Spy
Spy | |
---|---|
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Type | Fighter |
Acquisition | Contacts Starting Captain |
SKILLS | |
Primary Skill | Electronics |
Secondary Skill | Stealth |
Tertiary Skill | Pistols |
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 behind enemy lines.
Contents
Starting Captain Traits[edit | edit source]
A captain whose first job is Spy will gain the following traits:
Infiltrator | Intergalactic character of mystery, +2 Wisdom, +1 Charisma and gains +15% profit when selling Conflict Intel to one of the involved factions | Profession | +3 * |
Slippery | Either about to disappear or backstab, gains +5 Escape, +5% Shield, +10% Critical in Ship Combat | Profession | +3 * |
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]
Rank | Pistols | Stealth | Electronics |
---|---|---|---|
1 | 1 | 2 | 1 |
2 | 1 | 3 | 3 |
3 | 2 | 3 | 3 |
4 | 2 | 3 | 4 |
5 | 2 | 4 | 4 |
6 | 2 | 4 | 5 |
7 | 2 | 5 | 5 |
8 | 2 | 5 | 6 |
9 | 3 | 5 | 6 |
10 | 3 | 6 | 6 |
11 | 3 | 7 | 6 |
Ranks 12 to 22[edit | edit source]
Rank | Pistols | Stealth | Electronics |
---|---|---|---|
12 | 3 | 7 | 7 |
13 | 3 | 7 | 8 |
14 | 3 | 7 | 9 |
15 | 3 | 8 | 9 |
16 | 4 | 8 | 10 |
17 | 4 | 8 | 11 |
18 | 4 | 8 | 12 |
19 | 4 | 9 | 12 |
20 | 4 | 9 | 13 |
21 | 6 | 9 | 13 |
Ranks 22 to 32[edit | edit source]
Rank | Pistols | Stealth | Electronics |
---|---|---|---|
22 | 6 | 10 | 14 |
23 | 6 | 11 | 14 |
24 | 6 | 11 | 15 |
25 | 7 | 11 | 15 |
26 | 7 | 12 | 15 |
27 | 7 | 12 | 16 |
28 | 7 | 13 | 16 |
29 | 7 | 13 | 17 |
30 | 8 | 14 | 17 |
31 | 8 | 14 | 18 |
32 | 9 | 15 | 18 |
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.
Rank: 1
Sly Move 3 weeks CooldownAutomatically passes a failed Stealth test in any situation; including exploring, landing or during a mission | |
Rank: 1
Espionage Sweep 3 weeks CooldownWhen Spying in the orbit of a system, remove a risk card | |
Rank: 1
Disappearing Act 8 InitiativeIn crew combat, Buff yourself with +2 Initiative, +25% Parry, +25% Dodge, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns | |
Rank: 1
Close Observation 18 weeks CooldownSharp scrutiny grants Wisdom % to reveal a Contact's hidden Traits during any interaction where money changes hands | |
Rank: 1
Shadowed Fire Weapon's InitiativeIn crew combat, Pistol Attack with +25% Ranged Damage, +25% Armor Piercing, +25% Critical; Requires Stealth Mode to use |
Rank: 5
Deft Control 3 weeks CooldownAutomatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission | |
Rank: 5
Bolt 3 weeks CooldownBuffs Ship with +30 Escape for next 3 Turns | |
Rank: 5
Distracting Shots Weapon's InitiativeIn 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 | |
Rank: 5
Scouring Search 3 weeks CooldownWhen Spying in the orbit of a system, replace a risk card with an Intel Records reward card. | |
Rank: 5
Unauthorized Access 9 weeks CooldownAfter a successful Boarding, break into the enemy ship's data banks; steals up to Electronics Skill in Intel Records | |
Rank: 5
Stealth Op 18 weeks CooldownWhen completing steps in a Mission with Stealth Skill, your carefully established cover mitigates your Reputation loss by up to Stealth Skill |
Rank: 8
Data Haul 3 weeks CooldownIncreases price for sold Intel Records by 10% + Electronics Skill. Contact Influence gains or losses increased by Charisma % | |
Rank: 8
Counterfeit Identity 3 weeks CooldownConfusing or forged credentials are enough to throw even the most dogged pursuer; can be used to reduce the hostility of Bounty Hunters | |
Rank: 8
Sneak Attack Weapon's InitiativeIn crew combat, Crippling Pistol Attack with +10% Ranged Damage, +10% Critical; successful hit 50% Stun target and causes -4 Initiative for 3 Turns; Requires but ends Stealth Mode to use |
Rank: 11
High Stakes 6 weeks CooldownWhen Spying in the orbit of a system, increase all Intel rewards by 30% + Electronics Skill | |
Rank: 11
Secrets Unbound 9 weeks CooldownUpon landing in an Urban Zone, 10% + Electronics Skill chance to gather Intel Records about the local Faction | |
Rank: 11
Cloak and Dagger 3 weeks CooldownWhen Spying in the orbit of a system, replace a risk card with an Mission Success reward card | |
Rank: 11
Killer's Aim 6 InitiativeIn crew combat, Requires Stealth Mode active; Buff yourself with +2 Initiative, +20% Armor Piercing, +35% Critical for 3 Turns |
Rank: 15
Rampant Theft 21 weeks CooldownWhen Spying in the orbit of a system, reroll all 5 cards and draw a new hand |
Jobs | |
---|---|
Ship Operations | Commander • Crew Dog • Diplomat • Doctor • Electronics Tech • Engineer • Explorer Gunner • Hyperwarp Navigator • Mechanic • Merchant • Pilot • Pirate • Quartermaster • Smuggler |
Fighters | Assassin • Bounty Hunter • Combat Medic • Exo-Scout • Military Officer Pistoleer • Soldier • Swordsman • Spy • Sniper • Xeno Hunter • Zealot |