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Designer Diary - Welcome to the Sticks
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<blockquote data-quote="Keaggan" data-source="post: 8017183" data-attributes="member: 7025002"><p>We painted with broad strokes filling out the canvas was a swath of different colors and shapes. Now we move in closer to create detail. Specialties go hand in hand with Skill. This isn't a large section but it has some of the most depth due to the sheer wide variety at the player's disposal. I'll put up the next section in a few days since this is a shorter one.</p><p></p><p>As always your feedback and critique are welcomed.</p><p></p><p>-Keaggan</p><p>_______________________________________________________</p><p></p><p style="text-align: center"><em><span style="font-size: 26px">"I will do as I promised. No matter what, I will not send you into the darkness alone..." -</span></em><span style="font-size: 26px"> Robert Pierce</span></p> <p style="text-align: center"></p> <p style="text-align: center"><u><strong><span style="font-size: 26px">SPECIALTIES</span></strong></u></p><p></p><p></p><p>Skills represent a number of related tasks showing how good you are in a general way, Specialties let you shine in much more specific areas within a given Skill. Specialties are where you personalize your skills making them truly your own. Two characters with the same skill can feel very different just make modifying them in unique ways. For example, you could have two characters both skilled in Industrial but each could Specialize in different things. One character puts emphasis on cars able to modify and repair them quickly while another could build a radio out of copper wire and & battery. It all depends on what Specialties you choose to make. See below for details.</p><p></p><p>After your starting Specialties, you can buy new ones if you meet the prerequisite. <em><strong>The cost for each </strong><u><strong>NEW</strong></u><strong> Specialty is 25 xp.</strong></em> Each skill may have an equal number of Specialties as their modifier. If you have a Small Arms skill of 2 then you may have UP TO 2 Specialties for that skill. Thus if you gain Master (Mod 4) you can have four Specialties for that single skill!<em> However,</em> <em>you may never have more than one of each type per skill.</em> If you chose to use Proficient for Shotguns then you may not pick Proficient again for SMGs. The only exception is if you took the Gifted Perk.</p><p></p><p></p><p><em><strong><span style="font-size: 18px">How do you make Specialties?</span></strong></em></p><p></p><p>Specialties are a creative endeavor allowing you to personalize your skills more. They are similar to Merits, Advantages, or Feats in other systems except YOU have a part in their creation. This can be a daunting task if you aren't used to but they have been streamlined into a variety of bonuses. Some Specialties may fit one category better than another. <em>Like the rest of character creation, it is good to involve your GM so they can assist you since they will have the final say on Specialty’s application.</em></p><p></p><p>When you pick a Specialty you will need to define when it applies within a skill group. Example: you choose to add Proficient to your Small Arms skill group and decide it applies to shotguns. Now when you use a shotgun you would roll 3d6 instead of the normal 2d6 for Small Arms. However, this DOES NOT carry over to all weapons that belong to Small Arms. Shooting a handgun or SMG will still use the normal 2d6. At the same time, you don’t need to overly specify such as describing an exact type of gun. All shotguns whether they are pump, double barrel, semi-auto</p><p></p><p>While you may never duplicate Specialties in the same skill you can have multiple ones center around the same thing. Example: you have a Master rank (Skill 4) in Small Arms and want to showcase that you aren't just good, you are John Wick with handguns! You have <strong>Proficient Handguns</strong> (3d6 take top 2), <strong>Honed Handguns</strong> so when you shoot someone you are more likely to do critical damage, <strong>Swiftness Handguns Aim</strong> to get your accuracy bonus for free, and <strong>MacGyver Handguns</strong> so even if you have an inferior or improvised handgun you take no penalties...because you are freaking John Wick.</p><p></p><p style="text-align: center"><strong><u><span style="font-size: 26px">Specialty List</span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 18px">“<em>We all may have been trained the same but it doesn’t mean we can’t be special in our own way.” </em>- Diamondback</span></p><p></p><p></p><p><u><strong>Proficient</strong></u></p><p></p><p>Roll 3d6 and keep the top two dice.</p><p></p><p><u><strong>MacGyver</strong></u></p><p></p><p>Remove up to -2 from the improvised equipment penalty.</p><p></p><p><u><strong>Honed</strong></u></p><p></p><p>Lower critical successes by 1 making them 11, 13, & 15 now.</p><p></p><p><u><strong>Swiftness</strong></u></p><p></p><p>Gain a single free action such as drawing a weapon and moving quickly or cut the time of a single task in half such as repairing an engine and researching.</p><p></p><p><u><strong>Sibling</strong></u></p><p></p><p>Choose a single skill that falls under another skill group in the same category. That skill may be rolled under the main skill rank -1. Say you have Heavy Weapons Master Rank (+4) and Small Arms Journeyman Rank (+1). You can choose SMG (that would fall under the Small Arms skill group but still shares the same combat category) and put it under Heavy Weapons. So now when you use an SMG you roll it at +3 instead of +1 (Heavy Weapons 4 -1 = 3). All other weapons that are Small Arms still roll at Journeyman Rank (+1).</p><p></p><p><u><strong>Focused</strong></u></p><p></p><p>All 1s you roll are now considered 2. Which means you can only roll a minimum of 4 instead of 2. This also means if you roll a 6 & 1 your total is 8 because that 1 is now a 2!</p></blockquote><p></p>
[QUOTE="Keaggan, post: 8017183, member: 7025002"] We painted with broad strokes filling out the canvas was a swath of different colors and shapes. Now we move in closer to create detail. Specialties go hand in hand with Skill. This isn't a large section but it has some of the most depth due to the sheer wide variety at the player's disposal. I'll put up the next section in a few days since this is a shorter one. As always your feedback and critique are welcomed. -Keaggan _______________________________________________________ [CENTER][I][SIZE=7]"I will do as I promised. No matter what, I will not send you into the darkness alone..." -[/SIZE][/I][SIZE=7] Robert Pierce[/SIZE] [U][B][SIZE=7]SPECIALTIES[/SIZE][/B][/U][/CENTER] Skills represent a number of related tasks showing how good you are in a general way, Specialties let you shine in much more specific areas within a given Skill. Specialties are where you personalize your skills making them truly your own. Two characters with the same skill can feel very different just make modifying them in unique ways. For example, you could have two characters both skilled in Industrial but each could Specialize in different things. One character puts emphasis on cars able to modify and repair them quickly while another could build a radio out of copper wire and & battery. It all depends on what Specialties you choose to make. See below for details. After your starting Specialties, you can buy new ones if you meet the prerequisite. [I][B]The cost for each [/B][U][B]NEW[/B][/U][B] Specialty is 25 xp.[/B][/I] Each skill may have an equal number of Specialties as their modifier. If you have a Small Arms skill of 2 then you may have UP TO 2 Specialties for that skill. Thus if you gain Master (Mod 4) you can have four Specialties for that single skill![I] However,[/I] [I]you may never have more than one of each type per skill.[/I] If you chose to use Proficient for Shotguns then you may not pick Proficient again for SMGs. The only exception is if you took the Gifted Perk. [I][B][SIZE=5]How do you make Specialties?[/SIZE][/B][/I] Specialties are a creative endeavor allowing you to personalize your skills more. They are similar to Merits, Advantages, or Feats in other systems except YOU have a part in their creation. This can be a daunting task if you aren't used to but they have been streamlined into a variety of bonuses. Some Specialties may fit one category better than another. [I]Like the rest of character creation, it is good to involve your GM so they can assist you since they will have the final say on Specialty’s application.[/I] When you pick a Specialty you will need to define when it applies within a skill group. Example: you choose to add Proficient to your Small Arms skill group and decide it applies to shotguns. Now when you use a shotgun you would roll 3d6 instead of the normal 2d6 for Small Arms. However, this DOES NOT carry over to all weapons that belong to Small Arms. Shooting a handgun or SMG will still use the normal 2d6. At the same time, you don’t need to overly specify such as describing an exact type of gun. All shotguns whether they are pump, double barrel, semi-auto While you may never duplicate Specialties in the same skill you can have multiple ones center around the same thing. Example: you have a Master rank (Skill 4) in Small Arms and want to showcase that you aren't just good, you are John Wick with handguns! You have [B]Proficient Handguns[/B] (3d6 take top 2), [B]Honed Handguns[/B] so when you shoot someone you are more likely to do critical damage, [B]Swiftness Handguns Aim[/B] to get your accuracy bonus for free, and [B]MacGyver Handguns[/B] so even if you have an inferior or improvised handgun you take no penalties...because you are freaking John Wick. [CENTER][B][U][SIZE=7]Specialty List[/SIZE][/U][/B] [SIZE=5]“[I]We all may have been trained the same but it doesn’t mean we can’t be special in our own way.” [/I]- Diamondback[/SIZE][/CENTER] [U][B]Proficient[/B][/U] Roll 3d6 and keep the top two dice. [U][B]MacGyver[/B][/U] Remove up to -2 from the improvised equipment penalty. [U][B]Honed[/B][/U] Lower critical successes by 1 making them 11, 13, & 15 now. [U][B]Swiftness[/B][/U] Gain a single free action such as drawing a weapon and moving quickly or cut the time of a single task in half such as repairing an engine and researching. [U][B]Sibling[/B][/U] Choose a single skill that falls under another skill group in the same category. That skill may be rolled under the main skill rank -1. Say you have Heavy Weapons Master Rank (+4) and Small Arms Journeyman Rank (+1). You can choose SMG (that would fall under the Small Arms skill group but still shares the same combat category) and put it under Heavy Weapons. So now when you use an SMG you roll it at +3 instead of +1 (Heavy Weapons 4 -1 = 3). All other weapons that are Small Arms still roll at Journeyman Rank (+1). [U][B]Focused[/B][/U] All 1s you roll are now considered 2. Which means you can only roll a minimum of 4 instead of 2. This also means if you roll a 6 & 1 your total is 8 because that 1 is now a 2! [/QUOTE]
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