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 where the Cohort depends upon them to take the lead.
Do they know the ins-and-outs of finding artifacts and repairing equipment while thriving in the dangerous environments of Anasta (Scav)? Are they an expert in combat, an inevitability in their line of work (Venger)? Do they know how to effectively hide people and objects with feats of physical deception (Phantom)? Do they focus on getting people and supplies from one place to another quickly and safely, making them a skilled driver 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 trait that gives Add Dice modifiers and is the base for building Cohort dice pools. While at least one character with Expertise is almost always necessary to face the associated type of Challenge, as an Add Dice modifier it does not guarantee success. Consider it the point of entry where Auto Result and Simple modifiers from other traits can then have a chance to apply.
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.
After choosing their Primary and Secondary Expertise, assign two of the remaining as Support. The character doesn’t have enough training or experience to effectively lead the Cohort in these types of challenges, but can still provide a bit of support. The final Expertise receives no Add Dice modifiers for either leading or assisting.
| Expertise | Lead Add Dice | Assist Add Dice |
|---|---|---|
| Primary | +3d6 | +2d6 |
| Secondary | +2d6 | +1d6 |
| Support (x2) | None | +1d6 |
| Other | None | None |
