Background[edit | edit source]
Zealots are the worst enemies of their Faction’s enemies. Accomplishing missions allows them to move quickly up military ranks.
Traits[edit | edit source]
A captain whose first job is Zealot will gain the following traits:
- Fearsome: -2 Charisma, +15% Damage
- Concentration: +2 Wisdom, +1 Resilience
Skills[edit | edit source]
As a character advances in the Zealot 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.
|Famous Fury||1||Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission||3 weeks Cooldown|
|Righteous Rank||1||Price for military Rank is discounted by 10% + Command Skill||3 weeks Cooldown|
|Rough Interrogation||1||Upon victory in ship combat, thoroughly questioning the enemy crew creates up to your Intimidation Skill in Intel Records but causes further Rep loss||3 weeks Cooldown|
|Unbending Law||1||When landing in a zone, the highest level crew member who attempts to abandon the ship reconsiders, but their salary increases by $2||3 weeks Cooldown|
|Devoted Service||1||When completing steps in a Mission, increase Faction Reputation bonuses 10% + Command Skill||3 weeks Cooldown|
|Unstoppable Force||1||In crew combat, Buff yourself with +25% Armor, +75% To Resist Debuffs for 3 Turns, Restores (10 + 0 Intimidate) Morale||n/a|
|Fanatical Siege||5||During a Blockade of a system, replace a risk card with a Tithe or Influence Conflict reward card.||3 weeks Cooldown|
|Obsessive Defense||5||When Patrolling a system, replace a card with a Pirate reward card.||3 weeks Cooldown|
|Retribution Justice||5||Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol||3 weeks Cooldown|
|Fervor||8||In crew combat, Removes all Debuffs and Buffs with +10 Initiative for 3 Turns and Restores (10 + 0 Command) Morale||n/a|
|Bloodletting Blow||8||In crew combat, Crippling Blade Attack causes +15 Bleeding, -2 Deflection for 3 Turns||n/a|
|Summary Execution||8||Capital punishment of the lowest Morale mutineer quickly reminds the crew who is in charge. The mutiny ends and Morale of the entire crew is increased by 20 + Intimidate Skill||26 weeks Cooldown|
|Infliction Rage||11||When making Initiative Roll in Crew Combat, Buff yourself with +25% Dmg, +25% Armor for 3 Turns, Restores (1 + 0 Intimidate) Morale||n/a|
|Diehard Defense||11||When Patrolling a system, replace a risk card with Mission success reward card.||3 weeks Cooldown|
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