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Appendix B: Specialist’s Organisation

Upon gaining the Specialist’s Organisation Feature, you have gathered sufficient renown that others with similar interests to you have begun to gather around you. This Chapter covers the unique aspects of this Class to go alongside the wider Organisation section of the Other Rules Chapter in the Core Rules.

This will either be a unique Organisation beneath your leadership, or if you chose the Guild Membership with your Specialist’s Origins Feature you can instead choose for this Organisation to be a Branch or Splinter from the Organisation you were a member of.

Specialist’s Organisation Theme

The following are some suggested Organisation Themes based on your chosen Specialism Skill, however, feel free to create your own based on your Character.

Specialism Skill Themes
Acrobatics

Archaeology Team, Assassin’s Guild, Circus Troupe, Thieves’ Guild

Animal Handling

Beast Tamers, Courier Service, Racing Team, Ranger Lodge

Athletics

Courier Service, Explorer’s Club, Mercenary Company, Town Militia

Cosmology

Astronomer’s Guild, Diviner’s Club, Magical School, Occult Order

Deception

Criminal Gang, Gambling Den, Occult Order, Thieves’ Guild

Diplomacy

Detective Agency, Mercenary Company, Merchant’s Guild, Political Party

Driving

Courier Service, Criminal Gang, Racing Team, Sailing Crew

Empathy

Detective Agency, Gambling Den, Local Tavern, Merchant’s Guild

Faiths

Divine Avengers, Holy Order, Occult Order, Organised Faith

Focus

Diviner’s Club, Holy Order, Mystic Studies. Occult Order

General Knowledge

Adventurer’s Guild, Archaeology Team, Local Tavern, Scientific Institute

Intimidation

Criminal Gang, Detective Agency, Gambling Den, Mercenary Company

Investigation

Archaeology Team, Detective Agency, Scientific Institute, Town Militia

Linguistics

Adventurer’s Guild, Explorer’s Club, Merchant’s Guild, Sailing Crew

Magical Lore

Apothecary Guild, Diviner’s Club, Magical School, Occult Order

Medicine

Apothecary’s Guild, Assassin’s Guild, Chirurgeon’s Practice, Detective Agency

Nature

Apothecary Guild, Conservation Group, Explorer’s Club, Ranger Conclave

Perception

Explorer’s Club, Ranger Conclave, Thieves’ Guild, Town Militia

Performance

Circus Troupe, Diviner’s Club, Music Group, Theatre Company

Skullduggery

Gambling Den, Inventor’s Guild, Sailing Crew, Thieves’ Guild

Stamina

Adventurer’s Guild, Courier Service, Mercenary Company, Town Militia

Stealth

Assassin’s Guild, Mercenary Company, Ranger Conclave, Thieves’ Guild

Survival

Adventurer’s Guild, Explorer’s Club, Ranger Lodge, Sailing Crew

Technology

Adventurer’s Guild, Inventor’s Guild, Scientific Institute, Thieves’ Guild



Specialist’s Organisation Funds

Your Specialist’s Organisation gain additional Starting Funds equal to the roll of 6d8.



Organisation Role

You have the Master Role within your Organisation and are Tier 6 in your Organisation’s Reputation.



Organisation Contact

Work with the GG to create a contact within your Organisation who you have personal contact with, determine what their starting relationship with you is, what their relationship with other members of the Organisation are, and what their reputation is with other nearby Organisations.

Bar that the GG should create an NPC to represent this Contact, with Concepts and based off of an NPC Stat Block appropriate for your Organisation’s Theme, with the Organisation Role of Steward and the Class Companion Entity Tag.



Specialist’s Organisation Reputation Tier Effects

Your Specialist’s Organisation may choose to use the following Reputation Tier benefits instead of those presented in the Core Rules.



Tier 1 – Initiate

Focused Training. You gain Training in the Specialism Skill of the Organisation, alongside Training in three Tools and/or Languages appropriate for the Organisation’s Theme.

You also gain a Skill Foci for your Skills which is the Organisation Theme.



Tier 2 – Member

Refined Training. You become a Master in the Specialism Skill of the Organisation and gain a Member’s Rate with all Organisation affiliated merchants and establishments.



Tier 3 – Experienced

Specialist Training. You gain the Specialism Feature of the Specialist Class Playbook; you must choose the Specialism Skill of the Organisation.

If you already have this Feature, you can choose a second Skill to treat as a Specialism Skill for the Specialist Techniques you can meet the Prerequisite for, you also Learn and become a Master with that Skill, try and choose one that ties into the original Skill and Organisation’s Themes.



Tier 4 – Mentor

Master Mentor. You can perform the Aid action as a reaction (1RP), with the Trigger "An entity you can see within 12m (At Range) of you fails a Trait Test using your Specialism Skill or a Skill you have Mastered". When used as an action, the Aid action also increases its Range to 12m | At Range.

You also gain the Specialist Technique Feature but can only use the Technique with the Organisation’s Specialism Skill as its Prerequisite. If you already have this Feature, when you would perform a Weapon Attack with a Weapon with the Finesse Weapon Property or with a Ranged Weapon, if it is not a Specialist Attack you gain 1d6/1d8 that must be spent on a Specialist Technique this does stack with Features that provide similar benefits.



Quick-Witted Leadership

Focused Training. It costs you 0AP to give commands to Hirelings tied to your Organisation, when you spend a Mark of Fate to recall an NPC you know within the location, you can choose for them to be a member of this Organisation or an affiliate, and you gain the Quick-Thinking action.

Quick-Thinking (1AP) (5/LR). The next Weapon Attack with a Weapon with the Finesse Weapon Property or with a Ranged Weapon that hits is a Specialist Attack. This action cannot be used if you have already made a Specialist Attack this Turn.



Tier 6 – Grand Master

Specialised Leadership. When making any dice rolls in relation to the Organisation, such as the effectiveness of an Activity, you can always roll twice choosing which result to use.

When you would roll a d20 you can choose to reroll the result, choosing which result to use. You can reroll a dice this way a number of times equal to your SB, replenishing expended uses upon completing a Long Rest.



Specialist’s Organisation Activities

Your Specialist’s Organisation gain the following unique Organisation Activities based on your chosen Specialism Skill:

Specialism Skill Activity
Acrobatics

Make an Entrance

Animal Handling

A New Acquisition

Athletics

A Show of Force

Cosmology

Insights from Creation

Deception

Plant a Lie

Diplomacy

Arrange a Meeting

Driving

A New Ride

Empathy

Restful Retreat

Faiths

Divine Assistance

Focus

Meditative Renewal

General Knowledge

Keen Research

Intimidation

Break Their Will

Investigation

Analyse the Scene

Linguistics

Translate the Text

Magical Lore

Arcane Research

Medicine

Surgical Assistance

Nature

Natural Research

Perception

Eyes Everywhere

Performance

Distracting Performance

Skullduggery

Loaded Fate

Stamina

Standing Strong

Stealth

Never Knew We Were There

Survival

Expeditionary Group

Technology

Experimental Developments



A New Acquisition

Animal Handling Specialism Activity



A New Ride

Driving Specialism Activity



A Show of Force

Athletics Specialism Activity



Analyse the Scene

Investigation Specialism Activity



Arcane Research

Magical Lore Specialism Activity



Arrange a Meeting

Diplomacy Specialism Activity



Break Their Will

Intimidation Specialism Activity



Distracting Performance

Performance Specialism Activity



Divine Assistance

Faiths Specialism Activity



Expeditionary Group

Survival Specialism Activity



Experimental Developments

Technology Specialism Activity



Eyes Everywhere

Perception Specialism Activity



Insights from Creation

Cosmology Specialism Activity



Keen Research

General Knowledge Specialism Activity



Loaded Fate

Skullduggery Specialism Activity



Make an Entrance

Acrobatics Specialism Activity



Meditative Renewal

Focus Specialism Activity



Natural Research

Nature Specialism Activity



Never Knew We Were There

Stealth Specialism Activity



Plant a Lie

Deception Specialism Activity



Restful Retreat

Empathy Specialism Activity



Standing Strong

Stamina Specialism Activity



Surgical Assistance

Medicine Specialism Activity



Translate the Text

Linguistics Specialism Activity





Specialist’s Organisation Upgrades

Your Specialist’s Organisation starts with 1 additional Organisation Upgrade from those presented in the Core Rules or those listed in the Specialist’s Organisation Upgrade List, and one Specialist’s Organisation Upgrade presented in the appropriate list.



Specialist’s Organisation Upgrade List


Specialist Facility (1 Upgrade Point)

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