Spy

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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: +2 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]

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

Ranks 11 to 21[edit | edit source]

Rank Pistols Stealth Electronics
11 3 7 6
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

Ranks 21 to 31[edit | edit source]

Rank Pistols Stealth Electronics
21 6 9 13
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

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.

Icon Name Required Rank Description Cooldown
Talent skill eletrconics normal.png
Deft Control 1 Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission 3 weeks Cooldown
Talent skill stealth normal.png
Sly Move 1 Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission 3 weeks Cooldown
Talent spy remove normal.png
Espionage Sweep 1 When Spying in the orbit of a system, remove a risk card. 3 weeks Cooldown

Talent badge crewcombat.png

Talent combat spy disappear normal.png
Disappearing Act 1 In Crew Combat, Buffs self with +5 Initiative, +35% Parry, +35% Dodge, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns n/a

Talent badge crewcombat.png

Talent combat spy shadowfire normal.png
Shadowed Fire 1 In Crew Combat, Pistol Attack with +25% Ranged Accuracy, +25% Dmg, +2 Armor Piercing; Requires Stealth Mode to use n/a

Talent badge shipcombat.png

Talent spy bolt normal.png
Bolt 5 Buffs Ship with +30 Escape for next 3 Turns 3 weeks Cooldown

Talent badge crewcombat.png

Talent combat spy distracting normal.png
Distracting Shots 5 In Crew Combat, Pistol Attack with +10% Dmg, +1 Armor Piercing, retreats 1 slot. Successful attack Buffs self with Engages Stealth Mode, +(10% + Stealth) Critical for 3 Turns n/a
Talent spy upgrade normal.png
Scouring Search 5 When Spying in the orbit of a system, replace a risk card with an Intel Records reward card. 3 weeks Cooldown
Talent fire normal.png
Close Observation 5 Sharp observation may reveal a crew member's hidden Trait upon landing on a world 3 weeks Cooldown
Talent spy intel profit normal.png
Data Haul 8 Increases price for sold Intel Records by 10% + Electronics Skill. Contact Influence gains or losses increased by Charisma % 3 weeks Cooldown
Talent fire normal.png
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

Talent badge crewcombat.png

Talent combat spy sneak normal.png
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
Talent spy passive double normal.png
High Stakes 11 When Spying in the orbit of a system, double all Intel Record rewards. 3 weeks Cooldown
Talent fire normal.png
Secrets Unbound 11 When entering orbit of a system, 10% + Electronics Skill chance to gather Intel Records about the local Faction 3 weeks Cooldown
Talent spy mission normal.png
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

Talent badge crewcombat.png

Talent combat spy killeraim normal.png
Killer's Aim 11 In Crew Combat, Requires Stealth Mode active; Buffs self with +1 Armor Piercing, +25% Critical for 2 Turns n/a

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