Expertise
These rules provide a framework for skill characters to excel. The expertise system allows characters who focus in their skills to gain extra abilities analagous those granted by Swordsman Schools or Sorcery, giving them access to abilities other Heroes lack. These abilities may break ordinary rules in some fashion or provide access to information or powers ordinarily not covered by existing knacks.
Expertise abilities take the form both of Expert Knacks and Expert Advantages; to get any Expertise ability, the character must have Rank 4 or higher in at least one prerequisite Knack, and at least Rank 2 in all other prerequisites. Some Expertise abilities are also noted as Innovations; to gain such an ability, a character must either succeed at an Invention check to develop the ability or learn it from an instructor.
In addition to Expert Advantages, some knacks also have associated Master Advantages, which require the character to have Rank 5 in the knack. Some of those few characters with Rank 6 in a knack have Grand Master Advantages; the most common one is the Grand Master Teacher advantage, which allows the character to train others to Rank 6.
Expert Knacks
Many Expert Knacks are keyed to several knacks; to gain levels in such a knack, a character must have at least one of these Knacks at Rank 4 and all the others at at least Rank 2.
In addition to any specific benefit from an Expert Knack, Expert Knacks allow characters to add their Rank in the Expert Knack to their rank in a prerequisite Knack when determining the number of Raises they can make for related rolls.
NB: This benefit is based on a house rule that normally limits the number of Raises a character can make to 1 + the Hero's Rank in a Knack.
Knowledge Knacks
Calculus
The character understands the rudimentary fundamentals of Calculus. (Mathematics -- Innovation)
NB: This Expert Knack replaces the Calculus knack from the Crescent Empire sourcebook.
Ballistics
Characters with the Ballistics knack have learned to use physics, geometry and mathematical principles to fire and sight cannons in effective arcs. Characters can use this knack in place of Artillery to fire cannons and other emplaced guns in ballistic arcs, increasing their effective range. At Theah's level of technology, ballistic techniques for naval Gunnery are not yet effective. (Natural Philosophy, Mathematics, Artillery -- Innovation)
Syrneth Scholar
Characters with the Syrneth Scholar knack are specifically educated about the Syrneth, their works and ruins. This is the knack characters use when modifying or examining Syrneth artifacts. (History, Occult, Natural Philosophy)
NB: This Expert Knack replaces the Syrneth Tinkering school from the Explorer's Society sourcebook; the rules presented there can be used as guidance for the use of this knack.
Porté Scholar
More than any other Sorcery, Porté has a body of dedicated researchers interested in exploring and expanding its limits. This is the knack characters use when developing new uses for Porté and creating Porté artifacts. Characters who do not possess Porté cannot raise this Knack past 3. (Occult, Philosophy)
Sidhe Lore
The Sidhe are an alien people who dwell in a land beside and beyond Avalon; they have their own rules and laws, grouping themselves into courts under a complex system of monarchs and lords. This knack represents expertise in the society of the Sidhe, as well as some knowledge of the limits and power of the Sidhe's glamour. (Occult, History. Characters with the Sidhe Lover background, full-blooded Glamour or the Sidhe Blood, Sidhe Ally, or MacEachern Heritage advantages can purchase this Expert Knack without prerequisite.)
NB: This Expert Knack replaces the Sidhe Lore knack from the Bard Skill in the Avalon sourcebook.
Church Scholar
Few Vaticine priests are experts in their faith: they have a more practical mission, ministering to the needs of their flock. Similarly, missionaries focus on coverting the many who have not found Theus, while monks focus on discipline rather than scholarship. Only a few brave clerics - and others - really delve into the details and difficult questions of their faith. This Expert Knack provides the Hero with detailed knowledge about such questions and represents familiarity with texts and ideas considered but discarded by the Church fathers, dead-end streets on the road to Theus' puzzle. (History, Theology, Philosophy)
Naturalist
Characters with the Naturalist knack have begun a scientific inquiry into the natural world: not just a catalogue of creatures to hunt or the raising of livestock, but the first understandings of how animals relate to each other. This knack can be used to categorize new discoveries and speculate on their relationship to others. (Natural Philosophy, Veterinarian, Survival)
Animalculist
Characters with the Animalculist knack know how to use a microscope to observe tiny creatures - animalcules - invisible to the human eye that seem to live on among human beings. This Knack also encompasses the creation of precise microscopes otherwise unknown to Theah. (Natural Philosophy, Examiner, Diagnosis -- Innovation)
Alchemy
More than the study of chemistry, scholars versed in the ancient art of alchemy combine emerging scientific principles with magical thinking, pushing at the boundaries of realm between science and sorcery. Characters with the Alchemy knack can practice Blood Science, develop alchemical potions and elixirs and otherwise delve into the physical mysteries. (Occult, Natural Philosophy)
NB: This Expert Knack requires the Alchemist advantage from the Invisible College sourcebook. Characters with The Secret (from the Rose + Cross sourcebook) can purchase Alchemist at a discount, paying only 5 HP / 15 XP instead of 10 HP.
Social Knacks
Cold Read
This is the art of deducing things about a person from his or her appearance and mannerisms. Handedness might be determined from a callus upon a knuckle, while a nervous twitch can reveal much to an observant eye. With this Knack you can always enter a conversation with at least a little information about the other person. More often than not, this Knack will be used in Contested Rolls against the Resolve of another, or against one of his other Knacks. (Sincerity, Socialize, Examiner)
NB: This Expert Knack replaces the Cold Read knack from the Performer skill.
Military Knacks
Orders
The character learns an Order knack as described in the Eisen sourcebook for the Advanced Mass Combat system. (Strategy, Logistics)
Doctor Knacks
Compounds
The apothecaries who frequent Thean streets dispense many drugs, but only one of them is actually effective - opium and its many derivatives. Recently, quinine has also begun to make an appearance on apothecary's shelves, but most medicine is the domain of Quack, not a more nuanced study. This knack allows characters to generate herbal balms that work: sleep aids, immune boosts, and the like. Characters with the time to prepare can add their Compounds knack as a bonus to Surgery rolls when they have access to preserved or premade balms, or twice their Compounds knack if they several hours to fetch fresh ingredients and mix medicines from their constituent chemicals immediately before application. (Natural Philosophy, Diagnosis, Quack)
NB: This replaces the Compounds knack from the Sophia's Daughters sourcebook and other places.
Anatomy
Characters with the Anatomy knack have an expert knowledge of the human body, gleaned from the only place one can really learn: the dissection of human beings, usually stolen corpses. Characters can add their Rank in Anatomy to Surgery checks, and twice their Rank in Anatomy to Invention checks to create new Surgical Techniques (see below.) Because society does not smile upon the dissection of corpses, those who know how this knowledge is learned may look suspiciously on characters with this expertise. (Surgery, Examiner, Diagnosis)
NB: The Anatomy knack cannot be raised to Rank 5 without the dissection of a living human being. Most people with Anatomy 5 are Villains who have engaged in vivisection, though a hero with Surgery 6, vast experience in surgery and a habit of keeping copious notes could also raise Anatomy to 5.
Expert Advantages
Like Expert Knacks, many Expert Advantages are keyed to several Knacks. Unless otherwise stated, they require Rank 4 in one of those Knacks and Rank 2 in the others. Master Advantages require Rank 5 in one of those knacks and Rank 3 in the others.
General Advantages
Great Teacher
- 45 XP -- Master Advantage
This Master Advantage allows a character with Rank 6 in a Knack to teach others that Knack at Rank 6. This advantage can be purchased multiple times; each time, it applies to a different Knack. (This advantage requires the base Knack at 6.)
Artiste
- 5 XP
Some artists are more than just experts at their art: they have a certain something else that makes their work catch the eye and push at the boundaries of the form. This Expert Advantage means a character's art is just that: it has something special, something innovative and outside the norm. In addition to the ephemeral benefits of being such an innovator, characters with the Artiste advantage receive a Free Raise on Reputation rolls related to the character's art. (Any appropriate Artist, Merchant or other knack)
NB: A character can purchase the Artiste advantage multiple times. Each time it applies to a separate Knack. Characters can also purchase the Artiste advantage at Character Generation for 3 HP regardless of pre-requisite, representing the character's reputation as a prodigy.
Maestro
- 15 XP -- Master Advantage
Rare artists have something truly transcendant: their work does not just push the boundaries of their genre, but when mature begins to create an entirely new way of thinking about their art. This Master Advantage represents a character who is creating the ground floor of such a new mode: the first Impressionists, the first masters of Romanesque architecture, the first modiste to create an Empire waist. Characters with this advantage receive an additional Free Raise to Reputation rolls related to the character's art, and is eligible to raise the associated knack to Rank 6 for 25 XP. (The appropriate Artist, Merchant, or other knack, Artiste advantage.)
NB: A character can purchase the Maestro advantage multiple times. Each time it applies to a separate Knack.
Soldier & Swordsman Advantages
Vigilant
- 10 XP
Characters with this Expert Advantage are always a little bit aware of their surroundings; when Ambushed, they are at a PD of 10, not 5. (Ambush)
Hyper-Vigilant
- 15 XP -- Master Advantage
Characters with this Master Advantage are hyper-aware: when Ambushed, they are at a PD of 15. (Ambush, Vigiliant advantage)
Combat Tumble
- 5 XP
Characters with this Expert Advantage are adept at tumbling in combat: they can roll past an opponent, kicking out at him while they perform some other action. This Advantage gives a character a Free Raise to a basic Dirty Fighting attack made while picking up a weapon or performing some other one-Raise action in combat, effectively offsetting the Raise required to draw a weapon. The character must use Rolling as his defense knack until his next Action after performing a Combat Tumble. (Rolling, Kick)
Master of Masters
- 10 XP -- Master Advantage
The greatest swordsmen are able to turn their knowledge of the blade into supreme skill, able to reach heights of swordsmanship unbeknownst to other swordsmen. Characters with this Master Advantage can raise their Attack knack to 6 for 25 XP. (Any Attack knack, Grandmastery of two schools using that weapon, Mastery of a school using a different weapon.)
Criminal & Spy Advantages
Sneak Thief
- 15 XP
The character has learned to freeze in place, flatten against a wall or suddenly dive for cover when he thinks he is about to be spotted. This Expert Advantage allows a character with the Stealth knack to spend a Drama Die, declare the nature of his evasion and force an opponent to re-roll a Perception check or other test to detect the sneaking character. (Stealth)
Close Tail
- 15 XP
The hero has learned to blend in with passers-by, suddenly start browsing a merchant's wares or otherwise move quickly to avoid detection when shadowing a target. This Expert Advantage allows a character with the Shadowing knack to spend a Drama Die, declare the nature of his gambit and force an opponent to re-roll a Perception check or other test to detect the shadowing character. (Shadowing)
Wallflower
- 15 XP
The character has learned to slump down against a wall, engage some nearby person in conversation or just radiate boring to distract someone who may be about to notice he is something special. This Expert Advantage allows a character with the Unobtrusive knack to spend a Drama Die, declare the nature of his action and force an opponent to re-roll a Perception check or other test to detect the sneaking character. (Unobtrusive)
Commander Advantages
Expert Tactician
- 15 XP
The character is a master of small-unit planning: with a picked unit of men, a knowledge of the battleground and an objective he can create a plan that will maximize the effectiveness of his troops. Before combat, a hero with this Expert Advantage can make a Wits + Tactics roll to increase the Threat Rating of a Brute Squad under his command by 1. The TN for this roll is based on his knowledge of the location the unit will be fighting in and whether or not the ground is favorable for his objective. The base TN this roll is 30; the commander receives two Free Raises if the situation is favorable or if he is very familiar with the battleground, and must make two Raises if the ground is unfavorable or if he does not have a clear idea of the situation his unit will be moving into, for a final TN between 10 and 50. The hero can use this ability on a number of Brute Squads equal to his rank in Leadership. (Tactics, Leadership)
NB: Characters with the Steil command school receive Raises equal to their Mastery Level for checks involving their personal Brute Squads.
Inspirational Leader
- 15 XP
Characters with this Expert Advantage are charismatic leaders who can inspire men under their command to fight past their endurance. With a successful Resolve + Incitation check prior to combat, they can give a Brute Squad under their command the Tough quality (iconic for Eisen brutes) for the duration of a scene. The base TN for this roll is 30; the commander receives two Free Raises if he has a strong pre-existing relationship with the Brute Squad in question and two Free Raises if the situation is particularly desperate. The commander must make two additional Raises if he has just met the Brute Squad he is trying to inspire and if there is a strong incentive for the Brutes to surrender or flee, for a final TN between 10 and 50. The hero can use this ability on a number of Brtue Squads equal to his rank in Leadership. (Incitation, Leadership)
NB: Characters with the Steil command school receive Raises equal to their Mastery Level for checks involving their personal Brute Squads.
Expert Commander
- 15 XP
Characters with this Expert Advantage add twice their Rank in Orders knacks (see above) to Mass Combat rolls involving the Order. (Three Orders Knacks at 4)
NB: Characters with this Advantage can apply its XP cost towards learning a Command School, which they will start at least as a Journeyman.
Doctor Advantages
Surgical Technique
- 3 XP -- Innovation
The character has mastered a surgical technique otherwise unknown to Theah, allowing the physician to reliably heal wounds that might otherwise kill. Example techniques include Macer's Drain, a chest tube to reinflate a collapsed lung, trepanation to relieve brain swelling, or blood transfusion. Developing a surgical technique requires an Innovation check; instead of the Design and Construction phases, however, the character must Experiment and Perfect the technique. Each week of time requires an additional patient; characters can reduce the number of patients required by making Raises. 1 Raise removes a patient from the Experiment phase, and 2 Raises removes a patient from the Perfecting phase.
NB: Developing a new Surgical Technique and developing any new equipment it may require are separate Inventions. In the case of blood transfusion, for instance, a separate Invention roll would be required to create the pump as outlined in the Invisible College sourcebook.
Triage Expert
- 5 XP
The character is an experienced and expert battlefield surgeon: he can make quick decisions to restore someone to fighting condition swiftly, though at a cost. Characters with this Expert Advantage can trade points of a patient's Brawn for raises on a surgery check: for every temporary point of Brawn the surgeon removes, he receives three Free Raises to his Surgery roll. For every permanent point of Brawn a surgeon removes, he receives six Free Raises to his Surgery roll. Temporary Brawn returns at the end of the next Story. (Surgery, Diagnosis)