Abilities for New Weapon and Armor Classes
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Re: Abilities for New Weapon and Armor Classes
Apprentice Jump Armor Mastery- (Passive Ability, Power Trooper: Drop-Trooper) Possessor gains +200 Defense and +200 AGI while possessor has a Jump Armor Equipped.
Requires: Basic Jump Armor Mastery, 3 other Drop-Trooper abilities
Cost: 1,250,000 Gold, 2 Weeks
Requires: Basic Jump Armor Mastery, 3 other Drop-Trooper abilities
Cost: 1,250,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Basic Hookrod Training- (Passive Ability, Dominator: Angler) Possessor gains +12 Melee Attack and +12 Ranged Attack while possessor has a Hookrod Equipped.
Requires: Dominator
Cost: 200,000 Gold, 2 Weeks
Requires: Dominator
Cost: 200,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Basic Halo Mastery- (Passive Ability, Auramancer: Heaven-Sent) Possessor gains +20 Defense and +20 SPI while possessor has a Halo equipped.
Requires: Auramancer
Cost: 200,000 Gold, 2 Weeks
Requires: Auramancer
Cost: 200,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Basic Claw Training- (Passive Ability, Combatant: Ripper) Possessor gains +12 Melee Attack and +12 AGI while possessor has a Claw equipped.
Requires: Combatant
Cost: 200,000 Gold, 2 Weeks
Requires: Combatant
Cost: 200,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Basic Environment-Proofing- (Passive Ability, Power Trooper) Possessor gains +200 Defense against effects attached to Zones, Terrains, and Phantom Terrains if wearing a Power Armor
Requires: Basic Power Armor Mastery
Cost: 25,000 Gold, 2 Weeks
Requires: Basic Power Armor Mastery
Cost: 25,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Hazardous Environment-Proofing- (Passive Ability, Power Trooper) Possessor gains +25% Diseased Resistance and +25% Poison: Irradiated Resistance if wearing a Power Armor
Requires: Basic Environment-Proofing, Hazmat Suit Proficiency
Cost: 300,000 Gold, 2 Weeks
Requires: Basic Environment-Proofing, Hazmat Suit Proficiency
Cost: 300,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Basic Gun-Link- (Passive Ability, Power Trooper) Possessor gains +25 Ranged Attack if wearing a Power Armor and wielding a Gun
Requires: Basic Power Armor Mastery
Cost: 30,000 Gold, 2 Weeks
Requires: Basic Power Armor Mastery
Cost: 30,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Gun-Linked Armor- (Passive Ability, Power Trooper) Possessor gains +100 Ranged Attack if wearing a Power Armor and wielding a Gun, Possessor gains +5% To Hit if wearing a Power Armor and wielding a Gun
Requires: Apprentice Power Armor Mastery, Basic Gun-Link, Apprentice Gun Training
Cost: 750,000 Gold, 2 Weeks
Requires: Apprentice Power Armor Mastery, Basic Gun-Link, Apprentice Gun Training
Cost: 750,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Basic In-Armor Battery- (Passive Ability, Power Trooper) If possessor is wearing a Power Armor, possessor gains an additional MP Pool that contains 50 MP that may only be spent on Gunslinging and Hypertech spells
Requires: Basic Power Armor Mastery
Cost: 75,000 Gold, 2 Weeks
Requires: Basic Power Armor Mastery
Cost: 75,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
High-Tech Stance- (Stance Ability, Power Trooper) Possessor's equipped Power Armor armors gain the element Technology
Requires: Basic Power Armor Mastery
Cost: 70,000 Gold, 2 Weeks
Requires: Basic Power Armor Mastery
Cost: 70,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Mid-Escape Burst- (Technique Ability, Power Trooper: Drop-Trooper) Possessor may use 'Mid-Escape Burst' in conjunction with a 'Ranged Attack' action so long as no other Technique is used, possessor is wearing a Jump Armor armor, and possessor is located in a Rear-Flanking Row. Said action gains +300 Ranged Attack, gives its performer a non-stacking buff that lasts until the end of the round that provides +15% Dodge, and moves its performer to any row in its possessor's own initial row-order formation.
Requires: Apprentice Jump Armor Mastery, Flanking Jump, Fire Upon Arrival
Cost: 2,000,000 Gold, 2 Weeks
Requires: Apprentice Jump Armor Mastery, Flanking Jump, Fire Upon Arrival
Cost: 2,000,000 Gold, 2 Weeks
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Re: Abilities for New Weapon and Armor Classes
Ammo Drop- (Passive Ability, Power Trooper: Drop-Trooper) Up to once per round, if possessor is wearing a Jump Armor or wielding a Gun, when one of possessor's allies enters possessor's battlespace from a different battlespace that does not contain any opponents of possessor, possessor may request an Ammo from said ally, and, if said ally is carrying an Ammo that is not equipped, said ally may give that Ammo to possessor, who then, provided at least one Ammo was successfully given, may unequip up to 5 Ammo and then equip up to 5 Ammo.
Requires: Basic Jump Armor Mastery
Cost: 2,000,000 Gold, 2 Weeks
Requires: Basic Jump Armor Mastery
Cost: 2,000,000 Gold, 2 Weeks