I feel like specialty modifiers are like the system in the Chronicles of Darkness TRPG, you choose one of the baseline skills, and than you make some “subsection” of that skill like Academics->Medicine it whatever, which is based on your imaginative brainstorming skills to correlate what specialty you have for that skill.
Now for my sheet, I have reduced my Magnetism by 1 and added the Trade Skill, and changes my all allegiance towards the Archduchy of Karvst, so that is where I meant to come from as stated from my character sheet. Thus, I wish to no belong to the other faction anymore.
I mean I can see their are some stat and inventory problems in the current sheet, as to be the pseudo-GM I am, you have spent 10 points on chargen Supernerd (8 from Stats, 2 from Skills) when you start with 6 with no negative Luck. Also you got a point in Leadership for being an Envoy
As for @NG1999 it seems you start with 2 Academic, and 1 Ingenuity. As well as your suppose to start off with some novel theory, apparently?
I took an educated guess about how it is supposed to work. Please let me know if this was done incorrectly.
Good catch, shadowclaw. It seems Supernerd also left out the Leadership skill Envoy gets.
Start with your role, add the things that gives you to your sheet, then buy any extra other skills or stats than you want. That's the best way to do it, I think.
You also left out your Authority Contact, which for envoy represents a bureau of the government to represent. You can be creative with this too. Are you an ambassador, or maybe a magistrate for the region? This is up to you.
As for naturegirl, that's another good spot. I forgot to add theories and designs to the rules (!).
Basically, a theory is like a psuedo-science thing that you get to make up. Your gameplay will be based around them if you're an Academic, Science type character.
Example:
Novel Theory: Hyper-aximal Gravitational ForcesRecent discoveries in a Solonian polar laboratory have yeilded information about seemingly random gravitational forces that can influence baryonic matter moving at sufficent speeds through an electric field. The exact methods are yet to be described, but research is contuing.
And a design is something like an Arms-race type thing, but more concrete. Not an idea, a blueprint for a thing.
Example:
Novel Design: Gas-Fed Machinegun PrototypeKravst military engineers have recently begun work on a fascinating new weapon, the machinegun! Capable of laying down fire at an extremely frightening rate, the
Maschinengeweh will no doubt be a menace to our enemies on the battlefield.
I'll get to adding these to the rules. That and I need to put some example weapons in there too, but there's one in the character template.