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January 8, 2012 at 7:57 pm #18277
I just thought of these sometime after I slipped in the shower but before I came to. I hope they’re good.
Feats
100 Espionage: Draw Silently
When drawing a pistol no echo will be made
135 Espionage: Alertness
Won’t trigger the alarm in clan bases
150 Slicer: Disable Autopilot
Disables the autopilot on any ship
130 Smuggler: Master of Disguise
50% less time to apply a disguise
Weapons
Smuggling and Espionage mains receive an HR bonus while wielding pistols
That’s all that I can remember.
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January 8, 2012 at 8:03 pm #18284
Lowblow, smuggler, in the 10-50 level range.
It gives them a stun, and the action message should, of course, be kicking your target in the nuts/lady bits, just like in tor!
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January 9, 2012 at 2:15 am #18290
Share all the feat ideas you can think of, I’ll go on a coding spree soon.
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January 9, 2012 at 4:15 am #18292
Advanced Disguise – since you can’t master it, it COULD always be a feat, and only ‘pros’ in disguise should be able to do it, imo, works better with the ‘special agent’ types of people, too.
Weapon Crafter feat – adds + to hitroll, damroll or something else.
Master Surgeon – Somehow improves cyber implantation. Faster, perhaps, or adds +1 to each stat?
Backstabber – adds +5% or +10% to blackjack chance
Hand to hand fighter – adds hitroll and damroll and over-all improved damage to unarmed fighting
Fast landing – Lands a ship in half less time than usual, or something similar.
Skilled warrior – gives + to hitroll for certain amount of rounds, similar to endurance.
Diplomat – improves propaganda x2
Improved Diplomat – Improves propaganda x4
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January 13, 2012 at 8:14 am #18312
After Market upgrader, engineering 125 – allows engineers to boost stats on ships by 5 over the regular maximum.
Naval Expert, Piloting 150 – Treats any ship used by the pilot to be treated as 1 class lower.
Battle stance, combat 100 – Allows you to become ready for battle for x rounds in advance, gaining the benifit of 20% extra dodge.
Master Treasure hunter, smuggling xxx – allows a smuggler of x lvl or higher to dig up and “refine” cortosis.(90% chance to fail refining)
Diplomatic immunity, diplomacy 100 – Allows the diplomat to do things that would usually be considered illegal on a planet.(this still alerts the opposing organization of your actions.)
Slaughterhouse, Bounty hunting 150 – When dual weilding blades, the hunter gains a 25% chance to double perform an action(IE: you use lunge once and you hit +1 additional hit)
Advanced Teachings, Leadership 150 – Allows for leadership mains to teach for a 97% proficiency for skills outside of their subclass.
Controller Expert, slicer 150 – allows a slicer to short ship hatches.
Self control, espionage xxx – allows an espionage main to cut through a door in half the time.
Developmental learner, Science 150 – When studying an object, you have a 10% chance to recieve a free development from concentrating on the object.
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January 13, 2012 at 12:03 pm #18314
Jetpack master – Level 150 BH feat – can use weapons effectively while using jetpack
Precise shooting – level 150 BH feat – if using pistol/pistols, a BHer has a x % chance to go through forcer lightsaber parry
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January 13, 2012 at 10:23 pm #18323
i contend that advanced disguise should be a feat and not a skill. the way it is utilized makes 100x more sense as a feat.
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January 14, 2012 at 7:44 pm #18329
Level ??? smuggling feat “Hard Head”
Your disguises are more durable.
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