Difference between revisions of "Specialties"
From Gempunks
Foxwarrior (Talk | contribs) (I have to choose ''some'' solution to this problem, and this one at least keeps things from going ''totally'' crazy) |
Foxwarrior (Talk | contribs) (correcting a clear fluff-mechanics cohesion oversight. All hail the psychic robots) |
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* '''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 | ||
− | * '''Psychic''': Become a Psychic, and get +1 [[Psi]] or [[Verge]]. | + | * '''Psychic''': Become a Psychic, and get +1 [[Psi]] or [[Verge]]. If you didn't already have a [[Soul]], you gain one. |
* '''Energetic (Costs two Specialties)''': You get an extra [[Minor Action]] on your turn. | * '''Energetic (Costs two Specialties)''': You get an extra [[Minor Action]] on your turn. | ||
Revision as of 07:14, 27 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. 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
- 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.