Specialties
From Gempunks
Revision as of 03:18, 17 June 2014 by Foxwarrior (Talk | contribs) (taking a little bit of the pressure off)
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.
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 +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.
Advanced Specialties
- Avoider: AD +1
- Ungrabbable: GD +1
- Stubborn: Will Saves +1
- Violent: Attacks +1
- Aggressive: Accuracy or Damage +1
- Stealthy: Stealth +1
- Perceptive: Perception +1
- Sturdy: HP or Toughness +1
- Smooth: Save DC +1
- 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.