General Specializations

When I read through the specialization choices for set 2, I noticed that many of the specializations (mage and warrior especially) were so narrow that many players might have trouble finding a specialization that fits their character.
For example, say you want to play a pyromancer who likes throwing fireballs and such from a distance.

Spirit healer won’t fit this character because he likes dealing damage, not healing allies.
Arcane warrior won’t fit because it places the character in melee.
Blood mage won’t fit because the character is only interested in fire magic.

Or perhaps you want to play a wandering blade master:

Champion won’t fit because the character is too much of a loner.
Berserker won’t fit because a blade master remains calm during battle.
Templar won’t fit because a blade master does not concern himself with magic.

You could say, “why not just make blademaster and pyromancer specializations?”.
The answer is that there are many such examples and a much broader solution is needed.

My answer is: General specializations.
These specializations will fit almost any character within a certain class.

Specialist mage
Classes: mage. Requirements: novice talent in the chosen school of magic.

A specialist mage focuses on a single school of magic and becomes more adept at casting spells from that school.

Novice:
Choose one school of magic (entropy, spirit, primal or creation) for which you have at least a novice talent, you gain and a +1 bonus to spellpower with spells from your chosen school. You also learn one new spell from your chosen school.

Journeyman:
You can cast spells of your chosen school with a casting time of 1 minute as a major action at the cost of 3 extra mana and a -2 penalty to the casting roll. Also, when casting a spell from your chosen school, you can use the “mighty spell” stunt for 1 SP.

Master:
When you cast a spell from your chosen school, you can reroll the dragon die, but must use the second result. You also gain a +2 bonus to wil(self-discipline) tests made to resist magical mishaps from spells of your chosen school.

Weapon master
Classes: warrior or rogue. Requirements: focus in the chosen weapon group.

A weapon master specializes in one type of weapon, becoming more adept at wielding weapons of this type.

Novice
Chose a weapon group in which you have a focus, you deal +1 damage when attacking with weapons of this group.
You also gain a +2 bonus when making com(bargaining), cun(evaluation) or str(smithing) tests concerning this weapon group.

Journeyman
When attacking with a weapon of your chosen group, you generate stunt points when you roll 3 consecutive numbers (e.g. 234 or 543). You also gain +2 on tests to resist disarm attempts on weapons of your chosen group.

Master
When attacking with a weapon of your chosen group, you can reroll the dragon die but must use the second result. You also suffer no encumberance from weapons of your chosen group.

General Specializations

The Severed Reality Zenmah rolfsoldaat