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starrangers:special_powers

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Special powers

Every 500 points allows you to get one special power level.

You must chose the group to take them from in the beginning.

Each package is 25 points and is bought from the bonus points, you can freely buy the package when you have the bonus points and the minimum total points, there is no training or similar needed.

Psionic Adept

A Psionic specialist

Requires you to have psionics from somewhere.

Each time when you reach level 3 in any power allows you to learn one of 25 point psionic package or to put 25 points towards learning a 50 point package that you then learn when you get next power to level 3.

Psionic Warp

Level 1

Rip your enemy apart at a molecular level and weaken their armor and shields.

Innate Attack (Corrosion) 1d - Cyclic 2 (1 sec; Resistable), +100%; Armor Divisor (2), +50%; Takes skill roll, -5%; Cost FP 2, -10%; Psionic, -10%; Takes recharge 15 seconds, -20%.[21]

Skill: Psionic Warp (HT/hard)[2] Innate attack [2]

Level 2

Become better at disrupting enemies

Innate Attack (Corrosion) 1d - Cyclic 4 (1 sec; Resistable), +200%; Armor Divisor (5), +150%; Takes skill roll, -5%; Cost FP 1, -5%; Psionic, -10%; Takes recharge 10 seconds, -15%, incresed 1/2 x2, +5%.[+21=42]

Skill: Psionic Warp (HT/hard)[2] Innate attack [2]

Level 3

Increase the warp to mastery level, extending its duration greatly

Innate Attack (Corrosion) 1d - Cyclic 7 (1 sec; Resistable), +350%; Armor Divisor (10), +200%; Takes skill roll, -5%; Cost FP 1, -5%; Psionic, -10%; Takes recharge 5 seconds, -10%; Increased 1/2 range x5, +10%. 63 B61

Skill: Psionic Warp (HT/hard)[4]

Psionic Throw

Throw uses psionic power to hurl targets away, damaging them if they hit an object.

Level 1

Innate Attack (Crush) 15(5*3d) - No Wounding, -50%; Double Knockback, +20%; Cost FP 2, -10%; Require skill roll, -5%; Takes recharge 15 seconds, -20%; Psionic, -10%.[19]

Skill: Psionic Throw (HT/hard)[4] Innate attack [2]

Level 2

Become better at throwing enemies.

Innate Attack (Crush) 21(7*3d) - No Wounding, -50%; Double Knockback, +20%; Cost FP 1, -5%; Require skill roll, -5%; Takes recharge 10 seconds, -15%; Psionic, -10%[37]

Skill: Psionic Throw (HT/hard)[4] Innate attack [2], 1 point into raising HT or FP.

Level 3

Part of the throw now also affect others close to the point.

Innate Attack (Crush) 12(4*3d) - No Wounding, -50%; Double Knockback, +20%; Cost FP 1, -5%; Require skill roll, -5%; Takes recharge 10 seconds, -15%; Psionic, -10%. 21 B61 Innate Attack (Crush) 9(3*3d) - No Wounding, -50%; Double Knockback, +20%; Cost FP 1, -5%; Require skill roll, -5%; Takes recharge 10 seconds, -15%; Psionic, -10%; Area of effect 1, +50%. 39 B61

Psionic Lift

Lift an enemy up from the ground.

Level 1

Telekinesis 14 - Lift Only, -20%; 4 second duration., -60%; Grapple bonus 5, +25%; Subconcious to keep in place, +30%. Require skill roll, -5%; Cost FP 2, -10%; Psionic, -10%; Takes recharge 4, -20%.[21]

Skill: Psionic Lift (HT/hard)[2] Innate attack [2]

Level 2

Telekinesis 21 - Lift Only, -20%; 4 second duration., -60%; Grapple bonus 5, +25%; Subconcious to keep in place, +30%. Require skill roll, -5%; Cost FP 1, -5%; Psionic, -10%; Takes recharge 10 seconds, -15%.[42]

Skill: Psionic Lift (HT/hard)[2] Innate attack [2]

Level 3

Telekinesis 23 - Lift Only, -20%; 4 second duration., -60%; Grapple bonus 7, +35%; Subconcious to keep in place, +30%. Require skill roll, -5%; Cost FP 1, -5%; Psionic, -10%; Takes recharge 5 seconds, -10%.[64]

Skill: Psionic Lift (HT/hard)[3]

Psionic shield

Creates a psionic shield to ward you. Cannot be on at same time as a normal shield, it automatically deactivates if you have a normal shield on.

Level 1

Damage Resistance 21 - Ablative, -80%; Force Field, +20%. Require skill roll, -5%; Cost FP 2, -10%; Psionic, -10%; Takes recharge 15 seconds, -20%[21]

Skill: Psionic shield (IQ/hard)[4]

Level 2

Damage Resistance 23 - Ablative, -80%; Hardened 2, +40%; Force Field, +20%.Require skill roll, -5%; Cost FP 2, -10%; Psionic, -10%; Takes recharge 10 seconds, -15%[46]

Level 3

Damage Resistance 28 - Ablative, -80%; Hardened 2, +40%; Force Field, +20%. Require skill roll, -5%; Cost FP 1, -5%; Psionic, -10%; Takes recharge 5 seconds, -10%.[70]

Perk:Quick switch on/off shield. Allows you to quickly switch on or off a non psionic shield taking only one action point, allowing you to easier switch between the two.

Soldier

A combat specialist.

Each time when you reach level 3 in any power allows you to learn one of 25 point style training or spend 25 points in a combat style optional traits without training period.

Adrenaline Rush

For a brief moment it slows down time around the player, giving a small window to line up the perfect shot.

Level 1

Altered Time Rate 1 - Only for aiming, -60%; Takes only 1 action point to trigger, +20%; Duration 1 second, -60%. Cost FP/second 2, -20%; Takes recharge 15 seconds, -20% Require skill roll, -5%;[20]

Adrenaline rush (HT/hard)[4], 1 point towards FP or HT.

Level 2

Also take less damage for a short period while your adrenaline wears off.

Altered Time Rate 1 - Only for aiming, -60%; Takes only 1 action point to trigger, +20%; Duration 1 second, -60%. Cost FP/second 1, -20%; Takes recharge 10 seconds, -15% Require skill roll, -5%; linked,+10%[+0=20]

Injury Tolerance (Damage Reduction) 2 - Limited Duration 4 seconds, -60%; Linked, +10%.[25]

Energy Reserve 3 - One Power(adrenaline rush), -50%.[5]

Level 3

Makes the rush more generically useful. allowing other uses besides aiming.

Altered Time Rate 1 - Takes only 1 action point to trigger, +20%; Duration 1 second, -60%; Linked, +10%. Require skill roll, -5%; Cost FP/second 1, -10%; Takes recharge 2, -10%.[+20=45]

Injury Tolerance (Damage Reduction) 2 - Limited Duration 4 seconds, -60%; Linked, +10%.[+0=25]

Increase ER to 6 [+4=9]

1 point towards FP or HT.

Combat Mastery

Increases the basic combat mobility and ability.

Level 1

+1 FP[3], +1 Move[5], Lifting ST +2[6] +1 ST[10], 1 combat perk.

Level 2

Enhanced dodge[15], +1 HP[2], +1 FP[3], Lifting ST +1[3], 2 combat perks.

Level 3

Select one of:

  • Melee trooper: Weapon master(one weapon)[20], striking ST +1[5]
  • Mobile trooper: +1 speed[20], +1 move[5]
  • Heavy trooper: +5 lifting ST[15], +1 ST[10]

Marksman

Level 1

Gunslinger Require skill roll, -5%; Cost FP 2, -10%. Limited duration 16 seconds,-20%, takes recharge 15 seconds, -20%[12]

Combat reflexes[15], if you have: Improved dodge 1[15]

Marksman DX/hard[4], 1 combat perk, 3 points towards next level.

Level 2

Gunslinger Require skill roll, -5%; Cost FP 2, -10%.Linked, +10%;Limited duration 16 seconds,-20%,takes recharge 10 seconds, -15% [17] Enhanced Time Sense - Linked, +10%; Limited duration 16 seconds, -20%,takes recharge 10 seconds, -15% [23]

Level 3

Gunslinger Require skill roll, -5%; Cost FP 2, -10%.Linked, +10%;Limited duration 16 seconds,-20%,takes recharge 5 seconds, -10% [18] Enhanced Time Sense - Linked, +10%; Limited duration 16 seconds, -20%,takes recharge 5 seconds, -10% [24] Precognition - One Event(energy weapon shots only), -40%; Limited duration 16 seconds, -20%; Linked, +10%,takes recharge 5 seconds, -10% .[9]

Parry Missile-Weapons[8] Special effect: shoot them out of air.
Energy Parry (Parry Missile-Weapons)[5]
Bullet Parry (Parry Missile-Weapons)[6]

Health

Soldiers have often built in systems to help them regenerate damage.

Level 1

Regeneration - Regular (You recover 1 HP per hour), +25; Electric, -20%; Require skill roll, -5%.[19]
Rapid Healing - Electric, -20%.[4]

Health HT/hard[2]

Level 2

Regeneration - Fast (You recover 1 HP per minute), +50; Electric, -20%; Cost 1 fp/minute, -5%; Require skill roll, -5%. [35]
Recovery - Electric, -20%. [8]

Health HT/hard[1]

Level 3

Regeneration - Very Fast (You recover 1 HP per second), +100; Electric, -20%; Cost 1 fp/second, -10%; Require skill roll, -5%; Hard to use 3, -15%. 50 B80 Recovery - Electric, -20%.[8]
Rapid Healing,very - Electric, -20%.[12]

Health HT/hard[2]

Engineer

A tech specialist

Each time when you reach level 3 in any power allows you to learn one of 25 point character training packages without training period.

Overload

Temporarily overloads an electrical target(stun it), often used against synthetic targets and shields or beam weapons of others.

Level 1

Affliction 3(HT-2 roll) - Electric only, -20%; Malediction, +100%(-1/hex). Use skill roll instead of will, +0%; Cost FP 2, -10%; Takes recharge 15 seconds, -20%[24]

Overload IQ/hard[1]

Level 2

Affliction 5(HT-3) - Electric only, -20%; Malediction, +150%(use normal range penalties). Use skill roll instead of will, +0%; Cost FP 1, -5%; Takes recharge 10 seconds, -15%; [47]

Overload IQ/hard[2]

Level 3

Select either area overload, or long term overload.

Area overload: Affliction 6(HT-4) - Electric only, -20%; Malediction, +150%; Area of effect, +50%. Require skill roll, +0%; Cost FP 1, -5%; Takes recharge 5 seconds, -10%.[67]

long term overload: Affliction 3(HT-2) Electric only, -20%; Malediction, +150%; Unconciousness, +200%. Require skill roll, +0%; Cost FP 1, -5%; Takes recharge 5 seconds, -10%.[67] Instead of stunning it, the electronic device is inoperable for 1 minute/failure by.

Overload IQ/hard[5]

Combat hacking

Causes enemy synthetics get confused IFF, attacking their friends for short periods.

Level 1

Mind Control - Independent, +70%; Limited duration 4 seconds, -60%; Cybernetic only, -50% Require skill roll, +0%; Cost FP 2, -10%; Takes recharge 15 seconds, -20%.[15]

Combat hacking(IQ/hard)[4], Computer hacking[1],5 points stored towards next rank.

Level 2

Mind Control - Independent, +70%; Limited duration 4 seconds, -60%; Cybernetic only, -50% Require skill roll, +0%; Area of effect 2 yards, +50%, Cost FP 1, -5%; Takes recharge 10 seconds, -15%.[45]

Level 3

Mind Control - Independent, +70%; Limited duration 4 seconds, -60%; Cybernetic only, -50% Require skill roll, +0%; Area of effect 2 yards, +50%, Cost FP 1, -5%; Takes recharge 10 seconds, -15%, Linked +10%.[50] Mind Reading - Cybernetic Only, -50%; Linked, +10%.[18]

Combat hacking(IQ/hard)[2]

Regenerate shield

Level 1

Cause one shield generator to start recharge increase the recharge rate.

Affliction 1 - shields only, -60%; Regeneration 1 shield DR/second, maxium 30 seconds, +200%; Cost FP 2, -10%; Require skill roll, -5%; Takes recharge 15 seconds, -15%. [21]

Regenerate shield IQ/hard[4]

Level 2

Also give the shield an instant 8 DR “healing”

Affliction 1 - shields only, -60%; Regeneration 1 shield dr/second, maximum 30 seconds, +200%; Takes recharge 10 seconds, -15%; Linked, +10%.[24] Healing - Shield DR only, -60%; Capped, must use maximum fp (4 FP), -30%; Linked, +10%; Reduced FP cost 3, +60%; Takes recharge 3, -15%.[20]

2 points saved to next level

Level 3

Also the last 18 points of shield are non ablative for 4 seconds allowing the target to regain shields up to that level regardless of damage during that time.

Affliction 1 - shields only, -60%; Regeneration 1 shield dr/second, maximum 30 seconds, +200%; Takes recharge 5 seconds, -10%; Linked, +10%.[24] Healing - Shield DR only, -60%; Capped, must use maximum fp (4 FP), -30%; Linked, +10%; Reduced FP cost 3, +60%; Takes recharge 5 seconds, -10%.[20] Affliction 1 - shields dr only, -10%; covert dr from ablative to nonablative for 4 seconds 18, +180%; Takes recharge 5 seconds, -10%; Linked, +10%;[27]

Detections

Level 1

Implanted sonar

Scanning Sense - Sonar, +20; Targeting, +20%; Cost 2 FP, -10%; Require skill roll, -5%. Takes recharge 4, -20%; Maximum duration 8 seconds, -40%; Linked, +10%.[11] Discriminitory Hearing Takes recharge 4, -20%; Maximum duration 8 seconds, -40%; Linked, +10%.[8] Subsonic Hearing Takes recharge 4, -20%; Maximum duration 8 seconds, -40%; Linked, +10%.[3]

Detections(IQ/hard)[2],observation[1]

Level 2

Implanted Ladar

Telescopic Vision 2 Takes recharge 3, -15%; Maximum duration 8 seconds, -40%; Linked, +10%.[6] Infravision Takes recharge 3, -15%; Maximum durtion 8 seconds, -40%; Linked, +10%.[6] Scanning Sense - Ladar, +20; Targeting, +20%; Cost 1 FP, -5%; Require skill roll, -5%. Takes recharge 3, -15%; Maximum durtion 8 seconds, -40%; Linked, +10%.[13]

Level 3

Implanted radiation scanner

Detect - Radiation sources(radar, radio, radiation and so on), +20; Analyzing, +100%; Require skill roll, -5%; Cost 1 FP, -5%. Takes recharge 2, -10%; Maximum duration 4 seconds, -60%.[24]

observation[1]

Infiltrator

A sneaky specialist.

Each time when you reach level 3 in any power allows you to learn one of 25 point character training packages or style training without training period.

Tactical invisibility

An implanted light bending generator allows you to go invisible for short periods of time.

Level 1

Basic invisibility

Invisibility - Affects Machines, +50%; Can Carry Objects (Up to Light Encumbrance), +20%; Switchable, +10%; Fringe, -10%; Limited Duration 4 seconds, -60%, Require skill roll, -5%; Cost FP 2, -10%; Takes recharge 15 seconds, -20%; Electrical, -20%. [22]

Tactical Invisibility IQ/hard[3]

Level 2

Extend the invisibility to include Infra red and to allow carrying more.

Invisibility - Affects Machines, +50%; Can Carry Objects (Up to Medium Encumbrance), +50%; Extended (infra red), +20%; Switchable, +10%; Fringe, -10%; Limited Duration 4 seconds, -60%. Require skill roll, -5%; Cost FP 1, -5%; Takes recharge 3, -15%; Electrical, -20%.[46], +1 point towards level 3

Level 3

Extend invisibility to include also ultraviolet, far infrared and far ultraviolet and muffles sounds slightly.

Invisibility - Affects Machines, +50%; Can Carry Objects (Up to Medium Encumbrance), +50%; Extended 3, +60%; Switchable, +10%; Fringe, -10%; Limited Duration 4 seconds, -60%. Require skill roll, -5%; Cost FP 1, -5%; Takes recharge 5 seconds, -10%; Electrical, -20%; linked, +10%.[+22=68]

Silence 1 - Takes recharge 5 seconds, -10%; Electrical, -20%; linked, +10%.[4]

Sniper shot

For a brief moment it slows down time around the player, giving a small window to line up the perfect shot.

Level 1

Altered Time Rate 1 - Only for aiming, -60%; Takes only 1 action point to trigger, +20%; Duration 1 second, -60%. Cost FP/second 2, -20%; Takes recharge 15 seconds, -20% Require skill roll, -5%;[20]

Sniper shot (IQ/hard)[4], 1 combat perk.

Level 2

Allows better aiming(2 seconds of aiming) and also allows bracing without a support.

Altered Time Rate 2 - Only for aiming, -60%; Takes only 1 action point to trigger, +20%; Duration 1 second, -60%. Cost FP/second 1, -20%; Takes recharge 10 seconds, -15% Require skill roll, -5%; linked,+10%[+20=40]

Extra Arm 1 - Weapon Mount, -80%; Linked, +10%.[3] - allows bracing without external support.

2 combat perks.

Level 3

Makes the rush more generically useful. Allowing some other uses besides Aiming.

Altered Time Rate 1 - Takes only 1 action point to trigger, +20%; Duration 1 second, -60%; Linked, +10%. Require skill roll, -5%; Cost FP/second 1, -10%; Takes recharge 2, -10%.[45] Altered Time Rate 1 - Only for aiming, -60%; Takes only 1 action point to trigger, +20%; Duration 1 second, -60%. Takes recharge 5 seconds, -10% Require skill roll, -5%; Linked, +10%;[20]

Overload

Temporarily overloads an electrical target(stun it), often used against synthetic targets and shields or beam weapons of others.

Level 1

Affliction 3(HT-2 roll) - Electric only, -20%; Malediction, +100%(-1/hex). Use skill roll instead of will, +0%; Cost FP 2, -10%; Takes recharge 15 seconds, -20%[24]

Overload IQ/hard[1]

Level 2

Affliction 5(HT-3) - Electric only, -20%; Malediction, +150%(use normal range penalties). Use skill roll instead of will, +0%; Cost FP 1, -5%; Takes recharge 10 seconds, -15%; [47]

Overload IQ/hard[2]

Level 3

Select either area overload, or long term overload.

Area overload: Affliction 6(HT-4) - Electric only, -20%; Malediction, +150%; Area of effect, +50%. Require skill roll, +0%; Cost FP 1, -5%; Takes recharge 5 seconds, -10%.[67]

long term overload: Affliction 3(HT-2) Electric only, -20%; Malediction, +150%; Unconciousness, +200%. Require skill roll, +0%; Cost FP 1, -5%; Takes recharge 5 seconds, -10%.[67] Instead of stunning it, the electronic device is inoperable for 1 minute/failure by.

Overload IQ/hard[5]

Combat hacking

Causes enemy synthetics get confused IFF, attacking their friends for short periods.

Level 1

Mind Control - Independent, +70%; Limited duration 4 seconds, -60%; Cybernetic only, -50% Require skill roll, +0%; Cost FP 2, -10%; Takes recharge 15 seconds, -20%.[15]

Combat hacking(IQ/hard)[4], Computer hacking[1],5 points stored towards next rank.

Level 2

Mind Control - Independent, +70%; Limited duration 4 seconds, -60%; Cybernetic only, -50% Require skill roll, +0%; Area of effect 2 yards, +50%, Cost FP 1, -5%; Takes recharge 10 seconds, -15%.[45]

Level 3

Mind Control - Independent, +70%; Limited duration 4 seconds, -60%; Cybernetic only, -50% Require skill roll, +0%; Area of effect 2 yards, +50%, Cost FP 1, -5%; Takes recharge 10 seconds, -15%, Linked +10%.[50] Mind Reading - Cybernetic Only, -50%; Linked, +10%.[18]

Combat hacking(IQ/hard)[2]

Vanguard

Close combat specialists

Each time when you reach level 3 in any power allows you to learn one of the melee style training or spend 25 points in a melee combat style optional powers without training period.

Charge

Allows you to do devastating slam attacks.

level 1

Learn to charge enemies for slams

Increased Basic Move 7 - Only for a slam move and attack, -20%; Takes only 1 action point to trigger, +20%. Require skill roll, -5%; Cost FP/second 2, -20%; Takes recharge 15 seconds, -20%[20]

Slam DX/hard [2], Sumo wrestling[3]

level 2

Learn to harden your body for the duration of the charge.

Increased Basic Move 8 - Only for a slam move and attack, -20%; Linked, +10%.[30], Require skill roll, -5%; Cost FP/second 1, -20%; Takes recharge 10 seconds, -15%[32] Damage Resistance 10 - Ablative, -80%; Hardened 2, +40%; Takes Recharge 4, -20%; Linked, +10%; Tough skin, -40%.[10]

Slam DX/hard [2], 1 point to next level.

level 3

Learn to use the charge also for change of position Increased Basic Move 10 - Linked, +10%; Takes only 1 action point to trigger, +20%. Require skill roll, -5%; Cost FP/second 1, -10%; Takes recharge 5 seconds, -10%.[53] Damage Resistance 15 - Ablative, -80%; Hardened 2, +40%; Takes Recharge 5 seconds, -10%; Linked, +10%; Tough skin, -40%.[15]

Health

Soldiers have often built in systems to help them regenerate damage.

Level 1

Regeneration - Regular (You recover 1 HP per hour), +25; Electric, -20%; Require skill roll, -5%.[19]
Rapid Healing - Electric, -20%.[4]

Health HT/hard[2]

Level 2

Regeneration - Fast (You recover 1 HP per minute), +50; Electric, -20%; Cost 1 fp/minute, -5%; Require skill roll, -5%. [35]
Recovery - Electric, -20%. [8]

Health HT/hard[1]

Level 3

Regeneration - Very Fast (You recover 1 HP per second), +100; Electric, -20%; Cost 1 fp/second, -10%; Require skill roll, -5%; Hard to use 3, -15%.[50]
Recovery - Electric, -20%.[8]
Rapid Healing,very - Electric, -20%.[12]

Health HT/hard[2]

Melee mastery

Level 1

Weapon Master (All weapons) - Cost FP 2, -10%; Require skill roll, -5%; Limited duration 4 seconds, -60%; Takes recharge 4, -20%; Linked, +10%. [9]
Extra Attack 1 - Multi-Strike, +20%; Linked, +10%; Limited duration 4 seconds, -60%; Takes recharge 4, -20%.[13]

Melee mastery DX/hard[2]

One of the weapon master only skills[1] (note:only usable when this is active)

Level 2

Weapon Master (All weapons) - Cost FP 1, -5%; Require skill roll, -5%; Limited duration 8 seconds, -40%; Takes recharge 3, -15%; Linked, +10%.[21] Extra Attack 1 - Multi-Strike, +20%; Linked, +10%; Limited duration 8 seconds, -40%; Takes recharge 3, -15%.[19]

Melee mastery DX/hard[2]

Two of the weapon master only skills[2] and raise the level 1 skill by [1] (note:only usable when this is active)

Level 3

Weapon Master (All weapons) - Cost FP 1, -5%; Require skill roll, -5%; Limited duration 16 seconds, -20%; Takes recharge 2, -10%; Linked, +10%. [32] Extra Attack 1 - Multi-Strike, +20%; Linked, +10%; Limited duration 16 seconds, -20%; Takes recharge 2, -10%.[25]

Four more of: one the weapon master skills[2], or raise a weapon master skill by[2]

Movement mastery

Level 1

Perfect Balance - Cost 2 FP, -10%; Require skill roll, -5%. 3 B74 Limited Duration 4 seconds, -60%; Takes recharge 4, -20%; Linked, +10%. Flexibility 2 B56 Limited Duration 4 seconds, -60%; Takes recharge 4, -20%; Linked, +10%. Catfall - Feather Fall, +20%. 5 B41 Limited Duration 4 seconds, -60%; Takes recharge 4, -20%; Linked, +10%. Increased Basic Move 1 2 B17 Limited Duration 4 seconds, -60%; Takes recharge 4, -20%; Linked, +10%. Walk On Liquid 5 B97 Limited Duration 4 seconds, -60%; Takes recharge 4, -20%; Linked, +10%.

Movement mastery(DX/hard) [2], jumping[2], acrobatics[2],runing[2]

Level 2

Amphibious 4 B40 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Perfect Balance 6 B74 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Catfall - Feather Fall, +20%.Cost 1 FP, -5%; Require skill roll, -5%. 3 B41 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Flexibility (Double-Jointed) 6 B56 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Increased Basic Move 1 2 B17 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Walk On Air - Vertical Only, -25%. 4 B97 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Walk On Liquid 6 B97 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%.

Movement mastery(DX/hard) [2], swimming[2], body sense[2], Breath control[2], lifting[1], aerobatics[1],aquabatics[1]

Level 3

Altered Time Rate 1 - Only for movement, -60%; Cost 1 FP, -5%; MAximum 4 seconds, -60%.Takes recharge 5 seconds, -10% Require skill roll, -5%;Linked 10%[20] Amphibious 4 B40 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Perfect Balance 6 B74 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Catfall - Feather Fall, +20%. 6 B41 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Flexibility (Double-Jointed) 6 B56 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Increased Basic Move 1 2 B17 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Walk On Air - Vertical Only, -25%. 4 B97 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. Walk On Liquid 6 B97 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%.

Aerobatics[1], Aquabatics[1]

Beguiler

Experts in Manipulating living beings.

Each time when you reach level 3 in any power allows you to learn 25 points of skills from con_man_40_53 skill list.

Undetected

Level 1

Invisibility - Can Carry Objects (Up to Light Encumbrance), +20%; Glamor, unmodified will roll., -30%; Maximum duration 4 seconds, -60%; Takes recharge 4, -20%; Cost FP 2, -10%; Linked, +10%.[8] B63 Undetected(will/hard)[4], stealth[2] 11 points to next level

Level 2

Invisibility - Can Carry Objects (Up to Light Encumbrance), +20%; Glamor, unmodified will roll., -30%; Cosmic: All types of detections by the target failing the will roll, +100%; Maximum duration 4 seconds, -60%; Takes recharge 3, -15%; Cost FP 1, -5%.[44]

Level 3

Invisibility - Can Carry Objects (Up to Medium Encumbrance), +50%; Glamor, will-5 roll., -5%; Cosmic: All types of detections by the target failing the will roll, +100%; Maximum duration 4 seconds, -60%; Takes recharge 2, -10%; Cost FP 1, -5%. [68] B63

stealth[1]

Communications

Level 1

Cultural Adaptability - Xeno, +10, require skill roll[19] Empathy (Sensitive)[5]

Communications(IQ/hard)[1]

Level 2

Wild Talent 1 - Retention, +25%; Focused (languages only), -20%., Require skill roll -5% [20] Social chameleon[5]

Level 3

Language Talent - Enhanced(1 point gives native level), +10.[20] Charisma +1[5]

Confuse

Confuse a living enemy so it cannot take actions

Level 1

Affliction 3(HT-2 roll) - Living only, -20%; Malediction, +100%(-1/hex). Use skill roll instead of will, +0%; Cost FP 2, -10%; Takes recharge 15 seconds, -20%[24]

Confuse IQ/hard[1]

Level 2

Affliction 5(HT-3) - Living only, -20%; Malediction, +150%(use normal range penalties). Use skill roll instead of will, +0%; Cost FP 1, -5%; Takes recharge 10 seconds, -15%; [47]

Confuse IQ/hard[2]

Level 3

Select either area overload, or long term overload.

Area Confuse: Affliction 6(HT-4) - Living only, -20%; Malediction, +150%; Area of effect, +50%. Require skill roll, +0%; Cost FP 1, -5%; Takes recharge 5 seconds, -10%.[67]

Confuse IQ/hard[5]

Social mastery

Your implants and inborn ability give you a boost for social interactions of many types.

Level 1

  • Indomitable - Electrical, -20%.[12] B60
  • Unfazeable - Electrical, -20%.[12] B95
  • One of the Influence Shticks.[1] PU2:15

Level 2

  • Smooth Operator[15]
  • Charisma[5]
  • Efficient social skill of your choice[1]
  • Mind shield[4]

Level 3

  • Smooth Operator[15]
  • One of the Influence Shticks.[1] PU2:15
  • Efficient social skill of your choice[1]
  • Mind shield 2 [8]

Sentinel

True generalists.

Each time when you reach level 3 in any power allows you to learn one of 25 point character training packages or style training without training period.

Adaptability

Each level(1-3) allows you to select a level 1 power from any of the lists above.

Mastery

Level 1

one of: +1 DX or IQ[20] or both +1 ST[10] and +1 HT[10]

one of: +1 will or +1 per or +0.25 spd[5]

Level 2

Any of the above that you did not select at level 1, from both lists.

Level 3

Increase one of the Adaptability powers to level 2

Skilled

Level 1

Get 25 points in a wildcard skill of your choice(also move the skill points in the replaced skills to the wildcard skill)

  • Detective! B175
  • Gun! B175
  • Science! B175
  • Sword! B175
  • Assassin! Action 1.p23
  • Blade! Monster Hunters 1.p29
  • Boat! Supers.p36
  • Bow! Supers.p36
  • Businessman! Supers.p36
  • Computers! Supers.p36
  • Demolition Man! Action 1.p23
  • Detective! Monster Hunters 1.p29
  • Drive! Supers.p37
  • Encyclopedist! Supers.p37
  • Explorer! Supers.p37
  • Face Man! Action 1.p23
  • Fake! Supers.p37; Social Engineering.p81
  • Fist! Supers.p37
  • Gun! Monster Hunters 1.p29
  • Hacker! Action 1.p23
  • History! Infinite Worlds.p183
  • Infiltrator! Action 1.p23
  • Inventor! Supers.p37
  • Investigator! Action 1.p23
  • Medic! Action 1.p23
  • Medicine! Bio-Tech.p214
  • Medicine! Supers.p37
  • Move! Supers.p37
  • Negotiator! Social Engineering.p81
  • Perform! Supers.p37
  • Pilot! Supers.p37
  • Psychologist! Supers.p37; Social Engineering.p81
  • Scholar! Supers.p37
  • Science! Monster Hunters 1.p30
  • Security! Supers.p66
  • Servant! Supers.p66
  • Shooter! Action 1.p23
  • Stick! Supers.p37
  • Talker! Monster Hunters 1.p30
  • Ten-Hut! Monster Hunters 1.p31
  • Thief! Supers.p37
  • Throw! Supers.p37
  • Wheel Man! Action 1.p23
  • Whip! Supers.p37
  • Wire Rat! Action 1.p23

Level 2

Learn a second wildcard skill from the list above.

Level 3

Increase one of the Adaptability powers to level 2

Focus

Level 1

Level 2

One additional combat style or 25 points in the optional traits of your style.

Level 3

Increase one of the level 2 powers (either the mundane or the mastery granted) to level 3.

starrangers/special_powers.1396989006.txt.gz · Last modified: 2018/07/31 23:23 (external edit)