The Specialist

Adapted from Two Goblins in a Trenchcoat’s Version and Building are People’s Version. Image by Jeff Easley.

Starting Equipment
Roll on the 1D200 Failed Medieval Careers.

Starting Skills (+5)
Your failed career, and your choice of Climbing, Disguises, Lying, or Stealth.

For every Specialist template you have, you learn a new Trick.

A: Scrounge
B: Expertise
C: Bonus Trick
D: Mastery

Trick

Roll twice on the trick list below and choose one. Reroll tricks you can already do.

Scrounge

Once per room at the discretion of the referee, digging through trash, you can get an item rolled on the 1D200 Failed Medieval Careers table.

Expertise

Choose one skill you have. You automatically succeed on skill rolls with this skill, as you are an expert.

Mastery

You can achieve things beyond the scope of your skills:

  • If you are skilled in Climbing, you can climb any surface, even upside down.
  • If you are skilled in Disguises, you may declare that you are leaving the area then later declare yourself to have been one of other minor NPCs present all along, friend or enemy. You can also just walk back in undisguised.
  • If you are skilled in Lying, once per session, you can redo your turn if you are unhappy with how it went down.
  • If you are skilled in Stealth, you can vanish out of thin air if you succeed on a stealth roll.

1D40 Tricks

  1. Acquired Immunity: You can smell poison. Resisting poisons is an easy roll.
  2. Acrobat: Movement rolls are easier. You take 10 less damage from falling.
  3. Archeologist: Once per day, you can speak with ancient objects or bones.
  4. Assassin: For every non-trivial fact (something you can’t learn from glancing around) you know about your target, you have +1D6 to your attack and damage rolls. Usable once per fact per target.
  5. Brawler: Improvised weapons inflict 1D8 damage in your hands.
  6. Cat’s Eyes: You see in the dark as if you were holding a torch.
  7. Cat Reflexes: You have advantage on dodge rolls when not wearing armor.
  8. Con Artist: Once per session, you can decide one worthless object is actually valuable if sold by you.
  9. Coward: You take half damage if you are crawling or in a fetal position.
  10. Divine Grunt: Once per day, issue an irresistible one-word command to (1D4): 1, Undeads, 2, Plants, 3, Animals, 4, Furniture.
  11. Dog Whisperer: You have a dog. Dogs you train have advantage on stealth, communicate if an area is obviously dangerous, and track a week-old trail by scent without fail (barring magical concealment).
  12. Escape Artist: Escaping a grapple is easy. You can crawl through 1’ wide holes.
  13. Fashionable: Fancy clothes count as pieces of armor and don’t take up any inventory slots.
  14. Field Medic: Rolls to stabilize a dying ally are normal rolls instead of hard rolls.
  15. Forgery: Once per session you can take 10 minutes to make a copy of any object. It’s unuseable and worthless.
  16. Getaway Horse: You have a horse. Horses you train have advantage on stealth, understand abstract directions, and follow a schedule to the minute.
  17. Gossip: Once per session you can recall an embarrassing secret of a person of your choice, as told by the referee.
  18. Jester: You can make yourself appear as the most or least important person of your group at any time.
  19. Lucky: 1/day, reroll one of your D20 rolls.
  20. Multitalented: Learn a new skill of your choice.
  21. Network: Once per session, you can declare you have an ally within any organization of your choice.
  22. Open Mind: +3 Psyche slots.
  23. Opportunist: When you have advantage on attack, deal an extra 1D6 damage.
  24. Pack Rat: +3 Inventory slots.
  25. Poisoner: You start each adventure with 3 doses of poison.
  26. Quick Fingers: You have advantage on rolls to pickpocket people. You can steal things directly out of someone’s hands with a regular (no advantage) dexterity save.
  27. Recorder Crow: You have a crow. It can make and play auditory recordings. It responds to Record, Stop Recording, Play, Pause, Rewind, and Fast Forward. Max storage: 1 hour. It’s very smart.
  28. Redirect: If your dodge roll was above 20, you can redirect the attack to an adjacent creature.
  29. Rope Master: You have advantage on all your rolls mainly related to ropes.
  30. Saboteur: You can take 10 minutes to break any non magical object.
  31. Second Chance: Once per lifetime, cheat death.
  32. Self-Taught Magic: By tasting an object, you can tell whether or not it is magical. You have 1 Spell Dice that regenerates overnight.
  33. Square Meal: Lunch heals you 1 Wound provided you pair it with alcohol.
  34. Switcharoo: You can take out anything from the inventories of your teammates as if it was in yours as long as they are in sight and they consent. Pulling any item from an inventory in battle does not take an action.
  35. Tinker: You can take 10 minutes to merge any two non magical objects from your Inventory. The new object is only usable by you and otherwise worthless.
  36. Tongues: Once per day, you can speak with D4: 1 Weapons, 2 Doors, 3 Birds, 4 Clothing.
  37. Tricky: Whenever you roll a 1 on a damage roll, you can also attempt a combat maneuver.
  38. Urchin: A street rat demands to learn and join your entourage. They’re very sneaky. If you lose your urchin, you can recruit another wherever urchins are plentiful, but it will be difficult if you have a reputation for getting them killed.
  39. Watchful: You are never surprised. In combat, you can take a full turn before anybody.
  40. Wizkid: You can take 10 minutes to repair any non magical object for 10 minutes.