Background[edit | edit source]
Spies are masters at sneaking in and out of places, gathering intel and completing missions without leaving a trace.
Traits[edit | edit source]
A captain whose first job is Spy will gain the following traits:
- Charmer: +3 Charisma
- Sharp-Witted: 25% chance of gaining double XP each time XP 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 +5 Initiative, +35% Parry, +35% Dodge, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns||n/a|
|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 Accuracy, +25% Dmg, +2 Armor Piercing; Requires Stealth Mode to use||n/a|
|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% Dmg, +1 Armor Piercing, retreats 1 slot. Successful attack Buffs yourself with Engages Stealth Mode, +(10% + Stealth) Critical for 3 Turns||n/a|
|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% Dmg, +10% Critical; successful hit 50% Stun target and causes -5 Initiative for 3 Turns; Requires Stealth Mode, ends Stealth Mode on use||n/a|
|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 +1 Armor Piercing, +25% Critical for 3 Turns||n/a|
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