Freedom Throughout the Ages
Specialties provide a bonus with an ability when performing a specific action or operating in a predetermined field of expertise.
Levels of Specialty
Having a specialty grants a +1 bonus when making ability tests related to that specialty.
You can devote additional specialty choices to the same specialty and gain an increasing level of aptitude beyond specialist, as follows:
- Expert: Expert level in a specialty grants a +2 bonus when making tests related to that specialty. Being an expert costs an additional specialty choice (for a total of two).
- Mastery: Mastery level in a specialty grants a +3 bonus when making tests related to that specialty. Mastery costs two additional specialty choices (for a total of three).
Some specialties in this listing — such as Art, Performance, and Weapons — are actually groups of similar specialties. Characters actually choose specific specialties from within these groups, which are listed separately.
The following are descriptions of specialties and their game benefits.
Add your specialty bonus to Coordination for acrobatic maneuvers, including dodging tests in combat.
You’re skilled at fighting in the air; add your specialty bonus to your defensive combat tests while you are gliding or flying.
Animals (Group Specialty)
You are skilled in handling and dealing with animal life. Add your specialty bonus to tests involving training animals, influencing or predicting their behavior, etc. You must specify a single particular species of animal to be trained with.
Area (Group Specialty)
You are knowledgeable about a particular location (which must be specified), and can add your specialty bonus to Intellect and Awareness tests based on your familiarity with that location.
Art (Group Specialty)
This is a specialty group for various artistic specialties; add your specialty bonus to the appropriate ability (usually Awareness) when creating a work of art. Art specialties include: Drawing, Painting, Sculpture, and other types of visual art.
Add your specialty bonus to tests for climbing, jumping, running swimming, or similar activities. This generally includes riding mounts as well.
Add your specialty bonus to tests involving business acumen or knowledge of the business world.
Computers – Not Available in Series 01
Add your specialty bonus to ability tests, particularly Intellect, involving computers.
Criminology – Not Available in Series 01
You’re skilled in gathering and analyzing evidence from crime scenes and using it to solve crimes. Add your specialty bonus to tests for these things.
You are skilled in the arts of lying, bluffing, trickery and subterfuge. You may add your specialty bonus to tests that involve deceiving others — including Persuading or even combat maneuvers involving feint or misdirection.
Drive – Not Available in Series 01
Add your specialty bonus to tests involving operating surface vehicles of all sorts. This includes water vehicles.
Electronics – Not Available in Series 01
Add your specialty bonus to tests to design, build, repair, or modify electronic devices.
You’re skilled at digging up information, tailing people, and finding lost people and items. Add your specialty bonus to these and similar tests.
You’re especially adept at learning and speaking other languages. Your specialty bonus improves your Intellect level when it comes to dealing with languages.
Law (Group Specialty)
You have an extensive background in the law of a jurisdiction of your choice. Add your specialty bonus to tests involving knowing or practicing law.
You are a skilled and recognized leader, able to inspire confidence and determination in those under your guidance. When you are the leader of a team, their Team Determination is increased by your specialty bonus. A team can only have one recognized leader at a time.
Martial Arts – Not Available in Series 01
This is specialty in various forms of unarmed combat; add your specialty bonus to your Prowess in unarmed combat other than wrestling (covered by the Wrestling specialty). If you are skilled in Martial Arts, use the better of your Strength or Prowess (including your specialty bonus for the latter) as the difficulty for an opponent to resist being slammed or stunned by your unarmed attacks.
So, for example, a character with Martial Arts Mastery and Prowess 4 has a comparative level of 7 for purposes of slamming or stunning opponents in unarmed combat, although Stamina damage inflicted is still based on Strength.
Medicine – Not Available in Series 01
You’re trained in providing health care; add your specialty bonus to a patient’s ability level when determining how quickly they recover.
Mechanics – Not Available in Series 01
Add your specialty bonus to tests to design, build, repair, or modify mechanical devices.
You’re skilled in resisting outside influences, including certain mental powers. Add your specialty bonus to Willpower for resisting such things. This is similar to, but not the same as, the Mind Shield power.
You serve or served in a military or para-military; add your specialty bonus to all tests dealing with military protocols, information, and tactics.
Add your specialty bonus to tests involving the wilderness, including tracking and survival.
You’re knowledgeable about the occult and mystical; add your specialty bonus to Intellect tests involving them.
Performance (Group Specialty)
This specialty group involves the performing arts: Acting, Comedy, Dancing, Music, Singing, and such. Choose an art form and apply your specialty bonus to tests involving it.
Pilot – Not Available in Series 01
Add your specialty bonus to tests involving operating air vehicles of all sorts.
This specialty group covers various powers requiring ability tests of different sorts, particularly offensive powers using Prowess and Coordination for attacks. Each power is a separate specialty. Add your specialty bonus to ability tests for the power. This specialty does not increase power level or other effects of a power.
h4. Psychiatry – Not Available in Series 01
You’re trained in mental health-care. Your specialty bonus applies to tests to evaluate someone else’s mood or personality, notice outside mental influence, diagnose and treat mental illness, and so forth.
Science (Group Specialty) – Not Available in Series 01
This specialty group covers the various sciences; add your specialty bonus to tests involving your scientific discipline. Potential science specialties include (but are not limited to): Anthropology, Archeology, Astronomy, Biology, Chemistry, Ecology, Genetics, Geology, Metallurgy, Meteorology, Oceanography, Physics, Radiology, and Sociology.
Sleight of Hand
You’re skilled in tricks of manual dexterity and add your specialty bonus to Coordination tests where such things would be useful, from magic tricks to picking pockets.
Add your specialty bonus to tests to avoid being noticed or to otherwise move and act covertly.
You’re skilled at fighting under water; having this specialty negates the –1 penalty for actions taken underwater, while expert and mastery levels add to your defensive combat tests, much like aerial combat. This specialty is primarily useful to Aquatic characters.
Weapons (Group Specialty)
This specialty group involves the use of various kinds of weapons, both melee weapons and ranged weapons. Add your specialty bonus to Prowess or Coordination tests to attack with weapons of the appropriate type. Weapons specialties include: Blades (all sharp and pointed melee weapons), Bludgeons (all blunt melee weapons), Bows (including crossbows), Guns (all other self-powered ranged weapons), and Throwing. Specific Weapons specialties may also exist for various exotic weapons and powers at the GM’s discretion. Mastery of all weapons or fighting techniques is essentially just a higher level of Prowess, rather than a specialty.
This is specialty in wrestling combat (see Wrestling, p. 63); add your specialty bonus to all wrestling and escaping tests.