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Starmourn - Scoundrel Abilities

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  1. -----------------------------< Abilities in Gunslinging >------------------------------
  2. Ability Info Lessons
  3. ---------------------------------------------------------------------------------------
  4. Pistolcraft
  5.  
  6. -- CRACKSHOT (Gunslinging) ----------------------------------------------------
  7. Fire your PIECE at the target. The effects of this shot vary based on the smart ammo type you have selected. When all of your bullets are spent, you can combine your reload action with many devastating effects that you will learn as you advance in your class skills.
  8. -------------------------------------------------------------------------------
  9. Skill: Gunslinging
  10. Group: Pistolcraft
  11. Command: GUN CRACKSHOT <TARGET>
  12. Known: No
  13. Lessons: 5 Lessons
  14. Ability type: In-room ranged
  15. Can target: Others and Props
  16. Base balance time: 2.50 seconds
  17. Resources required: 1 bullets
  18. -------------------------------------------------------------------------------
  19.  
  20. -- DETONATE (Gunslinging) -----------------------------------------------------
  21. Send a bullet into a primed IED in the room, causing it to detonate.
  22. -------------------------------------------------------------------------------
  23. Skill: Gunslinging
  24. Group: Pistolcraft
  25. Command: GUN DETONATE <IED>
  26. Known: No
  27. Lessons: 146 Lessons
  28. Ability type: Room attack
  29. Can target: Others
  30. Base balance time: 3.00 seconds
  31. Resources required: 1 bullets
  32. -------------------------------------------------------------------------------
  33.  
  34. -- POINTBLANK (Gunslinging) ---------------------------------------------------
  35. Ram your PIECE to their head, unleashing a massive concussive blast as you pull the trigger. This will interrupt any actions the target may be performing at the time of the attack.
  36. -------------------------------------------------------------------------------
  37. Skill: Gunslinging
  38. Group: Pistolcraft
  39. Command: GUN POINTBLANK <TARGET>
  40. Known: No
  41. Lessons: 186 Lessons
  42. Ability type: In-room ranged
  43. Can target: Others
  44. Base balance time: 3.00 seconds
  45. Resources required: 1 bullets
  46. -------------------------------------------------------------------------------
  47.  
  48. -- RAPIDFIRE (Gunslinging) ----------------------------------------------------
  49. Fire your blaster pistol twice in quick succession, burning through your ammo and afflicting your target twice with your current smart ammo selection. This effect generates a reasonable amount of heat in your blaster, so can only be performed once every 8 seconds.
  50. -------------------------------------------------------------------------------
  51. Skill: Gunslinging
  52. Group: Pistolcraft
  53. Command: GUN RAPIDFIRE <TARGET>
  54. Known: No
  55. Lessons: 261 Lessons
  56. Ability type: In-room ranged
  57. Can target: Others
  58. Base balance time: 3.50 seconds
  59. Cooldown time: 8.00 seconds
  60. Resources required: 2 bullets
  61. -------------------------------------------------------------------------------
  62.  
  63. -- SWITCHOUT (Gunslinging) ----------------------------------------------------
  64. Like all technology, accumulated electromagnetic feedback will cause issues with your piece. Should you have a backup, you'll be able to discharge some of your built-up EM disruption into your gun, and then switch to your backup while your primary weapon is dealing with the overload. Your primary weapon will be out of commission for two minutes.
  65. -------------------------------------------------------------------------------
  66. Skill: Gunslinging
  67. Group: Pistolcraft
  68. Command: GUN SWITCHOUT
  69. Known: No
  70. Lessons: 350 Lessons
  71. Ability type: Combat utility
  72. Can target: Others
  73. Base balance time: 3.00 seconds
  74. Cooldown time: 120.00 seconds
  75. Resources required: 1 bullets
  76. -------------------------------------------------------------------------------
  77.  
  78. -- IRONSIGHTS (Gunslinging) ---------------------------------------------------
  79. Aim down the iron sights of your PIECE and fire on a target in your line-of-sight. Your accuracy may be reduced by the distance between you and your foe, as well as other class abilities.
  80. -------------------------------------------------------------------------------
  81. Skill: Gunslinging
  82. Group: Pistolcraft
  83. Command: GUN IRONSIGHTS <TARGET>
  84. Known: No
  85. Lessons: 736 Lessons
  86. Ability type: Line-of-sight ranged
  87. Can target: Others
  88. Base balance time: 3.00 seconds
  89. Resources required: 1 bullets
  90. -------------------------------------------------------------------------------
  91.  
  92. -- OUTGUNNED (Gunslinging) ----------------------------------------------------
  93. Spray your remaining ammo across the room, hitting any target that is in the open.
  94. -------------------------------------------------------------------------------
  95. Skill: Gunslinging
  96. Group: Pistolcraft
  97. Command: GUN OUTGUNNED
  98. Known: No
  99. Lessons: 943 Lessons
  100. Ability type: Room attack
  101. Can target: Others
  102. Base balance time: 4.00 seconds
  103. Resources required: 1 bullets (uses 0)
  104. -------------------------------------------------------------------------------
  105.  
  106. Smart Ammo
  107.  
  108. -- REGULAR (Gunslinging) ------------------------------------------------------
  109. Select the piercing smart ammo, which fires a solid slug that will do moderate levels of impact damage to the target.
  110. -------------------------------------------------------------------------------
  111. Skill: Gunslinging
  112. Group: Smart Ammo
  113. Command: GUN SWITCH REGULAR
  114. Known: No
  115. Lessons: 30 Lessons
  116. Ability type: Noncombat utility
  117. Base balance time: 0.50 seconds
  118. -------------------------------------------------------------------------------
  119.  
  120. -- AMMOSELECT (Gunslinging) ---------------------------------------------------
  121. Your familiarity with your blaster gives you the ability to quickly and easily switch between the smart ammo selections that you've mastered. In addition to picking the ammo type, you can also lock in an associated detrimental effect, allowing you to deliver a specific ailment to the target.
  122. -------------------------------------------------------------------------------
  123. Skill: Gunslinging
  124. Group: Smart Ammo
  125. Command: GUN SWITCH <TYPE> <TYPE|RANDOM>
  126. Known: No
  127. Lessons: 75 Lessons
  128. Ability type: Noncombat utility
  129. -------------------------------------------------------------------------------
  130.  
  131. -- IMPAIRING (Gunslinging) ----------------------------------------------------
  132. Mind-altering chemicals fill the tips of impairing smart ammo, which upon impact will inflict various mental ailments upon the victim. Affliction possibilities are: Vertigo, acrophobia, encroachment, and disorientation. If no specific effect is locked in, impairing smart ammo will inflict any one of the listed possibilities.
  133. -------------------------------------------------------------------------------
  134. Skill: Gunslinging
  135. Group: Smart Ammo
  136. Command: GUN SWITCH IMPAIRING <EFFECT|RANDOM>
  137. Known: No
  138. Lessons: 75 Lessons
  139. Ability type: Noncombat utility
  140. Base balance time: 0.50 seconds
  141. -------------------------------------------------------------------------------
  142.  
  143. -- COMBUSTING (Gunslinging) ---------------------------------------------------
  144. Switching to the combusting smart ammo will equip your bullets with incendiary tips, which explode for thermal damage.
  145. -------------------------------------------------------------------------------
  146. Skill: Gunslinging
  147. Group: Smart Ammo
  148. Command: GUN SWITCH COMBUSTING
  149. Known: No
  150. Lessons: 115 Lessons
  151. Ability type: Noncombat utility
  152. Base balance time: 0.50 seconds
  153. -------------------------------------------------------------------------------
  154.  
  155. -- DISRUPTING (Gunslinging) ---------------------------------------------------
  156. This smart ammo selection is designed to interfere with the target's senses. The affliction possibilities of disrupting ammo are: Blind, deaf, blurry vision, and nearsighted. If no specific effect is locked in, disrupting smart ammo will inflict any one of the listed possibilities.
  157. -------------------------------------------------------------------------------
  158. Skill: Gunslinging
  159. Group: Smart Ammo
  160. Command: GUN SWITCH DISRUPTING <EFFECT|RANDOM>
  161. Known: No
  162. Lessons: 449 Lessons
  163. Ability type: Noncombat utility
  164. Base balance time: 0.50 seconds
  165. -------------------------------------------------------------------------------
  166.  
  167. -- ARCING (Gunslinging) -------------------------------------------------------
  168. Arcing smart ammo fits your bullets with mini-EMP tips, which are effective at impairing tech-users.
  169. -------------------------------------------------------------------------------
  170. Skill: Gunslinging
  171. Group: Smart Ammo
  172. Command: GUN SWITCH ARCING
  173. Known: No
  174. Lessons: 575 Lessons
  175. Ability type: Noncombat utility
  176. Base balance time: 0.50 seconds
  177. -------------------------------------------------------------------------------
  178.  
  179. -- WEAKENING (Gunslinging) ----------------------------------------------------
  180. Weakening smart ammo will cycle through various effects that will weaken the body. Afflictions offered by this ammo type are: Slowness, sickness, staggering, and hypertension. If no specific effect is locked, these bullets will afflict with any one of these possibilities.
  181. -------------------------------------------------------------------------------
  182. Skill: Gunslinging
  183. Group: Smart Ammo
  184. Command: GUN SWITCH WEAKENING <EFFECT|RANDOM>
  185. Known: No
  186. Lessons: 833 Lessons
  187. Ability type: Noncombat utility
  188. Base balance time: 0.50 seconds
  189. -------------------------------------------------------------------------------
  190.  
  191. -- INFUSING (Gunslinging) -----------------------------------------------------
  192. This smart ammo selection outfits your bullets with nanoinjectors that fragment and disperse beneath the skin, releasing slow-acting effects that damage the target over time. The affliction possibilities are: Tender, trauma, dazed, stupefied, and vulnerable. If no specific effect is locked in, infusing smart ammo will inflict any one of the listed possibilities.
  193. -------------------------------------------------------------------------------
  194. Skill: Gunslinging
  195. Group: Smart Ammo
  196. Command: GUN SWITCH INFUSING <EFFECT|RANDOM>
  197. Known: No
  198. Lessons: 1207 Lessons
  199. Ability type: Noncombat utility
  200. Base balance time: 0.50 seconds
  201. -------------------------------------------------------------------------------
  202.  
  203. -- AMPLIFYING (Gunslinging) ---------------------------------------------------
  204. Selecting the amplifying smart ammo will unlock various effects that amplify subsystem damage. Affliction possibilities are: Spasms, choking, painspike, seizures, and shortcircuit. If no specific effect is locked in, amplifying smart ammo will inflict any one of the listed possibilities.
  205. -------------------------------------------------------------------------------
  206. Skill: Gunslinging
  207. Group: Smart Ammo
  208. Command: GUN SWITCH AMPLIFYING <EFFECT|RANDOM>
  209. Known: No
  210. Lessons: 1546 Lessons
  211. Ability type: Noncombat utility
  212. Base balance time: 0.50 seconds
  213. -------------------------------------------------------------------------------
  214.  
  215. Reloading
  216.  
  217. -- QUICKLOAD (Gunslinging) ----------------------------------------------------
  218. Reloading in the heat of battle is a fine art when your hands are shaking with adrenaline. This ability will ensure that your reloads go as planned every time.
  219. -------------------------------------------------------------------------------
  220. Skill: Gunslinging
  221. Group: Reloading
  222. Command: GUN QUICKLOAD
  223. Known: No
  224. Lessons: 15 Lessons
  225. Ability type: Combat utility
  226. Can target: Others
  227. Base balance time: 2.00 seconds
  228. -------------------------------------------------------------------------------
  229.  
  230. -- MAGTOSS (Gunslinging) ------------------------------------------------------
  231. As you reload your PIECE, you fling the spent magazine at your foe, dealing a small amount of additional damage.
  232. -------------------------------------------------------------------------------
  233. Skill: Gunslinging
  234. Group: Reloading
  235. Command: GUN MAGTOSS <TARGET>
  236. Known: No
  237. Lessons: 45 Lessons
  238. Ability type: In-room ranged
  239. Can target: Others
  240. Base balance time: 2.00 seconds
  241. -------------------------------------------------------------------------------
  242.  
  243. -- SPIN (Gunslinging) ---------------------------------------------------------
  244. With a skilful twirl of your wrist, you reload your blaster and instantly line up your next shot, decreasing the balance time for your next action by 20%.
  245. -------------------------------------------------------------------------------
  246. Skill: Gunslinging
  247. Group: Reloading
  248. Command: GUN SPIN
  249. Known: No
  250. Lessons: 396 Lessons
  251. Ability type: Combat utility
  252. Can target: Others
  253. Base balance time: 2.00 seconds
  254. -------------------------------------------------------------------------------
  255.  
  256. -- SHELLSPILL (Gunslinging) ---------------------------------------------------
  257. Taking your spent shells, you fling them under your opponent's feet, causing them to slip and fall when they next try to do an action. This effect may be muted or nullified by the abilities of your target.
  258. -------------------------------------------------------------------------------
  259. Skill: Gunslinging
  260. Group: Reloading
  261. Command: GUN SHELLSPILL
  262. Known: No
  263. Lessons: 508 Lessons
  264. Ability type: Room attack
  265. Can target: Others
  266. Base balance time: 2.00 seconds
  267. -------------------------------------------------------------------------------
  268.  
  269. -- EJECT (Gunslinging) --------------------------------------------------------
  270. Drop your unspent mag from your PIECE, forcing you to reload immediately. This action is generally blocked by the protections on your gun, and forcing this will cause that subsystem to restart, meaning this action can only be done once every 60 seconds.
  271. -------------------------------------------------------------------------------
  272. Skill: Gunslinging
  273. Group: Reloading
  274. Command: GUN EJECT
  275. Known: No
  276. Lessons: 1067 Lessons
  277. Ability type: Combat utility
  278. Can target: Others
  279. Cooldown time: 60.00 seconds
  280. -------------------------------------------------------------------------------
  281.  
  282. Trick shots
  283.  
  284. -- GAUGE (Gunslinging) --------------------------------------------------------
  285. Line up your foe so when you next leave your cover or SHOULDERROLL, you will fire upon your target. This can only only be performed once every 8 seconds.
  286. -------------------------------------------------------------------------------
  287. Skill: Gunslinging
  288. Group: Trick shots
  289. Command: GUN GAUGE <TARGET>
  290. Known: No
  291. Lessons: 112 Lessons
  292. Ability type: In-room ranged
  293. Can target: Others
  294. Base balance time: 3.50 seconds
  295. Cooldown time: 8.00 seconds
  296. Resources required: 2 bullets
  297. -------------------------------------------------------------------------------
  298.  
  299. -- CAVEIN (Gunslinging) -------------------------------------------------------
  300. While indoors, you can fire your PIECE at the ceiling, bringing down some debris to hit exposed people in the room. Debris will rain down every 5 seconds for 40 seconds and hit anyone not behind cover.
  301. -------------------------------------------------------------------------------
  302. Skill: Gunslinging
  303. Group: Trick shots
  304. Command: GUN CAVEIN
  305. Known: No
  306. Lessons: 301 Lessons
  307. Ability type: Room attack
  308. Can target: Others
  309. Base balance time: 3.00 seconds
  310. Resources required: 1 bullets
  311. -------------------------------------------------------------------------------
  312.  
  313. -- AMBUSH (Gunslinging) -------------------------------------------------------
  314. The mark of a true scoundrel is the sneaky first shot. Be it a sly blast under a cantina table, or a shot to the back when your mark is distracted. This damaging attack can only be performed when not in combat.
  315. -------------------------------------------------------------------------------
  316. Skill: Gunslinging
  317. Group: Trick shots
  318. Command: GUN AMBUSH <TARGET>
  319. Known: No
  320. Lessons: 650 Lessons
  321. Ability type: In-room ranged
  322. Can target: Others
  323. Base balance time: 2.50 seconds
  324. Cooldown time: 8.00 seconds
  325. Resources required: 1 bullets
  326. -------------------------------------------------------------------------------
  327.  
  328. -- UNLOAD (Gunslinging) -------------------------------------------------------
  329. Fire off all of your remaining ammo in a hail of bullets. You will fire one bullet per second at your target, but if you are interrupted, you will be thrown off balance for an extended time.
  330. -------------------------------------------------------------------------------
  331. Skill: Gunslinging
  332. Group: Trick shots
  333. Command: GUN UNLOAD <TARGET>
  334. Known: No
  335. Lessons: 1750 Lessons
  336. Ability type: In-room ranged
  337. Can target: Others
  338. Base balance time: 4.00 seconds
  339. Resources required: 1 bullets
  340. -------------------------------------------------------------------------------
  341.  
  342. Stances
  343.  
  344. -- VIGILANT (Gunslinging) -----------------------------------------------------
  345. Holding your PIECE at the ready, you focus on shooting anyone who enters the room. This is a channeled stance and may be interrupted by performing other actions, or by the actions of others.
  346. -------------------------------------------------------------------------------
  347. Skill: Gunslinging
  348. Group: Stances
  349. Command: GUN VIGILANT
  350. Known: No
  351. Lessons: 60 Lessons
  352. Ability type: Combat utility
  353. Can target: Others
  354. Base balance time: 3.00 seconds
  355. -------------------------------------------------------------------------------
  356.  
  357. -- BULLETGUARD (Gunslinging) --------------------------------------------------
  358. Your reflexes are honed to a point where, with enough concentration, you can take out projectiles coming into your room mid-flight. Attacks against yourself will always be shot down, while attacks against others is diminished. This is a channeled stance and may be interrupted by performing other actions, or the actions of others.
  359. -------------------------------------------------------------------------------
  360. Skill: Gunslinging
  361. Group: Stances
  362. Command: GUN BULLETGUARD
  363. Known: No
  364. Lessons: 221 Lessons
  365. Ability type: Combat utility
  366. Can target: Others
  367. Base balance time: 3.00 seconds
  368. -------------------------------------------------------------------------------
  369.  
  370. -- OVERWATCH (Gunslinging) ----------------------------------------------------
  371. Always on the lookout for an opening, this stance will allow you to reflexively fire upon any who are foolish enough to attack you. This is a channeled stance and may be interrupted by performing other actions, or the actions of others.
  372. -------------------------------------------------------------------------------
  373. Skill: Gunslinging
  374. Group: Stances
  375. Command: GUN OVERWATCH
  376. Known: No
  377. Lessons: 1366 Lessons
  378. Ability type: Combat utility
  379. Can target: Others
  380. Base balance time: 3.00 seconds
  381. -------------------------------------------------------------------------------
  382. ---------------------------------------------------------------------------------------
  383.  
  384. --------------------------------< Abilities in Guile >---------------------------------
  385. Ability Info Lessons
  386. ---------------------------------------------------------------------------------------
  387. Reloading
  388.  
  389. -- KNEECAP (Guile) ------------------------------------------------------------
  390. Slide to your knees as you reload, and smash your target in the side of the knee with your titanium knuckles. The damage of this punch will scale with muscular subsystem damage on the target.
  391. -------------------------------------------------------------------------------
  392. Skill: Guile
  393. Group: Reloading
  394. Command: GUILE KNEECAP <TARGET>
  395. Known: No
  396. Lessons: 60 Lessons
  397. Ability type: Melee
  398. Can target: Others
  399. Base balance time: 3.00 seconds
  400. -------------------------------------------------------------------------------
  401.  
  402. -- SUCKERPUNCH (Guile) --------------------------------------------------------
  403. The scoundrel's faithful move, the suckerpunch. While reloading you drive your knuckled fist into your target's gut, winding them. If they're already winded, this will knock them off balance for a short while.
  404. -------------------------------------------------------------------------------
  405. Skill: Guile
  406. Group: Reloading
  407. Command: GUILE SUCKERPUNCH <TARGET>
  408. Known: No
  409. Lessons: 689 Lessons
  410. Ability type: Melee
  411. Can target: Others
  412. Base balance time: 3.00 seconds
  413. -------------------------------------------------------------------------------
  414.  
  415. -- GRITBLAST (Guile) ----------------------------------------------------------
  416. Combine your reloading with a quick blast of your jetpack's thrusters, sending a cloud of dust and grit to blast any foes in the room who are not taking cover.
  417. -------------------------------------------------------------------------------
  418. Skill: Guile
  419. Group: Reloading
  420. Command: GUILE GRITBLAST
  421. Known: No
  422. Lessons: 1207 Lessons
  423. Ability type: Room attack
  424. Can target: Others
  425. Base balance time: 3.00 seconds
  426. -------------------------------------------------------------------------------
  427.  
  428. Brawling
  429.  
  430. -- HAYMAKER (Guile) -----------------------------------------------------------
  431. Brawling is an artform, and the prize piece in the collection is the haymaker. A wild, powerful punch that will knock the stuffing out of any foe.
  432. -------------------------------------------------------------------------------
  433. Skill: Guile
  434. Group: Brawling
  435. Command: GUILE HAYMAKER <TARGET>
  436. Known: No
  437. Lessons: 5 Lessons
  438. Ability type: Melee
  439. Can target: Others
  440. Base balance time: 3.00 seconds
  441. -------------------------------------------------------------------------------
  442.  
  443. -- STIM (Guile) ---------------------------------------------------------------
  444. Use a medical stimpack to restore up to 20% of your maximum health. You can only inject a stim pack infrequently, otherwise the effect would be wasted.
  445. -------------------------------------------------------------------------------
  446. Skill: Guile
  447. Group: Brawling
  448. Command: GUILE STIM
  449. Known: No
  450. Lessons: 30 Lessons
  451. Ability type: Defensive
  452. Base balance time: 2.50 seconds
  453. Cooldown time: 8.00 seconds
  454. -------------------------------------------------------------------------------
  455.  
  456. -- TRIP (Guile) ---------------------------------------------------------------
  457. Ankle tap your target, sending them sprawling to the ground. Whistle and innocent look optional.
  458. -------------------------------------------------------------------------------
  459. Skill: Guile
  460. Group: Brawling
  461. Command: GUILE TRIP <TARGET>
  462. Known: No
  463. Lessons: 133 Lessons
  464. Ability type: Melee
  465. Can target: Others
  466. Base balance time: 2.00 seconds
  467. -------------------------------------------------------------------------------
  468.  
  469. -- BIND (Guile) ---------------------------------------------------------------
  470. Tie up a prone opponent like a prize hog. The higher the internal subsystem damage suffered by your foe, the longer it will take them to escape.
  471. -------------------------------------------------------------------------------
  472. Skill: Guile
  473. Group: Brawling
  474. Command: GUILE BIND <TARGET>
  475. Known: No
  476. Lessons: 301 Lessons
  477. Ability type: Melee
  478. Can target: Others
  479. Base balance time: 3.00 seconds
  480. -------------------------------------------------------------------------------
  481.  
  482. -- PUMMEL (Guile) -------------------------------------------------------------
  483. Climb on top of a bound foe and repeatedly bash them in the face with your fists every second. This is a channeled attack and may be interrupted by performing other actions, or the actions of others.
  484. -------------------------------------------------------------------------------
  485. Skill: Guile
  486. Group: Brawling
  487. Command: GUILE PUMMEL <TARGET>
  488. Known: No
  489. Lessons: 562 Lessons
  490. Ability type: Melee
  491. Can target: Others
  492. Base balance time: 3.00 seconds
  493. -------------------------------------------------------------------------------
  494.  
  495. -- INCITE (Guile) -------------------------------------------------------------
  496. Whether you need a distraction, or you're just in the mood to start a brawl and kick some ass, you can incite a fight by convincing an NPC to attack another person.
  497. -------------------------------------------------------------------------------
  498. Skill: Guile
  499. Group: Brawling
  500. Command: GUILE INCITE <TARGET>
  501. Known: No
  502. Lessons: 603 Lessons
  503. Ability type: In-room non-combat targetted
  504. Base balance time: 3.00 seconds
  505. -------------------------------------------------------------------------------
  506.  
  507. -- STRANGLE (Guile) -----------------------------------------------------------
  508. Pull a line from up your sleeve, and begin to choke the life from your foe. While strangling your foe, they'll take damage every three seconds, with that damage being increased if your target is prone, and by the amount of subsystem damage they have. This is a channelled attack and may be interrupted by performing other actions, or the actions of others.
  509. -------------------------------------------------------------------------------
  510. Skill: Guile
  511. Group: Brawling
  512. Command: GUILE STRANGLE <TARGET>
  513. Known: No
  514. Lessons: 1750 Lessons
  515. Ability type: Melee
  516. Can target: Others
  517. Base balance time: 3.00 seconds
  518. -------------------------------------------------------------------------------
  519.  
  520. Underbelly tricks
  521.  
  522. -- ILLEGALMODS (Guile) --------------------------------------------------------
  523. In the gritty underbelly, you've learned a few tricks, including how to mod your jetpack to allow for more flight time. This, of course, disabled many of the safeguards put in place by the manufacturer, but since when did you care?
  524. -------------------------------------------------------------------------------
  525. Skill: Guile
  526. Group: Underbelly tricks
  527. Known: No
  528. Lessons: 45 Lessons
  529. Ability type: Noncombat utility
  530. Base balance time: 3.00 seconds
  531. -------------------------------------------------------------------------------
  532.  
  533. -- BAR (Guile) ----------------------------------------------------------------
  534. Prevent normal passage in a specific direction, whether it's to extort some Marks out of some chump or to set them up for a suckerpunch, this'll do the job.
  535. -------------------------------------------------------------------------------
  536. Skill: Guile
  537. Group: Underbelly tricks
  538. Command: BAR <DIRECTION>
  539. Known: No
  540. Lessons: 75 Lessons
  541. Ability type: Combat utility
  542. Can target: Others
  543. Base balance time: 3.00 seconds
  544. -------------------------------------------------------------------------------
  545.  
  546. -- IMPROVISEDCOVER (Guile) ----------------------------------------------------
  547. Scrounging around, you're able to find something that will be able to be used as cover, should nothing else be available. You can only do this once every 20 seconds.
  548. -------------------------------------------------------------------------------
  549. Skill: Guile
  550. Group: Underbelly tricks
  551. Command: GUILE IMPROVISEDCOVER
  552. Known: No
  553. Lessons: 112 Lessons
  554. Ability type: Noncombat utility
  555. Base balance time: 3.00 seconds
  556. Cooldown time: 20.00 seconds
  557. -------------------------------------------------------------------------------
  558.  
  559. -- JETWASH (Guile) ------------------------------------------------------------
  560. Point your thrusters into the air and fire a disrupting blast to knock any flying adventurer and send them plummetting to the ground.
  561. -------------------------------------------------------------------------------
  562. Skill: Guile
  563. Group: Underbelly tricks
  564. Command: GUILE JETWASH <TARGET>
  565. Known: No
  566. Lessons: 157 Lessons
  567. Ability type: Ground to air (single target)
  568. Can target: Others
  569. Base balance time: 3.00 seconds
  570. -------------------------------------------------------------------------------
  571.  
  572. -- SHOULDERROLL (Guile) -------------------------------------------------------
  573. Cover only lasts so long, so you're adept and getting out of harm's way by rolling to a new safe position.
  574. -------------------------------------------------------------------------------
  575. Skill: Guile
  576. Group: Underbelly tricks
  577. Command: GUILE SHOULDERROLL <PROP>
  578. Known: No
  579. Lessons: 186 Lessons
  580. Ability type: Noncombat utility
  581. Base balance time: 3.00 seconds
  582. -------------------------------------------------------------------------------
  583.  
  584. -- ROUSE (Guile) --------------------------------------------------------------
  585. You're a silver-tongued devil, you can whip the crowd around you into a frenzy, reducing the balance cost of their actions by 15% for 30 seconds. Keep in mind that not everyone might be convinced by your rallying,
  586. -------------------------------------------------------------------------------
  587. Skill: Guile
  588. Group: Underbelly tricks
  589. Command: GUILE ROUSE
  590. Known: No
  591. Lessons: 404 Lessons
  592. Ability type: Combat utility
  593. Can target: Others
  594. Base balance time: 3.00 seconds
  595. -------------------------------------------------------------------------------
  596.  
  597. -- CONCEAL (Guile) ------------------------------------------------------------
  598. There are times when a Scoundrel must hastily disappear. Conceal yourself into the background and you'll be hidden from view when others look in the room.
  599. -------------------------------------------------------------------------------
  600. Skill: Guile
  601. Group: Underbelly tricks
  602. Command: GUILE CONCEAL
  603. Known: No
  604. Lessons: 787 Lessons
  605. Ability type: Noncombat utility
  606. Base balance time: 3.00 seconds
  607. -------------------------------------------------------------------------------
  608.  
  609. -- DASH (Guile) ---------------------------------------------------------------
  610. Make a break for it, sprinting in a direction until you hit any obstruction.
  611. -------------------------------------------------------------------------------
  612. Skill: Guile
  613. Group: Underbelly tricks
  614. Command: DASH <DIRECTION>
  615. Known: No
  616. Lessons: 1531 Lessons
  617. Ability type: Noncombat utility
  618. Base balance time: 3.00 seconds
  619. -------------------------------------------------------------------------------
  620.  
  621. -- AIRSTRIKE (Guile) ----------------------------------------------------------
  622. You know a guy who owes you a favor or two, so you can call him in to blast the hell out of your area with his ship. This is a channeled action, and will call down a rain of destruction in 5 seconds and strike anyone who is not behind cover.
  623. -------------------------------------------------------------------------------
  624. Skill: Guile
  625. Group: Underbelly tricks
  626. Command: GUILE AIRSTRIKE
  627. Known: No
  628. Lessons: 1600 Lessons
  629. Ability type: Room attack
  630. Can target: Others
  631. Base balance time: 4.00 seconds
  632. Cooldown time: 300.00 seconds
  633. -------------------------------------------------------------------------------
  634.  
  635. Surveillance
  636.  
  637. -- BUGS (Guile) ---------------------------------------------------------------
  638. The ultimate in hidden surveillance technology is at your disposal, allowing you to CONSTRUCT and PLACE bugs. When placing a bug in a room, it must be obscured behind a prop to avoid visual detection. To listen to the bug, you can TUNEIN, and TUNEOUT to stop listening. Use the below syntax to list all of the commands.
  639. -------------------------------------------------------------------------------
  640. Skill: Guile
  641. Group: Surveillance
  642. Command: GUILE BUG <OPTIONS>
  643. Known: No
  644. Lessons: 15 Lessons
  645. Ability type: Noncombat utility
  646. -------------------------------------------------------------------------------
  647.  
  648. -- SCAN (Guile) ---------------------------------------------------------------
  649. Some might say your years of brawling and general scumbaggery were a waste, but you've been able to accurately determine how damaged most of your opponents are just by looking them over.
  650. -------------------------------------------------------------------------------
  651. Skill: Guile
  652. Group: Surveillance
  653. Command: GUILE SCAN <TARGET>
  654. Known: No
  655. Lessons: 221 Lessons
  656. Ability type: In-room non-combat targetted
  657. Base balance time: 1.00 seconds
  658. -------------------------------------------------------------------------------
  659.  
  660. -- TRACK (Guile) --------------------------------------------------------------
  661. Follow the tracks of you mark, indicating the direction and time of traversal through the current room.
  662. -------------------------------------------------------------------------------
  663. Skill: Guile
  664. Group: Surveillance
  665. Command: TRACKS
  666. Known: No
  667. Lessons: 261 Lessons
  668. Ability type: Noncombat utility
  669. Base balance time: 1.00 seconds
  670. -------------------------------------------------------------------------------
  671.  
  672. -- MULTIBUG (Guile) -----------------------------------------------------------
  673. You've mastered the ability to differentiate 18 conversations in your head, so you can now TUNEIN to multiple bugs at once.
  674. -------------------------------------------------------------------------------
  675. Skill: Guile
  676. Group: Surveillance
  677. Known: No
  678. Lessons: 354 Lessons
  679. Ability type: Noncombat utility
  680. Base balance time: 3.00 seconds
  681. -------------------------------------------------------------------------------
  682.  
  683. -- WIPETRACKS (Guile) ---------------------------------------------------------
  684. Always the tracker never the tracked. Focus on obscuring your tracks as you move to prevent others from discerning your movements. This effect will last for 30 seconds.
  685. -------------------------------------------------------------------------------
  686. Skill: Guile
  687. Group: Surveillance
  688. Command: WIPE TRACKS
  689. Known: No
  690. Lessons: 528 Lessons
  691. Ability type: Noncombat utility
  692. Base balance time: 3.00 seconds
  693. -------------------------------------------------------------------------------
  694.  
  695. -- VISUALBUG (Guile) ----------------------------------------------------------
  696. Your bugs will now have a movement sensor, and will show any mundane movement to or from a room that you have bugged.
  697. -------------------------------------------------------------------------------
  698. Skill: Guile
  699. Group: Surveillance
  700. Known: No
  701. Lessons: 899 Lessons
  702. Ability type: Noncombat utility
  703. Base balance time: 3.00 seconds
  704. -------------------------------------------------------------------------------
  705. ---------------------------------------------------------------------------------------
  706.  
  707. ----------------------------< Abilities in Improvisation >-----------------------------
  708. Ability Info Lessons
  709. ---------------------------------------------------------------------------------------
  710. Manipulation
  711.  
  712. -- TRIGGER (Improvisation) ----------------------------------------------------
  713. Sometimes you just need to bite the bullet and get the job done. When you trigger your IED, you'll position yourself for maximum effect, hitting everyone in the room.
  714. -------------------------------------------------------------------------------
  715. Skill: Improvisation
  716. Group: Manipulation
  717. Command: IED TRIGGER <BOMB>
  718. Known: No
  719. Lessons: 30 Lessons
  720. Ability type: Room attack
  721. Can target: Others
  722. Base balance time: 4.00 seconds
  723. Cooldown time: 20.00 seconds
  724. -------------------------------------------------------------------------------
  725.  
  726. -- SWEEP (Improvisation) ------------------------------------------------------
  727. You've learned the hard way what to look for. Sweep your eye around your surroundings and quickly discern the status of any explosive in your vicinity.
  728. -------------------------------------------------------------------------------
  729. Skill: Improvisation
  730. Group: Manipulation
  731. Command: IED SWEEP
  732. Known: No
  733. Lessons: 45 Lessons
  734. Ability type: Combat utility
  735. Can target: Others
  736. Base balance time: 2.00 seconds
  737. -------------------------------------------------------------------------------
  738.  
  739. -- HIDE (Improvisation) -------------------------------------------------------
  740. The best attack is one they never see coming! Hide an IED in the room, either on a wall, behind a prop, or over an exit.
  741. -------------------------------------------------------------------------------
  742. Skill: Improvisation
  743. Group: Manipulation
  744. Command: IED HIDE <BOMB> IN ROOM/<PROP>/<EXIT>
  745. Known: No
  746. Lessons: 75 Lessons
  747. Ability type: Combat utility
  748. Can target: Others
  749. Base balance time: 6.00 seconds
  750. -------------------------------------------------------------------------------
  751.  
  752. -- SLIP (Improvisation) -------------------------------------------------------
  753. While hovering in the air, you can precisely drop an IED on your foe!
  754. -------------------------------------------------------------------------------
  755. Skill: Improvisation
  756. Group: Manipulation
  757. Command: IED SLIP <TARGET> <BOMB>
  758. Known: No
  759. Lessons: 261 Lessons
  760. Ability type: Air to ground (single target)
  761. Can target: Others
  762. Base balance time: 3.50 seconds
  763. -------------------------------------------------------------------------------
  764.  
  765. -- TRIPWIRE (Improvisation) ---------------------------------------------------
  766. Carefully extend a tripwire to an IED placed over an exit and watch it detonate on the next unwary traveller to pass through.
  767. -------------------------------------------------------------------------------
  768. Skill: Improvisation
  769. Group: Manipulation
  770. Command: IED TRIPWIRE <BOMB> <DIR>
  771. Known: No
  772. Lessons: 354 Lessons
  773. Ability type: Combat utility
  774. Can target: Others
  775. Base balance time: 5.00 seconds
  776. -------------------------------------------------------------------------------
  777.  
  778. -- FORCEFEED (Improvisation) --------------------------------------------------
  779. Do you think they're hungry? Finish the sucker off my shoving a Ripper down their throat and detonating it. To pull this maneuver off, your victim must be bound, and have more than 50% internal subsystem damage.
  780. -------------------------------------------------------------------------------
  781. Skill: Improvisation
  782. Group: Manipulation
  783. Command: IED FORCEFEED <TARGET> <BOMB>
  784. Known: No
  785. Lessons: 528 Lessons
  786. Ability type: Melee
  787. Can target: Others
  788. Base balance time: 5.00 seconds
  789. -------------------------------------------------------------------------------
  790.  
  791. -- LOB (Improvisation) --------------------------------------------------------
  792. Sharing is caring, so they say! Share the joy of explosions by lobbing your IEDs into adjacent rooms. Lobbed explosives are primed automatically when they are thrown.
  793. -------------------------------------------------------------------------------
  794. Skill: Improvisation
  795. Group: Manipulation
  796. Command: IED LOB <BOMB> <DIR>
  797. Known: No
  798. Lessons: 787 Lessons
  799. Ability type: Combat utility
  800. Can target: Others
  801. Base balance time: 3.50 seconds
  802. -------------------------------------------------------------------------------
  803.  
  804. -- DISARM (Improvisation) -----------------------------------------------------
  805. Skillfully dismantle the firing mechanism on a primed IED, rendering it safe.
  806. -------------------------------------------------------------------------------
  807. Skill: Improvisation
  808. Group: Manipulation
  809. Command: IED DISARM <BOMB>
  810. Known: No
  811. Lessons: 1531 Lessons
  812. Ability type: Room attack
  813. Can target: Others
  814. Base balance time: 4.00 seconds
  815. Cooldown time: 40.00 seconds
  816. -------------------------------------------------------------------------------
  817.  
  818. -- MULTIBOMB (Improvisation) --------------------------------------------------
  819. One bomb is fine, but three, well that's just niiiice. Strap three identical IEDs together and fling them in the room, increasing the blast radius of the device to all adjacent rooms as well.
  820. -------------------------------------------------------------------------------
  821. Skill: Improvisation
  822. Group: Manipulation
  823. Command: IED MULTIBOMB <BOMB>
  824. Known: No
  825. Lessons: 1531 Lessons
  826. Ability type: Room attack
  827. Can target: Others
  828. Base balance time: 4.00 seconds
  829. Cooldown time: 40.00 seconds
  830. -------------------------------------------------------------------------------
  831.  
  832. Reloading
  833.  
  834. -- FLING (Improvisation) ------------------------------------------------------
  835. Keep them under fire! Prime, arm, and toss an IED at your target while you reload your PIECE. This will detonate immediately.
  836. -------------------------------------------------------------------------------
  837. Skill: Improvisation
  838. Group: Reloading
  839. Command: IED FLING <BOMB> AT <TARGET>
  840. Known: No
  841. Lessons: 60 Lessons
  842. Ability type: Combat utility
  843. Can target: Others
  844. Base balance time: 3.00 seconds
  845. -------------------------------------------------------------------------------
  846.  
  847. -- STICKYBOMB (Improvisation) -------------------------------------------------
  848. So attuned are you to murder, mayhem, and the mechanism of your weapon, you can also fling out these adapted IEDs whle you reload! These specialist little bundles of explosive joy will instantly adhere to rooms, props, and exits. The same restrictions apply to this placement as the HIDE ability.
  849. -------------------------------------------------------------------------------
  850. Skill: Improvisation
  851. Group: Reloading
  852. Command: IED STICK <BOMB> TO ROOM/<PROP>/<EXIT>
  853. Known: No
  854. Lessons: 404 Lessons
  855. Ability type: Combat utility
  856. Can target: Others
  857. Base balance time: 3.00 seconds
  858. -------------------------------------------------------------------------------
  859.  
  860. Construction
  861.  
  862. -- CONSTRUCTION (Improvisation) -----------------------------------------------
  863. All this practice has rendered your remaining fingers extra nimble! You can now rapidly construct any of the IEDs that you have learned in the Improvisation skill.
  864. -------------------------------------------------------------------------------
  865. Skill: Improvisation
  866. Group: Construction
  867. Command: IED CONSTRUCT <TYPE>
  868. Known: No
  869. Lessons: 5 Lessons
  870. Ability type: Noncombat utility
  871. Base balance time: 4.00 seconds
  872. -------------------------------------------------------------------------------
  873.  
  874. -- WIRING (Improvisation) -----------------------------------------------------
  875. Lull the fools into a false sense of security! Wire your IED in series for three smaller blasts instead of one large one. Each explosion will come within 4 - 8 seconds of the previous.
  876. -------------------------------------------------------------------------------
  877. Skill: Improvisation
  878. Group: Construction
  879. Command: IED ADD WIRING TO <BOMB>
  880. Known: No
  881. Lessons: 157 Lessons
  882. Ability type: Noncombat utility
  883. Base balance time: 3.50 seconds
  884. -------------------------------------------------------------------------------
  885.  
  886. -- TIMER (Improvisation) ------------------------------------------------------
  887. Apply strategic force by adding a detonation timer to your IED. This will delay any detonation by between 7 and 12 seconds.
  888. -------------------------------------------------------------------------------
  889. Skill: Improvisation
  890. Group: Construction
  891. Command: IED ADD TIMER TO <BOMB>
  892. Known: No
  893. Lessons: 689 Lessons
  894. Ability type: Noncombat utility
  895. Base balance time: 3.00 seconds
  896. -------------------------------------------------------------------------------
  897.  
  898. -- SHRAPNEL (Improvisation) ---------------------------------------------------
  899. Deadly force is not enough carnage for you, so why not add blood and mangled flesh to the mix? Fill your IEDs with shrapnel and inflict anyone hit by your device with severe lacerations and bleeding.
  900. -------------------------------------------------------------------------------
  901. Skill: Improvisation
  902. Group: Construction
  903. Command: IED ADD SHRAPNEL TO <BOMB>
  904. Known: No
  905. Lessons: 1207 Lessons
  906. Ability type: Noncombat utility
  907. Base balance time: 4.00 seconds
  908. -------------------------------------------------------------------------------
  909.  
  910. IEDs
  911.  
  912. -- RIPPER (Improvisation) -----------------------------------------------------
  913. This high-powered shapecharge will tear through the flesh of your victims. Additionally, this is the only IED worth FORCEFEEDing to your enemy.
  914. -------------------------------------------------------------------------------
  915. Skill: Improvisation
  916. Group: IEDs
  917. Command: IED CONSTRUCT RIPPER
  918. Known: No
  919. Lessons: 15 Lessons
  920. Ability type: Noncombat utility
  921. Base balance time: 4.00 seconds
  922. -------------------------------------------------------------------------------
  923.  
  924. -- POPPER (Improvisation) -----------------------------------------------------
  925. Constructed from a rocket canister, this IED will send streams of technicolor flame into the air every 3 seconds for 15 seconds when detonated.
  926. -------------------------------------------------------------------------------
  927. Skill: Improvisation
  928. Group: IEDs
  929. Command: IED CONSTRUCT POPPER
  930. Known: No
  931. Lessons: 112 Lessons
  932. Ability type: Noncombat utility
  933. Base balance time: 4.00 seconds
  934. -------------------------------------------------------------------------------
  935.  
  936. -- BLINDER (Improvisation) ----------------------------------------------------
  937. Utilizing a powerful chemical reaction, this metal sphere will explode with a blinding flash and a deafening bang, afflicting your victim with blindess or deafness.
  938. -------------------------------------------------------------------------------
  939. Skill: Improvisation
  940. Group: IEDs
  941. Command: IED CONSTRUCT BLINDER
  942. Known: No
  943. Lessons: 133 Lessons
  944. Ability type: Noncombat utility
  945. Base balance time: 4.00 seconds
  946. -------------------------------------------------------------------------------
  947.  
  948. -- PIERCER (Improvisation) ----------------------------------------------------
  949. Loaded with nanoinjectors, this back-alley grenade will explode and send the darts flying, injecting the victim with a toxic concoction that will do damage to their internal subsystem.
  950. -------------------------------------------------------------------------------
  951. Skill: Improvisation
  952. Group: IEDs
  953. Command: IED CONSTRUCT PIERCER
  954. Known: No
  955. Lessons: 186 Lessons
  956. Ability type: Noncombat utility
  957. Base balance time: 4.00 seconds
  958. -------------------------------------------------------------------------------
  959.  
  960. -- PUSHER (Improvisation) -----------------------------------------------------
  961. A non-lethal IED, this box will emit a powerful wave of force when detonated, sending the intended victim flying from your current location.
  962. -------------------------------------------------------------------------------
  963. Skill: Improvisation
  964. Group: IEDs
  965. Command: IED CONSTRUCT PUSHER
  966. Known: No
  967. Lessons: 310 Lessons
  968. Ability type: Noncombat utility
  969. Base balance time: 4.00 seconds
  970. -------------------------------------------------------------------------------
  971.  
  972. -- ZAPPER (Improvisation) -----------------------------------------------------
  973. A rudimentary and low-powered device, this explosive will send out a pulse of EM energy to tear through electronics and bots.
  974. -------------------------------------------------------------------------------
  975. Skill: Improvisation
  976. Group: IEDs
  977. Command: IED CONSTRUCT ZAPPER
  978. Known: No
  979. Lessons: 462 Lessons
  980. Ability type: Noncombat utility
  981. Base balance time: 4.00 seconds
  982. -------------------------------------------------------------------------------
  983.  
  984. -- SHRIEKER (Improvisation) ---------------------------------------------------
  985. Making use of an unstable fuel rod as its base, the shrieker will emit a piercing, strobe-like explosion, driving the victim to distraction. The effect of this IED scales based on the number of mind subsystem afflictions that the victim has.
  986. -------------------------------------------------------------------------------
  987. Skill: Improvisation
  988. Group: IEDs
  989. Command: IED CONSTRUCT SHRIEKER
  990. Known: No
  991. Lessons: 603 Lessons
  992. Ability type: Noncombat utility
  993. Base balance time: 4.00 seconds
  994. -------------------------------------------------------------------------------
  995.  
  996. -- MELTER (Improvisation) -----------------------------------------------------
  997. A favourite of working girls across the sector, this explosive device will spray a corrosive acid across the target when detonated, ruining any chance they had of being better looking than you (and increasing the damage they take by 15% for 20 seconds.)
  998. -------------------------------------------------------------------------------
  999. Skill: Improvisation
  1000. Group: IEDs
  1001. Command: IED CONSTRUCT MELTER
  1002. Known: No
  1003. Lessons: 899 Lessons
  1004. Ability type: Noncombat utility
  1005. Base balance time: 4.00 seconds
  1006. -------------------------------------------------------------------------------
  1007.  
  1008. -- SLEEPER (Improvisation) ----------------------------------------------------
  1009. Using a formula you picked up from a "less than licensed" medical practitioner, this IED will send your victim into a deep sleep.
  1010. -------------------------------------------------------------------------------
  1011. Skill: Improvisation
  1012. Group: IEDs
  1013. Command: IED CONSTRUCT SLEEPER
  1014. Known: No
  1015. Lessons: 1173 Lessons
  1016. Ability type: Noncombat utility
  1017. Base balance time: 4.00 seconds
  1018. -------------------------------------------------------------------------------
  1019.  
  1020. -- CHOKER (Improvisation) -----------------------------------------------------
  1021. This highly volatile aerosol capsule will emit a choking gas when ruptured or detonated, dealing damage to all targets in the room every 3 seconds.
  1022. -------------------------------------------------------------------------------
  1023. Skill: Improvisation
  1024. Group: IEDs
  1025. Command: IED CONSTRUCT CHOKER
  1026. Known: No
  1027. Lessons: 1340 Lessons
  1028. Ability type: Noncombat utility
  1029. Base balance time: 4.00 seconds
  1030. -------------------------------------------------------------------------------
  1031.  
  1032. -- DISTORTER (Improvisation) --------------------------------------------------
  1033. The IED's contents, when mixed, will induce a hallucinogenic effect, giving the sluggish affliction and distorting the victim's sense of time. The length of the effect will scale based upon how damaged their mind subsystem is.
  1034. -------------------------------------------------------------------------------
  1035. Skill: Improvisation
  1036. Group: IEDs
  1037. Command: IED CONSTRUCT DISTORTER
  1038. Known: No
  1039. Lessons: 1750 Lessons
  1040. Ability type: Noncombat utility
  1041. Base balance time: 4.00 seconds
  1042. -------------------------------------------------------------------------------
  1043. ---------------------------------------------------------------------------------------
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