Specialties: Difference between revisions
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				Foxwarrior (talk | contribs)  An alternative 10th specialty for those who don't want Energetic  | 
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* '''Powerful''': [[Magic Power]] +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.  | ||
* '''Psychic''': Become a [ [[Psychic]] ], and gain access to one [[Psychic Bloodline]]. If you didn't already have a [[Soul]], you gain one.  | |||
* '''Hacker''': [[Hacking]] +2  | * '''Hacker''': [[Hacking]] +2  | ||
* '''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.  | ||
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* '''Sturdy''': [[HP]] or [[Toughness]] +1  | * '''Sturdy''': [[HP]] or [[Toughness]] +1  | ||
* '''Energetic''': You get an extra [[Cheap actions|Cheap Action]] each round. You get +6 meters to your movement speeds, and +1 [[Agility]].  | * '''Energetic''': You get an extra [[Cheap actions|Cheap Action]] each round. You get +6 meters to your movement speeds, and +1 [[Agility]].  | ||
* '''Survivor''': You die and suffer from corpse destruction at 1 less HP than usual.  | |||
* '''Magical''': +3 Charges of the granting class's tier  | * '''Magical''': +3 Charges of the granting class's tier  | ||
* '''Psychic Aura''': [[Strong Aura]] +2 meters  | |||
* '''Hacker''': [[Hacking]] +1  | * '''Hacker''': [[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.  | ||
Revision as of 04:52, 3 September 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.
 - Psychic: Become a [ Psychic ], and gain access to one Psychic Bloodline. If you didn't already have a Soul, you gain one.
 - Hacker: Hacking +2
 - 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.
 - Survivor: You die and suffer from corpse destruction at 1 less HP than usual.
 - Magical: +3 Charges of the granting class's tier
 - Psychic Aura: Strong Aura +2 meters
 - Hacker: Hacking +1
 - Super-____ (Costs two Specialties): Choose another Advanced Specialty and get its benefits.
 
