BEAST

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The B.E.A.S.T. (Biointerfacing Exoskeletal Assault Suit Technician) class are shock troops that seek to overwhelm their opponents with a panoply of weapons and the enhanced strength granted to them by their suits.

B.E.A.S.T. with labels.jpg


What can a B.E.A.S.T. do?

You saw the picture, right? "Fuck you up" mostly covers it, but for those of you who demand tedious details, the B.E.A.S.T. has three skills, and each skill has many abilities in it.

The three skills of the B.E.A.S.T. are:

Mech Weapons Platform - This involves using the other weapons mounted on a suit, including a railgun, a minigun, a missile launcher, a stabbing blade, a net launcher, and more. This skill also contains abilities that have you punching, crushing, and, in one of its instakills - literally ripping an opponent in half.

Plasmacasting - All about using their plasmacasters to do various things, including barbecuing victims.

Suittech - Other abilities that a B.E.A.S.T. grants its operator, such as using the jumpjets, activating advanced life support, and balancing production of overcharge and plasma, the two class resources for this class. There is, of course, much more to tell about this class, but we're only going to be providing this kind of preview for classes before we launch. Finding out all the juicy details will have to wait until then!


Abilities in MWP


Wristblade

WRISTBLADE Drive your wristblade into your foe, causing damage. The attack will hit harder if the target is dazed or staggering, and can also be augmented with the SHARPEN and SERRATE abilities in MWP, and the PLASMABLADE ability in Plasmacasting.

Command: MWP WRISTBLADE <TARGET> Lessons: 5 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds


SHARPEN The mounted wristblade operates in one of two positions. In the sharpened position, the blade will slice through flesh easily, reaching the internal organs with ruthless momentum. The side-effect of this position is that it leaves cleaner wounds, which will hurt the target less. (The other position is SERRATE.)

Command: MWP SHARPEN [OFF] Known: No Lessons: 186 Lessons Ability type: Defensive Base balance time: 3.00 seconds


SERRATE The mounted wristblade operates in one of two positions. In the serrated position, it will brutally saw your opponent's flesh with grinding brutality, making normal attacks do additional bleeding damage. (The other position is SHARPEN.)

Command: MWP SERRATE [OFF] Known: No Lessons: 384 Lessons Ability type: Defensive Base balance time: 3.00 seconds


TWIST Twisting your blade as you drive it into your foe will inflict serious damage to their torso and their internal subsystem. This ability can be augmented with the SHARPEN and SERRATE abilities in MWP, and the PLASMABLADE ability in Plasmacasting.

Command: MWP TWIST <TARGET> Known: No Lessons: 661 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds


TEAR Inflict a shredding wound on the target, doing upfront damage, as well as causing them to bleed heavily afterwards. This ability can be augmented with the SHARPEN and SERRATE abilities in MWP, and the PLASMABLADE ability in Plasmacasting.

Command: MWP TEAR <TARGET> Known: No Lessons: 1135 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds


MINIGUN Fire your minigun at the target, riddling them with bullets. The damage of the ability depends on the amount of bleeding wounds on the target.

Command: MWP MINIGUN <TARGET> Known: Yes Lessons: 30 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.00 seconds


FOCUSFIRE Concentrate your minigun upon a prop that someone is taking cover behind, and you will hit them when they attempt to perform an action from behind it. Your bullets will continue to destroy the cover, leaving them vulnerable. This is a channeled action, and will be interrupted by any action.

Command: MWP FOCUSFIRE <TARGET> Known: Yes Lessons: 45 Lessons Ability type: Melee Can target: Others and Props Base balance time: 3.00 seconds


VANTAGE By taking advantage of an elevated position, in relation to your target, you have a higher chance to bypass their cover when attacking.


Skill: MWP Group: Minigun Known: No Lessons: 221 Lessons Ability type: Defensive


SPOOLUP Spooling up the minigun, this ability inflicts internal damage depending on target's muscular damage.

Command: MWP SPOOLUP <TARGET> Known: No Lessons: 428 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.00 seconds


PINDOWN Keep your finger on the trigger, sending a wide arc of bullets across the room, hitting anyone who is not behind cover. This is a channeled action, and will be interrupted by any action.

Command: MWP PINDOWN Known: No Lessons: 914 Lessons Ability type: Room attack Can target: Others Base balance time: 3.00 seconds


MISSILES Unleash the tracer missiles from your launcher into the air, they will cascade down and strike all ground-based targets in the room. The base flight time for the missiles is 8 seconds.

Command: MWP MISSILES Known: No Lessons: 95 Lessons Ability type: Room attack Can target: Others Base balance time: 3.50 seconds


LAUNCH Fire a homing missile that will hit the target after a while, inflicting damage. The missile will strike harder if the target is entangled, or suffers heavy internal damage.

Command: MWP LAUNCH <TARGET> Known: No Lessons: 112 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds


RAINDOWN Fire three missiles in quick succession, all aimed at the same target. The missiles will hit the target 3 seconds apart.

Command: MWP RAINDOWN <TARGET> Known: No Lessons: 261 Lessons Ability type: Air to ground (single target) Can target: Others Base balance time: 3.50 seconds Cooldown time: 60.00 seconds


INCENDIARY Launch tracer missiles equipped with incendiary warheads at the target, unleashing fiery damage upon your target. Should they be afflicted with the SCORCHED affliction, they will take more damage for every stack of the affliction present.

Command: MWP INCENDIARY <TARGET> Known: No Lessons: 477 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.00 seconds


COUNTERMEASURES When active, your suit's anti-missile systems will attempt to block any incoming attacks coming from outside of your current location.

Command: MWP COUNTERMEASURES [OFF] Known: No Lessons: 820 Lessons Ability type: Defensive Base balance time: 2.50 seconds


Netlauncher


NETLAUNCH Launch a nanofilament net at your target, entangling them in the thin strands. This prevents acting and also interrupts channelled activities.

Command: MWP NETLAUNCH <TARGET> Known: No Lessons: 60 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.00 seconds Cooldown time: 7.50 seconds


WALLOP By disabling a safety feature on your net launcher, you can fire an undeployed net at the target. This solid cannister will wind your target with the impact.

Command: MWP WALLOP <TARGET> Known: No Lessons: 75 Lessons Ability type: Melee Can target: Others Base balance time: 2.50 seconds


HOOKNET The hooked net is a cruel beast! It will dig into the flesh of your target, making it take longer to escape. Due to the many barbs, it will cause your net launcher to jam, preventing further use until your suit's maintenance system can clear it.

Command: MWP HOOKNET <TARGET> Known: No Lessons: 532 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds Cooldown time: 30.00 seconds


AIRSHOT Aiming your launcher skyward, you can fire a net in the air, which will come down to knock its target off-balance shortly afterwards, as well as cause them to stagger.

Command: MWP AIRSHOT <TARGET> Known: No Lessons: 1265 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds Cooldown time: 7.50 seconds



TETHER By locking a strand of nanofilament netting into the launcher, you are able to fire a net into an adjacent location, snare a target, and pull them to you.

Command: MWP TETHER <TARGET> <DIR> Known: No Lessons: 1570 Lessons Ability type: Adjacent room ranged Can target: Others Base balance time: 4.00 seconds Cooldown time: 7.50 seconds


Railgun

RAILSHOT Using the railgun's maglev technology, you will send a high-impact slug at your target, inflicting high damage and afflicting the target with broken ribs.

Command: MWP RAILSHOT <TARGET> Known: No Lessons: 302 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.75 seconds


HEADSHOT Take precise aim at your foe's head, firing a high-velocity slug to inflict a large amount of damage. Additionally, your attack will inflict trauma if their internal subsystem is sufficiently weakened, or disorientation otherwise.

Command: MWP HEADSHOT <TARGET> Known: No Lessons: 345 Lessons Ability type: Melee Can target: Others Base balance time: 3.75 seconds


HOBBLE By targeting and exploiting the weak joints in your opponent's legs, you can precisely aim a slug at their lower appendages and inflict serious damage to them and afflict them with the weak knees affliction. Any further attacks to the legs, while afflicted, will send them flailing to the ground.

Command: MWP HOBBLE <TARGET> Known: No Lessons: 736 Lessons Ability type: Melee Can target: Others Base balance time: 3.75 seconds


SNIPE Your mastery of your suit's targeting systems allows you to fire upon targets anywhere within your line-of-sight.

Command: MWP SNIPE <TARGET> <DIR> Known: No Lessons: 1018 Lessons Ability type: Line-of-sight ranged Can target: Others Base balance time: 3.75 seconds




DUALSHOT Disabling safety features is never a great idea, but sometimes it can be effective. By circumventing the backfire prevention protocol, you can fire two rail slugs in very short succession. This does have the disadvantage of causing the railgun to jam, preventing further use until your suit's maintenance systems can clear it.

Command: MWP DUALSHOT <TARGET> Known: No Lessons: 1750 Lessons Ability type: Melee Can target: Others Base balance time: 3.75 seconds Cooldown time: 50.00 seconds



Shield SMASH Unleash a vicious swipe with your shield, sending your opponent flying out of the room with the force of the blow. Due to the varying possibilities of target weight and momentum, the specific direction of ejection could be any valid exit.

Command: MWP SMASH <TARGET> Known: No Lessons: 133 Lessons Ability type: Melee Can target: Others and Props Base balance time: 3.00 seconds


DEFLECT Holding your mounted shield high, you will focus on deflecting any incoming ranged attacks away from yourself and at another target. This is a channel, and will be interrupted by any action.

Command: MWP DEFLECT Known: No Lessons: 157 Lessons Ability type: Room attack Can target: Others Base balance time: 3.00 seconds


BLOCK Standing firm and positioning your shield for maximum effect, you will prevent any movement into your location. This is a channeled action, and will be interrupted by any action.

Command: MWP BLOCK Known: No Lessons: 593 Lessons Ability type: Combat utility Can target: Others Base balance time: 2.50 seconds


PROTECT Using the bulk of your B.E.A.S.T. suit and the massive shield mounted on your wrist, you are able to protect another target in the room from attack. This is a channeled action, and will be interrupted by any action.

Command: MWP PROTECT <TARGET> Known: No Lessons: 1409 Lessons Ability type: Melee Can target: Others Base balance time: 2.50 seconds



< Abilities in PlasmaCasting >-----------------------------

Ability Info Lessons


-- PLASMA (PlasmaCasting) ----------------------------------------------------- By redirecting excess energy to your plasmacasting system, you will begin to generate heat in your plasma tanks. This system will continue to increase your heat level until you reach extreme heat, which poses a significant risk of damaging the B.E.A.S.T. and its operator. Use PLASMA HEATUP OFF to disable the heat generation.


Skill: PlasmaCasting Command: PLASMA HEATUP Known: Yes Lessons: 5 Lessons Ability type: Noncombat utility Base balance time: 3.00 seconds


-- NOZZLE (PlasmaCasting) ----------------------------------------------------- The jets on your plasmacaster have iris valves which control the rate at which plasma is ejected. They can be narrowed to reduce the amount of plasma released, at the expense of damage, or widened to increase the damage and amount of plasma used.


Skill: PlasmaCasting Command: PLASMA NOZZLE <SIZE> Known: No Lessons: 186 Lessons Ability type: Noncombat utility Base balance time: 1.00 seconds


-- RELEASE (PlasmaCasting) ---------------------------------------------------- By tapping in to your suit's emergency systems, you can execute a heat dump. This has the effect of lowering the heat of the plasma stored in your tanks. The suit's heat dumping system can only expel so much heat at once, and may require multiple dumps to lower your temperature a full level.


Skill: PlasmaCasting Command: PLASMA RELEASE Known: No Lessons: 261 Lessons Ability type: Noncombat utility Base balance time: 2.50 seconds Cooldown time: 20.00 seconds


-- CONSUMPTION (PlasmaCasting) ------------------------------------------------ Rerouting a batch of your B.E.A.S.T.'s energy, you can instantly increase the heat in your plasma tanks. Your suit's systems will not normally allow a boost into the extreme range, but in the presence of an inferno, the system is bypassed.


Skill: PlasmaCasting Command: PLASMA CONSUMPTION Known: No Lessons: 404 Lessons Ability type: Combat utility Can target: Others Base balance time: 3.00 seconds


Attacks -- BURN (PlasmaCasting) ------------------------------------------------------- Send a blast of searing plasma from your plasmacasters. This will inflict a significant damage to your foes and to props in the room.


Skill: PlasmaCasting Group: Attacks Command: PLASMA BURN <TARGET> Known: Yes Lessons: 15 Lessons Ability type: In-room ranged Can target: Others and Props Base balance time: 3.00 seconds Resources required: low plasma


-- COMBUST (PlasmaCasting) ---------------------------------------------------- Engulf your target in flames, doing periodic damage every second for 12 seconds. Additionally, if their muscular system is sufficiently damaged (15% per stack) they'll gain a stack of the scorched affliction, increasing the damage, and getting them closer to being able to be targeted with the INCINERATE ability.


Skill: PlasmaCasting Group: Attacks Command: PLASMA COMBUST <TARGET> Known: No Lessons: 221 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.00 seconds Resources required: low plasma


-- SEAR (PlasmaCasting) ------------------------------------------------------- Send a lash of flame at your foe, stripping an external defense from them.


Skill: PlasmaCasting Group: Attacks Command: PLASMA SEAR <TARGET> Known: No Lessons: 310 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.00 seconds Resources required: medium plasma (uses low)


-- CONFLAGRATE (PlasmaCasting) ------------------------------------------------ Send forth a torrent of incinerating plasma to damage your target. This ability will do increased damage for each stack of the scorched affliction on the target, and by damage to their muscular subsystem.


Skill: PlasmaCasting Group: Attacks Command: PLASMA CONFLAGRATE <TARGET> Known: No Lessons: 462 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.50 seconds Resources required: very high plasma (uses high)


-- DOUSE (PlasmaCasting) ------------------------------------------------------ Coat your target in accelerant, causing all flame-based attacks to deal increased damage.


Skill: PlasmaCasting Group: Attacks Command: PLASMA DOUSE <TARGET> Known: No Lessons: 689 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.00 seconds Resources required: low plasma


-- ENVELOP (PlasmaCasting) ---------------------------------------------------- Ignite a prop that someone is taking cover behind, causing periodic damage while they remain cowering behind the burning shield. This effect will happen every 4 seconds for 24 seconds.


Skill: PlasmaCasting Group: Attacks Command: PLASMA ENVELOP <PROP> Known: No Lessons: 787 Lessons Ability type: In-room ranged Can target: Others and Props Base balance time: 3.00 seconds Resources required: medium plasma (uses low)


-- INCINERATE (PlasmaCasting) ------------------------------------------------- Unleash the full fury of your plasmacasters, instantly killing your target by reducing them to nothing but a smoldering pile of ashes. Your foe must be sufficiently weakened, with at least 5 stacks of the scorched affliction.


Skill: PlasmaCasting Group: Attacks Command: PLASMA INCINERATE <TARGET> Known: No Lessons: 1750 Lessons Ability type: In-room ranged Can target: Others Base balance time: 4.00 seconds Resources required: very high plasma


Room effects -- SMOKE (PlasmaCasting) ------------------------------------------------------ Scorch the insulating lining of your B.E.A.S.T., forming a thick cloud of smoke to obscure vision in your location. This effect will last for 120 seconds.


Skill: PlasmaCasting Group: Room effects Command: PLASMA SMOKE Known: No Lessons: 133 Lessons Ability type: Combat utility Can target: Others Base balance time: 3.00 seconds Resources required: low plasma


-- OPENING (PlasmaCasting) ---------------------------------------------------- Blast away the roof or ceiling from your current location, assuming it is indoors, to allow flight and other aerial maneuvers. Repairbots will begin repairing the damage immediately, but you will have clear air for at least 300 seconds while they do.


Skill: PlasmaCasting Group: Room effects Command: PLASMA OPENING Known: No Lessons: 157 Lessons Ability type: Combat utility Can target: Others Base balance time: 4.00 seconds Resources required: high plasma (uses low)


-- FIREWALL (PlasmaCasting) --------------------------------------------------- Blast an exit from your location, forming a blazing wall of fire that will burn anyone who passes through it. This wall will last 120 seconds before petering out.


Skill: PlasmaCasting Group: Room effects Command: PLASMA FIREWALL <DIR> Known: No Lessons: 354 Lessons Ability type: Defensive Base balance time: 3.50 seconds Resources required: medium plasma (uses low)


-- EXTINGUISH (PlasmaCasting) ------------------------------------------------- Reverse the pumps on your plasmacasting system, drawing a firewall back into your tanks for a boost to your heat reserves.


Skill: PlasmaCasting Group: Room effects Command: PLASMA EXTINGUISH <DIR> Known: No Lessons: 603 Lessons Ability type: Combat utility Can target: Others Base balance time: 3.00 seconds


-- ACRIDSMOKE (PlasmaCasting) ------------------------------------------------- Taking your desire to decimate your foes to the next level, you scorch your B.E.A.S.T.'s insulating liner, and mix it with accelerant to make a thick plume of acidic smoke, which you then expel in a gust at anybody not taking cover. This acrid smoke will afflict those caught in it with blurred vision, reducing the damage of their attacks.


Skill: PlasmaCasting Group: Room effects Command: PLASMA ACRIDSMOKE Known: No Lessons: 899 Lessons Ability type: Room attack Can target: Others Base balance time: 3.00 seconds Resources required: low plasma


-- INFERNO (PlasmaCasting) ---------------------------------------------------- Release a hellish inferno into your surroundings, burning all players in sight. Periodic damage will occur when the flames flare up every 5 seconds, and the effect will last at least 25 seconds, and has a chance to die out every flare after that. The use of the RESISTANCE ability will shield the B.E.A.S.T. from the effects of the inferno. While inside the inferno, you can bypass the safety sensors on your plasma tanks that normally limit CONSUMPTION, allowing them to be pushed to extreme levels of heat.


Skill: PlasmaCasting Group: Room effects Command: PLASMA INFERNO Known: No Lessons: 1027 Lessons Ability type: Room attack Can target: Others Base balance time: 5.00 seconds Resources required: high plasma (uses medium)


-- PLASMACIRCLE (PlasmaCasting) ----------------------------------------------- In a cruel dance of death and destruction, you will spin in a circle with your plasmacasters blasting, forming firewalls over every exit from your current location.


Skill: PlasmaCasting Group: Room effects Command: PLASMA CIRCLE Known: No Lessons: 1173 Lessons Ability type: Combat utility Can target: Others Base balance time: 5.00 seconds Resources required: very high plasma (uses medium)


-- FAN (PlasmaCasting) -------------------------------------------------------- Send a gust of air from your suit's exhaust ports to fan the inferno, spreading it into an adjacent room.


Skill: PlasmaCasting Group: Room effects Command: PLASMA FAN <DIR> Known: No Lessons: 1531 Lessons Ability type: Room attack Can target: Others Base balance time: 4.00 seconds Resources required: high plasma (uses medium)


Defenses -- RESISTANCE (PlasmaCasting) ------------------------------------------------- Deploy additional heatsinks across your suit, reducing operator temperatures while in the most extreme of thermal situations. This will both shield you from the effects of an inferno, and prevent your suit's plasma tanks from overheating to an extreme, damaging degree.


Skill: PlasmaCasting Group: Defenses Command: PLASMA RESISTANCE Known: Yes Lessons: 30 Lessons Ability type: Defensive Base balance time: 3.00 seconds Resources required: low plasma


-- PLASMASHIELD (PlasmaCasting) ----------------------------------------------- Use your plasmacasters to superheat your mounted shield, diminishing the effect of cold-based attacks against you. This effect will last for 60 seconds.


Skill: PlasmaCasting Group: Defenses Command: PLASMA SHIELD Known: No Lessons: 45 Lessons Ability type: Noncombat utility Base balance time: 3.00 seconds Resources required: low plasma


-- DISENTANGLE (PlasmaCasting) ------------------------------------------------ Bindings prove no object to your plasmacasters, allowing you to swiftly burn off any external hindrances that prevent you from action.


Skill: PlasmaCasting Group: Defenses Command: PLASMA DISENTANGLE <TARGET> Known: No Lessons: 75 Lessons Ability type: Combat utility Can target: Others and Self Base balance time: 2.50 seconds Resources required: medium plasma (uses low)


-- PLASMABLADE (PlasmaCasting) ------------------------------------------------ Heat your mounted wristblade (should you have one mounted,) to the upper limits of the blade's materials. This will alter the damage of any wristblade attacks, and inflect thermal damage instead of impact. The damage will be lower by default, but if the target's skin is scorched, the damage will rise beyond the normal potential of the blade. This effect will last for 300 seconds.


Skill: PlasmaCasting Group: Defenses Command: PLASMA BLADE Known: No Lessons: 95 Lessons Ability type: Combat utility Can target: Others Base balance time: 3.00 seconds Resources required: low plasma


-- CLEARSIGHT (PlasmaCasting) ------------------------------------------------- Power up your suit's external camera, augmenting your B.E.A.S.T.'s HUD in diminished visual situations. This augmentation will last 30 seconds.


Skill: PlasmaCasting Group: Defenses Command: PLASMA CLEARSIGHT Known: No Lessons: 115 Lessons Ability type: Noncombat utility Base balance time: 2.50 seconds Resources required: medium plasma (uses low)


-- CAUTERIZE (PlasmaCasting) -------------------------------------------------- Seal your bleeding wounds by cauterizing them with your plasmacasters. Be warned, while this will stop the bleeding, it will hurt like hell.


Skill: PlasmaCasting Group: Defenses Command: PLASMA CAUTERIZE Known: No Lessons: 528 Lessons Ability type: Noncombat utility Base balance time: 3.00 seconds Resources required: low plasma


-- PLASMAWREATHE (PlasmaCasting) ---------------------------------------------- Surround yourself in a fiery nimbus, that will burn anyone who attempts to harm you with melee attacks. You will use additional plasma head to maintain this nimbus. This is a channeled action, and will be interrupted by any action.


Skill: PlasmaCasting Group: Defenses Command: PLASMA WREATHE Known: No Lessons: 1340 Lessons Ability type: Combat utility Can target: Others Base balance time: 5.00 seconds Resources required: high plasma (uses low)




< Abilities in SuitTech >-------------------------------

Ability Info Lessons


-- JUMPJETS (SuitTech) -------------------------------------------------------- Fire your jumpjets, taking you up in the air. To land, simply LAND.


Skill: SuitTech Command: FIRE JUMPJETS Known: Yes Lessons: 15 Lessons Ability type: Defensive


-- EXAMINE (SuitTech) --------------------------------------------------------- Use your suit to scan a nearby target, assessing their general health and certain conditions.


Skill: SuitTech Command: SUIT EXAMINE <TARGET> Known: Yes Lessons: 30 Lessons Ability type: In-room non-combat targetted Base balance time: 1.50 seconds Cooldown time: 10.00 seconds


-- RAMSET (SuitTech) ---------------------------------------------------------- Fire ramsets from your armoured boots as you tread, preventing a loss of traction from obstacles that may hinder your movement.


Skill: SuitTech Command: SUIT RAMSET Known: Yes Lessons: 45 Lessons Ability type: Defensive Base balance time: 2.50 seconds


-- SUPPORT (SuitTech) --------------------------------------------------------- Initiate your suit's emergency life support system, infusing the pilot with a lifesaving stim pack. This will regenerate up to 20 percent of your maximum health, but can only be done once every 10 seconds.


Skill: SuitTech Command: SUIT SUPPORT Known: Yes Lessons: 75 Lessons Ability type: Defensive Can target: Self Base balance time: 2.50 seconds Cooldown time: 10.00 seconds


-- HOTSWAP (SuitTech) --------------------------------------------------------- Exerting mastery over your B.E.A.S.T., you are able to switch out a mounted weapon instantly, without the regular balance penalty. This ability can only be used once every 60 seconds.


Skill: SuitTech Command: SUIT SWAP <WEAPON> Known: No Lessons: 310 Lessons Ability type: Defensive Cooldown time: 60.00 seconds


-- RADAR (SuitTech) ----------------------------------------------------------- Sweep your scanners, revealing targets in adjacent locations. While your scanners are advanced enough to pick up entities of all race and creed, there are means that opponents can employ to avoid detection.


Skill: SuitTech Command: SUIT RADAR Known: No Lessons: 321 Lessons Ability type: Noncombat utility Base balance time: 3.00 seconds


-- CONTINGENCY (SuitTech) ----------------------------------------------------- Program your suit's failsafes to automatically execute an emergency evacuation when your health level falls below 20%. When you reach this threshold, your jumpjets will fire and lift you into the skies, out of harm's way (hopefully!).


Skill: SuitTech Command: SUIT CONTINGENCY Known: No Lessons: 575 Lessons Ability type: Defensive Base balance time: 5.00 seconds


-- RUMBLE (SuitTech) ---------------------------------------------------------- Drive your fists into the ground with overhead swings, sending powerful shockwaves to disrupt the channeled actions of any targets in your location.


Skill: SuitTech Command: SUIT RUMBLE Known: No Lessons: 650 Lessons Ability type: Room attack Can target: Others Base balance time: 3.00 seconds


-- PROPEL (SuitTech) ---------------------------------------------------------- Fire your jumpjets, and hope for the best. After a five second windup, this ability will transport you to a random room in your current area. During the windup phase, any action will interrupt the process.


Skill: SuitTech Command: SUIT LONGJUMP Known: No Lessons: 736 Lessons Ability type: Noncombat utility Base balance time: 3.00 seconds


-- ROUTING (SuitTech) --------------------------------------------------------- Choose where to prioritize your B.E.A.S.T.'s suit power. Routing into a weapon slot will increase the damage of a weapon mounted into that slot, but the other MWP weapons will do less damage meanwhile.


Skill: SuitTech Command: SUIT ROUTE <LARGE|MEDIUM|SMALL|NONE> Known: No Lessons: 943 Lessons Ability type: Defensive Can target: Self Base balance time: 1.50 seconds


-- DISCHARGE (SuitTech) ------------------------------------------------------- Weaponizing the safety features of your suit, you channel excess charge into a powerful blast. The blast will damage the target's muscular, internal, or sensory subsystem, whichever is least damaged. The damage will scale to the most damaged subsystem.


Skill: SuitTech Command: SUIT DISCHARGE Known: No Lessons: 1366 Lessons Ability type: In-room ranged Can target: Others Base balance time: 3.00 seconds Cooldown time: 30.00 seconds


-- OVERCLOCK (SuitTech) ------------------------------------------------------- Overclock your suit's movement circuits, reducing the balance on the next three attacks by 30%. This overheats your B.E.A.S.T.'s control systems, and can not be used again until the thermal load has dissipated.


Skill: SuitTech Command: SUIT OVERCLOCK Known: No Lessons: 1546 Lessons Ability type: Defensive Can target: Self Cooldown time: 300.00 seconds


Suit attacks -- BACKHAND (SuitTech) -------------------------------------------------------- Smack your opponent in the face with all of your B.E.A.S.T.-assisted might, dealing significant damage and inflicting the dazed affliction upon them.


Skill: SuitTech Group: Suit attacks Command: SUIT BACKHAND <TARGET> Known: No Lessons: 133 Lessons Ability type: Melee Can target: Others Base balance time: 3.50 seconds


-- BOOT (SuitTech) ------------------------------------------------------------ Utilizing your suit's jets, you propel your armored foot into the chest of your target, winding them.


Skill: SuitTech Group: Suit attacks Command: SUIT BOOT <TARGET> Known: No Lessons: 186 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds


-- ARMVICE (SuitTech) --------------------------------------------------------- Grip your foe's arm in your armored fist, and crush the limb with your might. This attack will do significant limb damage to the chosen arm.


Skill: SuitTech Group: Suit attacks Command: SUIT ARMVICE <TARGET> [LIMB] Known: No Lessons: 261 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds


-- LEGCLAMP (SuitTech) -------------------------------------------------------- Punish your opponent's legs by clamping them in your B.E.A.S.T.'s servo-assisted grip. This attack will do significant limb damage to the targeted leg.


Skill: SuitTech Group: Suit attacks Command: SUIT LEGCLAMP <TARGET> [LIMB] Known: No Lessons: 350 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds


-- GRAPPLE (SuitTech) --------------------------------------------------------- Blast your jumpjets and grab a flying opponent, before driving them into the ground below. The force of this blow will do massive amounts of damage to your foe's muscular and internal subsystems.


Skill: SuitTech Group: Suit attacks Command: SUIT GRAPPLE <TARGET> Known: No Lessons: 508 Lessons Ability type: Ground to air (single target) Can target: Others Base balance time: 4.00 seconds


-- POUND (SuitTech) ----------------------------------------------------------- Grabbing a prone target by the ankle, you swing them overhead and pound them into the ground like a rag doll. This brutal slam will inflict massive amounts of muscular subsystem damage.


Skill: SuitTech Group: Suit attacks Command: SUIT POUND <TARGET> Known: No Lessons: 1067 Lessons Ability type: Melee Can target: Others Base balance time: 3.00 seconds


-- SUNDER (SuitTech) ---------------------------------------------------------- Taking advantage of your suit's wells of power, you will physically rip your foe in two. The target must have a severely damaged muscular and internal subsystem to perform this action. Their muscular subsystem must have taken at least 50% damage, and the sum of damages taken by the muscular and internal damage must not be lower than 100%.


Skill: SuitTech Group: Suit attacks Command: SUIT SUNDER <TARGET> Known: No Lessons: 1750 Lessons Ability type: Melee Can target: Others Base balance time: 4.00 seconds


Defenses -- STEADY (SuitTech) ---------------------------------------------------------- Lock your suit's ramsets into the ground, preventing forced movement of most kinds.


Skill: SuitTech Group: Defenses Command: SUIT STEADY [OFF] Known: Yes Lessons: 60 Lessons Ability type: Noncombat utility Base balance time: 3.00 seconds


-- DAMPENING (SuitTech) ------------------------------------------------------- NYI


Skill: SuitTech Group: Defenses Command: SUIT DAMPENING Known: No Lessons: 157 Lessons Ability type: Defensive Base balance time: 3.00 seconds


-- JAMMING (SuitTech) --------------------------------------------------------- Send out a field of interference across all known bands and scopes, preventing tech and kith detection in the local vicinity. Visual detection will still be possible, due to the immense size and bulk of your B.E.A.S.T.


Skill: SuitTech Group: Defenses Command: SUIT STEALTH [OFF] Known: No Lessons: 396 Lessons Ability type: Defensive Base balance time: 3.00 seconds


-- WATCH (SuitTech) ----------------------------------------------------------- Keep an ongoing radar sweep going, alerting you of movement into and out of adjacent locations.


Skill: SuitTech Group: Defenses Command: SUIT WATCH [OFF] Known: No Lessons: 1207 Lessons Ability type: Defensive Base balance time: 3.00 seconds