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.
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 |
Your Specialist’s Organisation gain additional Starting Funds equal to the roll of 6d8.
You have the Master Role within your Organisation and are Tier 6 in your Organisation’s Reputation.
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.
Your Specialist’s Organisation may choose to use the following Reputation Tier benefits instead of those presented in the Core Rules.
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.
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.
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.
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.
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.
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.
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 |
Animal Handling Specialism Activity
Driving Specialism Activity
Athletics Specialism Activity
Investigation Specialism Activity
Magical Lore Specialism Activity
Diplomacy Specialism Activity
Intimidation Specialism Activity
Performance Specialism Activity
Faiths Specialism Activity
Survival Specialism Activity
Technology Specialism Activity
Perception Specialism Activity
Cosmology Specialism Activity
General Knowledge Specialism Activity
Skullduggery Specialism Activity
Acrobatics Specialism Activity
Focus Specialism Activity
Nature Specialism Activity
Stealth Specialism Activity
Deception Specialism Activity
Empathy Specialism Activity
Stamina Specialism Activity
Medicine Specialism Activity
Linguistics Specialism Activity
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.
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