Action!/Class/Role
Roles[edit | edit source]
These cost 100 points each.
Blaster[edit | edit source]
Blaster Powers are any Ranged Attacks.
Passive: Gain +5[Progression] Effect to Blaster Powers.
Advanced Blaster[edit | edit source]
Requires Blaster
Blaster Power Action, 6 Shock points: Free Blaster Power Action. May not be used to provide more than one extra Blaster Power Action.
Shot: Inspire your next Blaster Power. (+d10 AV)
Progression: Lower Shock point cost by 1 (20), May be used twice in succession (160 points), Change from Shot: to Passive: (180 points)
Blaster Defense[edit | edit source]
Requires Blaster
Active Defense, Attacked: Free Blaster Power with 0+[Inverse Progression] AV. May be used once per Sequence.
Progression: Increase AV (AV progression after that), May be used all the time (40 points).
Commander[edit | edit source]
Any Action that provides other target with an extra Pool point is a Commander Action.
Action, Presence: Inspire any Ally within Charisma meters.
Progression: Remove Presence cost (100 points), Increase range to communication range (40 points), Gain a Presence when target uses the Inspiration successfully in a conflict (100 points).
Advanced Commander[edit | edit source]
Requires Commander
Presence: All allies within Charisma meters gain +3 + [Inverse Progression] AV until end of Sequence.
Progression: Inbcrease range to communication range (40 points), Increase AV gain (AV progression), Remove Presence cost (100 points).
Commander Defense[edit | edit source]
Requires Commander
Presence: All allies within Charisma meters gain 0 + [Inverse Progression] Defense until end of Sequence.
Controller[edit | edit source]
Controller Powers are any Attacks or Powers that incur impairment.
Passive: Gain +0 Sequence [Inverse Progression] Duration to Controller Powers.
Passive: Gain 0 + [Inverse Progression] impairment to Controller Powers.
Advanced Controller[edit | edit source]
Requires Controller
Succesful Controller Action: Gain [Inverse Progression] AV to your next Controller Action.
Controller Attack[edit | edit source]
Healer[edit | edit source]
Healer Powers are any Effect that provide Shockpoints or Wounds.
Passive: Healer Powers gain [Progression] extra Effect.
Advanced Healer[edit | edit source]
Requires Healer
Free Action: Healer Power at -3+[Inverse Progression] AV.
Healer Defense[edit | edit source]
Passive: Heals gain a Heal over Time component. 5 Shockpoints per Sequence for 1+[Inverse Progression] Sequences.
Striker[edit | edit source]
Striker Powers are any Attacks with no Range.
Passive: Gain [Progression] Effect to Striker Powers.
Advanced Striker[edit | edit source]
Requires Striker
Striker Power, Shot: Gain 3+[Inverse Progression] AV.
Striker Defense[edit | edit source]
Requires Striker
Active Defense, Shot: Gain +5+[Inverse Progression] AV to Defense.
Tank[edit | edit source]
Passive: Gain [Progression] Armor.
Advanced Tank[edit | edit source]
Requires Tank
Shot: Increase your Wound Treshold by 3+[Inverse Progression] for this Attack only.
Tank Offense[edit | edit source]
Requires Tank
Attack: [Progression] Damage, 1+[Inverse Progression] Width, [Inverse Progression] Impairment, [Inverse Progression] Lower Movement, [Inverse Progression] Lower Shots.
Specialist[edit | edit source]
Specialist chooses a Skill. Passive: Gain [Progression] EV to Specialist Skill.
Advanced Specialist[edit | edit source]
Requires Specialist
Passive: Gain [Inverse Progression] AV to Specialist Skill.
Specialist Tactics[edit | edit source]
Requires Specialist
Successful Specialist Action: Gain [Inverse Progression] Pool Points.
Unsuccessful Specialist Action: Gain 1+[Inverse Progression] AV on your next Specialist Action.