HMWAbilities

Ability Basics
Abilities are what set the elite above the novice, the hero about the mook. While some training in some groups includes an ability or two for their special forces or other such groups, most people don't have more then one, if any, special abilities to use in combat situations. They either require advanced software modification to allow their use with ease from the pilot's perspective in a vehicle, or specific training by the pilot themselves to use effectively. As one refines their abilities or improves their programming, they can even increase an abilities capabilities, reaching higher "Tiers". Those who develop multiple abilities can even learn to chain them in to destructive or awesome combo's, leading in to multiple actions in a single round of explosive capability! Note that most abilities used actively have an SP cost, as they take a great deal of mental focus.

There are three ways you can gain abilities: BETA NOTE: While the R&D System is in development, every vehicle is allowed to outfit 2 Abilities. Limit Tier 1 only, and 1 per part. This is for free and part of Vehicle Development.
 * Unique Abilities: Player Characters are the top of their class, creative, clever, or at the very least unique in some way. This grants all Player characters 2 Starting abilities to better define their specific and unique strengths, and additional abilities as they grow in experience. Thus, they are dubbed as "Unique" Abilities and unless they teach others, only they know these special techniques. Unique Abilities often grow with their dependent stats if they grow at all, and thus do not have a "Tier"
 * Pilot Training: By spending EXP, you can learn an ability and use it in any applicable situation. Abilities are very expensive though, so don't make this choice lightly. But while they are expensive, they can be VERY potent when used correctly. Abilities have an Attribute requirement based on their Tier.
 * Equipment Augmentation: Every Vehicle Part, Armor, and Weapon can be augmented (To be covered in the R&D Section). Some forms of Augmentation include custom software/hardware modification that mimics the abilities with focus from the user, much like a computer macro works. These upgrades can be expensive and thus are rarely seen on non-customized vehicles and equipment.

Characters who possess Unique Abilities can teach these Abilities to others that they have at least a rank D Affinity with. While this is expensive, it does get cheaper the higher the character's affinity with each other grows (and this lowered cost is retroactive, freeing up exp for other uses!)

Abilities are also split in whether they are [Active] or [Passive]. Active Abilities are used as part of an action, only one Active Ability can be used at a time to any one action. Passive Abilities are always in effect and can do a great deal many different things, but are usually representations of very specific training outside of merely improving one's Attribute or Skill.

Anytime you use an [Active] Ability, and your last digit on your d100 roll is at or below your [Skill Chain Chance](Your Skill/5, plus any special bonuses) you are allowed to use ANOTHER ability and make a free action in addition to it for -1 SP cost. You can however only use each ability once in such a combo(This is where having multiple copies of an ability total can be useful!) This can keep happening in a Combo of Ability use until your SP runs out, you run out of abilities to use, or your Skill fails to Chain. (Your Skill Chain Chance is cut in half for each successful Chain that Combo)

Unique Abilities
Every Player Character (and approved NPCs) Start with 2 Unique Abilities, 1 Passive, and 1 Active. They also gain additional Unique Abilities for free when their Total EXP reaches certain milestones: These abilities can do almost anything, for a specific cost. They often have specific requirements for use, representing the unique tricks and techniques of the talented individuals that make up our Snowflake cast of Player Characters.
 * Second Unique Passive: 9000
 * Second Unique Active: 12000
 * Third Unique Passive: 18000
 * Third Unique Active: 24000

For those who are willing to teach these Uniques to others, they can be costly to learn for those who just don't "get" it. But it can be done! It requires that both invidivudals have at least a Rank D Affinity between them and 1500 EXP, for every rank above that, the EXP cost drops (Retroactively!) by 150. So the following Ranks cost such: But you can never have more then a /single/ copy of any Unique Ability!
 * D: 1500 EXP
 * C: 1350 EXP
 * B: 1200 EXP
 * A: 1050 EXP
 * S: 900 EXP

Active Abilities
You can only have up to 2 Copies of any Ability, regardless of the Tier you possess. (You can only 2 Copies of -AP Cost, even if one is Tier 1 and the other is Tier 2) However you can use a lower-tier version of a ability you possess instead of it's full power (So you do not have to pay the full SP cost of the highest tier version of an ability you possess if you wish to use it at a lower tier!)

Abilities have a requirement, usually an Attribute at 10*Tier. You can not buy(or use) an Ability if your Attribute is not high enough to meet this requirement.

If you wish, you may also upgrade an ability you already have to a higher Tier by paying 300 EXP per Tier, remember, you can always still use it's lower tier versions instead! (But each Ability can only be used /once/ in a Chain regardless of what strength you use it at.)

The cost for all Abilities is 600 EXP at Tier 1, +300 EXP for each higher Tier.

Damage/Bonus Target Abilities
These abilities have a requirement of Perception*10 per Tier. (10 for Tier 1, 20 for Tier 2, etc)
 * Rapid Fire
 * Requirements: Ranged Weapon with more then 1 Cycle. Consumes 2 Ammo
 * Tier I: SP Cost 3, +25% Cycle of Weapon for Attack
 * Tier II: SP Cost 4, +50% Cycle of Weapon for Attack
 * Tier III: SP Cost 5, +100% Cycle of Weapon for Attack
 * Sever Shot
 * Requirements: Ranged Single-Shot Weapon
 * Tier I: SP Cost 3, Deal 25% Damage to the Torso/Body/Hull if another part is Hit, or to another part if the Torso/Body/Hull was hit. This damage does not overflow if it destroys the part.
 * Tier II: SP Cost 4, as Tier 1 but 50% Damage to the extra part hit.
 * Tier III: SP Cost 5, as Tier 1 but 100% Damage to the extra part hit.
 * Heavy Strike
 * Requirements: Melee Weapon
 * Tier I: SP Cost 3, Add 25% of Weight to Damage of your melee attack. (10% for Infantry)
 * Tier II: SP Cost 4, Add 50% of Weight to Damage of your melee attack. (25% for Infantry)
 * Tier III: SP Cost 5, Add 100% of Weight to Damage of your melee attack. (50% for Infantry)
 * Spread Fire
 * Requirements: Ranged Weapon with more then 1 Cycle. Consumes 3 Ammo
 * Tier I: SP Cost 3, attack all targets in 4 adjacent squares, -30 to hit. Range applies to each separately.
 * Tier II: SP Cost 4, As Tier 1, but target 6 adjacent squares
 * Tier III: SP Cost 5, As Tier 1, but target 8 adjacent squares
 * Pierce Shot
 * Requirements: Ranged Single-Shot Weapon
 * Tier I: SP Cost 3, Select 1 extra target inbetween you and the orignal target, or inline behind the target from you. This attack hits both, to hit is -20 less for each target furthest from the closest
 * Tier II: SP Cost 4, As Tier 1, but select up to 2 extra targets.
 * Tier III: SP Cost 5, As Tier 1, but select up to 3 extra targets.
 * Cleave Strike
 * Requirements: Melee Weapon
 * Tier I: SP Cost 3, Select an extra enemy adjacent to the original target, this attack targets both the old and new target.
 * Tier II: SP Cost 4, As Tier I, but extra target does not need to be adjacent
 * Tier III: SP Cost 5, This attack targets all enemies adjacent to you in addition to the original target. . -30 to hit each target.
 * Aim
 * Requirements: Target has multiple parts.
 * Tier I: SP Cost 3: Pick 1 Part of Vehicle, you will NOT hit that part. ("Aim:High, Left, Right, Low")
 * Tier II: SP Cost 4: Pick 1 Part(Other then Body/Torso/Hull), you will only hit that part or the Body/Torso/Hull. (Aim:Center)
 * Tier III: SP Cost 5: Can select any Part, Attack will only hit that part of the vehicle. (Aim:Part)

Evasive/Multi-weapon Abilities
These abilities have a requirement of Reflex*10 per Tier. (10 for Tier 1, 20 for Tier 2, etc)
 * Double Strike
 * Requirements: More then one usable weapon.
 * Tier I: SP Cost 5: Make an extra attack with secondary weapon of the same type as the currently used weapon against target.
 * Tier II: SP Cost 6: As Tier I, but can use any ready weapon as secondary weapon.
 * Tier III: SP Cost 5+2X*: As Tier II, but can make an attack with every available weapon once. Each extra attack costs 2 SP in addition to the 5 to use this ability.
 * Chaff
 * Requirements: Defending.
 * Tier I: SP Cost 2: Gain a Cover bonus of +25 to all attacks this round.
 * Tier II: SP Cost 3: Gain a Cover bonus of +50 to all attacks this round.
 * Tier III: SP Cost 4: As Tier II, and treated as [Null Locked]
 * Erratic Shift
 * Requirements: Defending against a weapon with Cycle.
 * Tier I: SP Cost 2: Double Cycle Threshold(10) to determine extra hits against you this attack.
 * Tier II: SP Cost 3: As Tier I, but Triple Threshold(15)
 * Tier III: SP Cost 4: Move 1 Square before attack, as Tier II if still within range of attack.
 * Parry
 * Requirements: Defending against a melee weapon.
 * Tier I: SP Cost 2: Add your Tool(Arm) Accuracy Bonus to Evasion for this attack.
 * Tier II: SP Cost 3: Add twice your Tool(Arm) Accuracy Bonus to Evasion for this attack.
 * Tier III: SP Cost 4: As Tier II, If your Evasion is a Critical Success, Attacker must defend against their own attack as well.
 * Escape
 * Requirements: Being Attacked and using AP to Dodge.
 * Tier I: SP Cost 4: Defender only. Attacker must roll evasion and beat your Dodge result or their attack attempt is nullified.
 * Tier II: SP Cost 5: As Tier I, but you may use it after you have attacked first.
 * Tier III: SP Cost 6: As Tier II, but you may counterattack regardless of whether the enemy's attack is successfully resolved.

Status Effect Inflicting Abilities
These abilities have a requirement of Initiative*10 per Tier. (10 for Tier 1, 20 for Tier 2, etc)
 * Topple Shot/Strike
 * Requirements: Neutral, Impact, or Piercing Weapon
 * Tier I: SP Cost 3: If Attack beats Target's Defense+ImpactResist, Target is Knocked Down
 * Tier II: SP Cost 4: As Tier I, but ignore 30 Resist and Target is knocked back 1 Square if possible.
 * Tier III: SP Cost 5: As Tier II, but ignore 50 Resist and 2 Squares, if a vehicle occupies either square, It must defend against the attack (With no penalty) or be Knocked Down as well.
 * Stun Shot/Strike
 * Requirements: Neutral, Impact, or Piercing Weapon
 * Tier I: SP Cost 5: If Attack beats Target's defense+ImpactResist, Target is Stunned.
 * Tier II: SP Cost 6: As Tier I, but ignore 30 Resist and Restore DC is increased by 50.
 * Tier III: SP Cost 7: As Tier II, but ignore 50 Resist and Target is Stunned for 2 Rounds.
 * Pilot Damage
 * Requirements: Impact, Piercing, or Fire Weapon
 * Tier I: SP Cost 3: If Attack beats Target's Defense+PierceResist, 1/10th of Damage to Torso/Body/Hull and 1/20th of Damage to other parts is also dealt to the Pilot.
 * Tier II: SP Cost 4: As Tier I, but ignore 30 Resist and all Part Damage deals 1/10th Damage to Pilot.
 * Tier III: SP Cost 5: As Tier II, but Ignore 50 Resist and Increase Pilot Damage by 50%
 * Bleed Shot/Strike
 * Requirements: Impact, Piercing, or Fire Weapon
 * Tier I: SP Cost 5: If Attack beats Target's Defense+PierceResist, 2 Most Damaged Parts take damage over time [Oil Leak/Bleed]
 * Tier II: SP Cost 6: As Tier I, but ignore 30 Resist and Restore DC increased by 50
 * Tier III: SP Cost 7: As Tier II, but ignore 50 Resist and damage over time is increased 50%.
 * Forced Eject
 * Requirements: Piercing, Fire, or EMP Weapon
 * Tier I: SP Cost 3: If Attack beats Target's Defense+FireResist, They are [Exposed] (Can be Hijacked and take +50% Damage from Pilot Damaging effects)
 * Tier II: SP Cost 4: As Tier I, but ignore 30 Resist and Target must have [Exposed] Condition Restored to be removed (Can self-restore with Resist)
 * Tier III: SP Cost 5: As Tier II, but ignore 50 Resist. If you beat Target by an additional 50, Target is removed from their vehicle.
 * Sundering
 * Requirements: Piercing, Fire, or EMP Weapon
 * Tier I: SP Cost 5: If Attack beats Target's Defense+FireResist, Weapon of your choice is disabled as if jammed.
 * Tier II: SP Cost 6: As Tier I, but ignore 30 Resist and Weapon is Disarmed in addition to [Jammed]
 * Tier III: SP Cost 7: As Tier I, but ignore 50 Resist and Weapon is Disabled until Restored at +50 DC, Repair Only.
 * Pressure Shot/Strike
 * Requirements: Fire, EMP, or Neutral Weapon
 * Tier I: SP Cost 3: If Attack beats Target's Defense+EMPResist, They take a -20 to all Support actions until Restored.
 * Tier II: SP Cost 4: As Tier I, but ignore 30 Resist and Restore DC increased by 50
 * Tier III: SP Cost 5: As Tier II, but Ignore 50 Resist and increase penalty to -40
 * Shocking Shot/Strike
 * Requirements: Fire, EMP, or Neutral Weapon
 * Tier I: SP Cost 3: If Attack beats Target's Defense+EMPResist, they take a -20 to all Subterfuge actions until Restored.
 * Tier II: SP Cost 4: As Tier I, but ignore 30 Resist and Restore DC increased by 50
 * Tier III: SP Cost 5: As Tier II, but ignore 50 Resist and increase penalty to -40
 * Flash Shot/Strike
 * Requirements: Fire, EMP, or Neutral Weapon
 * Tier I: SP Cost 5: If Attack beats Target's Defense+EMPResist, they are [Blinded] (Targets are randomized against enemy targets)
 * Tier II: SP Cost 6: As Tier I, but ignore 30 Resist and Restore DC increased by 50
 * Tier III: SP Cost 7: As Tier II, but ignore 50 Resist and while Blind, target's actions may target any other vehicle/infantry in range, foe or ally.
 * Panic Shot/Strike
 * Requirements: EMP, Neutral, or Impact Weapon
 * Tier I: SP Cost 3: If Attack beats Target's Defense+MoraleBonus, they take a -20 to all Weapon actions and -2 Max Range(Min half) until Restored. (Can self-restore with action and Morale check)
 * Tier II: SP Cost 4: As Tier I, but ignore 30 Resist and Restore DC increased by 50
 * Tier III: SP Cost 5: As Tier II, but ignore 50 Resist and increase penalty to -40/-3
 * Terror Shot/Strike
 * Requirements: EMP, Neutral, or Impact Weapon
 * Tier I: SP Cost 3: If Attack beats Target's Defense+MoraleBonus, they take a -20 to all Movement actions and -2 Move until Restored (Can self-restore with action and Morale check)
 * Tier II: SP Cost 4: As Tier I, but ignore 30 Resist and Restore DC increased by 50
 * Tier III: SP Cost 5: As Tier II, but ignore 50 Resist and increase penalty to -40/-3
 * Charming Assault
 * Requirements: EMP, Neutral, or Impact Weapon (THIS TECHNIQUE HAS BEEN PASSED DOWN BY THE ARMSTRONG FAMILY FOR GENERATIONS)
 * Tier I: SP Cost 5: If Attack beats Target's Defense+MoraleBonus, they are [Confused] (+50% AP Cost to actions) until Restored
 * Tier II: SP Cost 6: As Tier I, but ignore 30 Resist and Restore DC increased by 50
 * Tier III: SP Cost 7: As Tier II, but ignore 50 Resist and SP cost is increased as well.

Assist Boosting Abilities
These abilities have a requirement of Intelligence*10 per Tier. (10 for Tier 1, 20 for Tier 2, etc)
 * Prepared Action
 * Requirements: Assist Action(Any beneficial action used on ally)
 * Tier I: SP Cost 3: If Action beats DC by 50, target gains [Reinforced] Buff (Next attack deals 1/2 Damage)
 * Tier II: SP Cost 4: As Tier I, but successful if DC is met
 * Tier III: SP Cost 5: As Tier II, and lasts for 2 Attacks
 * Resolute Action
 * Requirements: Assist Action
 * Tier I: SP Cost 5: If Action beats DC by 50, target gains [Durable] Buff (If any Durability damage happens to part, remove this buff instead)
 * Tier II: SP Cost 6: As Tier I, but successful if DC is met
 * Tier III: SP Cost 7: As Tier II, and when it activates, cuts damage of activating attack in half.
 * Inspiring Action
 * Requirements: Assist Action
 * Tier I: SP Cost 3: If Action beats DC by 50, Target gains +20 to their next action.
 * Tier II: SP Cost 4: As Tier I, but successful if DC is met and +30 to next action.
 * Tier III: SP Cost 5: As Tier II, and lasts for entire next turn.
 * Preemptive Action
 * Requirements: Assist Action
 * Tier I: SP Cost 5: If Action beats DC by 50, Target gains +50% Mobility next turn
 * Tier II: SP Cost 6: As Tier I, but successful if DC is met.
 * Tier III: SP Cost 7: As tier II, but allows Target to instead Sprint and Act in the same turn.
 * Insightful Action
 * Requirements: Assist Action
 * Tier I: SP Cost 3: If Action beats DC by 50, Target's next action's AP cost is halved
 * Tier II: SP Cost 4: As Tier I, but successful if DC is met.
 * Tier III: SP Cost 5: As Tier II, and lasts for entire next turn.
 * Spirited Action
 * Requirements: Assist Action
 * Tier I: SP Cost 5: If Action beats DC by 50, Target's next action gains +5 Critical Bonus
 * Tier II: SP Cost 6: As Tier I, but successful if DC is met and +7 Critical Bonus
 * Tier III: SP Cost 7: As Tier II, but lasts for entire next turn.
 * Full Body
 * Requirements: Assist Action, Multiple possible target parts.
 * Tier I: SP Cost 3: Action applies to a second part at 50% Effectiveness(-50 Result if Restoring Functions)
 * Tier II: SP Cost 4: As Tier I, but at full bonus using restoration actions.
 * Tier III: SP Cost 5: As Tier II, but applies to all non-main target parts.
 * Echo Burst
 * Requirements: AoE Acton, Non-attack Action(Such as Missile Lock)
 * Tier I: SP Cost 3: Increase Size of this AoE by 1
 * Tier II: SP Cost 4: As Tier I, but increase AoE by 2
 * Tier III: SP Cost 5: As Tier II, and boosted AoE persists for an extra turn.

Damage/Affliction Reducing Abilities
These abilities have a requirement of Endurance*10 per Tier. (10 for Tier 1, 20 for Tier 2, etc)
 * Brace
 * Requirements: Defending, not active dodging.
 * Tier I: SP Cost 2: Gain DR 10 against attack(Reduce each hit by 10 damage, to a min of 1)
 * Tier II: SP Cost 3: As Tier I, but DR 15
 * Tier III: SP Cost 4: As Tier II, but DR 20
 * Anticipate
 * Requirements: Defending, not active dodging.
 * Tier I: SP Cost 2: If any part takes more then 100 damage but not more then 200 damage, it only takes 100 damage.
 * Tier II: SP Cost 3: As Tier I, but 125 and 300 damage instead.
 * Tier III: SP Cost 4: As Tier II, but 150 and 400 damage instead.
 * Cover
 * Requirements: Defending, not active dodging, Splash or Target-limited AoE
 * Tier I: SP Cost 2: Reduce effect of Splash/AoE by 1. (One less part damaged, you count as 1 extra target in the AoE) If AoE is reduced to or below 0 after hitting you, you still take full damage.
 * Tier II: SP Cost 3: As Tier I, but reduce Splash/AoE by 2
 * Tier III: SP Cost 4: As Tier II, but reduce Splash/AoE as 3.
 * Endure
 * Requirements: Defending, Part will drop below 1 from attack.
 * Tier I: SP cost 4: If Armor/HP was above half before attack, reduce to 1 instead.
 * Tier II: SP cost 5: If Armor/HP was above 1 before attack, reduce to 1 instead.
 * Tier III: SP Cost 6: Armor/HP is set to 1, even if already at 1.

Counter-Attack/Morale Abilities
These abilities have a requirement of Strength*10 per Tier. (10 for Tier 1, 20 for Tier 2, etc)
 * Revenge
 * Requirements: User is Damaged
 * Tier I: SP Cost 3: Can only use this Ability if attacking after target., If your attack hits, deal damage equal to the amount of damage you took from their attack. If a Single-shot weapon, deal all damage to single part. If a Multi-hit weapon, deal damage to the same equivalent parts.
 * Tier II: SP Cost 4: As Tier I, but inflict any status effects you were delt with the damage as well.
 * Tier III: SP Cost 5: As Tier I, but instead deal damage equal to half the Armor missing from your vehicle (Or half your missing HP, if Infantry)
 * Mutual Destruction
 * Requirements: User has part destroyed.
 * Tier I: SP Cost 3: If part was destroyed before your attack, your attack destroys the same part instead of dealing damage if your attack beats the opponents Defense+Endurance*2
 * Tier II: SP Cost 4: As Tier I, but can attempt counter attack immediately after part is lost.
 * Tier III: SP Cost 5: As Tier 2, but can treat part as functional during the abilities counter attack, can even target enemy Body/Torso/Hull if own Body/Torso/Hull was destroyed.
 * Resolute
 * Requirements: User is under a Negative Status Effect:
 * Tier I: SP Cost 3: Ignore up to Morale/10 Negative Status Effects of your choice when calculating this action.
 * Tier II: SP Cost 4: Ignore all Negative Status Effects for this action.
 * Tier III: SP Cost 5: As Tier II, and each Negative Status Effect Ignored grants you +2 Crit Bonus
 * Step Up
 * Requirements: Defending, Attacker is outside Max Range.
 * Tier I: SP Cost 2: Move 1 Square closer to Attacker.
 * Tier II: SP Cost 3: As Tier I, may make a counter attack if eligible at new range.
 * Tier III: SP Cost 4: As Tier II, may Move 2 instead of 1.

General/All Purpose Abilities
These abilities have 2 requirements, that your highest stat is at least 10*Tier, and that your lowest stat is at least 5*Tier.
 * Focus
 * Requirements: Any Action(D100 Roll)
 * Tier I: SP Cost 3: +20 to Result
 * Tier II: SP Cost 4: +35 to Result
 * Tier III SP Cost 5: +50 to Result
 * Efficiency
 * Requirements: Action has an AP Cost
 * Tier I: SP Cost 3: -25% AP Cost(Min -1)
 * Tier II: SP Cost 4: -50% AP Cost(Min -2)
 * Tier III: SP Cost 5: -100% AP Cost
 * Re-target
 * Requirements: Action has a specific target, continuing a Skill Chain.
 * Tier I: SP Cost 3: Pick a Target Adjacent to current Target, This is the new target for this action.
 * Tier II: SP Cost 4: As Tier I, and applies to all further actions in the Skill Chain.
 * Tier III: SP Cost 5: As Tier II, and Targets do not need to be Adjacent.
 * Tool Swap
 * Requirements: Action is using a specific Weapon or Module, continuing a Skill Chain.
 * Tier I: SP Cost 3: Make this action using a new Weapon/Tool of your choice against same target.
 * Tier II: SP Cost 4: As Tier I, but applies to all further actions in the Skill Chain.
 * Tier III: SP Cost 5: As Tier II, but can completely change equipped/holstered weapon as part of change.

Affinity-Based Abilities
These abilities are for use with those who your character has Affinity with. Power through Teamwork!

Tier 1 Abilities require at least 1 D Rank Affinity, Tier 2 requires at least 2 C Rank Affinities, Tier 3 requires at least 3 B Rank Affinities.
 * Link Attack
 * Requirements: Both you and Ally are capable of preforming the same action on target.
 * Tier I: SP Cost 5: Assist/Counter Attack Only. Ally Must be at least D rank Affinity, they may make the same action on the same target using their own Tools and Bonuses.
 * Tier II: SP Cost 6: As Tier I, but may apply to Attacks and other actions as well, requires C rank Affinity.
 * Tier III SP Cost 5+2X*: As Tier II, but allies need at least affinity rank B with no limit to the amount of allies that can contribute. This ability costs 5 SP, Plus 2 SP per Assisting Ally.
 * True Support
 * Requirements: Any Action(D100 Roll), At least 1 Ally within 3 squares.
 * Tier I: SP Cost 3: Action gains a +5 Bonus for each Ally with at least D Rank Affinity within 3 Squares of user.
 * Tier II: SP Cost 4: As Tier I, with an added +1 Crit Bonus for each Ally that is also at least C Rank Affinity within 3 squares of user.
 * Tier III: SP Cost 5: As Tier II, but count all Allies with at least B Rank Affinity regardless of range.
 * Bodyguard
 * Requirements: Ally is under attack and you are adjacent.
 * Tier I: SP Cost 2: If Ally is at least affinity rank D, you may split damage 50% for yourself and only 25% to them.
 * Tier II: SP Cost 3: As Tier I, but requires Ally Affinity Rank C. Ally takes no damage.
 * Tier III: SP Cost 4: As Tier II but requires Ally Affinity Rank B, your damage is only 25% of original damage instead.

Passive Abilities

 * Battlewalker Weapon Proficiency I
 * 1 Slot, T1
 * Effect: Pick a battlewalker weapon subtype. All attacks with that subtype of battlewalker weapons gain a +10 increase in accuracy.
 * Restriction: When you buy this ability multiple times, it must apply to a different type of weapon.
 * Vehicle Weapon Proficiency I
 * 1 Slot, T1
 * Effect: Pick a vehicle weapon subtype. All attacks with that subtype of vehicle weapons gain a +10 increase in accuracy.
 * Restriction: When you buy this ability multiple times, it must apply to a different type of weapon.
 * Battlewalker Mobility Proficiency I
 * 1 Slot, T1
 * Effect: Pick a battlewalker type. Your defense is increased by +5 when piloting that type of battlewalker.
 * Restriction: When you buy this ability multiple times, it must apply to a different type of battlewalker.
 * Vehicle Mobility Proficiency I
 * 1 Slot, T1
 * Effect: Pick a vehicle type. Your defense is increased by +5 when piloting that type of vehicle.
 * Restriction: When you buy this ability multiple times, it must apply to a different type of vehicle.
 * Charge Attack I
 * 2 Slots, T1
 * Effect: You gain +10 accuracy to an attack with any weapon range 3 and lower if you move at least half of your movement in a single round.
 * Charge Attack II
 * Requires: Charge Attack I
 * 1 Slots, T2
 * Effect: You may now make a charge attack after Double Timing.
 * Charge Attack III
 * Requires: Charge Attack II
 * 2 Slots, T3
 * Effect: You gain +10% damage to your charge attack.
 * Charge Attack IV
 * Requires: Charge Attack III
 * 2 Slots, T4
 * Effect: You may now make a charge attack after using a Thruster Boost action.
 * Charge Attack V
 * Requires: Charge Attack IV
 * 3 Slots, T5
 * Effect: Charge attacks gain a further +10 accuracy. In addition, a Charge Attack counts as a free action.
 * Jetstream Attack I
 * Requires: Charge Attack I
 * 1 Slot, T1
 * Effect: You may now make your Charge Attack at any point during your movement, instead of just at the end.
 * Jetstream Attack II
 * Requires: Jetstream Attack I
 * 1 Slot, T3
 * Effect: You may make one additional Charge Attack at any target along your movement path in addition to your normal Charge Attack.
 * Jetstream Attack III
 * Requires: Jetstream Attack II
 * 2 Slots, T5
 * Effect: You may now make unlimited Charge Attacks against targets along your movement path, in addition to your normal Charge Attack.