Expertise
Expertise represents your character’s training and skill sets. Your character has spent years honing their primary skill set, and has become quite competent in a secondary set. These two areas of expertise are what their Cohort depends upon them to do.
Do they know the ins-and-outs of finding artifacts while surviving and thriving in the dangerous environments of Anasta (Scav)? Are they an expert in combat, an inevitability in their line of work (Venger)? Do they focus on getting people and supplies from one place to another quickly and safely, making them a skilled driver, mechanic, and triage (Stallion)? Does your character know how to negotiate and navigate relationships, including working another’s emotions towards peace, goodwill, anger, or fear (Sparrow)?
Expertise is the main mechanic for the Add Dice modifier and is the base for building dice pools. Choose one Primary Expertise and one Secondary Expertise. Consider the composition of the Cohort and the challenges they would like to face. Some Cohorts are more well-rounded, while others focus on a specific type of job.
Expertise | Lead Add Dice | Assist Add Dice |
---|---|---|
Primary | +3d6 | +2d6 |
Secondary | +2d6 | +1d6 |
Others | +1d6 | -1d6 |
Scav (Exploration)
Knowledge and skills used to explore the wilderness and ancient sites.
Venger (Combat)
Experience with armed and unarmed combat, tactics, and weapons.
Stallion (Travel)
Proficiency in driving, navigation, basic medicine, and maintenance of equipment.
Sparrow (Communication)
Competence in negotiation, soothing/inciting emotions, and navigating relationships.