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Expertise

Expertise is what your character is exceptional at.
It's the experience and wisdom your character has, and it's a reflection of what they've been through and what they know.

You gain expertise from your background.

There are 5 types of expertise: Skill, Knowledge, Persuasion, Sociability, and Weaving.
*Jump to: Expertise List *

Choosing Expertise

Your Upbringing and Calling determine which Expertise you have access to.

You get a number of Expertise of your choice based on the total number of players:

Expertise Total Chart

Upbringing Calling Total
6 players 1 2 3
5 players 2 2 4
4 players 2 3 5
3 players 3 3 6
2 players 4 3 7
1 player 4 4 8

Using Expertise on Clues

Expertise determines how you find clues.

To use expertise to find clues, tell the GM how you're using it, and you’ll learn the information you need in order to move forward in the story if that info is available and relevant.

Using expertise to find a lead or uncover a clue always works if there is a relevant clue to be found within the scene.
Expertise is what your PC is singularly excellent at, so you can use it to gather clues without needing to make a roll.

There still may be consequences to what you attempt.
If you coerce someone, even if you do it effectively and get the clue you need, they might try to stab you or report you to the guards.

Using Expertise on rolls

You can use expertise on a roll if it's relevant to an uncertain or risky action you're taking.

Add +1d if the GM agrees it's relevant.
You can't use more than one kind of expertise on a single roll.

When you use expertise on a roll, the GM might determine that there is no uncertainty or risk because of your expertise. In this case, no roll is needed.

Expertise List

TYPE EXPERTISE
Skill Martial Arts
Medicine
Militia
Subterfuge
Woodcraft
Knowledge Esoteria
History
Laws & Traditions
Monsters
Religion
Persuasion Appeal
Coerce
Consort
Direct
Sociability Etiquette
Foreign Customs
Insight
Politics
Streetwise
Weaving Alchemy
Augury
Flux
Sympathy
The Veil

Skill

The physical and practical application of a skill.

Knowledge

Knowing something by study or from multiple encounters with the subject.

Persuasion

The different approaches of persuading others.

Appeal: Appealing to logic, emotion, or character. Urge, plead, entice.
Coerce: Threaten, bribe, lie, insist, placate.
Consort: Socialize, seduce, brown nose, fraternize, impress.
Direct: Lead, command, order, advise, instruct.

Sociability

Knowing how to act, read the room, or navigate during various social situations.

Weaving

Wielding unbound principles, seeing into the future, and using magick, sorcery, or witchcraft.

Alchemy: The purification and maturation of metals, elements, and compounds. Potion-making, transmutation, and imbuing (carving or painting runes for a magical effect) are common forms of alchemy.

Augury: Reading omens, foretelling, and understanding the will of the gods. Augury is usually achieved through specific rituals and a connection to the divine.

Flux: The flow of two competing forces: order and chaos. The ability to manipulate flux can come in many forms, like affecting the weather, healing, destruction, or disorienting the minds of others.

Sympathy: Sympathetic magic is based on correspondence, or the connection between two or more like things. Links, bonds, and attachments that go beyond the physical world.

The Veil: The line between life and death, and what separates the mundane world and the ethereal. Those who can affect the Veil typically only peer through to the other side rather than fully reach a hand through it.