Specialties come in Four types: Rookie, Expert, Master and Legend. These are at d6, d8, d10, d12
If a skill is attempted without a die, roll a d4 in the pool. *
Expert Specialties can be used as a d8, or split into 2d6. Master Specialties can be used as a d10, or split up into 2d8 or 3d6.
The basic Specialties are as follows: (all from FHR)
- Melee Combat
- Ranged Combat
Specialties show a level of training or familiarity and an amount of contacts or resources linked to the skill.
Talents are a way of using gifts to enhance your training to a supernatural level, and are taken as part of a power set. (Think Exalted)
So a highly trained swordsman may have Master Melee Combat d10. A talented swordsman may start at d8 melee combat with d10 melee combat talent. The Trained swordsman has better training and more resources, but the talented swordsman is likely to win in a fight because he is able to do things the trained fighter cannot. The talented swordsman could train more, and also gain a higher degree of talent.
Specialties are limited to d10 except for talented characters, who may reach Legend d12.
Talents are limited to d8 for Gifted, and d12 for Talented.
Optional – Fighting Styles
Talents can also include Fighting Styles up to d10 for any character:
Dual Wielder, Sword and Shield, Two-Hander, Acrobatic, Duelist, Swashbuckler (Sword and Dagger)
Fast Fists, Heavy Fist, Full Body, Close Quarters, Kicks, Dancing, Acrobatic, Grappling
Archer, Rifleman, Twin Pistols
* this was a suggestion of Giorgio De Michele on rpg.net forums