Difference between revisions of "Specialties"
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* '''Sturdy''': [[Toughness]] +1 | * '''Sturdy''': [[Toughness]] +1 | ||
* '''Brutal''': [[Muscle]] +1 | * '''Brutal''': [[Muscle]] +1 | ||
− | * '''Powerful''': [[Magic Power]] +1 | + | * '''Powerful (Gempunks)''': [[Magic Power]] +1 |
− | * '''Psychic''': Become a [ [[Psychic]] ], and gain access to one [[psychic bloodline|Psychic Bloodline]]. If you didn't already have a [[Soul]], you gain one. | + | * '''Psychic (Gempunks)''': Become a [ [[Psychic]] ], and gain access to one [[psychic bloodline|Psychic Bloodline]]. If you didn't already have a [[Soul]], you gain one. |
− | * '''Hacker''': [[Hacking]] +2 | + | * '''Hacker (Cybergems)''': [[Hacking]] +2 |
* '''Energetic''': You get +12 meters to your movement speeds, and +1 [[Agility]] | * '''Energetic''': You get +12 meters to your movement speeds, and +1 [[Agility]] | ||
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* '''Sturdy''': [[HP]] or [[Toughness]] +1 | * '''Sturdy''': [[HP]] or [[Toughness]] +1 | ||
* '''Energetic''': You get +12 meters to your movement speeds, and +1 [[Agility]]. | * '''Energetic''': You get +12 meters to your movement speeds, and +1 [[Agility]]. | ||
− | * '''Magical''': +3 Charges of the granting class's tier | + | * '''Magical (Gempunks)''': +3 Charges of the granting class's tier |
− | * '''Psychic Aura''': [[Strong Aura]] +2 meters | + | * '''Psychic Aura (Gempunks)''': [[Strong Aura]] +2 meters |
− | * '''Hacker''': [[Hacking]] +1 | + | * '''Hacker (Cybergems)''': [[Hacking]] +1 |
* '''Super-____ (Costs two Specialties)''': Choose another Advanced Specialty and get its benefits. | * '''Super-____ (Costs two Specialties)''': Choose another Advanced Specialty and get its benefits. |
Latest revision as of 21:52, 29 August 2023
Each Common tier class grants a Basic Specialty. Each higher-tier class grants an Advanced Specialty. You cannot select a Specialty more than once in the same tier. If using Cybergems, classes after the first five in a tier do not grant Specialties.
Special tier classes don't grant Specialties.
Basic Specialties
- Physical Evasion: AD +1, GD +1
- Slippery Wit: AD +1, Will Saves +1
- Stubborn: GD +1, Will Saves +1
- 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: Toughness +1
- Brutal: Muscle +1
- Powerful (Gempunks): Magic Power +1
- Psychic (Gempunks): Become a [ Psychic ], and gain access to one Psychic Bloodline. If you didn't already have a Soul, you gain one.
- Hacker (Cybergems): Hacking +2
- Energetic: You get +12 meters to your movement speeds, and +1 Agility
Advanced Specialties
- Avoider: AD +1
- Ungrabbable: GD +1
- Determined: Will Saves +1, Save DC +1
- Aggressive: Accuracy +1, Muscle +1, or Magic Power +1
- Stealthy: Stealth +1
- Perceptive: Perception +1
- Sturdy: HP or Toughness +1
- Energetic: You get +12 meters to your movement speeds, and +1 Agility.
- Magical (Gempunks): +3 Charges of the granting class's tier
- Psychic Aura (Gempunks): Strong Aura +2 meters
- Hacker (Cybergems): Hacking +1
- Super-____ (Costs two Specialties): Choose another Advanced Specialty and get its benefits.