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Specialties, like the name suggests, are what your character specializes in. You choose a primary specialty at level 1, and a secondary specialty at level 10.

Specialties each have certain skills associated with them. Specialties give the users bonuses to purchasing and using the skills associated with their particular specialty.

Bonuses to dice rolls: All rolls involving the character's main specialty (combat or non-combat) will recieve a +2. All rolls involving the characters secondary specialty will recieve a +1.

Discounts on EXP cost for Skills: Characters will recieve a 25% discount on skills of their specialty. Example:

A skill costs 1000 EXP. The skill is under Bob's specialty. Bob will pay 750 instead of 1000.


All skills outside of specialties (main or secondary) will be full price.

Discounts on Restrictions: Some skills have restrictions (41 Preception, 31 Strength, etc). Characters will have a 10 point discount on these restrictions. Example:

A skill has a restriction of 41. Bob has that skill's specialty. It costs 31 for him.


Small Guns
Big Guns
Energy Weapons
Melee Weapons
Steal
Science
Unarmed
Doctor
Sneak
Outdoorsman

Small Guns

The use, care and general knowledge of small firearms- pistols, SMGs. Includes skillful quick-drawing, the ability to aim and shoot on the move, et cetera. The Small Guns specialty's bonus goes to all rolls involving combat or actions with Small Guns (pistols, rifles, sawn-offs/handguns).

Requires minimum 20 perception

Big Guns

The operation and maintenance of really big guns. Miniguns, rocket launchers, large rifles and machine guns, flamethrowers and the like. Includes methods of proper set up and how to reduce extreme recoil. The Big Guns specialty's bonus goes to all rolls involving combat or actions with a Big Gun/Heavy Weaponry.

Requires minimum 15 perception and 10 strength

Energy Weapons

The care and feeding of energy-based weapons. How to aim and operate weapons that use laser or plasma technology. Includes how to avoid burning yourself to a crisp with your own gun. The Energy Weapons specialty's bonus goes to all rolls involving combat or actions with an energy weapon.

Requires minimum 15 perception and 10 tech

Melee Weapons

Using non-ranged weapons in hand-to-hand, or melee combat. Includes knives, sledgehammers, clubs and the like. The Melee specialty's bonus goes to all rolls involving combat or actions with a melee weapon.

Requires minimum 20 strength

Steal

The ability to make the things of others become your own. Can be used to steal from people or places. The Steal specialty's bonus goes to all rolls involving the Agility stat when used for a sleight-of-hand and thieveries, and to Int rolls for cons.

Requires minimum 15 agility, 10 perception, and 10 intelligence

Science

Covers a variety of high-technology skills, such as computers, biology, physics, and chemistry. The Science specialty's bonus goes to all rolls involving the Technical Knowledge stat.

Requires minimum 20 tech and 15 intel

Unarmed

A combination of martial arts, boxing, and other hand-to-hand fighting arts. Combat with your hands and feet. The Unarmed specialty's bonus goes to all rolls involving unarmed combat.

Requires minimum 20 str and 10 agility

Doctor

The healing of major wounds and crippled limbs. Encompasses both simple first-aid skills and more complex, life-saving abilities. The Doctor specialty's bonus goes to all rolls involving the Intelligence stat.

Requires minimum 15 intel and 10 tech

Sneak

Quiet movement, the ability to remain unseen and unheard. Also encompasses swift, acrobatic skills. Move fast, move silently. The Sneak specialty's bonus goes to all rolls involving the Agility stat.

Requires minimum 20 agility

Outdoorsman

Practical knowledge of the outdoors and how to live off the land. The knowledge of plants and animals and the general ability to survive in the harsh wasteland. The Outdoorsman specialty's bonus goes to all rolls involving the Intelligence stat.

Requires minimum 15 perception and 15 intel