Specialities

Specialities are Faction-specific "classes" which characters can learn. Each one gives a five-rank talent tree which gives the character several new abilities and options in the game.

Speciality prerequisites
A character cannot simply pick up any Speciality they feel like, they must have shown both an aptitude and a willingness to perform the Speciality's role - a sniper must have fired a gun and a trader must have sold an item, for example. All specialities have the same prerequisites;
 * Pledged to the Faction that teaches it.
 * 50% Rep with the Faction that teaches it.
 * 25% in a single Skill.
 * 5 Ranks of one Trait.
 * 1 'Name' Achievement.
 * The Faction-specific Prerequisite.

Faction-specific Prerequisites
The Faction-specific prerequisites vary in difficulty to meet, usually depending on how good the Specialities are.
 * The Eagles have no extra prerequisite, but all Specialities start with the Patriot Trait (a permanent bonus to Morale equal to 25% of the character's Eagles Rep).
 * Eternal War require 100 ranks in a specific weapon's Secondary Skill.
 * The Maintenance Crew only require 25% Rep with their Faction, except for their Transhuman Specialities, which require 100% Rep.
 * The Radslummer Outcasts require that their Specialists have the Radslummer Advantage.
 * The Trojans require 25% in a second Skill.
 * The 143 Freehold requires that all it's Specialists have the Spiritual Disadvantage.

Transhuman Specialities
All Factions have a Speciality that is specifically for Transhumans. These have an additional requirement that the character is a set Transhuman type - either Tech, Bio or Nat.

Apocalypsed Specialities
Most Factions have an Apocalypsed Speciality. These don't require the 'Name' achievement or the Faction-specific prerequisite, but start with the Apocalypsed Trait (The character's Morality changes to Amoral and they gain 10% natural damage reduction.)

How Specialities Work
When a character meets all of the prerequisites, they can go to the Speciality trainer in the Faction's Base and request training. The trainer will give them a simple task to complete and, when the character returns, they will teach them. Upon being taught a Speciality, it unlocks a five-Trait path in the character's Trait screen. These Traits follow the same basic format; The exception is the Eagles Specialities (which have ranks 1-4 pushed back by one, and have the Patriot Trait at rank 1) and the Apocalypsed Specialities (which have the Apocalypsed Trait at rank 1 and then a single power at quarter, half, three quarter and full power).
 * Rank 1-2 "Trainee". The Speciality's basic power. Rank 1 is at half power, Rank 2 is at full power.
 * Rank 3-4 "Practicioner". A secondary power/bonus. Rank 3 is at half power, Rank 4 is at full power.
 * Rank 5 "Master". Extra bonus. Title.