@@ -209,13 +209,35 @@ Armour blocks the \gls{mp} regeneration, as usual.
\label{specialist}
\index{Specialisation}
A specialist has exceptional abilities within a fairly narrow environment or domain, and gains a +2 bonus on relevant rolls.
This general Knack allows Academics to specialize in history, for craftsmen to devote themselves to metallurgy, and for performers to achieve exceptional performances with their favoured instrument.
Specialists are those who work a particular job all day, and gain exceptional abilities within a single narrow task, and plenty of competence in their general profession.
When using their specialization, characters can add a +2 Bonus.
They also gain +1 to related rolls.
For example, ambush specialists could focus on nocturnal guerilla raids, awaiting at a nest, or surrounding a campfire.
This Knack would grant a +2 Bonus when using one of these exact specialization, or a +1 Bonus when attempting any kind of ambush, relating the history of ambushes, drawing an ambush, or writing poetry about ambushes.
While a focus on `ambushes' naturally lends itself to the Tactics Skill more than others, specializations can cut across Skill-boundaries, adding to any roll.
Suggested specializations include:
\begin{description}
\item[Auroch]
experts might focus on their stampedes, their migration patterns, or their mating cycles.
\item[History]
specializations might consist of knowing about particular battles, or knowing everything about a particular set of magical items.
\item[Metallurgy]
specializations include brass locks, horse-shoes, donkey-shoes, longswords, and gemstone insets.
\end{description}
These specializations cannot grant Bonuses to martial Skills, such as Brawl, or the Air Sphere.
These specializations cannot include combat skills, but can add to rolls for casting spells.
Even if a particular skill inspired a specialization, it still applies to any skill.
Someone with a specialization in aurochs can use that bonus for tracking them (with Wyldcrafting), using their hide to make armour (assuming they can make armour), and healing them (if they have the Medicine Skill).
A good deal of professionals have this specialization -- in fact you can almost assume that any blacksmith has Crafts, but knows metallurgy better than anything else, and that any academic will have some `special interest'.
A good deal of professionals have this specialization -- in fact you can almost assume that any blacksmith has Crafts, but knows metallurgy better than anything else, and that any serious academic will have some `special interest' in a very narrow field.
Bonuses from multiple specializations never stack with each other.