Difference between revisions of "Specialties"
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Foxwarrior (Talk | contribs) (oh, the irony) |
Foxwarrior (Talk | contribs) (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
- Avoider: AD +2
- Ungrabbable: GD +2
- Stubborn: Will Saves +2
- Defensive: +1 to each of two of AD, GD, or Will Saves
- Offensive: +1 to each of two of Accuracy, Save DC, Stealth, or Perception
- Sturdy: HP or Toughness +1
- Brutal: Damage Bonus +1
- Violent: Attacks +1
- Magical: +3 Common tier charges, and you may implant another color of gem without difficulty.
- Hacker: Hacking +2
- 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
- Avoider: AD +1
- Ungrabbable: GD +1
- Stubborn: Will Saves +1
- Violent: Attacks +1
- Aggressive: Accuracy or Damage Bonus +1
- Stealthy: Stealth +1
- Perceptive: Perception +1
- Sturdy: HP or Toughness +1
- Smooth: Save DC +1
- Energetic: You get an extra Cheap Action each round.
- Magical: +3 Charges of the granting class's tier
- Hacker: Hacking +1
- Psychic Strength: Psi +1
- Psychic Endurance: Verge +1
- Super-____ (Costs two Specialties): Choose another Advanced Specialty and get its benefits.