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#19
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Soldier
Saboteur
Technician
Scholar
Technomage
Diplomat
Mechanism
+5 S
+5 L
+5 T
+5 I
+5 V
+Spark (5): 10 elec. damage.
+5 X
Swordsman
+20 S for melee weapons.
Shooter
+10 S for light weapons.
Artillerist
+10 S for heavy weapons. Can use heavy weapons.
Hardening
+0.2 armor. Can use heavy armor.
Martial Arts
+30 S for unarmed combat.
Training
+20 damage (final) with any weapon type.
Spy
Stealth (L vs I).
Pickpocket
Unnoticed pickpocketing.
Lockpicker
Unnoticed lockpicking.
Duelist
+20 hp, +40 damage (final) for one-on-one combat.
Poisoner
Stealthy poisoning.
Sapper
Setting mines.
Terror
x1.5 damage from mines and stealthy poisoning.
Repairman
Repairing and upgrading mechanisms.
Hacker
Hacking programs and mechanisms.
Saboteur
+15 damage (base) against mechanisms.
Driver
Controlling planetary transport.
Athlete
+1 movement range.
Spotter
Controlling turrets.
Field Medic
Treating wounds.
Doctor
Treating poisons and diseases.
Trapper
+15 damage (base) against non-sentient creatures.
Historian
Identifying historical artifacts, +25% of their sale value.
Linguist
Communicating with speakers of an unknown language.
Astronomer
Guaranteed protection from negative phenomena in space.
Guide
Guaranteed protection from negative phenomena on a planet.
Fury
+25% technomagic damage.
Mercy
+50% effectiveness of positive technomagic.
Ram (20)
50 physical damage, target is knocked back 3 cells.
Healing (1/1)
Health restoration.
Telekinesis (3/kg)
Moving objects.
Shield (30)
For one target, health is calculated by the technomage's V.
Mist (30)
Reduces visibility to 1 in a radius of 10.
Inspiration (10/1)
Increases or decreases any parameters of the target.
Writer
+20 X for written communication, creating books.
Musician
Performing and creating music.
Artist
Camera equivalent, 25% perception, creating paintings.
Liar
Deception (X vs I).
Merchant
10% profit, shop assortments expanded by 25%.
Politician
Persuasion (2 X vs X)
+Character health is restored only during repair.
+50% chance to survive at hp=0.
+Immunity to vacuum and diseases.
+All actions for mechanisms and programs are applicable.
Steel Filling
Immunity to poison, x2 damage from electricity.
Steel Fists
+30 damage (base) in unarmed combat.
Steel Brain
Immunity to hypnosis, illusions, deception.
Steel Legs
+2 movement range.
Steel Shell
+0.3 armor.
Internal Computer
Camera, communicator and connection to the hypernet.
Shocker
+20 electrical damage (final). Stasis for 1 turn (10%).
+10 S
+10 L
+10 T
+10 I
+10 V
+10 X
Reaction
+1 attack per round with the chosen weapon type (light/heavy/melee/unarmed), 1 point is spent for each type.
Bleeding (recharge 3 turns)
Target loses 5% of initial health every turn until the end of the battle.
Critical Hit
Double damage (10%).
Maiming (recharge 10 turns)
Permanently reduces a random parameter of the target by half or until corresponding aid is received.
Pain Shock
Stasis for 1 turn (15%).
Combat Experience
+20 damage (base) with any weapon type.
Assassin
x2 damage (final) from ambush.
Acrobat
Stealth (1.5 L vs I)
Light Step
Character does not activate enemy mines and traps.
Steady Hand
L is used instead of S for damage calculation.
Demining
Detection and removal of enemy mines with the possibility of subsequent use.
Armorer
Creating weapons and armor from blueprints.
Mechanic
Creating mechanisms and programs from blueprints.
Blaster
Creating mines and grenades from blueprints.
Grenadier
x2 damage with grenades.
Pilot
Controlling space transport.
Veteran
+50 hp. +0.5 armor against cold and heat.
Implants
Using implants.
Surgeon
Healing injuries and maims; in battle - removing negative effects.
Biologist
Extracting raw materials from plants and animals, creating poisons and medicines.
Designer
Creating blueprints, improving mechanisms and programs.
Veterinarian
Ability to have a non-sentient familiar with total parameters of 120, treating non-sentient creatures.
Experimenter
x3 melee damage (base), the same source of damage is changed to one chosen by the player.
Meditation
-33% energy cost.
Willpower
-33% V in the enemy target.
Discharge (50)
100 electrical damage, stasis for 2 turns (50%).
Illusion (20/hr)
Creating images (visual, auditory, tactile, olfactory, gustatory; energy is spent separately for each type) within several km.
Elation (80)
x1.5 damage, health and turn order of the target for 3 rounds.
Purification (50)
Removing negative effects, treating poisons and diseases.
Corruption (80)
x0.5 damage, health and turn order of the target for 3 rounds.
Gremlin (40)
50 unstoppable damage to mechanisms, armor and weapons; 25% chance instead to take the mechanism under control, effect is similar to hypnosis.
Swindler
Deception (1.5 X vs I).
Parliamentarian
50% chance to avoid combat.
Celebrity
50% chance to avoid trouble with the law.
Lawyer
75% chance to save another from trouble with the law.
Orator (recharge 24 hours)
+15 any damage (base) and +30 health to the active group for 5 rounds.
+15 S
+15 L
+15 T
+15 I
+15 V
+15 X
Macedonian Shooting
Ability to use two light weapons simultaneously.
Juggernaut
x3 damage (final) and armor.
General
+20 damage (final), +1 movement range and +0.2 armor to the active group.
Quick Thinking
x2 I only for turn order.
Sniper
x10 damage (final) with the first shot from ambush, x3 shooting range.
Stealth Master
Unnoticed kill (25%).
Glide
x2 evasion.
Penetration
Attack from ambush ignores target's armor. Normal attack ignores 50% of target's armor.
Engineer
Creating blueprints, handling unfamiliar technology.
Demiurges
Creating AI (recharge 48 hours), +10 X for mechanisms.
Marathoner
+4 movement range.
Indestructible
+100 hp, +0.5 armor, 25% chance to survive at hp=0.
Cyborg
+30 parameter points for free distribution, unlocks "mechanism" skill. Health is split in half into "mechanical" and "organic".
Caution
Immunity to ambushes, detection of traps.
Preemption
Guaranteed first turn (if several characters have this skill, their turn order is distributed randomly), x3 damage (final) on the first turn.
Panacea
100% resurrection of organic and 50% cyborgized character if less than a day has passed since death.
Geneticist (recharge 72 hours)
Creating creatures with total parameters from 30 to 600, 0.5% chance to create a sentient creature.
Unwavering
+150 energy, 50% chance to survive at energy=0.
Hypnosis (50/turn)
Subjugation and control, V check every turn; outside of combat - one-time.
Armageddon (200)
200 fire damage in a radius of 10 around the technomage.
Wall (150)
Radius 5, hp=SHIELDx3.
Blizzard (160)
50 cold damage in a radius of 20 for 3 turns.
Alpha-Ray (250)
500 radiation damage.
Stasis (100)
Target becomes immobile and invulnerable, V check every turn.
Inspiration (150)
+10 to all parameters of the active group for the duration of the battle.
Artist
+25% evasion for the active group.
Peacemaker
Stopping combat at any moment, 50% chance to leave in peace.
Businessman
30% profit, selling items in ordinary shops.
Companion
Loyal companion of the same faction, generated by the same rules as the main character. Companions cannot choose this skill.
А, вот почему.

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