, you have an unparalleled understanding of the theoretical and practical aspects of your chosen field, a deep understanding of the works and capabilities of others in that field, and the accompanying renown and resources that come from invariably being the foremost practitioner on your planet.
by JPJolin from 
Specialties tend to be broad in scope. However, this can lead to a certain amount of sameness between characters. Almost no scientists are generalists, for example; they specialize in a branch of science and know only basics about fields outside their area of focus. To that end, as a house rule, you can implement Expertise in your game.
Expertise is an SFX for a Specialty. The idea is that the Specialties portion of the datafile is simply a Power Set that uses Specialties instead of powers. If looked at in that light, you can apply SFX and Limits to your Specialties ‘Power Set’ just like you can with any other Power Set.
Taking an ExpertiseEdit
If a character has an Expertise, he can step up the Effect Die by +1 in dice pools utilizing the Expertise’s parent Specialty when the task involves the Expertise.
Example: Beast has the Science Master Specialty at D10 and Biology as an Expertise. Any time he uses his Science Master in a dice pool that relates to Biology, he may step up his Effect Die by +1.
An Expertise only applies to one Specialty. There is no limit to the number of Expertise a character can accumulate; however, starting characters can only have one Expertise for every three Specialties they have, and no more than two Expertise assigned to a single Specialty.
Hampering an ExpertiseEdit
You can elect to step down your Specialty by -1 in a roll related to your Expertise instead, to represent some problem really stumping you. In that case, the Watcher should award you 1 PP; this is the Specialty equivalent of taking a Distinction at D4. This is called Hampering a Specialty. If you Hamper your Specialty, you do not get to step up your Effect Die due to the Expertise.
Expertise and XPEdit
Changing or swapping out an existing Expertise costs 1XP. Adding a new Expertise costs 3 XP.
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