Difference between revisions of "Specialties"

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(oh, the irony)
(Efficient might be a good idea. Time will tell... time will tell.)
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* '''Hacker''': [[Hacking]] +2
 
* '''Hacker''': [[Hacking]] +2
 
* '''Psychic''': Become a Psychic, and get +1 [[Psi]] or [[Verge]].
 
* '''Psychic''': Become a Psychic, and get +1 [[Psi]] or [[Verge]].
 +
* '''Energetic (Costs two Specialties)''': You get an extra [[Minor Action]] on your turn.
  
 
==== Advanced Specialties ====
 
==== Advanced Specialties ====
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* '''Sturdy''': [[HP]] or [[Toughness]] +1
 
* '''Sturdy''': [[HP]] or [[Toughness]] +1
 
* '''Smooth''': [[Save DC]] +1
 
* '''Smooth''': [[Save DC]] +1
 +
* '''Energetic''': You get an extra [[Cheap actions|Cheap Action]] each round.
 
* '''Magical''': +3 Charges of the granting class's tier
 
* '''Magical''': +3 Charges of the granting class's tier
 
* '''Hacker''': [[Hacking]] +1
 
* '''Hacker''': [[Hacking]] +1

Revision as of 03:56, 19 June 2014

Each Common tier class grants a Basic Specialty. Each higher-tier class grants two Advanced Specialties. If you already got a Specialty from a class of some tier, no other classes of that tier may grant that Specialty again. If using Cybergems, classes after the first five in a tier grant just one Specialty.

Special tier classes don't grant Specialties.

Basic Specialties

Advanced Specialties