starrangers:special_powers
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starrangers:special_powers [2015/05/03 15:06] – [Psionic Warp] weby | starrangers:special_powers [2018/07/31 23:23] (current) – external edit 127.0.0.1 | ||
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A Psionic specialist | A Psionic specialist | ||
- | Requires you to have psionics from somewhere. | + | 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. | 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. | ||
+ | Special: If you want 25 points of your psionic points can be used here to buy a second Level 1 power at start. | ||
====Psionic Warp==== | ====Psionic Warp==== | ||
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Rip your enemy apart at a molecular level and weaken their armor and shields. | 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] | + | Innate Attack (Corrosion) 1d - Cyclic 2 (1 sec), +200%; Armor Divisor (3), +100%; Takes skill roll, -5%; Cost FP 2, -10%; Psionic, -10%; Takes recharge 15 seconds, -20%. Accuracy 10, +50%. [21] |
Skill: Psionic Warp (HT/ | Skill: Psionic Warp (HT/ | ||
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Become better at disrupting enemies | Become better at disrupting enemies | ||
- | Replace previous with: Innate Attack (Corrosion) | + | Replace previous with: Innate Attack (Corrosion) |
- | Skill: | + | Skill: Innate attack [+2] |
===Level 3=== | ===Level 3=== | ||
Increase the warp to mastery level, extending its duration greatly | Increase the warp to mastery level, extending its duration greatly | ||
- | Replace previous with: Innate Attack (Corrosion) 1d - Cyclic | + | Replace previous with: Innate Attack (Corrosion) 1d - Cyclic |
+ | Innate Attack (Corrosion) 1 - Cyclic 10 (1 sec), +1,000%; Armor Divisor (10), +200%; Increased 1/2d x10, +15%; Increased maximum range x2, +5%; Accuracy 10, +50%. 67 Physical, | ||
- | Skill: | + | Skill: |
====Psionic Throw==== | ====Psionic Throw==== | ||
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===Level 1=== | ===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] | + | 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%, Accuracy 5, +25%.[19] |
Skill: Psionic Throw (HT/ | Skill: Psionic Throw (HT/ | ||
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Become better at throwing enemies. | Become better at throwing enemies. | ||
- | Innate Attack (Crush) | + | Replace previous with: Innate Attack (Crush) |
- | Alternate ability: Telekinesis | + | Alternate ability: Telekinesis |
Skill: Psionic Throw (HT/ | Skill: Psionic Throw (HT/ | ||
===Level 3=== | ===Level 3=== | ||
- | Part of the throw now also affect | + | The throw now also partially affects |
+ | |||
+ | Replace previous with: \\ | ||
+ | Innate Attack (Crush) 27(9*3d) - No Wounding, -50%; Double Knockback, +20%; Cost FP 1, -5%; Require skill roll, -5%; Takes recharge 5 seconds, -10%; Psionic, -10%. 15(5*3d) of the levels have area of effect 2m(+50%)[64]\\ | ||
+ | Telekinesis 8 - 3 second duration, -25%, Cost FP 1, -5%; Require skill roll, -5%; Takes recharge 5 seconds, -10%; Psionic, -10%.[4]\\ | ||
+ | Telekinesis 1(activated for 1 minute on use[1]\\ | ||
- | 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==== | ====Psionic Lift==== | ||
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===Level 1=== | ===Level 1=== | ||
+ | Lift one target a few cm only. | ||
- | Telekinesis 14 - Lift Only, -20%; 4 second duration., -60%; Grapple bonus 5, +25%; Subconscious to keep in place, +30%. Require skill roll, -5%; Cost FP 2, -10%; Psionic, -10%; Takes recharge | + | Affliction 1 - Malediction |
- | Skill: Psionic Lift (HT/hard)[2] Innate attack [2] | + | Skill: Psionic Lift (HT/hard)[3] |
===Level 2=== | ===Level 2=== | ||
+ | Lift a group up to 1.5m height. | ||
- | Telekinesis 21 - Lift Only, -20%; 4 second duration., -60%; Grapple bonus 5, +25%; Subconscious to keep in place, +30%. Require skill roll, -5%; Cost FP 1, -5%; Psionic, -10%; Takes recharge 10 seconds, -15%.[42] | + | Replace previous with alternate abilities: |
+ | * Affliction 1 - Malediction | ||
+ | * Catfall - Feather fall 20%, Takes recharge 10 seconds, -15%; Cost FP 1, -5%. Require skill roll, -5%; Psionic, -10%;[9] | ||
- | Skill: Psionic Lift (HT/hard)[2] Innate attack [2] | + | Skill: Psionic Lift (HT/hard)[+4] |
===Level 3=== | ===Level 3=== | ||
+ | Replace previous with alternate abilities: | ||
+ | * Affliction 1 - Malediction | ||
+ | * Affliction 1 - Malediction | ||
+ | * Telekinesis 20 - Visible, -20%; Lift Only, -20%; ; Takes recharge 5 seconds, -10%; Cost FP 1, -5%. Require skill roll, -5%; Psionic, -10%; | ||
+ | * Super Jump 2 - Lighter Than Air, -10%; ; Takes recharge 5 seconds, -10%; Cost FP 1, -5%. Require skill roll, -5%; Psionic, -10%; | ||
- | Telekinesis 23 - Lift Only, -20%; 4 second duration., -60%; Grapple bonus 7, +35%; Subconscious 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)[+1] |
- | Alternate ability: Flight: glide -50% Require skill roll, -5%, psionic -10%, Cost FP 1, -5%; Takes recharge 5 seconds, -10% 4 second duration., -60%;[1] | + | |
- | + | ||
- | Skill: Psionic Lift (HT/hard)[2] | + | |
====Psionic shield==== | ====Psionic shield==== | ||
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===Level 1=== | ===Level 1=== | ||
- | Damage Resistance | + | Alternate abilities: |
+ | * Damage Resistance | ||
+ | * Regeneration - Very Fast (You recover 1 DR per second), +100; Limited: DR(shield) Only, -40%; Cost 2 FP, -10%; Psionic, -10%; Require skill roll, -5%; Takes recharge 15 seconds, -20%.[20] | ||
- | Skill: Psionic shield (IQ/hard)[4] | + | Skill: Psionic shield (IQ/hard)[1] |
===Level 2=== | ===Level 2=== | ||
- | Alternate abilities: | + | Replace previous with: Alternate abilities: |
- | | + | * Damage Resistance |
- | | + | * Damage Resistance |
- | | + | * Regeneration |
+ | |||
+ | Skill: Psionic shield (IQ/ | ||
===Level 3=== | ===Level 3=== | ||
- | Alternate abilities: | + | Replace previous with: Alternate abilities: |
- | * Damage Resistance | + | * Damage Resistance |
- | * Damage Resistance | + | * Damage Resistance |
- | * Damage Resistance 23 - Ablative, -80%; +20%; Force Field, +20%; Affects others, +50%; Require skill roll, -5%; Cost FP 1, -5%; Psionic, -10%; Takes recharge 5 seconds, -10%; Requires concentrate, | + | * Regeneration |
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===Level 1=== | ===Level 1=== | ||
- | Altered Time Rate 1 - Only for aiming, -60%; Takes only 1 action point to trigger, +20%; Duration 1 second, -60%. Cost FP/ | + | Altered Time Rate 1 - Only for aiming, -60%; Takes only 1 action point to trigger, +20%; Duration 1 second, -35%. Cost FP 2, -10%; Takes recharge 15 seconds, -20% Require skill roll, -5%;[20] |
+ | |||
+ | Adrenaline rush (HT/hard)[4] | ||
- | Adrenaline rush (HT/hard)[4], 1 point towards FP or HT. | + | Eye for Distance[1] |
===Level 2=== | ===Level 2=== | ||
- | Also take less damage | + | Also take less damage |
- | 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] | + | Replace previous with: Linked: |
- | + | | |
- | Injury Tolerance (Damage Reduction) 2 - Limited Duration | + | * Injury Tolerance (Damage Reduction) 2 - Limited Duration |
- | + | ||
- | Energy Reserve 3 - One Power(adrenaline rush), -50%.[5] | + | |
===Level 3=== | ===Level 3=== | ||
- | Makes the rush more generically useful. allowing other uses besides aiming. | + | Makes the rush more generically useful allowing other uses besides aiming, but you do not move much faster and your senses will have hard time keeping up. |
- | 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 | + | Replace previous with: Linked: |
+ | | ||
+ | * Injury Tolerance (Damage Reduction) 2 - Limited Duration 1 second, -35%; Linked, | ||
- | 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==== | ====Combat Mastery==== | ||
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====Marksman==== | ====Marksman==== | ||
+ | Required combat reflexes to get. | ||
+ | |||
===Level 1=== | ===Level 1=== | ||
- | Gunslinger Require skill roll, -5%; Cost FP 2, -10%. Limited duration | + | * Gunslinger Require skill roll, -5%; Cost FP 2, -10%. Limited duration |
+ | * Enhanced dodge 1 Limited duration 5 seconds, | ||
- | Combat reflexes[15], | + | Marksman DX/hard[1] |
- | + | ||
- | Marksman DX/hard[4], 1 combat perk, 3 points towards next level. | + | |
===Level 2=== | ===Level 2=== | ||
+ | Replace previous with: | ||
+ | * Gunslinger Require skill roll, -5%; Limited duration 10 seconds, | ||
+ | * Enhanced dodge 1 Limited duration 10 seconds, | ||
+ | * Injury Tolerance (Damage Reduction) 2 - Limited (Physical ranged attacks), -40%; Linked, +10%; Limited duration 10 seconds, -15%; Cost FP 1, -5%.[15] | ||
- | Gunslinger Require skill roll, -5%; Cost FP 2, -10%.Linked, | + | Marksman DX/hard[3] |
- | Enhanced Time Sense - Linked, +10%; Limited duration 16 seconds, -20%,takes recharge 10 seconds, -15% [23] | + | |
===Level 3=== | ===Level 3=== | ||
- | Gunslinger Require skill roll, -5%; Cost FP 2, -10%.Linked, | ||
- | Enhanced Time Sense - Linked, +10%; Limited duration 16 seconds, -20%,takes recharge 5 seconds, -10% [24] | ||
- | Precognition - One Event(weapon shots only), -40%; Limited duration 16 seconds, -20%; Linked, +10%,takes recharge 5 seconds, -10% .[9] | ||
+ | Replace previous with: | ||
+ | * Gunslinger Require skill roll, -5%; Limited duration 10 seconds, | ||
+ | * Enhanced dodge 1 Limited duration 10 seconds, | ||
+ | * Injury Tolerance (Damage Reduction) 2 Linked, +10%; Limited duration 5 seconds, -10%; Cost FP 1, -5%.[38] | ||
- | Parry Missile-Weapons[8] Special effect: shoot them out of air.\\ | + | 1 Ranged weapon combat perk |
- | Energy Parry (Parry Missile-Weapons)[5]\\ | + | |
- | Bullet Parry (Parry Missile-Weapons)[6]\\ | + | |
+ | ====Health==== | ||
+ | Soldiers have often built in systems to help them regenerate damage and recover from other effects. | ||
- | ====Health==== | + | FIXME durations/ |
- | Soldiers have often built in systems to help them regenerate damage. | + | |
===Level 1=== | ===Level 1=== | ||
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===Level 2=== | ===Level 2=== | ||
- | Regeneration - Fast (You recover 1 HP per minute), +50; Electric, -20%; Cost 1 fp/minute, -5%; Require skill roll, -5%. [35]\\ | + | Replace previous with: 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] | + | add: Recovery - Electric, -20%. [8] |
- | + | ||
- | Health HT/hard[1] | + | |
===Level 3=== | ===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 | + | Replace previous with: Regeneration - Very Fast (You recover 1 HP per second), +100; Electric, -20%; Cost 1 fp/second, -10%; Require skill roll, -5%[65] |
- | Recovery - Electric, -20%.[8]\\ | + | |
- | Rapid Healing, | + | |
- | + | ||
- | Health HT/hard[2] | + | |
=====Engineer ===== | =====Engineer ===== | ||
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===Level 2=== | ===Level 2=== | ||
- | Affliction 5(HT-3) - Electric only, -20%; Malediction, | + | Affliction 5(HT-4) - Electric only, -20%; Malediction, |
Overload IQ/hard[2] | Overload IQ/hard[2] | ||
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Select either area overload, or long term overload. | Select either area overload, or long term overload. | ||
- | Area overload: Affliction 6(HT-4) - Electric only, -20%; Malediction, | + | Area overload: Affliction 6(HT-5) - Electric only, -20%; Malediction, |
long term overload: Affliction 3(HT-2) Electric only, -20%; Malediction, | long term overload: Affliction 3(HT-2) Electric only, -20%; Malediction, | ||
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===Level 2=== | ===Level 2=== | ||
- | Mind Control - Independent, | + | Replace previous with: |
===Level 3=== | ===Level 3=== | ||
- | Mind Control - Independent, | + | Replace previous with: |
- | Mind Reading - Cybernetic Only, -50%; Linked, +10%.[18] | + | |
+ | * Mind Reading - Cybernetic Only, -50%; Linked, +10%.[18] | ||
Combat hacking(IQ/ | Combat hacking(IQ/ | ||
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Also give the shield an instant 8 DR " | Also give the shield an instant 8 DR " | ||
- | Affliction 1 - shields only, -60%; Regeneration 1 shield dr/second, maximum 30 seconds, +200%; Takes recharge 10 seconds, -15%; Linked, +10%.[24] | + | Replace previous with: |
- | 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] | + | |
+ | * 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 | 2 points saved to next level | ||
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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. | 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] | + | Replace previous with: |
- | 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 | + | * 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%; convert | ||
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====Overload==== | ====Overload==== | ||
- | Temporarily overloads an electrical target(stun it), often used against synthetic targets and shields or beam weapons of others. | + | Temporarily overloads an electrical target(stun it), often used against synthetic targets and shields or weapons of others. |
===Level 1=== | ===Level 1=== | ||
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===Level 2=== | ===Level 2=== | ||
- | Affliction 5(HT-3) - Electric only, -20%; Malediction, | + | Affliction 5(HT-4) - Electric only, -20%; Malediction, |
Overload IQ/hard[2] | Overload IQ/hard[2] | ||
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Select either area overload, or long term overload. | Select either area overload, or long term overload. | ||
- | Area overload: Affliction 6(HT-4) - Electric only, -20%; Malediction, | + | Area overload: Affliction 6(HT-5) - Electric only, -20%; Malediction, |
long term overload: Affliction 3(HT-2) Electric only, -20%; Malediction, | long term overload: Affliction 3(HT-2) Electric only, -20%; Malediction, | ||
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===Level 2=== | ===Level 2=== | ||
- | Mind Control - Independent, | + | Replace previous with: |
===Level 3=== | ===Level 3=== | ||
- | Mind Control - Independent, | + | Replace previous with: |
- | Mind Reading - Cybernetic Only, -50%; Linked, +10%.[18] | + | |
+ | * Mind Reading - Cybernetic Only, -50%; Linked, +10%.[18] | ||
Combat hacking(IQ/ | Combat hacking(IQ/ | ||
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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] | 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 | + | Damage Resistance |
Slam DX/hard [2], 1 point to next level. | Slam DX/hard [2], 1 point to next level. | ||
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Learn to use the charge also for change of position | 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] | 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 | + | Damage Resistance |
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===Level 2=== | ===Level 2=== | ||
- | Regeneration - Fast (You recover 1 HP per minute), +50; Electric, -20%; Cost 1 fp/minute, -5%; Require skill roll, -5%. [35]\\ | + | Replace previous with: 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] | + | add: Recovery - Electric, -20%. [8] |
Health HT/hard[1] | Health HT/hard[1] | ||
===Level 3=== | ===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]\\ | + | Replace previous with: Regeneration - Very Fast (You recover 1 HP per second), +100; Electric, -20%; Cost 1 fp/second, -10%; Require skill roll, -5%; Hard to use 1, -5%.[60] |
- | Recovery - Electric, -20%.[8]\\ | + | |
- | Rapid Healing, | + | |
- | + | ||
- | Health HT/hard[2] | + | |
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===Level 1=== | ===Level 1=== | ||
- | Perfect Balance - Cost 2 FP, -10%; Require skill roll, -5%. 3 B74 | + | |
- | Flexibility 2 B56 Limited Duration 4 seconds, -60%; Takes recharge | + | * Flexibility Limited Duration 4 seconds, -60%; Takes recharge |
- | Catfall - Feather Fall, +20%. 5 B41 | + | * Catfall - Limited Duration 4 seconds, -60%; Takes recharge |
- | Increased Basic Move 1 2 B17 Limited Duration 4 seconds, -60%; Takes recharge | + | * Increased Basic Move 1 Limited Duration 4 seconds, -60%; Takes recharge |
- | Walk On Liquid 5 B97 Limited Duration 4 seconds, -60%; Takes recharge 4, -20%; Linked, +10%. | + | * Walk On Liquid Limited Duration 4 seconds, -60%; Takes recharge |
+ | * Super jump 1 Limited Duration | ||
- | Movement mastery(DX/ | + | Movement mastery(DX/ |
===Level 2=== | ===Level 2=== | ||
+ | Replace with: | ||
+ | * Perfect Balance - Cost 1 FP, -5%; Require skill roll, -5% Limited Duration 4 seconds, -60%; Takes recharge 10 seconds, -15%; Linked, +10%.[4] | ||
+ | * Flexibility Limited Duration 4 seconds, -60%; Takes recharge 10 seconds, -15%; Linked, +10%.[2] | ||
+ | * Catfall Limited Duration 4 seconds, -60%; Takes recharge 10 seconds, -15%; Linked, +10%.[4] | ||
+ | * Increased Basic Move 1 Limited Duration 4 seconds, -60%; Takes recharge 10 seconds, -15%; Linked, +10%.[2] | ||
+ | * Walk On Liquid Limited Duration 4 seconds, -60%; Takes recharge 10 seconds, -15%; Linked, +10%.[6] | ||
+ | * Super jump 1 Limited Duration 4 seconds, -60%; Takes recharge 10 seconds, -15%; Linked, +10%.[4] | ||
+ | * Terrain Adaptation - All, +300%; Limited Duration 4 seconds, -60%; Takes recharge 10 seconds, -15%; Linked, +10%.[17] | ||
- | Amphibious 4 B40 Limited Duration 4 seconds, -60%; Takes recharge 3, -15%; Linked, +10%. | + | Movement mastery(DX/ |
- | 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/ | + | |
===Level 3=== | ===Level 3=== | ||
- | Altered Time Rate 1 - Only for movement, -60%; Cost 1 FP, -5%; MAximum | + | * Perfect Balance - Cost 1 FP, -5%; Require skill roll, -5% Limited Duration |
- | Amphibious 4 B40 Limited Duration | + | * Altered Time Rate 1 - Only for movement, -60%; Maximum |
- | Perfect Balance 6 B74 | + | * Flexibility |
- | Catfall | + | * Catfall Limited Duration 4 seconds, -60%; Takes recharge |
- | Flexibility (Double-Jointed) 6 B56 | + | * Increased Basic Move 1 Limited Duration 4 seconds, -60%; Takes recharge |
- | Increased Basic Move 1 2 B17 Limited Duration 4 seconds, -60%; Takes recharge | + | * Walk On Liquid |
- | Walk On Air - Vertical Only, -25%. 4 B97 | + | * Super jump 2 Limited Duration 4 seconds, -60%; Takes recharge |
- | Walk On Liquid 6 B97 | + | * Terrain Adaptation - All, +300%; |
- | Aerobatics[1], | ||
=====Beguiler===== | =====Beguiler===== | ||
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===Level 1=== | ===Level 1=== | ||
- | Invisibility - Can Carry Objects (Up to Light Encumbrance), | + | * Invisibility - Can Carry Objects (Up to Light Encumbrance), |
- | Undetected(will/ | + | |
- | 11 points to next level | + | |
===Level 2=== | ===Level 2=== | ||
- | Invisibility - Can Carry Objects (Up to Light Encumbrance), | + | * Invisibility - Can Carry Objects (Up to Light Encumbrance), |
+ | * Undetected(will/ | ||
===Level 3=== | ===Level 3=== | ||
- | Invisibility - Can Carry Objects (Up to Medium Encumbrance), | + | * Invisibility - Can Carry Objects (Up to Medium Encumbrance), |
+ | * Increased move - only while undetected is on, -10%[5] | ||
- | stealth[1] | ||
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===Level 2=== | ===Level 2=== | ||
- | Affliction 5(HT-3) - Living only, -20%; Malediction, | + | Affliction 5(HT-4) - Living only, -20%; Malediction, |
Confuse IQ/hard[2] | Confuse IQ/hard[2] | ||
===Level 3=== | ===Level 3=== | ||
- | Select either area overload, or long term overload. | + | Area Confuse: Affliction 6(HT-5) - Living only, -20%; Malediction, |
- | + | ||
- | Area Confuse: Affliction 6(HT-4) - Living only, -20%; Malediction, | + | |
Confuse IQ/hard[5] | Confuse IQ/hard[5] | ||
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===Level 2=== | ===Level 2=== | ||
- | * Smooth Operator[15] | + | * Smooth Operator- Electrical, -20%.[12] |
- | * Charisma[5] | + | * Charisma |
* Efficient social skill of your choice[1] | * Efficient social skill of your choice[1] | ||
- | * Mind shield[4] | + | * One of the Influence Shticks.[1] PU2:15 |
+ | * Mind shield | ||
===Level 3=== | ===Level 3=== | ||
- | * Smooth Operator[15] | + | * Smooth Operator- Electrical, -20%.[12] |
* One of the Influence Shticks.[1] PU2:15 | * One of the Influence Shticks.[1] PU2:15 | ||
* Efficient social skill of your choice[1] | * Efficient social skill of your choice[1] | ||
- | * Mind shield | + | * Voice - Electrical, -20%.[8] |
+ | * Mind shield | ||
=====Sentinel===== | =====Sentinel===== |
starrangers/special_powers.1430665615.txt.gz · Last modified: 2018/07/31 23:23 (external edit)