Today I present another class variation: the specialist. This class is a variation of the Thief class, adapted to the fictional 1930s world of Adventurers of the Lost World with it's own tweaks and perks. It's a class used to represent assassins, spies and international thieves as in classic pulp stories.
Specialist
You are
among a few individuals who can penetrate highly secured buildings and exit it
with whatever you wanted. You have been trained by secret agencies to do the
job others can not do openly. You can have served as a trained assassin for
criminal organizations and now want a way out. Stealth, guile and wits are your
weapons, and nothing is safe if you set your eyes on it.
Specialist
is a class that rely on dexterity and wits. They are not tough combatants, but
they make up with amazing skills that let them enter places without being seen,
disarm complex security mechanisms, open enclosed doors and vaults, handle
poison, decipher codes and call on very useful contacts they acquired in their
exploits. This makes a specialist a great addition to any group of explorers.
Hit
points: Specialists
gains 1d5 hit points per level.
Proficiencies:
A specialist is trained in the use of all civilian weapons and the
precision rifle, heavy revolver and heavy pistol. Specialist tend not use heavy
armor and gear, and would prefer light and soft clothes to maximize their
mobility and flexibility, making then proficient with light armor only.
Alignment: The origin of the specialist
usually determines his alignment. Spies working for lawful and civilized
countries tend to be lawful, as assassins working for money or vengeance are
usually chaotic. International thieves, looking for their next exciting heist
are usually neutral and do it for the money, fame or glory among his peers.
Secret
language:
Specialists have covert jobs and have to remain unidentified in a lot of
situations. To avoid being discovered while on the job a secret language was
created and thought to the organizations that train specialist. Now, when they
need to discuss their operations with other specialists, superiors and covert
agents, they can use this language and transmit vital information without
anyone noticing anything suspicious. The judge, however, can rule that a
specialist secret language is not the same as another one because of their
different training.
Special
skills: Specialists
learn a set of skills that aid their covert operations. They can move
stealthily through most places, hide in the shadows to avoid detection, disarm
complex security mechanisms, read lips in the distance, forge documents,
decipher secret languages, and many other things. The use of these skills
function the same way as the Thieves skills ability of thieves. This mean the specialist
doesn't usually make an opposed check to succeed, needing only to beat a set
difficult and his task will be successful.
Assassination: When attacking a target that is unaware of the
specialist's harmful intentions, he receives a positive modifier to his attack
rolls. If he scores a hit, the attack is considered a critical strike, and he
rolls on the corresponding critical table. This functions like the thief's
backstab.
Investigate: Specialists are sometimes hired to find out
information about people, places and projects, and this skill represents the
observation powers of the character. This is used to follow someone, find out
the routine of the guards in secured place, find secret doors, search for
deadly traps in a villains secret base. The more hidden the information, the
higher the DC.
Stealth: Subterfuge is the most valuable tool in a
specialist's repertoire. This skill represents the ability to sneak silently
across a room, hide in the shadows unseen, vanish in a crowd of unsuspecting
civilians and other similar actions. The DC is fixed based on the circumstance.
Trying to sneak silently through a hall with hard floor is much easier than
doing the same over dry leaves.
Prestidigitation: The fingers of a specialist are quicker than
the eye. With very dexterous hands and acute reflexes, the specialist is
capable of pilfering small items, performing sleight of hands tricks and
picking pockets without being noticed. The DC is established based on how hard
to access, big or noise the item being handled is.
Climb sheer surfaces: In their line of work specialists
need be able to reach inaccessible places and the ability to climb vertical
walls without much effort is a must. With this skill, the character is able to
climb walls, mountains and other surfaces even without climbing gear. A rough
wall with plenty of nooks and crannies would have a DC 10 to climb, while a
complete vertical and smooth wall would have a DC of 20 or higher.
Pick lock: Specialists are the ones people hire to
acquire objects that they cannot get their hands on through legal means. As
such, a skill that allows them to open locked doors and secured vaults is
essential! With the proper tools, characters from this class can open locks and
doors that were otherwise secured. The DC varies with the quality and
technology of the door in question.
Operate mechanism: This skill allows the specialist to operate
and disarm mechanisms of various sorts. The main use of this skill is to disarm
security systems and traps that might interfere with the specialist's job.
Sometimes the specialist will need to first find the security mechanism with
the Investigate skill and only then he can try to circumvent it. The DC is
determined by the complexity of the mechanism being tempered with and a failed
attempt may trigger the security measures our sound an alarm.
Forge documents: Sometimes the best way to enter a secured
place is not by stealth but by wits and a fake sheet of paper. With this skill
the specialist can craft false documents, identifications, maps and all sorts
of files. The DC is based on the level os scrutiny the official document
usually goes through and the complexity of its manufacture. Barely look at
documents would have a DC 10 difficulty and security papers to access a special
area in a military facility would require a DC 20 check.
Appraise: Specialists acquired a acute sense of how much
objects are worth and how authentic some ancient piece really is. With
this skill a character can
appraise antiques, art objects, jewelry and even war plans to sell to an enemy.
This can also be used to identify forgeries. The rarer and more unique the
object, the higher the DC. Completely alien objects would have a very high DC or
be impossible to appraise if the judge so rules.
Disguise self: Sometimes is better to be someone else. With a
proper set of tools and clothes, a specialist can assume other identities
without rising any suspicion. The difficulty will vary depending on how great
is the transformation is. A change of cloths and a fake mustache to just change
its own appearance would be DC 10, while trying to impersonate an specific
individual could be DC 20.
Decipher language: The line of work of a specialist will often place
him in situations where he has to decipher codes, translate the meaning of
messages in unknown languages and even read old and dead tongues. To decipher
simple codes and hidden messages in normal task, a DC 10 to 15 check would be
enough. Complex codification, dead and ancient tongues would require a DC 20 or
more roll.
Handle poison: Eventually, the specialist will need a
discreet and safe way to get rid of bystanders or even targets. Poison, be it
lethal, paralyzing or even something that will put the victim to sleep, is a
great weapon in his arsenal. To proper handle poison without the risk of expose
himself to it, the specialist need to succeed in a DC 10 check. However, with a
natural 1 on a attack roll with a poisoned weapon, the specialist poisons
himself.
Read lips: By the observation of moving lips and facial
expressions, the specialist can capture the meaning and content of
conversations he cannot actually hear. To use this skill the specialist must be
able to see the faces of the talking targets and the DC varies with the
distance and visibility to them. A short distance in a clear view would give a
DC 10 test, while looking at someone at distance, with dim light and side ways
could entail a DC 20 check.
Contacts: For the successful accomplishment of their
jobs, specialist need the assistance and information provided by their
contacts. These individuals have access to secret data, rare objects, documents
and other things that could help the specialist, but they usually charge a
price for this assistance. To use this skill the specialist need to be in a
area where he has contacts. This will not work in the middle of a primeval
jungle. The judge will arbitrate a DC to find the proper contact for the
assistance desired and will stipulate a price the contact might charge for this
help. A low roll might attract unwanted attention.
Use gadgets: In their covert jobs, specialist need special
gadgets that can do amazing things while still looking like ordinary objects.
Because of that, these individuals learn how to handle technology in many
different levels. When entering contact with a unknown technological device,
the specialist can make a use gadgets test using the corresponding die in his
table instead of the normal d10 other classes use.
Luck and
Wits: This
functions just like the thief ability described in the DCC RPG Corebook.
Specialists always seems to be in the right place and in the right time.
Action
dice: Specialist
can use their action dice for attacks and skill checks.
Specialist's Skill Table
The Specialist
Specialist's Skill Table
Skill
|
Modifiers
for Lawful Specialists (Spy Path)
|
|||||||||
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Assassination
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Investigate†
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Stealth*
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Prestidigitation*
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
Climb sheer
surfaces*
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
Pick lock†
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Operate mechanism†
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Forge documents†
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Appraise†
|
+0
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
Disguise self‡
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Decipher language†
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Handle poison
|
+0
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
Read lips†
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Contacts‡
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Use gadgets†
|
d12
|
d12
|
d14
|
d14
|
d16
|
d16
|
d20
|
d20
|
d20
|
d20
|
|
||||||||||
Skill
|
Modifiers
for Chaotic Specialists (Assassin Path)
|
|||||||||
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Assassination
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Investigate†
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Stealth*
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Prestidigitation*
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
Climb sheer
surfaces*
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Pick lock†
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Operate mechanism†
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Forge documents†
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Appraise†
|
+0
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
Disguise self‡
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Decipher language†
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
Handle poison
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Read lips†
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
Contacts‡
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Use gadgets†
|
d10
|
d10
|
d12
|
d12
|
d14
|
d14
|
d16
|
d16
|
d20
|
d20
|
|
||||||||||
Skill
|
Modifiers
for Neutral Specialists (International Thief Path))
|
|||||||||
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Assassination
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
Investigate†
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Stealth*
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Prestidigitation*
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Climb sheer
surfaces*
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Pick lock†
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Operate mechanism†
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Forge documents†
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Appraise†
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Disguise self‡
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Decipher language†
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
Handle poison
|
+0
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
Read lips†
|
+0
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
Contacts‡
|
+1
|
+3
|
+5
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
Use gadgets†
|
d12
|
d12
|
d14
|
d14
|
d16
|
d16
|
d20
|
d20
|
d20
|
d20
|
* The specialist's
Agility modifier, if any, is applied to this skill.
† The specialist's
Intelligence modifier, if any, is applied to this skill.
‡ The specialist's
Personality modifier, if any, is applied to this skill.
The Specialist
Level
|
Attack
|
Crit
Die /Table
|
Action
Die
|
Ref
|
Fort
|
Will
|
Luck
Die
|
1
|
+0
|
1d10/II
|
1d20
|
+1
|
+1
|
+0
|
d3
|
2
|
+1
|
1d12/II
|
1d20
|
+1
|
+1
|
+0
|
d4
|
3
|
+2
|
1d14/II
|
1d20
|
+2
|
+1
|
+1
|
d5
|
4
|
+2
|
1d16/II
|
1d20
|
+2
|
+2
|
+1
|
d6
|
5
|
+3
|
1d20/II
|
1d20
|
+3
|
+2
|
+1
|
d7
|
6
|
+4
|
1d24/II
|
1d20+1d14
|
+4
|
+2
|
+2
|
d8
|
7
|
+5
|
1d30/II
|
1d20+1d16
|
+4
|
+3
|
+2
|
d10
|
8
|
+5
|
1d30+2/II
|
1d20+1d20
|
+5
|
+3
|
+2
|
d12
|
9
|
+6
|
1d30+4/II
|
1d20+1d20
|
+5
|
+3
|
+3
|
d14
|
10
|
+7
|
1d30+6/II
|
1d20+1d20
|
+6
|
+4
|
+3
|
d16
|
No comments:
Post a Comment