Welcome Guest [Log In] [Register]
Add Reply
Ability Lists
Topic Started: Dec 13 2010, 01:15 PM (253 Views)
Nordak Johganis
Member Avatar
Game Master
These are the ability lists, listed by class. Each ability lasts for only one turn, unless otherwise stated. When selecting Abilities for leveling up, abilities can be bought from any of the three ability trees for the class, but must be bought in order within that tree (I-->II-->III-->IV-->V).


SOLDIER ABILITY LISTS
Marksmanship
I: Careful Aim: 1 shot with +2 to roll to hit (recharge 1 turn)
II: Precise Aim: 1 shot with +4 to roll to hit (recharge 2 turns)
III: Disabling Shot: 1 shot that if it hits, target suffers –D3 Speed or –D3 Str (random) for the rest of the game, to a minimum of 6 (recharge 3 turns)
IV: Disarming Shot: 1 shot that if it hits, target is disarmed (recharge 3 turns)
V: Headshot: 1 shot that if it hits, guaranteed critical (recharge 4 turns)
Rapid Shooting
I: Rapid Fire: 2 shots with -1 on each roll to hit for (recharge 1 turn)
II: Burst: 3 shots with -2 on each roll to hit for (recharge 2 turns)
III: Controlled Burst: 3 shots at normal accuracy (recharge 3 turns)
IV: Accurate Burst: 3 shots at +1 on each roll to hit (recharge 4 turns)
V:Deadly Burst: 3 shots at +2 on each roll to hit (recharge 5 turns)
Movement
I: Sprint: Move 3 extra spaces (recharge 1 turn)
II: Hurdle: Clear obstacle at normal speed (recharge 2 turns)
III: Combat Roll: Move 2 spaces with enemies at -4 on roll to hit (recharge 3 turns)
IV: Distance Sprint: Move 5 extra spaces (recharge 3 turns)
V: Dodge and Weave: Move with enemies at -2 on roll to hit (recharge 4 turns)


OFFICER ABILITY LISTS
Shooting
I: Careful Aim: 1 shot with +2 to roll to hit (recharge 1 turn)
II: Rapid Fire: 2 shots with -1 on each roll to hit (recharge 1 turn)
III: Precise Aim: 1 shot with +4 to roll to hit (recharge 2 turns)
IV: Controlled Burst: 3 shots at normal accuracy (recharge 3 turns)
V: Headshot: 1 shot that if it hits, guaranteed critical (recharge 4 turns)
Orders
I: Move Out!: Allies within 5 squares move 2 extra squares (recharge 1 turn)
II: Open Fire!: Allies within 5 squares receive 1 extra shot (recharge 2 turns)
III: Suppressing Fire!: Allies within 5 squares paralyze enemies if shots hit (recharge 3 turns)
IV: Take Aim!: Allies within 5 squares receive +2 on rolls to hit (recharge 4 turns)
V: Assault Through!: Allies within 5 squares may move and shoot at normal accuracy (recharge 5 turns)
Tactics
I: Get Down!: Allies within 5 squares receive -1 to enemy rolls to hit (recharge 1 turn)
II: Overwatch!: Allies within 5 squares receive +1 on rolls to spot Hidden enemies (recharge 2 turns)
III: Stand Fast!: Allies within 5 squares immune to paralyzing effects (recharge 3 turns)
IV: Dig In!: Allies within 5 squares receive -3 to enemy rolls to hit (recharge 4 turns)
V: Ambush!: Allies within 5 squares count as Hidden for 3 turns (recharge 5 turns)


MEDIC ABILITY LISTS
Shooting
I: Careful Aim: 1 shot with +2 to roll to hit (recharge 1 turn)
II: Precise Aim: 1 shot with +4 to roll to hit (recharge 2 turns)
III: Rapid Fire: 2 shots with -1 on each roll to hit (recharge 2 turns)
IV: Disabling Shot: 1 shot that if it hits, target suffers –D3 Speed or –D3 Str (random) for the rest of the game, to a minimum of 6 (recharge 3 turns)
V: Disarming Shot: 1 shot that if it hits, target is disarmed (recharge 4 turns)
First Aid
I: Clot Wound: Character in contact stops bleeding and/or goes up to 0 HP (recharge 1 turn)
II: Splint: Character in contact has any reduced attributes restored (recharge 2 turns)
III: Field Dressing: Character in contact has 10 HP of damage healed (recharge 2 turns)
IV: Bacta Patch: Character in contact has 10 HP of damage healed, and receives 10 HP of damage healed following turn (recharge 3 turns)
V: Bactade Injection: Character in contact has 15 HP of damage healed, and receive 15 HP of damage healed following turn (recharge 5 turns)
Intensive Care
I: Stabilize: Character on same planet is restored to 0 HP (1 per day)
II: Antidotes: Character on same planet recovers from poison or sickness (1 per day)
III: Bacta Immersion: Character on same planet recovers health at double speed for 1 day (1 per day)
IV: Deft Healer: Medic can use Intensive Care abilities twice per day (passive)
V: Veteran Healer: Medic can use Intensive Care abilities three times per day (passive)


ENGINEER ABILITY LISTS
Sabotage
I: Concussion Charge: Deals 20 HP of damage to building in contact. (recharge 1 turn)
II: Proton Charge: Deals 40 HP of damage to building in contact. (recharge 2 turns)
III: Electrostatic Charge Detonator: Renders enemy electronics within 5 squares ineffective for remainder of game (recharge 3 turns).
IV: Thermal Charge: Deals 80 HP of damage to building in contact (recharge 4 turns)
V: Sequencer Charge: Deals 100 HP of damage to building in contact (recharge 5 turns)
Construction
I: Efficient Building: Buildings cost 10% less to build (passive)
II: Increased Durability: Buildings now have 10% more HP when built (passive)
III: Streamlined Building: Buildings cost an additional 20% less to build (passive; stacks with Efficient Building)
IV: Durasteel Frames: Buildings now have an additional 20% more HP when built (passive; stacks with Increased Durability)
V: Master Builder: Buildings are built in half the time, rounding up, to a minimum of 1 day (passive)
Combat
I: Sprint: Move 3 extra spaces (recharge 1 turn)
II: Repair: Restores 20 HP to building in contact (recharge 2 turns)
III: Careful Aim: 1 shot with +2 to roll to hit (recharge 2 turns)
IV: Combat Roll: Move 2 spaces with enemies at -4 on roll to hit (recharge 3 turns)
V: Dodge and Weave: Move with enemies at -2 on roll to hit (recharge 4 turns)


SPY ABILITY LISTS
Field Craft
I: Sneak: Player counts as Hidden, but player cannot take any other action besides moving half speed (recharge 1 turn).
II: Smoke Grenade: Enemies suffer -5 on rolls to hit player (recharge 2 turns)
III: Distraction Grenade: Enemies cannot shoot at player (recharge 3 turns)
IV: Observation Post: Player counts as Hidden indefinitely (recharge 4 turns)
V: Disguise: Player cannot be shot at, but cannot fire any weapons or take any hostile actions for the rest of the game (1 per game).
Espionage (Note: player can only receive 1 intelligence report per day of any type in addition to any other restrictions on amounts)
I: Rumor Trafficking: Player can receive an intelligence report with low validity
II: Barroom Listening: Player can receive an intelligence report with moderate validity
III: Informant Report: Player can receive an intelligence report with medium validity (2 per week)
IV: Signal Intercept: Player can receive an intelligence report with good validity (1 per week)
V: Improved Networks: Player can now receive an informant report 3 times per week
Field Intelligence
I: Relay Position: Player or ally receives +2 to Spot check (recharge 1 turn)
II: Remote Disable: Target electronic equipment is disabled (recharge 2 turns)
III: Spot Movement: Player or ally receives +5 to Spot check (recharge 3 turns)
IV: Remote Hack: Target electronic equipment turns friendly (recharge 4 turns)
V: Expert Eyes: Player or ally automatically passes Spot check (recharge 5 turns)


MERCHANT ABILITY LISTS
Simple Crafting (Note: Ability Lists with all I can be purchased in any order)
I: Craft Knives
I: Craft Backpacks
I: Craft Holsters
I: Craft Slings
Advanced Crafting (Note: Ability Lists with multiple of each number require only 1 to be purchased before purchasing the next rank.)
I: Basic Weapon Crafting: Player can craft E-5 Blaster Rifles, KYD-21 Blaster Pistols, Stun Batons, and Vibroblades
I: Basic Equipment Crafting: Player can craft 2x Sights, Rangefinders, Flak Jackets, underbarrel flashlights, and hand drills
II: Advanced Weapon Crafting: Player can craft DLT-19 Blaster Rifles, DL-18 Blaster Pistols, Model 434s, and Vibroswords
II: Advanced Equipment Crafting: Player can craft Reflex Sights, Foregrips, Light Armor, breathing masks, medipacks, and power drills
III: Expert Weapon Crafting: Player can craft EE-3 Carbine Rifles, S-5 Blaster Pistols, DL-44 Blaster Pistols, and Force Pikes
III: Expert Equipment Crafting: Player can craft 4x Sights, Rail Systems, Heavy Armor, and laser drills
Shopkeeping
I: Improved Stock: Player can stock an inventory of 30 items instead of 15
I: Holonet Transactions: Player can sell items to players not on the same planet as them at 10% higher prices; items must be shipped to buyer.
II: Expansion: Player can open up a second shop on another planet.
II: Improved Shipping: Holonet Transactions now only cost 5% more for buyer; items must be shipped to buyer.
III: Conglomerate: Player can open up a third shop on another planet (requires II: Expansion)


CIVILIAN ABILITY LISTS
Simple Crafting (Note: Ability Lists with all I can be purchased in any order)
I: Craft Knives
I: Craft Backpacks
I: Craft Holsters
I: Craft Slings
Mining
I: Mine Training: Player can work in mines for 12 hours a day
I: Survival Training: Player may re-roll failed Cave-in tests
II: Experienced Miner: Player can work in mines for 16 hours a day.
III: Skilled Miner: Player may re-roll failed Mining Equipment breaking tests.
IV: Mine Foreman: Player can certify other players in Mining
IV: Veteran Miner: Player never breaks Mining Equipment
Banking
I: Basic Investments: Player can make investments with 10% return chance (1 per day)
II: Large Investments: Player can make investments with 35% return chance (1 per day)
III: Risky Investments: Player can make investments with 75% return chance (1 per day)
IV: Market Expert: Risk for investments is now only 50% of return chance (passive)
V: Bank Overseer: Player can certify other players in Banking
Entertainment (Note: players can only perform 1 routine per day)
I: Beginner: Player can perform simple routines
II: Good Entertainer: Player can perform moderate routines
III: Local Legend: Player's routines earn double income on home planet
IV: Skilled Entertainer: Player can perform difficult routines
V: Moderate Popularity: Player's routines earn double income on all planets
VI: Minor Star: Player's routines earn triple income on all planets
VII: Master Entertainer: Player can perform impressive routines
VIII: Galactic Superstar: Player's routines earn quadruple income on all planets
General Skills
I: Basic Piloting: Player can pilot civilian starships
I: Basic Self-Defense: Player is proficient with Knives and Stun Batons
II: Advanced Self-Defense: Player is proficient with Pistols and Vibroblades (requires I: Basic Self Defense)


SMUGGLER ABILITY LISTS
Dirty Tricks
I: Snap Shots: Player gets 2 shots at -1 to hit on each (recharge 1 turn)
II: Tripwire: Target enemy must pass a spot check or be unable to move for 1 turn (recharge 2 turns)
III: Ankle Shot: Player gets 1 shot that if it hits, target suffers -D3 speed for the remainder of the game, to a minimum of 6 (recharge 3 turns)
IV: Razor Wire: Target enemy must pass a spot check or receive a Bleeding wound (recharge 4 turns)
V: Pinning Fire: Player gets 3 shots at -2 to hit on each; if any hit, target counts as Paralyzed (recharge 5 turns)
Evasion
I: Sprint: Move 3 extra spaces (recharge 1 turn)
II: Hurdle: Clear obstacle at normal speed (recharge 2 turns)
III: Roll Away: Move 2 spaces with enemies at -4 on roll to hit (recharge 3 turns)
IV: Distance Sprint: Move 5 extra spaces (recharge 3 turns)
V: Dodge and Weave: Move with enemies at -2 on roll to hit (recharge 4 turns)
Smuggling
I: Illegal Modifications: Player can upgrade their ship with Weapons and Equipment
II: Quick Talker: Player can use Intelligence to attempt to talk his way out of arrests and searches
III: Underworld Contacts: Player can call on a shady friend to aid in escape attempts (1 per week)
IV: Experienced Smuggler: Player can take on 1 extra smuggling mission per Tier without increasing his Wanted Level
V: Popularity Saves: Player can use Underworld Contacts twice per week.


BOUNTY HUNTER ABILITY LISTS
Combat
I: Rapid Fire: 2 shots at -1 to hit on each (recharge 1 turn)
II: Careful Aim: 1 shot at +2 to hit (recharge 1 turn)
III: Crippling Shot: 1 shot that if it hits, target gets -D3 Speed for the rest of the game, to a minimum of 6 (recharge 3 turns)
IV: Controlled Burst: 3 shots at normal accuracy (recharge 3 turns)
V: Disarming Shot: 1 shot that if it hits, target is disarmed (recharge 3 turns)
Tracking
I: Sprint: Move 3 extra spaces (recharge 1 turn)
II: Grappling Line: 1 shot that if it hits, deals no damage, but target cannot move for 1 turn (recharge 2 turns)
III: EM Pulse: Target electronic equipment is disabled or target weapon cannot fire (recharge 3 turns)
IV: Distance Sprint: Move 5 extra spaces (recharge 3 turns)
V: Adrenaline Shot: Player heals 25 HP of damage to himself (recharge 5 turns)
Bounty Hunting
I: Illegal Modifications: Player can upgrade their ship with Weapons and Equipment
II: Hunter's Instincts: Player gets +2 on all Spot checks
III: Lone Wolf: Player recovers health at double speed outside of battles
IV: Experienced Hunter: Player has double chance of intercepting bounty targets
V: Veteran Hunter: Player can take on two bounties at once


PILOT ABILITY LISTS
Piloting
I: Barrel Roll: Enemies receive minus half of player's Maneuverability (rounding down) on rolls to hit (recharge 1 turn)
II: Shunt Power: Player may exchange -2 on Damage for +2 Speed (recharge 2 turns)
III: Juke: Enemies receive minus 3/4 of player's Maneuverability (rounding down) on rolls to hit (recharge 3 turns)
IV: Slide: Enemies receive minus player's Maneuverability on rolls to hit (recharge 4 turns)
V: Ace Pilot: Enemies receive an additional -1 on rolls to hit at all times (passive)
Gunnery
I: Anticipation: +1 on rolls to hit with non-launcher weapons (recharge 1 turn)
II: Shunt Power: Player may exchange -2 Speed for +2 on Damage (recharge 2 turns)
III: Careful Aim: +3 on rolls to hit with non-launcher weapons (recharge 3 turns)
IV: Quick Hands: Player may fire all weapons on the starship without restriction (recharge 4 turns)
V: Ace Gunner: Player receives an additional +1 on rolls to hit at all times (passive)
Mechanics
I: Boost: +1 Speed (recharge 1 turn)
II: Emergency Repairs: Repairs 5 HP to the ship (recharge 2 turns)
III: Surge Protection: On a roll of 11-20 on D20, plus Intelligence, may ignore effects of Ion Cannon hit (recharge 3 turns)
IV: In-Flight Repairs: Repairs 10 HP to the ship (recharge 4 turns)
V: Master Mechanic: Repair an additional D4 damage with every repair attempt (passive)
Edited by Nordak Johganis, Dec 17 2010, 11:04 PM.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Game Rules · Next Topic »
Add Reply

Member Legend
Imperial Leader | Rebel Leader | Imperial | Rebel | Neutral