Cogent 0.7/Specializations

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**Specializations**   ·   Piloting   ·   Linguistics   ·   TelekinesisVoid Rending   ·   Ballroom Dancing   ·   Foraging   ·   Trapping

**Specializations** are advanced proficiencies which can be unlocked once your character hits 5 points in a skill or proficiency. All subsequent points earned or added to that skill go into specializations, which represent your character's growing specialization in one aspect of that skill or proficiency. These specializations add extra dice when a character is making rolls involving those activities. Specializations must be narrow, for example: Survival: Planetary Tracking, Computers: Hacking, or Construction: Apartments.

When rolling skill checks involving that aspect of the skill, the character may roll with their specialization.

What follows is a list of existing specializations for different Cogent skills and proficiencies.

**All new specializations MUST be approved by Etzan before being added to this list, and before seeing live play.**

## Template

The template to add a specialization to a character sheet, under the "Proficiencies" section, is:

```
{{ Cogent 0.7 Specialization
}}

```

## Skills

### Strength

  **Resist Psionic Power** | Will
 **Building Type Construction** | Construction

## Weapons

 **Exploit Weakness** | Any weapon
* *Grants bonus dice for attacks with a weapon on a specific type of enemy listed in the specialization.*
* *Cannot be used against PC's.*

### Melee

 **First Strike** | Any melee weapon
* *If you have the first strike on an opponent in an engagement, whether due to reflex, surprise, or stealth, allows the first attack roll to be made with extra dice.*
 **Trip and Stagger** | Any melee weapon
* *When making an attack roll, you may call out that your character is attempting to stagger their opponent or trip them to the ground, and make the attack with extra dice. The call must be for **either** a stagger or a trip, but not both. If the attack succeeds beyond the necessary wins on the injury table for the effect named beforehand, the attempt succeeds.*
* *The enhanced trip attack may only occur once per engagement.*

### Ranged

 **Flurry/Overcharge** | Any ranged weapon
 **Aimed Shot** | Any ranged weapon
* *You are stationary and attackable, but can benefit from cover, for a turn.*
* *If you’re attacked in any way, you’re forced to dart back into cover, which disrupts your shot, but you can still attack with regular dice the following turn.*

## Psionics

### Ionic

 **Hematologic Lock** |  Blood Manipulation |  | * *Both of your hands must be free to use this.*
* *Inflicts a Stagger on the first turn if the attack roll succeeds by one or more.*
* *Forces the target to fall to their knees and drop their weapon on the second turn, if the attack roll succeeds by four or more.*
  **Static Strike** | Any melee weapon
* *Attacking the target while they are charged in this way with the specialized weapon allows you to make the attack roll with extra dice, and dispels the charge.*
* *Character must be an  Ionic psion and have proficiency in at least one  Ionic power.*

### Exigent

  **Mass-Focused Strike** | Any melee weapon
* *While charging up the attack, any defensive rolls which you are forced to make are made with half dice.*
* *This specialization may only be used once per engagement.*
* *Character must be an  Exigent psion.*

### Radiant

  **Burning Fury** | Grapple
* *Must spend a turn to activate.*
* *Adds specialization bonus to grapple rolls.*
* *Last for five turns, while active no other weapons or gear can be used and cannot be ended prematurely.*
* *May only be used once per engagement.*
  **Radiant Strike** | Any Melee Weapon
* *While charging up the attack, any defensive rolls which you are forced to make are made with half dice.*
* *This specialization may only be used once per engagement.*
* *Character must be a  Radiant psion.*