Difference between revisions of "Specialties"
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* '''Well-Rounded (Requires Offensive)''': +1 to each of the stats you didn't choose for '''Offensive'''. | * '''Well-Rounded (Requires Offensive)''': +1 to each of the stats you didn't choose for '''Offensive'''. | ||
* '''Sturdy''': [[HP]] or [[Toughness]] +1 | * '''Sturdy''': [[HP]] or [[Toughness]] +1 | ||
− | * '''Brutal''': [[ | + | * '''Brutal''': [[Strongman]] +1 |
− | * ''' | + | * '''Powerful''': [[Magic Power]] +1 |
* '''Magical''': +3 Common tier charges, and you may implant another color of gem without difficulty. | * '''Magical''': +3 Common tier charges, and you may implant another color of gem without difficulty. | ||
* '''Hacker''': [[Hacking]] +2 | * '''Hacker''': [[Hacking]] +2 | ||
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* '''Ungrabbable''': [[GD]] +1 | * '''Ungrabbable''': [[GD]] +1 | ||
* '''Determined''': [[Will Saves]] +1, [[Save DC]] +1 | * '''Determined''': [[Will Saves]] +1, [[Save DC]] +1 | ||
− | * ''' | + | * '''Aggressive''': [[Accuracy]] +1, [[Strongman]] +1, or [[Magic Power]] +1 |
− | * ''' | + | * '''Might & Magic (Can't be taken more times than you took the Aggressive [[Strongman]] specialty''': [[Magic Power]] +1 |
* '''Stealthy''': [[Stealth]] +1 | * '''Stealthy''': [[Stealth]] +1 | ||
* '''Perceptive''': [[Perception]] +1 | * '''Perceptive''': [[Perception]] +1 | ||
* '''Sturdy''': [[HP]] or [[Toughness]] +1 | * '''Sturdy''': [[HP]] or [[Toughness]] +1 | ||
− | * '''Energetic''': You get an extra [[Cheap actions|Cheap Action]] each round. | + | * '''Energetic''': You get an extra [[Cheap actions|Cheap Action]] each round. You get +6 meters to your movement speeds, and +1 [[Agility]]. |
* '''Magical''': +3 Charges of the granting class's tier | * '''Magical''': +3 Charges of the granting class's tier | ||
* '''Hacker''': [[Hacking]] +1 | * '''Hacker''': [[Hacking]] +1 | ||
* '''Psychic Aura''': [[Strong Aura]] +2 meters | * '''Psychic Aura''': [[Strong Aura]] +2 meters | ||
* '''Super-____ (Costs two Specialties)''': Choose another Advanced Specialty and get its benefits. | * '''Super-____ (Costs two Specialties)''': Choose another Advanced Specialty and get its benefits. |
Revision as of 08:43, 27 January 2015
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: Strongman +1
- Powerful: Magic Power +1
- Magical: +3 Common tier charges, and you may implant another color of gem without difficulty.
- Hacker: Hacking +2
- Psychic: Become a [ Psychic ], and gain access to one Psychic Bloodline. If you didn't already have a Soul, you gain one.
- Energetic (Costs two Specialties): You get an extra Minor Action on your turn.
Advanced Specialties
- Avoider: AD +1
- Ungrabbable: GD +1
- Determined: Will Saves +1, Save DC +1
- Aggressive: Accuracy +1, Strongman +1, or Magic Power +1
- Might & Magic (Can't be taken more times than you took the Aggressive Strongman specialty: Magic Power +1
- Stealthy: Stealth +1
- Perceptive: Perception +1
- Sturdy: HP or Toughness +1
- Energetic: You get an extra Cheap Action each round. You get +6 meters to your movement speeds, and +1 Agility.
- Magical: +3 Charges of the granting class's tier
- Hacker: Hacking +1
- Psychic Aura: Strong Aura +2 meters
- Super-____ (Costs two Specialties): Choose another Advanced Specialty and get its benefits.