Specializations are static bonuses that apply consistently with no further roll. They are an enhancement upon any character and should be considered carefully for the full flavor and character design.
While a list exists here, we strongly encourage you to
- Reduces the Armor Dice Penalty by 1 and the Movement Penalty by 1. (May only be taken once)
- Reduce weapons Action Point costs by 5%.
- Increase your Action Point roll by 5%.
- Increase your Vitality rolls by 10%
- Reduce required distance for throwing weapons by your Strength value.
- Add your Strength value to any roll where Strength is used as an Attribute. *******
- +5 Bonus to Injury Reduction
- Increase your Vitality rolls by 10%
- 50% of your Physique is added to your Max Injury Potential (MIP)
- Double your Physique bonuses when being moved against your will.
- Double your Physique bonuses when moving a target against their will.
- Add your Physique value to any roll where Physique is used as an Attribute.
- +1 Move to Hit Chart
- Negate 10% Ranged Distance Requirement
- -1 to Ranged Spread Die
- +1 Move to Enemy Hit Chart
- Increase your Action Point roll by 5%
- Reduce time penalty by 50 Action Points when switching weapons or drawing a weapon.
- Reduce "Nock" time of Ranged weapons by 50 Action Points.
- Add your Dexterity value to any roll where Dexterity is used as an Attribute.
- After an Attack or Defense roll, you can Move your Walk Speed.
- +2' to Walk Speed.
- Ignore your Agility to Terrain Penalties.
- Increase your Action Point roll by 5%
- Evade's Reaction penalty is no longer all of your remaining Action Points, but uses x% of your remaining AP.
- Add your Agility value to any roll where Agility is used as an Attribute.
- -1 Vitality cost, per second or per Action.
- Increase your Vitality rolls by 10%
- -1 Die to any Static Damage Dice pool rolled against you.
- Ignore the first Injury dealt to an area. (The actual number of injuries is recorded but you treat that Injury as 1 less in the cases of penalties to your Actions.)
- Increase your Vitality rolls by 10%.
- -1 Die for Spell Hold Damage Dice pool.
- -1 Second to Magic Resistance Reaction time.
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- +1 Skill Point when awarded
- -1 to Ranged Spread Die
- Negate 1 Enemy Team Fight Attack Die
- +1 Success when rolling for an Insight related Skill check. (Gives another piece of information if the roll is a success.)
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- +1 Language
- +1 Team Fight Die
- Negate 10% of Distance needed for Ranged Weapons.
- +1 Success when rolling for an Intellect related Skill check. (Gives another piece of information if the roll is a success.)
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