Difference between revisions of "Specialties"
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(added to Herbalism and Toxicology) |
(added to science) |
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* Mechanical Engineering | * Mechanical Engineering | ||
* Metallurgy | * Metallurgy | ||
| + | * Nuclear | ||
* Physics | * Physics | ||
* Supernatural Physiology | * Supernatural Physiology | ||
| Line 1,145: | Line 1,146: | ||
| <!-- rejected --> | | <!-- rejected --> | ||
* Engineering (Must be specified which type, not just in general) | * Engineering (Must be specified which type, not just in general) | ||
| + | * Experiments (too broad) | ||
| <!-- unreviewed --> | | <!-- unreviewed --> | ||
* Astronomy | * Astronomy | ||
Revision as of 17:06, 19 September 2025
Here are some specific examples of specialties that are narrow enough to be approved (i.e. would not apply to virtually all rolls involving that stat).
- Rejected entries can be appealed if you think it's narrower than what staff envisioned.
Reminder - specialties do not affect Damage or Soak rolls.
Attributes
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Primary Abilities
Primary Ability Specialties may also overlap with a Secondary Ability (even if you do not have any dots in that Secondary Ability)
Talents
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Skills
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Knowledges
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Secondary Abilities
Talents
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Skills
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Knowledges
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Mage Spheres
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