| Contacts |
A spy knows that much can be achieved while leaving very few traces behind. The spy is the master of sneaking in and out of places, spying, gathering intel, completing the mission, and then disappearing without being seen. They are experts at working working behind enemy lines.
Starting Captain Traits[edit | edit source]
- Charmer: +3 Charisma.
- Sharp-Witted: 25% chance of gaining double experience points each time experience is gained.
Skills[edit | edit source]
As a character advances in the Spy Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 11[edit | edit source]
Ranks 11 to 21[edit | edit source]
Ranks 21 to 31[edit | edit source]
Talents[edit | edit source]
Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.
|Sly Move||1||Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission||3 weeks Cooldown|
|Espionage Sweep||1||When Spying in the orbit of a system, remove a risk card||3 weeks Cooldown|
|Disappearing Act||1||In crew combat, Buff yourself with +2 Initiative, +25% Parry, +25% Dodge, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns||Costs 8 Initiative to use|
|Close Observation||1||Sharp scrutiny grants Wisdom % to reveal a Contact's hidden Traits during any interaction where money changes hands||26 weeks Cooldown|
|Shadowed Fire||1||In crew combat, Pistol Attack with +25% Ranged Damage, +25% Armor Piercing, +25% Critical; Requires Stealth Mode to use||Costs Weapon's Initiative to use (No Valid Weapon)|
|Deft Control||5||Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission||3 weeks Cooldown|
|Bolt||5||Buffs Ship with +30 Escape for next 3 Turns||3 weeks Cooldown|
|Distracting Shots||5||In crew combat, Pistol Attack with +10% Ranged Damage, +10% Armor Piercing, retreats 1 slot. Successful attack Buffs yourself with Engages Stealth Mode, +(10% + Stealth) Critical for 3 Turns||Costs Weapon's Initiative to use (No Valid Weapon)|
|Scouring Search||5||When Spying in the orbit of a system, replace a risk card with an Intel Records reward card.||3 weeks Cooldown|
|Unauthorized Access||5||After a successful Boarding, breaking into the enemy ship's data banks; steals up to Electronics Skill in Intel Records||3 weeks Cooldown|
|Data Haul||8||Increases price for sold Intel Records by 10% + Electronics Skill. Contact Influence gains or losses increased by Charisma %||3 weeks Cooldown|
|Faked Signature||8||Confusing or forged credentials are enough to throw even the most dogged pursuer; can be used to reduce the hostility of Bounty Hunters||3 weeks Cooldown|
|Sneak Attack||8||In crew combat, Crippling Pistol Attack with +10% Ranged Damage, +10 Bleeding, +10% Critical; successful hit 50% Stun target and causes -4 Initiative for 3 Turns; Requires Stealth Mode, ends Stealth Mode on use||Costs Weapon's Initiative to use (No Valid Weapon)|
|High Stakes||11||When Spying in the orbit of a system, increase all Intel rewards by 30% + Electronics Skill||3 weeks Cooldown|
|Secrets Unbound||11||Upon landing in an Urban Zone, 10% + Electronics Skill chance to gather Intel Records about the local Faction||9 weeks Cooldown|
|Cloak and Dagger||11||When Spying in the orbit of a system, replace a risk card with an Mission Success reward card||3 weeks Cooldown|
|Killer's Aim||11||In crew combat, Requires Stealth Mode active; Buff yourself with +4 Initiative, +25% Armor Piercing, +35% Critical for 3 Turns||Costs 6 Initiative to use|
|Ship Operations|| Commander • Crew Dog • Diplomat • Doctor • Electronics Tech • Engineer • Explorer |
Gunner • Hyperwarp Navigator • Mechanic • Merchant • Pilot • Pirate • Quartermaster • Smuggler
|Fighters|| Bounty Hunter • Combat Medic • Exo-Scout • Military Officer |
Pistoleer • Soldier • Swordsman • Spy • Zealot • Sniper