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Classes

Sub Classes

In order to obtain a sub class, you are required to reach a milestone in a specific skill. For instance, if you are a Soldier and you want to have the sub class of Technician you can unlock it once you reach +7 Mechanics. At this point you may claim Technician as your sub-class but you may only choose 2 of the three abilities from sub-classes. Sub-classes may also advance, but only 2 of the four abilities may be chosen.

Advancing

Selecting a base class is only the beginning, there are several Advanced Classes to choose from that both improve on existing abilities and adds a new ability. Unlocking an advanced class requires reaching multiple class-related skill milestones.


Base Classes

Base classes further define your role in this universe. Whether you are the more combat-focused Soldier or the more support-focused Scientist you will have three abilities that will be effective in whatever role you choose.

Soldier

You thrive in the face of danger, your training in weaponry and hand-to-hand combat give you an advantage on the battlefield. Continued training could lead you to becoming an Enforcer or Ghost.

AbilityEN COSTEFFECT
Aim0Add 1 d6 to your Attack for 1 turn.
Martial Arts1(Melee Only) Add Strength Bonus to your attack roll, and +2 to DMG.
Power Hit2Add 1 d6 to melee attack. Add strength bonus to damage.

Technician

As a Technician you control the ships mechanical functions as well as maintaining its primary systems. This class can lead you to becoming either an Engineer or an Architect.

AbilityEN COSTEFFECT
Energize0+1 (E) to self or other player at your location.
Barrier3Activate a barrier at your location with 4 DEF that lasts 2 rounds.
Power SurgeMAXRemoves all players/opponents (E) at this and all adjacent locations. All robotic or energy based players skip their next turn and take 2 DMG.

Scientist

With a background in science you are adept at identifying organisms, creating compounds, and maintaining the crews health. This career path can lead you to becoming a Geneticist or a Physician.

AbilityEN COSTEFFECT
Take Sample1+1[§] from location.
Create Compound1Combine multiple samples [§] to create an item/compound. -1 DEF for 1 round.
Identify Weakness1Roll a d20. 8+ successfully identifies the opponents weakness. The identified opponent receives -2 DEF and all damage against them is increased by 1.

Transporter

With your experience calculating trajectories, mass, and deconstruction you are able to use the ships teleporter to your advantage. Continued experience in this field can lead to becoming a Blink or a Combine.

AbilityEN COSTEFFECT
Transpose2Exchange an item from your inventory with an item on the battlefield (of equivilant weight) within sight.
Teleport3Instantly teleport to an adjacent card. (diagonal counts).
Transport3Instantly teleport another character or object up to your own weight to an adjacent card (diagonal counts).

As a navigator you are able to interpret system maps, effectively drive vehicles, and plot courses. Advancing in this career will lead to becoming a Pilot or Cartographer.

AbilityEN COSTEFFECT
Boost1+1 Movement for 1 round. 1 round cooldown.
Evade3Enemies roll disadvantage when attacking. Used during enemies attack.
Drone4Creates a drone with a total (E) of 4. After (E) is depleted the drone is removed. 2dmg/4hp.

Advanced Classes

Class intro text.


Enforcer

Description here.

REQUIREMENTS
Class:Soldier
6 Large or Small Weapons
5 Strength
4 Melee Weapons

AbilityEN COSTEFFECT
Aim0Add 1 d6 to your Attack for 1 turn.
Deadly Strike2(Melee Only) Add Strength Bonus to your attack roll, and +5 to DMG. Opponent must roll a d20 for survival. The strike was lethal if they roll a 1, 7, or 15.
Power Hit3Add 1 d6 to melee attack. Add strength bonus to damage.
Double Shot4Attack twice with your drawn weapon.

Physician

Description here.

REQUIREMENTS
Class:Medic
6 Medical
3 Intelligence
3 Bio Scan

AbilityEN COSTEFFECT
Advanced Bandage1+5HP to any Organic being at the same location.
Advanced Cure2Administer an antidote to any one Virus, Bacteria, or Compound. Automatically removes a status affect.
Advanced Immunity3Become immune to all Viral or Bacterial or Synthetic Compound for the remainder of the match. Can administer to self or others up to 1 distance away.
Surgery4Perform surgery on an ally or any unconscious organic creature/person. Revives and/or adds 1d12 HP. Nullify disable on target. Cannot move for 1 round.

Geneticist

Description here.

REQUIREMENTS
Class:Scientist
5 Science
5 Bio Scan
3 Medical
2 Intelligence

AbilityEN COSTEFFECT
Take Samples1+3[§] from location.
Create Compounds1Combine multiple samples to create up to 3 items/compounds.
Pinpoint Weakness1Roll a d20. 5+ successfully identifies the opponents weakness. The identified opponent receives -3 DEF and all damage against them is increased by 2.
Apoptosis3Causes enhanced rate of cell decay and deconstruction. Must successfully inject into any organic object/creature by rolling a 10+ with a d20. Current location only unless using a dart gun.

Architect

Description here.

REQUIREMENTS
Class:Engineer
5 Mechanics
5 Science
5 Programming

AbilityEN COSTEFFECT
Advanced Nano Tower3Creates a tower of 5 DEF. The tower provides +5 accuracy.
Advanced Barrier3Activate a barrier at your location with 8 DEF that lasts 3 rounds.
Advanced Repair3Reinforce a barrier at your location with +3 DEF.
Deconstruct3Deconstruct an inorganic object at your location using remotely controlled nanites that last 1 round.
Power SurgeMAXRemoves all players/opponents (E) at this and all adjacent locations. All robotic or energy based players skip their next turn and take 2 DMG.

—-

Description here.

REQUIREMENTS
Class:Blink
5 Perception
3 Intelligence
4 Strength

AbilityEN COSTEFFECT
Transpose1Exchange an item from your inventory with an item on the battlefield (of approximate weight) within sight.
Advanced Teleport3Instantly teleport to an adjacent location up to 3 distance away. (diagonal counts).
Advanced Transport3Instantly teleport another character or object up to double your own weight to an adjacent card up to 2 distance away. (diagonal counts).
TransfusionMAXTeleport and fuse a held object into another object. (Must be on same location) If transfusing into an enemy or organic creature roll a location-based die along with a d12 for damage. The object will transfuse into them at the rolled location and cause damage. If transfusing into a vital organ, opponent rolls a d20 to see if they survive. 15+ succeeds.

Ghost

Silent, Calculating, Deadly. The Wraith welcomes all to the afterlife.

REQUIREMENTS
Class:Soldier
8 Stealth
6 Weapon

AbilityEN COSTEFFECT
Disable2Roll a location-based die along with a d6. Rolling a 3 or higher disables the rolled location. See the disable status effect for more info.
Trap2Place a trap on your current location. Anyone that steps on this location will be ensnared until they break free by rolling a 4 or higher with a d6.
Invisibility2Enemies cannot see you for 3 turns.
Assassinate2Can be performed on anyone who is unaware of your presence. Roll a d6, if you roll a 5 or 6 the enemy will be eliminated. Nullifies invisibility.

classes.txt · Last modified: 2018/01/30 06:32 by derektye