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Expertises

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This campaign uses special rules for Lore, Craft and Linguistics. In addition to having the raw dots characters are required to focus on a few specific expertices. For Lore these should be roughly as broad as a scientific discipline and for Craft they should be as broad as an area of handwork (woodworking, blacksmithing, ... but armour and weapons define their own niches). For Linguistics these are simply languages beyond their native language. Rolls beyond their expertices become significantly harder or even impossible. Characters can select one expertise per dot in the relevant ability for free. They can buy additional expertices at the cost of a specialty, but they can never have more than twice the number of relevant dots. Learning a new expertice takes two weeks.