Training encompasses the knowledge and skills your character learns throughout their life. It can be as simple as attending school in their youth, to decade long careers. If it’s something they’ve learnt, be sure to note it down in their training, even if it’s a single sentence!
Specialisations are unique traits that your character can have that may give them bonuses in combat and unique situations! These traits are dictated by their training and experience. If a character has years of experience healing people then they may have the Healer/Medic specialisation that gives them a bonus in medical scenarios!
Currently at character creation, characters may have up to 3 specialisations that give them bonuses. More specialisation slots can be gained with Gifts, levelling or as a unique reward from quests/events/interventions.
Specialisations are tiered in ascending order:
[Novice]: Your character has some experience and knowledge in a specialisation.
[Trained]: More experience and knowledge. Their skill is notable.
[Skilled]: They’ve spent at least a year learning this specialisation and are confident in their skills.
[Expert]: They’ve spent a few years learning and may be called to help.
[Mastery]: They’re very skilled and knowledgeable. There is no doubt about their skill.
[Mastery] will have higher bonuses than [Novice]. Your character’s training and experience will dictate their specialisation tier. Someone who has spent a few weeks learning a skill may only be a Novice in their specialisation, while someone with years of experience may be Skilled or higher.
Quests may also offer the chance to gain or level up specialisations. However, unless your character has an empty specialisation slot, they cannot gain more specialisations unless a slot is replaced/overridden. If they’re gaining a new specialisation then they will lose the tier of the specialisation it has replaced.
This list doesn’t cover all specialisations your character can have. If there’s a specialisation that isn’t listed, please ask first in #staff-questions!
Specialisations are meant to be specific skills and can’t be just “Fighting” or “Talking”.
Sorcery skill is mainly dictated by sorcery ability and can’t be a Specialisation. Certain knowledge however, like knowledge of Magical Beasts, can be a specialisation.
Combat specialisations only apply to physical weaponry and not any projected weapons created by spells. Weapon projections get their own bonuses from sorcery.
Hand-to-hand/Unarmed/Martial arts proficiency
Sword/Saber proficiency
Spear/polearm proficiency
Knives/daggers/throwing knives proficiency
Staff/stave proficiency
Club/mace/baton proficiency
Nunchucks/Flail proficiency
Bows/shortbow proficiency
Gun proficiency
These skills dictate how well a character might persuade or interact with other people. Or if they’d like to be sneaky around people and their possessions.
Performance
Singing
Dancing
Gymnastics
Persuasion
Intimidation
Bluff
Deception
Sneaking
Pickpocketing/Sleight of Hand
Lock Picking
Any music related skill
These skills dictate how knowledgeable a character is in a subject or academia.
Animal Handling
Magical Beasts*
Node network physiology*
Spellcraft*
Magical History*
Human Biology
Animal Biology/Veterinary studies
Chemistry
Physics
Medicine/First Aid/ Healing
Modern History
Ancient History
Geology
Humanities
Technology*
Stonework
Carpentry
Mathematics
Language
Culture
*Magical Beasts Knowledge pertains to knowledge of creatures found in the Magical Bestiary specifically.
*Node network physiology pertains to knowledge of the soul, spell stress, node network changes and superpowers.
*Spellcraft pertains to how spells are ‘crafted’ and casted, as well as recognising the spells cast by other sorcerers and entities.
*Magical History pertains to knowledge of Order and overall history of sorcery.
*Technology encompasses knowledge of digital devices, construction/circuitry, applications and functions.
These specialisations do not fit under the other categories but may still influence rolls and bonuses:
Weightlifting
Swimming
Athletics