Advisor: may ask the GM advice on the game. The GM may only use information available to your characters.
Armourer: forges 2 suits of armour each month that provide +1 to defense
Charismatic: +40 to overall loyalty score
Counter Espionage: 20% chance per month to identify spies.
Diviner: gets vague, riddle-like answers to questions posed by player, once per month
Field Surgeon: Can save 10% of human casualties in any combat, to a maximum of 5 units (50 men), rounded to the nearest whole number. These casualties are incapacitated for two weeks, after which time they will be available again for combat.
Marshal: adds +1 to the combat bonus of units in a combat he fights in
Necromaner: can animate 20 skeletons per month. Each group of 10 skeletons counts as one unit with a combat value of 1.
Occult Specialist: A chance per month to locate an occult artifact or occult information.
An occult specialist can do one of three things.
- Random information can be researched. If left unspecified, this is the default. 20% chance of success.
- A designated piece of information on an artifact or other occult being or occurrence can be further researched. 20% chance of success.
- A artifact held in hand can be researched. 40% chance of success.
Oracle: gets vague, riddle-like visions of the future, once per month
Power Broker: gains +2 human influence points per month
Propagandist: adds +10% to spymaster's ability to recruit spies
Security: Adds +2 to combat value of any units in defense of stronghold. If attacked during the day, vampires may participate in the first round of combat at –1 power, and with no modifiers in subsequent rounds.
Spy Master: 40% recruit a spy each month in one house. Percentage is modified by loyalty.
If spies are recruited from a given group, faction or lord, they are recruited in order of lowest loyalty.
Spies provide updates as to the activities of the group being spied upon.
Summoner: can summon demons, each of which has its own advantages and attributes
Torturer: has a chance to get information from reluctant informants. Informants must be captive.
Warrior: +3 to personal combat
Weaponsmith: forges two weapons each month that add +1 to combat value
Werewolf Overseer: werewolves under the overseer's command have minus 20 loyalty, rather than minus 100
Some Specialist abilities are automatic at the end of a month. For example necromancers, occult specialists, oracles, armourers and weaponsmiths
Some are not automatic, like summoners, advisers, spymasters and diviners.