I’ve thrown together a few custom specialties over the last few months. Some fill gaps in the 4e character model that my group has identified. Others are just there to add flavor (but should still be worth the 10xp investment). The following are currently in play on PCs or allied NPCs.
Herbal Medicine (Medical Aid)
When you attempt to forage, you may choose to gather medicinal plants rather than edible ones. If you succeed, roll 1d12 on the following table and gain one dose per success of the indicated medicine:
- Pain reliever
- Pain reliever
- Pain reliever
- Anesthetic, local
- Antibiotics
- Antacid
- Anti-diarrheal
- Multivitamins
- Sedative
- Stimulant, mild
- Stimulant, mild
- Stimulant, strong
[Some of these meds are also homebrewed. I’ll eventually post them too.]
Jerry-Rig (Tech)
Gives a +1 bonus to SURVIVAL when scrounging for parts and a +1 bonus to TECH when repairing or improvising construction of simple machines.
[We’re currently monitoring this one to see if it’s too powerful.]
Meteorologist (Survival)
Roll SURVIVAL when you spend a stretch or more making weather observations. If you succeed, the Referee should tell you the upcoming weather trend for a number of days equal to the successes you rolled.
Storyteller (Persuasion)
Once per shift, roll Persuasion when you spend a stretch (5-10 minutes) telling a moving or inspirational story. For each success, choose one audience member who may remove 1 stress.
[We’re also monitoring this one to see if it’s calibrated appropriately.]