Specialties
From Gempunks
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 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
 - Violent: Attacks +1
 - Aggressive: Accuracy or Damage Bonus +1
 - Stealthy: Stealth +1
 - Perceptive: Perception +1
 - Sturdy: HP or Toughness +1
 - Energetic: You get an extra Cheap Action each round.
 - 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.
 
