Difference between revisions of "Specialties"

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(Basic Specialties)
(I have to choose ''some'' solution to this problem, and this one at least keeps things from going ''totally'' crazy)
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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.
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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 do not grant Specialties.
  
 
Special tier classes don't grant Specialties.
 
Special tier classes don't grant Specialties.

Revision as of 21:21, 21 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 do not grant Specialties.

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
  • Well-Rounded (Requires Offensive): +1 to each of the stats you didn't choose for Offensive.
  • 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