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Starmourn - BEAST Abilities

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  1. ---------------------------------< Abilities in MWP >----------------------------------
  2. Ability Info Lessons
  3. ---------------------------------------------------------------------------------------
  4. Wristblade
  5. -- WRISTBLADE (MWP) -----------------------------------------------------------
  6. Drive your wristblade into your foe, causing damage. The attack will hit harder if the target is dazed or staggering, and can also be augmented with the SHARPEN and SERRATE abilities in MWP, and the PLASMABLADE ability in Plasmacasting.
  7. -------------------------------------------------------------------------------
  8. Skill: MWP
  9. Group: Wristblade
  10. Command: MWP WRISTBLADE <TARGET>
  11. Known: Yes
  12. Lessons: 5 Lessons
  13. Ability type: Melee
  14. Can target: Others
  15. Base balance time: 3.00 seconds
  16. -------------------------------------------------------------------------------
  17.  
  18. -- SHARPEN (MWP) --------------------------------------------------------------
  19. The mounted wristblade operates in one of two positions. In the sharpened position, the blade will slice through flesh easily, reaching the internal organs with ruthless momentum. The side-effect of this position is that it leaves cleaner wounds, which will hurt the target less. (The other position is SERRATE.)
  20. -------------------------------------------------------------------------------
  21. Skill: MWP
  22. Group: Wristblade
  23. Command: MWP SHARPEN [OFF]
  24. Known: No
  25. Lessons: 186 Lessons
  26. Ability type: Defensive
  27. Base balance time: 3.00 seconds
  28. -------------------------------------------------------------------------------
  29.  
  30. -- SERRATE (MWP) --------------------------------------------------------------
  31. The mounted wristblade operates in one of two positions. In the serrated position, it will brutally saw your opponent's flesh with grinding brutality, making normal attacks do additional bleeding damage. (The other position is SHARPEN.)
  32. -------------------------------------------------------------------------------
  33. Skill: MWP
  34. Group: Wristblade
  35. Command: MWP SERRATE [OFF]
  36. Known: No
  37. Lessons: 384 Lessons
  38. Ability type: Defensive
  39. Base balance time: 3.00 seconds
  40. -------------------------------------------------------------------------------
  41.  
  42. -- TWIST (MWP) ----------------------------------------------------------------
  43. Twisting your blade as you drive it into your foe will inflict serious damage to their torso and their internal subsystem. This ability can be augmented with the SHARPEN and SERRATE abilities in MWP, and the PLASMABLADE ability in Plasmacasting.
  44. -------------------------------------------------------------------------------
  45. Skill: MWP
  46. Group: Wristblade
  47. Command: MWP TWIST <TARGET>
  48. Known: No
  49. Lessons: 661 Lessons
  50. Ability type: Melee
  51. Can target: Others
  52. Base balance time: 3.00 seconds
  53. -------------------------------------------------------------------------------
  54.  
  55. -- TEAR (MWP) -----------------------------------------------------------------
  56. Inflict a shredding wound on the target, doing upfront damage, as well as causing them to bleed heavily afterwards. This ability can be augmented with the SHARPEN and SERRATE abilities in MWP, and the PLASMABLADE ability in Plasmacasting.
  57. -------------------------------------------------------------------------------
  58. Skill: MWP
  59. Group: Wristblade
  60. Command: MWP TEAR <TARGET>
  61. Known: No
  62. Lessons: 1135 Lessons
  63. Ability type: Melee
  64. Can target: Others
  65. Base balance time: 3.00 seconds
  66. -------------------------------------------------------------------------------
  67.  
  68. Minigun
  69.  
  70. -- MINIGUN (MWP) --------------------------------------------------------------
  71. Fire your minigun at the target, riddling them with bullets. The damage of the ability depends on the amount of bleeding wounds on the target.
  72. -------------------------------------------------------------------------------
  73. Skill: MWP
  74. Group: Minigun
  75. Command: MWP MINIGUN <TARGET>
  76. Known: Yes
  77. Lessons: 30 Lessons
  78. Ability type: In-room ranged
  79. Can target: Others
  80. Base balance time: 3.00 seconds
  81. -------------------------------------------------------------------------------
  82.  
  83. -- FOCUSFIRE (MWP) ------------------------------------------------------------
  84. Concentrate your minigun upon a prop that someone is taking cover behind, and you will hit them when they attempt to perform an action from behind it. Your bullets will continue to destroy the cover, leaving them vulnerable. This is a channeled action, and will be interrupted by any action.
  85. -------------------------------------------------------------------------------
  86. Skill: MWP
  87. Group: Minigun
  88. Command: MWP FOCUSFIRE <TARGET>
  89. Known: Yes
  90. Lessons: 45 Lessons
  91. Ability type: Melee
  92. Can target: Others and Props
  93. Base balance time: 3.00 seconds
  94. -------------------------------------------------------------------------------
  95.  
  96. -- VANTAGE (MWP) --------------------------------------------------------------
  97. By taking advantage of an elevated position, in relation to your target, you have a higher chance to bypass their cover when attacking.
  98. -------------------------------------------------------------------------------
  99. Skill: MWP
  100. Group: Minigun
  101. Known: No
  102. Lessons: 221 Lessons
  103. Ability type: Defensive
  104. -------------------------------------------------------------------------------
  105.  
  106. -- SPOOLUP (MWP) --------------------------------------------------------------
  107. Spooling up the minigun, this ability inflicts internal damage depending on target's muscular damage.
  108. -------------------------------------------------------------------------------
  109. Skill: MWP
  110. Group: Minigun
  111. Command: MWP SPOOLUP <TARGET>
  112. Known: No
  113. Lessons: 428 Lessons
  114. Ability type: In-room ranged
  115. Can target: Others
  116. Base balance time: 3.00 seconds
  117. -------------------------------------------------------------------------------
  118.  
  119. -- PINDOWN (MWP) --------------------------------------------------------------
  120. Keep your finger on the trigger, sending a wide arc of bullets across the room, hitting anyone who is not behind cover. This is a channeled action, and will be interrupted by any action.
  121. -------------------------------------------------------------------------------
  122. Skill: MWP
  123. Group: Minigun
  124. Command: MWP PINDOWN
  125. Known: No
  126. Lessons: 914 Lessons
  127. Ability type: Room attack
  128. Can target: Others
  129. Base balance time: 3.00 seconds
  130. -------------------------------------------------------------------------------
  131.  
  132. Missile launcher
  133.  
  134. -- MISSILES (MWP) -------------------------------------------------------------
  135. Unleash the tracer missiles from your launcher into the air, they will cascade down and strike all ground-based targets in the room. The base flight time for the missiles is 8 seconds.
  136. -------------------------------------------------------------------------------
  137. Skill: MWP
  138. Group: Missile launcher
  139. Command: MWP MISSILES
  140. Known: No
  141. Lessons: 95 Lessons
  142. Ability type: Room attack
  143. Can target: Others
  144. Base balance time: 3.50 seconds
  145. -------------------------------------------------------------------------------
  146.  
  147. -- LAUNCH (MWP) ---------------------------------------------------------------
  148. Fire a homing missile that will hit the target after a while, inflicting damage. The missile will strike harder if the target is entangled, or suffers heavy internal damage.
  149. -------------------------------------------------------------------------------
  150. Skill: MWP
  151. Group: Missile launcher
  152. Command: MWP LAUNCH <TARGET>
  153. Known: No
  154. Lessons: 112 Lessons
  155. Ability type: Melee
  156. Can target: Others
  157. Base balance time: 3.00 seconds
  158. -------------------------------------------------------------------------------
  159.  
  160. -- RAINDOWN (MWP) -------------------------------------------------------------
  161. Fire three missiles in quick succession, all aimed at the same target. The missiles will hit the target 3 seconds apart.
  162. -------------------------------------------------------------------------------
  163. Skill: MWP
  164. Group: Missile launcher
  165. Command: MWP RAINDOWN <TARGET>
  166. Known: No
  167. Lessons: 261 Lessons
  168. Ability type: Air to ground (single target)
  169. Can target: Others
  170. Base balance time: 3.50 seconds
  171. Cooldown time: 60.00 seconds
  172. -------------------------------------------------------------------------------
  173.  
  174. -- INCENDIARY (MWP) -----------------------------------------------------------
  175. Launch tracer missiles equipped with incendiary warheads at the target, unleashing fiery damage upon your target. Should they be afflicted with the SCORCHED affliction, they will take more damage for every stack of the affliction present.
  176. -------------------------------------------------------------------------------
  177. Skill: MWP
  178. Group: Missile launcher
  179. Command: MWP INCENDIARY <TARGET>
  180. Known: No
  181. Lessons: 477 Lessons
  182. Ability type: In-room ranged
  183. Can target: Others
  184. Base balance time: 3.00 seconds
  185. -------------------------------------------------------------------------------
  186.  
  187. -- COUNTERMEASURES (MWP) ------------------------------------------------------
  188. When active, your suit's anti-missile systems will attempt to block any incoming attacks coming from outside of your current location.
  189. -------------------------------------------------------------------------------
  190. Skill: MWP
  191. Group: Missile launcher
  192. Command: MWP COUNTERMEASURES [OFF]
  193. Known: No
  194. Lessons: 820 Lessons
  195. Ability type: Defensive
  196. Base balance time: 2.50 seconds
  197. -------------------------------------------------------------------------------
  198. Netlauncher
  199. -- NETLAUNCH (MWP) ------------------------------------------------------------
  200. Launch a nanofilament net at your target, entangling them in the thin strands. This prevents acting and also interrupts channelled activities.
  201. -------------------------------------------------------------------------------
  202. Skill: MWP
  203. Group: Netlauncher
  204. Command: MWP NETLAUNCH <TARGET>
  205. Known: No
  206. Lessons: 60 Lessons
  207. Ability type: In-room ranged
  208. Can target: Others
  209. Base balance time: 3.00 seconds
  210. Cooldown time: 7.50 seconds
  211. -------------------------------------------------------------------------------
  212.  
  213. -- WALLOP (MWP) ---------------------------------------------------------------
  214. By disabling a safety feature on your net launcher, you can fire an undeployed net at the target. This solid cannister will wind your target with the impact.
  215. -------------------------------------------------------------------------------
  216. Skill: MWP
  217. Group: Netlauncher
  218. Command: MWP WALLOP <TARGET>
  219. Known: No
  220. Lessons: 75 Lessons
  221. Ability type: Melee
  222. Can target: Others
  223. Base balance time: 2.50 seconds
  224. -------------------------------------------------------------------------------
  225.  
  226. -- HOOKNET (MWP) --------------------------------------------------------------
  227. The hooked net is a cruel beast! It will dig into the flesh of your target, making it take longer to escape. Due to the many barbs, it will cause your net launcher to jam, preventing further use until your suit's maintenance system can clear it.
  228. -------------------------------------------------------------------------------
  229. Skill: MWP
  230. Group: Netlauncher
  231. Command: MWP HOOKNET <TARGET>
  232. Known: No
  233. Lessons: 532 Lessons
  234. Ability type: Melee
  235. Can target: Others
  236. Base balance time: 3.00 seconds
  237. Cooldown time: 30.00 seconds
  238. -------------------------------------------------------------------------------
  239.  
  240. -- AIRSHOT (MWP) --------------------------------------------------------------
  241. Aiming your launcher skyward, you can fire a net in the air, which will come down to knock its target off-balance shortly afterwards, as well as cause them to stagger.
  242. -------------------------------------------------------------------------------
  243. Skill: MWP
  244. Group: Netlauncher
  245. Command: MWP AIRSHOT <TARGET>
  246. Known: No
  247. Lessons: 1265 Lessons
  248. Ability type: Melee
  249. Can target: Others
  250. Base balance time: 3.00 seconds
  251. Cooldown time: 7.50 seconds
  252. -------------------------------------------------------------------------------
  253. -- TETHER (MWP) ---------------------------------------------------------------
  254. By locking a strand of nanofilament netting into the launcher, you are able to fire a net into an adjacent location, snare a target, and pull them to you.
  255. -------------------------------------------------------------------------------
  256. Skill: MWP
  257. Group: Netlauncher
  258. Command: MWP TETHER <TARGET> <DIR>
  259. Known: No
  260. Lessons: 1570 Lessons
  261. Ability type: Adjacent room ranged
  262. Can target: Others
  263. Base balance time: 4.00 seconds
  264. Cooldown time: 7.50 seconds
  265. -------------------------------------------------------------------------------
  266. Railgun
  267. -- RAILSHOT (MWP) -------------------------------------------------------------
  268. Using the railgun's maglev technology, you will send a high-impact slug at your target, inflicting high damage and afflicting the target with broken ribs.
  269. -------------------------------------------------------------------------------
  270. Skill: MWP
  271. Group: Railgun
  272. Command: MWP RAILSHOT <TARGET>
  273. Known: No
  274. Lessons: 302 Lessons
  275. Ability type: In-room ranged
  276. Can target: Others
  277. Base balance time: 3.75 seconds
  278. -------------------------------------------------------------------------------
  279.  
  280. -- HEADSHOT (MWP) -------------------------------------------------------------
  281. Take precise aim at your foe's head, firing a high-velocity slug to inflict a large amount of damage. Additionally, your attack will inflict trauma if their internal subsystem is sufficiently weakened, or disorientation otherwise.
  282. -------------------------------------------------------------------------------
  283. Skill: MWP
  284. Group: Railgun
  285. Command: MWP HEADSHOT <TARGET>
  286. Known: No
  287. Lessons: 345 Lessons
  288. Ability type: Melee
  289. Can target: Others
  290. Base balance time: 3.75 seconds
  291. -------------------------------------------------------------------------------
  292.  
  293. -- HOBBLE (MWP) ---------------------------------------------------------------
  294. By targeting and exploiting the weak joints in your opponent's legs, you can precisely aim a slug at their lower appendages and inflict serious damage to them and afflict them with the weak knees affliction. Any further attacks to the legs, while afflicted, will send them flailing to the ground.
  295. -------------------------------------------------------------------------------
  296. Skill: MWP
  297. Group: Railgun
  298. Command: MWP HOBBLE <TARGET>
  299. Known: No
  300. Lessons: 736 Lessons
  301. Ability type: Melee
  302. Can target: Others
  303. Base balance time: 3.75 seconds
  304. -------------------------------------------------------------------------------
  305.  
  306. -- SNIPE (MWP) ----------------------------------------------------------------
  307. Your mastery of your suit's targeting systems allows you to fire upon targets anywhere within your line-of-sight.
  308. -------------------------------------------------------------------------------
  309. Skill: MWP
  310. Group: Railgun
  311. Command: MWP SNIPE <TARGET> <DIR>
  312. Known: No
  313. Lessons: 1018 Lessons
  314. Ability type: Line-of-sight ranged
  315. Can target: Others
  316. Base balance time: 3.75 seconds
  317. -------------------------------------------------------------------------------
  318. -- DUALSHOT (MWP) -------------------------------------------------------------
  319. Disabling safety features is never a great idea, but sometimes it can be effective. By circumventing the backfire prevention protocol, you can fire two rail slugs in very short succession. This does have the disadvantage of causing the railgun to jam, preventing further use until your suit's maintenance systems can clear it.
  320. -------------------------------------------------------------------------------
  321. Skill: MWP
  322. Group: Railgun
  323. Command: MWP DUALSHOT <TARGET>
  324. Known: No
  325. Lessons: 1750 Lessons
  326. Ability type: Melee
  327. Can target: Others
  328. Base balance time: 3.75 seconds
  329. Cooldown time: 50.00 seconds
  330. -------------------------------------------------------------------------------
  331. Shield
  332. -- SMASH (MWP) ----------------------------------------------------------------
  333. Unleash a vicious swipe with your shield, sending your opponent flying out of the room with the force of the blow. Due to the varying possibilities of target weight and momentum, the specific direction of ejection could be any valid exit.
  334. -------------------------------------------------------------------------------
  335. Skill: MWP
  336. Group: Shield
  337. Command: MWP SMASH <TARGET>
  338. Known: No
  339. Lessons: 133 Lessons
  340. Ability type: Melee
  341. Can target: Others and Props
  342. Base balance time: 3.00 seconds
  343. -------------------------------------------------------------------------------
  344.  
  345. -- DEFLECT (MWP) --------------------------------------------------------------
  346. Holding your mounted shield high, you will focus on deflecting any incoming ranged attacks away from yourself and at another target. This is a channel, and will be interrupted by any action.
  347. -------------------------------------------------------------------------------
  348. Skill: MWP
  349. Group: Shield
  350. Command: MWP DEFLECT
  351. Known: No
  352. Lessons: 157 Lessons
  353. Ability type: Room attack
  354. Can target: Others
  355. Base balance time: 3.00 seconds
  356. -------------------------------------------------------------------------------
  357.  
  358. -- BLOCK (MWP) ----------------------------------------------------------------
  359. Standing firm and positioning your shield for maximum effect, you will prevent any movement into your location. This is a channeled action, and will be interrupted by any action.
  360. -------------------------------------------------------------------------------
  361. Skill: MWP
  362. Group: Shield
  363. Command: MWP BLOCK
  364. Known: No
  365. Lessons: 593 Lessons
  366. Ability type: Combat utility
  367. Can target: Others
  368. Base balance time: 2.50 seconds
  369. -------------------------------------------------------------------------------
  370.  
  371. -- PROTECT (MWP) --------------------------------------------------------------
  372. Using the bulk of your B.E.A.S.T. suit and the massive shield mounted on your wrist, you are able to protect another target in the room from attack. This is a channeled action, and will be interrupted by any action.
  373. -------------------------------------------------------------------------------
  374. Skill: MWP
  375. Group: Shield
  376. Command: MWP PROTECT <TARGET>
  377. Known: No
  378. Lessons: 1409 Lessons
  379. Ability type: Melee
  380. Can target: Others
  381. Base balance time: 2.50 seconds
  382. -------------------------------------------------------------------------------
  383. ---------------------------------------------------------------------------------------
  384.  
  385. ----------------------------< Abilities in PlasmaCasting >-----------------------------
  386. Ability Info Lessons
  387. ---------------------------------------------------------------------------------------
  388. -- PLASMA (PlasmaCasting) -----------------------------------------------------
  389. By redirecting excess energy to your plasmacasting system, you will begin to generate heat in your plasma tanks. This system will continue to increase your heat level until you reach extreme heat, which poses a significant risk of damaging the B.E.A.S.T. and its operator. Use PLASMA HEATUP OFF to disable the heat generation.
  390. -------------------------------------------------------------------------------
  391. Skill: PlasmaCasting
  392. Command: PLASMA HEATUP
  393. Known: Yes
  394. Lessons: 5 Lessons
  395. Ability type: Noncombat utility
  396. Base balance time: 3.00 seconds
  397. -------------------------------------------------------------------------------
  398.  
  399. -- NOZZLE (PlasmaCasting) -----------------------------------------------------
  400. The jets on your plasmacaster have iris valves which control the rate at which plasma is ejected. They can be narrowed to reduce the amount of plasma released, at the expense of damage, or widened to increase the damage and amount of plasma used.
  401. -------------------------------------------------------------------------------
  402. Skill: PlasmaCasting
  403. Command: PLASMA NOZZLE <SIZE>
  404. Known: No
  405. Lessons: 186 Lessons
  406. Ability type: Noncombat utility
  407. Base balance time: 1.00 seconds
  408. -------------------------------------------------------------------------------
  409.  
  410. -- RELEASE (PlasmaCasting) ----------------------------------------------------
  411. By tapping in to your suit's emergency systems, you can execute a heat dump. This has the effect of lowering the heat of the plasma stored in your tanks. The suit's heat dumping system can only expel so much heat at once, and may require multiple dumps to lower your temperature a full level.
  412. -------------------------------------------------------------------------------
  413. Skill: PlasmaCasting
  414. Command: PLASMA RELEASE
  415. Known: No
  416. Lessons: 261 Lessons
  417. Ability type: Noncombat utility
  418. Base balance time: 2.50 seconds
  419. Cooldown time: 20.00 seconds
  420. -------------------------------------------------------------------------------
  421.  
  422. -- CONSUMPTION (PlasmaCasting) ------------------------------------------------
  423. Rerouting a batch of your B.E.A.S.T.'s energy, you can instantly increase the heat in your plasma tanks. Your suit's systems will not normally allow a boost into the extreme range, but in the presence of an inferno, the system is bypassed.
  424. -------------------------------------------------------------------------------
  425. Skill: PlasmaCasting
  426. Command: PLASMA CONSUMPTION
  427. Known: No
  428. Lessons: 404 Lessons
  429. Ability type: Combat utility
  430. Can target: Others
  431. Base balance time: 3.00 seconds
  432. -------------------------------------------------------------------------------
  433. Attacks
  434. -- BURN (PlasmaCasting) -------------------------------------------------------
  435. Send a blast of searing plasma from your plasmacasters. This will inflict a significant damage to your foes and to props in the room.
  436. -------------------------------------------------------------------------------
  437. Skill: PlasmaCasting
  438. Group: Attacks
  439. Command: PLASMA BURN <TARGET>
  440. Known: Yes
  441. Lessons: 15 Lessons
  442. Ability type: In-room ranged
  443. Can target: Others and Props
  444. Base balance time: 3.00 seconds
  445. Resources required: low plasma
  446. -------------------------------------------------------------------------------
  447.  
  448. -- COMBUST (PlasmaCasting) ----------------------------------------------------
  449. Engulf your target in flames, doing periodic damage every second for 12 seconds. Additionally, if their muscular system is sufficiently damaged (15% per stack) they'll gain a stack of the scorched affliction, increasing the damage, and getting them closer to being able to be targeted with the INCINERATE ability.
  450. -------------------------------------------------------------------------------
  451. Skill: PlasmaCasting
  452. Group: Attacks
  453. Command: PLASMA COMBUST <TARGET>
  454. Known: No
  455. Lessons: 221 Lessons
  456. Ability type: In-room ranged
  457. Can target: Others
  458. Base balance time: 3.00 seconds
  459. Resources required: low plasma
  460. -------------------------------------------------------------------------------
  461.  
  462. -- SEAR (PlasmaCasting) -------------------------------------------------------
  463. Send a lash of flame at your foe, stripping an external defense from them.
  464. -------------------------------------------------------------------------------
  465. Skill: PlasmaCasting
  466. Group: Attacks
  467. Command: PLASMA SEAR <TARGET>
  468. Known: No
  469. Lessons: 310 Lessons
  470. Ability type: In-room ranged
  471. Can target: Others
  472. Base balance time: 3.00 seconds
  473. Resources required: medium plasma (uses low)
  474. -------------------------------------------------------------------------------
  475.  
  476. -- CONFLAGRATE (PlasmaCasting) ------------------------------------------------
  477. Send forth a torrent of incinerating plasma to damage your target. This ability will do increased damage for each stack of the scorched affliction on the target, and by damage to their muscular subsystem.
  478. -------------------------------------------------------------------------------
  479. Skill: PlasmaCasting
  480. Group: Attacks
  481. Command: PLASMA CONFLAGRATE <TARGET>
  482. Known: No
  483. Lessons: 462 Lessons
  484. Ability type: In-room ranged
  485. Can target: Others
  486. Base balance time: 3.50 seconds
  487. Resources required: very high plasma (uses high)
  488. -------------------------------------------------------------------------------
  489. -- DOUSE (PlasmaCasting) ------------------------------------------------------
  490. Coat your target in accelerant, causing all flame-based attacks to deal increased damage.
  491. -------------------------------------------------------------------------------
  492. Skill: PlasmaCasting
  493. Group: Attacks
  494. Command: PLASMA DOUSE <TARGET>
  495. Known: No
  496. Lessons: 689 Lessons
  497. Ability type: In-room ranged
  498. Can target: Others
  499. Base balance time: 3.00 seconds
  500. Resources required: low plasma
  501. -------------------------------------------------------------------------------
  502.  
  503. -- ENVELOP (PlasmaCasting) ----------------------------------------------------
  504. Ignite a prop that someone is taking cover behind, causing periodic damage while they remain cowering behind the burning shield. This effect will happen every 4 seconds for 24 seconds.
  505. -------------------------------------------------------------------------------
  506. Skill: PlasmaCasting
  507. Group: Attacks
  508. Command: PLASMA ENVELOP <PROP>
  509. Known: No
  510. Lessons: 787 Lessons
  511. Ability type: In-room ranged
  512. Can target: Others and Props
  513. Base balance time: 3.00 seconds
  514. Resources required: medium plasma (uses low)
  515. -------------------------------------------------------------------------------
  516.  
  517. -- INCINERATE (PlasmaCasting) -------------------------------------------------
  518. Unleash the full fury of your plasmacasters, instantly killing your target by reducing them to nothing but a smoldering pile of ashes. Your foe must be sufficiently weakened, with at least 5 stacks of the scorched affliction.
  519. -------------------------------------------------------------------------------
  520. Skill: PlasmaCasting
  521. Group: Attacks
  522. Command: PLASMA INCINERATE <TARGET>
  523. Known: No
  524. Lessons: 1750 Lessons
  525. Ability type: In-room ranged
  526. Can target: Others
  527. Base balance time: 4.00 seconds
  528. Resources required: very high plasma
  529. -------------------------------------------------------------------------------
  530. Room effects
  531. -- SMOKE (PlasmaCasting) ------------------------------------------------------
  532. Scorch the insulating lining of your B.E.A.S.T., forming a thick cloud of smoke to obscure vision in your location. This effect will last for 120 seconds.
  533. -------------------------------------------------------------------------------
  534. Skill: PlasmaCasting
  535. Group: Room effects
  536. Command: PLASMA SMOKE
  537. Known: No
  538. Lessons: 133 Lessons
  539. Ability type: Combat utility
  540. Can target: Others
  541. Base balance time: 3.00 seconds
  542. Resources required: low plasma
  543. -------------------------------------------------------------------------------
  544.  
  545. -- OPENING (PlasmaCasting) ----------------------------------------------------
  546. Blast away the roof or ceiling from your current location, assuming it is indoors, to allow flight and other aerial maneuvers. Repairbots will begin repairing the damage immediately, but you will have clear air for at least 300 seconds while they do.
  547. -------------------------------------------------------------------------------
  548. Skill: PlasmaCasting
  549. Group: Room effects
  550. Command: PLASMA OPENING
  551. Known: No
  552. Lessons: 157 Lessons
  553. Ability type: Combat utility
  554. Can target: Others
  555. Base balance time: 4.00 seconds
  556. Resources required: high plasma (uses low)
  557. -------------------------------------------------------------------------------
  558.  
  559. -- FIREWALL (PlasmaCasting) ---------------------------------------------------
  560. Blast an exit from your location, forming a blazing wall of fire that will burn anyone who passes through it. This wall will last 120 seconds before petering out.
  561. -------------------------------------------------------------------------------
  562. Skill: PlasmaCasting
  563. Group: Room effects
  564. Command: PLASMA FIREWALL <DIR>
  565. Known: No
  566. Lessons: 354 Lessons
  567. Ability type: Defensive
  568. Base balance time: 3.50 seconds
  569. Resources required: medium plasma (uses low)
  570. -------------------------------------------------------------------------------
  571.  
  572. -- EXTINGUISH (PlasmaCasting) -------------------------------------------------
  573. Reverse the pumps on your plasmacasting system, drawing a firewall back into your tanks for a boost to your heat reserves.
  574. -------------------------------------------------------------------------------
  575. Skill: PlasmaCasting
  576. Group: Room effects
  577. Command: PLASMA EXTINGUISH <DIR>
  578. Known: No
  579. Lessons: 603 Lessons
  580. Ability type: Combat utility
  581. Can target: Others
  582. Base balance time: 3.00 seconds
  583. -------------------------------------------------------------------------------
  584. -- ACRIDSMOKE (PlasmaCasting) -------------------------------------------------
  585. Taking your desire to decimate your foes to the next level, you scorch your B.E.A.S.T.'s insulating liner, and mix it with accelerant to make a thick plume of acidic smoke, which you then expel in a gust at anybody not taking cover. This acrid smoke will afflict those caught in it with blurred vision, reducing the damage of their attacks.
  586. -------------------------------------------------------------------------------
  587. Skill: PlasmaCasting
  588. Group: Room effects
  589. Command: PLASMA ACRIDSMOKE
  590. Known: No
  591. Lessons: 899 Lessons
  592. Ability type: Room attack
  593. Can target: Others
  594. Base balance time: 3.00 seconds
  595. Resources required: low plasma
  596. -------------------------------------------------------------------------------
  597.  
  598. -- INFERNO (PlasmaCasting) ----------------------------------------------------
  599. Release a hellish inferno into your surroundings, burning all players in sight. Periodic damage will occur when the flames flare up every 5 seconds, and the effect will last at least 25 seconds, and has a chance to die out every flare after that. The use of the RESISTANCE ability will shield the B.E.A.S.T. from the effects of the inferno. While inside the inferno, you can bypass the safety sensors on your plasma tanks that normally limit CONSUMPTION, allowing them to be pushed to extreme levels of heat.
  600. -------------------------------------------------------------------------------
  601. Skill: PlasmaCasting
  602. Group: Room effects
  603. Command: PLASMA INFERNO
  604. Known: No
  605. Lessons: 1027 Lessons
  606. Ability type: Room attack
  607. Can target: Others
  608. Base balance time: 5.00 seconds
  609. Resources required: high plasma (uses medium)
  610. -------------------------------------------------------------------------------
  611.  
  612. -- PLASMACIRCLE (PlasmaCasting) -----------------------------------------------
  613. In a cruel dance of death and destruction, you will spin in a circle with your plasmacasters blasting, forming firewalls over every exit from your current location.
  614. -------------------------------------------------------------------------------
  615. Skill: PlasmaCasting
  616. Group: Room effects
  617. Command: PLASMA CIRCLE
  618. Known: No
  619. Lessons: 1173 Lessons
  620. Ability type: Combat utility
  621. Can target: Others
  622. Base balance time: 5.00 seconds
  623. Resources required: very high plasma (uses medium)
  624. -------------------------------------------------------------------------------
  625. -- FAN (PlasmaCasting) --------------------------------------------------------
  626. Send a gust of air from your suit's exhaust ports to fan the inferno, spreading it into an adjacent room.
  627. -------------------------------------------------------------------------------
  628. Skill: PlasmaCasting
  629. Group: Room effects
  630. Command: PLASMA FAN <DIR>
  631. Known: No
  632. Lessons: 1531 Lessons
  633. Ability type: Room attack
  634. Can target: Others
  635. Base balance time: 4.00 seconds
  636. Resources required: high plasma (uses medium)
  637. -------------------------------------------------------------------------------
  638. Defenses
  639. -- RESISTANCE (PlasmaCasting) -------------------------------------------------
  640. Deploy additional heatsinks across your suit, reducing operator temperatures while in the most extreme of thermal situations. This will both shield you from the effects of an inferno, and prevent your suit's plasma tanks from overheating to an extreme, damaging degree.
  641. -------------------------------------------------------------------------------
  642. Skill: PlasmaCasting
  643. Group: Defenses
  644. Command: PLASMA RESISTANCE
  645. Known: Yes
  646. Lessons: 30 Lessons
  647. Ability type: Defensive
  648. Base balance time: 3.00 seconds
  649. Resources required: low plasma
  650. -------------------------------------------------------------------------------
  651.  
  652. -- PLASMASHIELD (PlasmaCasting) -----------------------------------------------
  653. Use your plasmacasters to superheat your mounted shield, diminishing the effect of cold-based attacks against you. This effect will last for 60 seconds.
  654. -------------------------------------------------------------------------------
  655. Skill: PlasmaCasting
  656. Group: Defenses
  657. Command: PLASMA SHIELD
  658. Known: No
  659. Lessons: 45 Lessons
  660. Ability type: Noncombat utility
  661. Base balance time: 3.00 seconds
  662. Resources required: low plasma
  663. -------------------------------------------------------------------------------
  664.  
  665. -- DISENTANGLE (PlasmaCasting) ------------------------------------------------
  666. Bindings prove no object to your plasmacasters, allowing you to swiftly burn off any external hindrances that prevent you from action.
  667. -------------------------------------------------------------------------------
  668. Skill: PlasmaCasting
  669. Group: Defenses
  670. Command: PLASMA DISENTANGLE <TARGET>
  671. Known: No
  672. Lessons: 75 Lessons
  673. Ability type: Combat utility
  674. Can target: Others and Self
  675. Base balance time: 2.50 seconds
  676. Resources required: medium plasma (uses low)
  677. -------------------------------------------------------------------------------
  678.  
  679. -- PLASMABLADE (PlasmaCasting) ------------------------------------------------
  680. Heat your mounted wristblade (should you have one mounted,) to the upper limits of the blade's materials. This will alter the damage of any wristblade attacks, and inflect thermal damage instead of impact. The damage will be lower by default, but if the target's skin is scorched, the damage will rise beyond the normal potential of the blade. This effect will last for 300 seconds.
  681. -------------------------------------------------------------------------------
  682. Skill: PlasmaCasting
  683. Group: Defenses
  684. Command: PLASMA BLADE
  685. Known: No
  686. Lessons: 95 Lessons
  687. Ability type: Combat utility
  688. Can target: Others
  689. Base balance time: 3.00 seconds
  690. Resources required: low plasma
  691. -------------------------------------------------------------------------------
  692. -- CLEARSIGHT (PlasmaCasting) -------------------------------------------------
  693. Power up your suit's external camera, augmenting your B.E.A.S.T.'s HUD in diminished visual situations. This augmentation will last 30 seconds.
  694. -------------------------------------------------------------------------------
  695. Skill: PlasmaCasting
  696. Group: Defenses
  697. Command: PLASMA CLEARSIGHT
  698. Known: No
  699. Lessons: 115 Lessons
  700. Ability type: Noncombat utility
  701. Base balance time: 2.50 seconds
  702. Resources required: medium plasma (uses low)
  703. -------------------------------------------------------------------------------
  704.  
  705. -- CAUTERIZE (PlasmaCasting) --------------------------------------------------
  706. Seal your bleeding wounds by cauterizing them with your plasmacasters. Be warned, while this will stop the bleeding, it will hurt like hell.
  707. -------------------------------------------------------------------------------
  708. Skill: PlasmaCasting
  709. Group: Defenses
  710. Command: PLASMA CAUTERIZE
  711. Known: No
  712. Lessons: 528 Lessons
  713. Ability type: Noncombat utility
  714. Base balance time: 3.00 seconds
  715. Resources required: low plasma
  716. -------------------------------------------------------------------------------
  717.  
  718. -- PLASMAWREATHE (PlasmaCasting) ----------------------------------------------
  719. Surround yourself in a fiery nimbus, that will burn anyone who attempts to harm you with melee attacks. You will use additional plasma head to maintain this nimbus. This is a channeled action, and will be interrupted by any action.
  720. -------------------------------------------------------------------------------
  721. Skill: PlasmaCasting
  722. Group: Defenses
  723. Command: PLASMA WREATHE
  724. Known: No
  725. Lessons: 1340 Lessons
  726. Ability type: Combat utility
  727. Can target: Others
  728. Base balance time: 5.00 seconds
  729. Resources required: high plasma (uses low)
  730. -------------------------------------------------------------------------------
  731. ---------------------------------------------------------------------------------------
  732.  
  733. -------------------------------< Abilities in SuitTech >-------------------------------
  734. Ability Info Lessons
  735. ---------------------------------------------------------------------------------------
  736. -- JUMPJETS (SuitTech) --------------------------------------------------------
  737. Fire your jumpjets, taking you up in the air. To land, simply LAND.
  738. -------------------------------------------------------------------------------
  739. Skill: SuitTech
  740. Command: FIRE JUMPJETS
  741. Known: Yes
  742. Lessons: 15 Lessons
  743. Ability type: Defensive
  744. -------------------------------------------------------------------------------
  745.  
  746. -- EXAMINE (SuitTech) ---------------------------------------------------------
  747. Use your suit to scan a nearby target, assessing their general health and certain conditions.
  748. -------------------------------------------------------------------------------
  749. Skill: SuitTech
  750. Command: SUIT EXAMINE <TARGET>
  751. Known: Yes
  752. Lessons: 30 Lessons
  753. Ability type: In-room non-combat targetted
  754. Base balance time: 1.50 seconds
  755. Cooldown time: 10.00 seconds
  756. -------------------------------------------------------------------------------
  757.  
  758. -- RAMSET (SuitTech) ----------------------------------------------------------
  759. Fire ramsets from your armoured boots as you tread, preventing a loss of traction from obstacles that may hinder your movement.
  760. -------------------------------------------------------------------------------
  761. Skill: SuitTech
  762. Command: SUIT RAMSET
  763. Known: Yes
  764. Lessons: 45 Lessons
  765. Ability type: Defensive
  766. Base balance time: 2.50 seconds
  767. -------------------------------------------------------------------------------
  768.  
  769. -- SUPPORT (SuitTech) ---------------------------------------------------------
  770. Initiate your suit's emergency life support system, infusing the pilot with a lifesaving stim pack. This will regenerate up to 20 percent of your maximum health, but can only be done once every 10 seconds.
  771. -------------------------------------------------------------------------------
  772. Skill: SuitTech
  773. Command: SUIT SUPPORT
  774. Known: Yes
  775. Lessons: 75 Lessons
  776. Ability type: Defensive
  777. Can target: Self
  778. Base balance time: 2.50 seconds
  779. Cooldown time: 10.00 seconds
  780. -------------------------------------------------------------------------------
  781. -- HOTSWAP (SuitTech) ---------------------------------------------------------
  782. Exerting mastery over your B.E.A.S.T., you are able to switch out a mounted weapon instantly, without the regular balance penalty. This ability can only be used once every 60 seconds.
  783. -------------------------------------------------------------------------------
  784. Skill: SuitTech
  785. Command: SUIT SWAP <WEAPON>
  786. Known: No
  787. Lessons: 310 Lessons
  788. Ability type: Defensive
  789. Cooldown time: 60.00 seconds
  790. -------------------------------------------------------------------------------
  791.  
  792. -- RADAR (SuitTech) -----------------------------------------------------------
  793. Sweep your scanners, revealing targets in adjacent locations. While your scanners are advanced enough to pick up entities of all race and creed, there are means that opponents can employ to avoid detection.
  794. -------------------------------------------------------------------------------
  795. Skill: SuitTech
  796. Command: SUIT RADAR
  797. Known: No
  798. Lessons: 321 Lessons
  799. Ability type: Noncombat utility
  800. Base balance time: 3.00 seconds
  801. -------------------------------------------------------------------------------
  802.  
  803. -- CONTINGENCY (SuitTech) -----------------------------------------------------
  804. Program your suit's failsafes to automatically execute an emergency evacuation when your health level falls below 20%. When you reach this threshold, your jumpjets will fire and lift you into the skies, out of harm's way (hopefully!).
  805. -------------------------------------------------------------------------------
  806. Skill: SuitTech
  807. Command: SUIT CONTINGENCY
  808. Known: No
  809. Lessons: 575 Lessons
  810. Ability type: Defensive
  811. Base balance time: 5.00 seconds
  812. -------------------------------------------------------------------------------
  813.  
  814. -- RUMBLE (SuitTech) ----------------------------------------------------------
  815. Drive your fists into the ground with overhead swings, sending powerful shockwaves to disrupt the channeled actions of any targets in your location.
  816. -------------------------------------------------------------------------------
  817. Skill: SuitTech
  818. Command: SUIT RUMBLE
  819. Known: No
  820. Lessons: 650 Lessons
  821. Ability type: Room attack
  822. Can target: Others
  823. Base balance time: 3.00 seconds
  824. -------------------------------------------------------------------------------
  825. -- PROPEL (SuitTech) ----------------------------------------------------------
  826. Fire your jumpjets, and hope for the best. After a five second windup, this ability will transport you to a random room in your current area. During the windup phase, any action will interrupt the process.
  827. -------------------------------------------------------------------------------
  828. Skill: SuitTech
  829. Command: SUIT LONGJUMP
  830. Known: No
  831. Lessons: 736 Lessons
  832. Ability type: Noncombat utility
  833. Base balance time: 3.00 seconds
  834. -------------------------------------------------------------------------------
  835.  
  836. -- ROUTING (SuitTech) ---------------------------------------------------------
  837. Choose where to prioritize your B.E.A.S.T.'s suit power. Routing into a weapon slot will increase the damage of a weapon mounted into that slot, but the other MWP weapons will do less damage meanwhile.
  838. -------------------------------------------------------------------------------
  839. Skill: SuitTech
  840. Command: SUIT ROUTE <LARGE|MEDIUM|SMALL|NONE>
  841. Known: No
  842. Lessons: 943 Lessons
  843. Ability type: Defensive
  844. Can target: Self
  845. Base balance time: 1.50 seconds
  846. -------------------------------------------------------------------------------
  847.  
  848. -- DISCHARGE (SuitTech) -------------------------------------------------------
  849. Weaponizing the safety features of your suit, you channel excess charge into a powerful blast. The blast will damage the target's muscular, internal, or sensory subsystem, whichever is least damaged. The damage will scale to the most damaged subsystem.
  850. -------------------------------------------------------------------------------
  851. Skill: SuitTech
  852. Command: SUIT DISCHARGE
  853. Known: No
  854. Lessons: 1366 Lessons
  855. Ability type: In-room ranged
  856. Can target: Others
  857. Base balance time: 3.00 seconds
  858. Cooldown time: 30.00 seconds
  859. -------------------------------------------------------------------------------
  860.  
  861. -- OVERCLOCK (SuitTech) -------------------------------------------------------
  862. Overclock your suit's movement circuits, reducing the balance on the next three attacks by 30%. This overheats your B.E.A.S.T.'s control systems, and can not be used again until the thermal load has dissipated.
  863. -------------------------------------------------------------------------------
  864. Skill: SuitTech
  865. Command: SUIT OVERCLOCK
  866. Known: No
  867. Lessons: 1546 Lessons
  868. Ability type: Defensive
  869. Can target: Self
  870. Cooldown time: 300.00 seconds
  871. -------------------------------------------------------------------------------
  872. Suit attacks
  873. -- BACKHAND (SuitTech) --------------------------------------------------------
  874. Smack your opponent in the face with all of your B.E.A.S.T.-assisted might, dealing significant damage and inflicting the dazed affliction upon them.
  875. -------------------------------------------------------------------------------
  876. Skill: SuitTech
  877. Group: Suit attacks
  878. Command: SUIT BACKHAND <TARGET>
  879. Known: No
  880. Lessons: 133 Lessons
  881. Ability type: Melee
  882. Can target: Others
  883. Base balance time: 3.50 seconds
  884. -------------------------------------------------------------------------------
  885.  
  886. -- BOOT (SuitTech) ------------------------------------------------------------
  887. Utilizing your suit's jets, you propel your armored foot into the chest of your target, winding them.
  888. -------------------------------------------------------------------------------
  889. Skill: SuitTech
  890. Group: Suit attacks
  891. Command: SUIT BOOT <TARGET>
  892. Known: No
  893. Lessons: 186 Lessons
  894. Ability type: Melee
  895. Can target: Others
  896. Base balance time: 3.00 seconds
  897. -------------------------------------------------------------------------------
  898.  
  899. -- ARMVICE (SuitTech) ---------------------------------------------------------
  900. Grip your foe's arm in your armored fist, and crush the limb with your might. This attack will do significant limb damage to the chosen arm.
  901. -------------------------------------------------------------------------------
  902. Skill: SuitTech
  903. Group: Suit attacks
  904. Command: SUIT ARMVICE <TARGET> [LIMB]
  905. Known: No
  906. Lessons: 261 Lessons
  907. Ability type: Melee
  908. Can target: Others
  909. Base balance time: 3.00 seconds
  910. -------------------------------------------------------------------------------
  911.  
  912. -- LEGCLAMP (SuitTech) --------------------------------------------------------
  913. Punish your opponent's legs by clamping them in your B.E.A.S.T.'s servo-assisted grip. This attack will do significant limb damage to the targeted leg.
  914. -------------------------------------------------------------------------------
  915. Skill: SuitTech
  916. Group: Suit attacks
  917. Command: SUIT LEGCLAMP <TARGET> [LIMB]
  918. Known: No
  919. Lessons: 350 Lessons
  920. Ability type: Melee
  921. Can target: Others
  922. Base balance time: 3.00 seconds
  923. -------------------------------------------------------------------------------
  924. -- GRAPPLE (SuitTech) ---------------------------------------------------------
  925. Blast your jumpjets and grab a flying opponent, before driving them into the ground below. The force of this blow will do massive amounts of damage to your foe's muscular and internal subsystems.
  926. -------------------------------------------------------------------------------
  927. Skill: SuitTech
  928. Group: Suit attacks
  929. Command: SUIT GRAPPLE <TARGET>
  930. Known: No
  931. Lessons: 508 Lessons
  932. Ability type: Ground to air (single target)
  933. Can target: Others
  934. Base balance time: 4.00 seconds
  935. -------------------------------------------------------------------------------
  936.  
  937. -- POUND (SuitTech) -----------------------------------------------------------
  938. Grabbing a prone target by the ankle, you swing them overhead and pound them into the ground like a rag doll. This brutal slam will inflict massive amounts of muscular subsystem damage.
  939. -------------------------------------------------------------------------------
  940. Skill: SuitTech
  941. Group: Suit attacks
  942. Command: SUIT POUND <TARGET>
  943. Known: No
  944. Lessons: 1067 Lessons
  945. Ability type: Melee
  946. Can target: Others
  947. Base balance time: 3.00 seconds
  948. -------------------------------------------------------------------------------
  949.  
  950. -- SUNDER (SuitTech) ----------------------------------------------------------
  951. Taking advantage of your suit's wells of power, you will physically rip your foe in two. The target must have a severely damaged muscular and internal subsystem to perform this action. Their muscular subsystem must have taken at least 50% damage, and the sum of damages taken by the muscular and internal damage must not be lower than 100%.
  952. -------------------------------------------------------------------------------
  953. Skill: SuitTech
  954. Group: Suit attacks
  955. Command: SUIT SUNDER <TARGET>
  956. Known: No
  957. Lessons: 1750 Lessons
  958. Ability type: Melee
  959. Can target: Others
  960. Base balance time: 4.00 seconds
  961. -------------------------------------------------------------------------------
  962. Defenses
  963. -- STEADY (SuitTech) ----------------------------------------------------------
  964. Lock your suit's ramsets into the ground, preventing forced movement of most kinds.
  965. -------------------------------------------------------------------------------
  966. Skill: SuitTech
  967. Group: Defenses
  968. Command: SUIT STEADY [OFF]
  969. Known: Yes
  970. Lessons: 60 Lessons
  971. Ability type: Noncombat utility
  972. Base balance time: 3.00 seconds
  973. -------------------------------------------------------------------------------
  974.  
  975. -- DAMPENING (SuitTech) -------------------------------------------------------
  976. NYI
  977. -------------------------------------------------------------------------------
  978. Skill: SuitTech
  979. Group: Defenses
  980. Command: SUIT DAMPENING
  981. Known: No
  982. Lessons: 157 Lessons
  983. Ability type: Defensive
  984. Base balance time: 3.00 seconds
  985. -------------------------------------------------------------------------------
  986.  
  987. -- JAMMING (SuitTech) ---------------------------------------------------------
  988. Send out a field of interference across all known bands and scopes, preventing tech and kith detection in the local vicinity. Visual detection will still be possible, due to the immense size and bulk of your B.E.A.S.T.
  989. -------------------------------------------------------------------------------
  990. Skill: SuitTech
  991. Group: Defenses
  992. Command: SUIT STEALTH [OFF]
  993. Known: No
  994. Lessons: 396 Lessons
  995. Ability type: Defensive
  996. Base balance time: 3.00 seconds
  997. -------------------------------------------------------------------------------
  998.  
  999. -- WATCH (SuitTech) -----------------------------------------------------------
  1000. Keep an ongoing radar sweep going, alerting you of movement into and out of adjacent locations.
  1001. -------------------------------------------------------------------------------
  1002. Skill: SuitTech
  1003. Group: Defenses
  1004. Command: SUIT WATCH [OFF]
  1005. Known: No
  1006. Lessons: 1207 Lessons
  1007. Ability type: Defensive
  1008. Base balance time: 3.00 seconds
  1009. -------------------------------------------------------------------------------
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