System‎ > ‎The Professionals‎ > ‎Version 1 [Obsolete]‎ > ‎

Character Creation


  1. Concept: Write down your character concept
  2. Skills: Set your Skills: 0, d4, d6, d8, d10, d12
  3. Specialties: Step Up a number of Specialties equal to your Skill Rating.
  4. Aspects: Create or select three Aspects; one at d6, one at d8, and one at d10
  5. Tools: Acquire three tools; a d8 tool, either a d6 or a d10 tool, and either a d4 or d12 tool
  6. Talents: Select one starting Talents
  7. Trophies: Create a d6 Trophy
  8. Profession: Starting Rank is 1d4
  9. Bits: Starting Bits is 3


Character Idea. A non-mechanical point of reference to look back on during Character Creation to remain focused.


Dice Source. There are six primary Skills that are Ranked between 0 and d12. This means there will be a Skill that you do not have. This is why you must rely on the Organization. Whenever you create a die pool you may add your Skill's Rank to the pool if it's appropriate to the action. You may only use one Skill for free, using additional Skills in the same roll costs 1 Bit. Skills may be Broken Down for 1 Bit. 

When creating a character you assign each Skill Group a Die Size. 0, d4, d6, d8, d10, and d12. 

See MoreSkills


Dice Source. Every Skill has five Specialties that are Ranked between 0 and d12. Whenever you create a die pool you may add a Specialty's Rank to the pool if it's appropriate to the action and it's corresponding Skill is being used. You may only use one Specialty for free, using additional Specialties in the same roll costs 1 Bit. If you spend a Bit to add an extra Skill to your pool, you can add a Specialty from the extra Skill for free. Specialties may be Broken Down for 1 Bit.

Then you spend a number of points equal to the Skill's Die Rating to Step Up Skills. (0, 2, 3, 4, 5, 6)

See MoreSkills


Dice Source. Aspects are Ranked between d4 and d12. Whenever you create a die pool you may add your Aspect's Rank to the pool if it's beneficial to the character and appropriate to the action. At any time if the Aspect works against your character you may add it's Rating as a Target Number and earn it's Rating in Bits. Aspects can always be broken down for 1 Bit.  

At character creation you can create three Aspects, one rated d6, one rated d8, and one rated d10.

See MoreAspects


Dice Source. Tools are Ranked between d4 and d12 and can have multiple Ranks. Whenever you create a die pool you may add your Tool's Ranks to the pool if it's appropriate to the action. There is no limit to how many Tools you may use in a roll and it does not cost anything to use additional Tools. Tools can not be broken down. They are what they are. 

When creating a character you get a d8, either a d6 or a d10, and either a d4 or d12 to spend on Tools. 1d8 + ( 1d6 || 1d10 ) + ( 1d4 || 1d12 ) ) Remember a Tool can have Multiple Ranks, all of which would be added to the Pool when the Tool is used. 

Bandages, Battle Ax, Blackjack, Bow, Buckler, Candle, Club, Crossbow, Dagger, Dark Cloak, Disguise, Donkey, Fashionable Gown or Robes, Fine Jewelry, Hand Ax, Hardened Leather Cuirass, Hard-Soled Shoes\Boots, Helm, Holy Relic, Horse, Javelin, Kite Shield, Knife, Ladder, Lamp, Leather Jerkin, Lockpicks, Longbow, Mace, Mail Hauberk, Pry Bar, Quiver, Razor, Rope, Round Shield, Rowboat, Salve, Scale Coat, Short Spear, Short Sword, Sling, Snare Trap, Soft-Soled Shoes\Boots, Spear, Surgeons Kit (scalpel, needle, and thread), Sword, Throwing Ax\Knife, Torch, War Hammer, Watch Dog, Wirecutter, Wrench


Rules Benders, Talents are not Ranked and do not add to your dice pool. Instead the provide the character the ability to do something at a price. This price is often spending a Bit but there are other options for some Talents. Talents are typically written as an If - Then statement indicating that when something happens something else occurs.

At character creation you can select or create one Talent.

See More: Talents


Currency Storage. Physically, Trophies represent a broad range of things. They can be unique bobbles; priceless gems, bundles of cash, one of a kind books, historical items, or even literal trophies or medals. Trophies are what the Heist is all about, it's the big ticket item the team aims to walk away with. 

At Character Creation you can create a d6 Trophy.

Trophies are ranked from d4 to d12. Can be sold for Bits or kept to store Bits. You can only have a number of Bits equal to the total Rating of all your Trophies. After a heist, when your back safely in your bolt hole, you have a decision to make. You can try to fence the loot or you can add it to your collection. 


If you fence your Trophy you have to make a roll to find a buyer and make the deal. Gather your dice and add the Trophy rating. You can have up to five target numbers; 2, 3, 4, 5, & 6. The highest number is equal to the Trophy's Die Rating. 

Example: If you score a d4 Trophy, you can roll against a target number of 2 while a d8 Trophy has target numbers of 2, 3, & 4.

For each number you achieve a Success on you get a Bit. Partial Successes don't net you anything but you keep the Trophy. Failures means you were ripped off, you lose the Trophy and don't get any Bits.


If you decide to keep your Trophy make sure you have somewhere safe to store it. As long as it's part of your collection you can carry an additional number of Bits with you equal to the Trophy's Die Rating.


Growth Measurement & Limited Dice Sourt. A pool of dice rated between 1d4 and 5d12. The die size is an official Rank from within the Organization. The number of dice represents your Respect from the Organization’s members. After a die from the Profession Pool is rolled, it is not available to be used for the rest of that session.

Ranks: d4 Son, d6 Brother, d8 Father, d10 Grandfather, d12 Elder. 

At character creation you start with a Profession of 1d4.

According to the Organization’s Charter a 1d6 Brother has just as many rights as a 5d6 Brother, but it’s considered respectful to acknowledge the wisdom of the 5d6 Brother. The exact representation of this varies from House to House. Technically, a 1d8 Father outranks a 5d6 Brother, but that Brother wields so much respect sometimes the official rules are bent. 

In order to advance to the next Rank, or die size, the Organization needs to put it to a vote. First you need to get a sponsor of a higher Rank. There is an elaborate, and secret, ritual that you must perform and then every member of the Organization votes on your advancement. The decision must be a simple majority. If the Organization decides to advance you, there are additional responsibilities and burdens placed on you. Mechanically, when transitioning from one Rank to the next your Respect resets to 1. 

Alternatively, Organizations can down vote members at anytime. A petitioner approaches the Organization and lists your crimes for the Organization members to hear. There is another elaborate, and secret, ritual, followed by a vote. Again, only a majority is required and if it passes your Rank is reduced.

In order to gain Respect, or number of dice, it must be given to you from another Organization member. If the granter is your Rank they must have more Respect than you're going to. If the granter is a higher Rank than you it doesn't matter how much Respect they have. Granters of lower rank can also give you Respect, but you'll need a number of lower ranked Organization members equal to the amount of Respect you're going to.

You can also easily lose Respect in a very similar manner to gaining Respect. Someone who is your Rank with the same amount or more Respect than you can or someone who is higher Rank can choose to take Respect away from you. Organization members of a lower rank require a number of Organization members equal to your current Respect in agreement to lower your Respect.


Currency. Earned by Unused Dice on a Roll, Failing Rolls, Compelling Aspects, and Selling Trophies. Spent to Break Down Dice, Add a Second Skill or Specialty to a roll, Avoid Consequences, Adapting your Character, and Buying Tools.

At character creation you start with three Bits. 


Unused DiceOn a Success or Partial Success the player earns one Bit for every two dice they didn't use to beat a Target Number. When dealing with Multiple TNs, Success and Partial Success still only reward the player with Bits equal to unused dice.

Failing RollsOn a Failure the player earns one Bit for every original, unbroken dice, in the pool. When dealing with Multiple TNs if there is even a single Failure the player earns one Bit for every original, unbroken dice, in the pool.

Compelling Aspects: Before rolling a player may earn Bits if they have an Aspect that works against them. They must add the Aspect's Rating as a Target Number. The player immediately earns the Aspect's Rating in Bits.

Selling Trophies: Trophies can be fenced for Bits, see the Trophy section for details.


Breaking Down: Before rolling a player may spend a Bit to replace a single die with two dice of the next step down.

Adding Dice: Before rolling a player may spend a Bit to add an additional Skill or Specialty die to the pool. The same skill can not be added twice and the Skill associated with the Specialty must already be in the pool in order to add the Specialty.

Avoiding Consequences: Whenever a roll would result in a Partial Success the player may spend a Bit, Forfit their Intent, and avoid a Consequence.

Adapting: Whenever a player fails a roll they can spend a Bit to shift dice around, moving unused or unwanted dice to more useful ones. This can only happen within the same Trait, meaning you can move Skill dice to other Skills, but you can’t move Skill dice to Aspects. One Bit lets you Step Down a Trait one step and Step Up another similar Trait one step.