Certain species also offer unique traits (Vulcans, for example, have the option to choose the Nerve Pinch and/or Mind Meld traits, which are not available to any other species). Your captain’s species defines both which traits your captain will automatically have (all Vulcans, for example, have the Logical and Physical Strength traits) and which traits you have to choose from to bring the total up to four. Each captain can have four traits in total. Some traits offer bonuses or abilities during ground missions, others are specific to space. Traits are innate bonuses or abilities, representing things that your captain has a natural aptitude in, whether due to their species or individual excellence. STO offers more flexibility and options than that of more traditional class-based systems, and doesn’t restrict or ‘pigeon-hole’ the classes to the same extent.Īs well as choosing a class, when creating a new STO character you must also decide on your captain’s species and traits. This is not to say that your choice of class for your captain isn’t important, simply that your captain’s class is not the only aspect of your overall ‘character’. In all other respects, all three classes have access to the same options, including skills, gear, weapons, bridge officers and ships. Each class can train bridge officers of the same class in advanced abilities (for example, Tactical captains can train Tactical bridge officers, but not Science or Engineering bridge officers).Each class can equip unique ‘kits’, which grant additional ground abilities.Each class has a unique group of skills that affect their performance in away missions.Each class gains one unique ‘ground’ ability per rank.
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