Post by bear on Sept 10, 2015 10:26:25 GMT
Sometimes, you're not just good at something in general, but are particularly exceptional in one application of it. That's where Specialties (or Specs) come in. Any Stat or Skill that has at least 4 dots can have a Specialty (or Spec). For combat skills, Specs add +1 to your dice pools for that type of fighting. For non-combat skills, specs can either add +1 or make it so that you roll at -2 DC. Stat specs can either add +1 to certain combat rolls connected to the stat, or give a -2 to certain things that the Stat can be used for. We want to make Specialties, well, specialized, so you can't just make, say, an Agility spec called "Fighting" and say it applies to all combat rolls. Otherwise, though, the sky is the limit when it comes to what specs can apply to. We encourage you to come up with ideas that fit your character. Check out the Player-Created Specialties thread on this board for examples and ideas. Here are some further examples of what specialties might be.
Stats
Strength: Core Strength (+1 anytime you lift or pull something), Power Strikes (+1 to damage rolls for Unarmed and Melee)
Perception: Long Range (+1 anytime you try to see or shoot something at extreme distances), 10/15 Vision (+1 to Alertness rolls)
Endurance: Unbreakable (+1 to soak rolls), Tireless (+1 anytime you do something for a long time that requires endurance, such as long distance running)
Charisma: Infectious Jokes (+1 to telling jokes) Air of Confidence (+1 to Intimidation)
Intelligence: Creative Logic (-2 DC to try and figure out ways to solve a problem), Elephant Memory (+1 when rolling to try and exactly remember something)
Agility: Lightning Reflexes (+1 to attacking or dodging within melee range), Acrobatic (+1 when you have to do something like land safely out of a fall or jump over something)
Appearance: Sex Appeal (+1 or -2 DC to seduction rolls), Wholesome Looks (+1 or -2 DC to making first impressions or seeming like a good person)
Wits: Speed of Thought (+1 to Initiative), Snappy Retorts (-2 to Social difficulties for things like making a comeback to an insult.)
Manipulation: Reverse Psychology (+1 to Bluff when you're trying to make people do what you want), Accomplished Liar (+1 to Bluff when telling a big fat lie)
Skills
Alertness: Sixth Sense (+1 to spot danger), Eye For Detail (+1 to spot small details around you)
Athletics: Artful Dodger (+1 to dodge rolls), Tumbler (+1 to climbing/jumping)
Repair: Gunsmith (+1 to build new guns or make ammunition), Jury Rigger (+1 to build or repair using improvised materials)
Explosives: Mad Bomber (+1 to build bombs), Bomb Squad (+1 to safely defuse live explosives)
Unarmed: Striker (+1 to hit people), Grappler (+1 to grapple someone)
Science: Computer Whiz (+1 or -2 DC to hacking rolls), Electrician (+1 or -2 DC to repair or modify electronics)
Guns: Rifleman (+1 to use rifles), Pistolero (+1 to use Pistols)
Speech: Debate Major (+1 when you try to logically convince someone of something) Silver Tongue (+1 to use sweet words to convince people of things)
Bluff: Shyster (+1 when you try to con someone), Pathological Liar (+1 for outright lies)
Intimidation: Menacing Presence (+1 to scare someone simply by being close to them), Steely Stare (+1 to stare someone into submission)
Melee: Knives (+1 to hit with all knives,) Headknockers (+1 to hit with blunt weapons)
Medicine: Trauma Surgeon (+1 to heal extreme injuries) Medicine Man/Woman (+1 to making herbal remedies)
Lockpick: Safecracker (+1 to unlock safes) Locksmith (+1 to unlock regular door locks)
Sneak: Silent Steps (+1 to move silently) Hide In Plain Sight (+1 to sneak when there's no cover)
Survival: Tracking (+1 to follow something based on footprints and spoor), Live Off The Land (+1 to find food and shelter)
Throwing: Dart Champion (+1 to close range throws), Hammer Thrower (+1 to long-range throws)
Scavenging: Good Feeling About This (+1 to find something good in a pile of crap), Thorough Searching (+1 to find something over a long extended search)
Gambling: Poker Face (+1 to card games with opponents), Odds In My Favor (+1 to strategy based games like Craps and Blackjack)
Stats
Strength: Core Strength (+1 anytime you lift or pull something), Power Strikes (+1 to damage rolls for Unarmed and Melee)
Perception: Long Range (+1 anytime you try to see or shoot something at extreme distances), 10/15 Vision (+1 to Alertness rolls)
Endurance: Unbreakable (+1 to soak rolls), Tireless (+1 anytime you do something for a long time that requires endurance, such as long distance running)
Charisma: Infectious Jokes (+1 to telling jokes) Air of Confidence (+1 to Intimidation)
Intelligence: Creative Logic (-2 DC to try and figure out ways to solve a problem), Elephant Memory (+1 when rolling to try and exactly remember something)
Agility: Lightning Reflexes (+1 to attacking or dodging within melee range), Acrobatic (+1 when you have to do something like land safely out of a fall or jump over something)
Appearance: Sex Appeal (+1 or -2 DC to seduction rolls), Wholesome Looks (+1 or -2 DC to making first impressions or seeming like a good person)
Wits: Speed of Thought (+1 to Initiative), Snappy Retorts (-2 to Social difficulties for things like making a comeback to an insult.)
Manipulation: Reverse Psychology (+1 to Bluff when you're trying to make people do what you want), Accomplished Liar (+1 to Bluff when telling a big fat lie)
Skills
Alertness: Sixth Sense (+1 to spot danger), Eye For Detail (+1 to spot small details around you)
Athletics: Artful Dodger (+1 to dodge rolls), Tumbler (+1 to climbing/jumping)
Repair: Gunsmith (+1 to build new guns or make ammunition), Jury Rigger (+1 to build or repair using improvised materials)
Explosives: Mad Bomber (+1 to build bombs), Bomb Squad (+1 to safely defuse live explosives)
Unarmed: Striker (+1 to hit people), Grappler (+1 to grapple someone)
Science: Computer Whiz (+1 or -2 DC to hacking rolls), Electrician (+1 or -2 DC to repair or modify electronics)
Guns: Rifleman (+1 to use rifles), Pistolero (+1 to use Pistols)
Speech: Debate Major (+1 when you try to logically convince someone of something) Silver Tongue (+1 to use sweet words to convince people of things)
Bluff: Shyster (+1 when you try to con someone), Pathological Liar (+1 for outright lies)
Intimidation: Menacing Presence (+1 to scare someone simply by being close to them), Steely Stare (+1 to stare someone into submission)
Melee: Knives (+1 to hit with all knives,) Headknockers (+1 to hit with blunt weapons)
Medicine: Trauma Surgeon (+1 to heal extreme injuries) Medicine Man/Woman (+1 to making herbal remedies)
Lockpick: Safecracker (+1 to unlock safes) Locksmith (+1 to unlock regular door locks)
Sneak: Silent Steps (+1 to move silently) Hide In Plain Sight (+1 to sneak when there's no cover)
Survival: Tracking (+1 to follow something based on footprints and spoor), Live Off The Land (+1 to find food and shelter)
Throwing: Dart Champion (+1 to close range throws), Hammer Thrower (+1 to long-range throws)
Scavenging: Good Feeling About This (+1 to find something good in a pile of crap), Thorough Searching (+1 to find something over a long extended search)
Gambling: Poker Face (+1 to card games with opponents), Odds In My Favor (+1 to strategy based games like Craps and Blackjack)