Action!/Class/Role

=Roles= These cost 100 points each.

Blaster
Blaster Powers are any Ranged Attacks. Passive: Gain +5[Progression] Effect to Blaster Powers.

Advanced Blaster
Requires Blaster Blaster Power Action, 6 Shock points: Free Blaster Power Action. May not be used to provide more than one extra Blaster Power Action. Shot: Inspire your next Blaster Power. (+d10 AV) Progression: Lower Shock point cost by 1 (20), May be used twice in succession (160 points), Change from Shot: to Passive: (180 points)

Blaster Defense
Requires Blaster Active Defense, Attacked: Free Blaster Power with 0+[Inverse Progression] AV. May be used once per Sequence. Progression: Increase AV (AV progression after that), May be used all the time (40 points).

Commander
Any Action that provides other target with an extra Pool point is a Commander Action. Action, Presence: Inspire any Ally within Charisma meters. Progression: Remove Presence cost (100 points), Increase range to communication range (40 points), Gain a Presence when target uses the Inspiration successfully in a conflict (100 points).

Advanced Commander
Requires Commander Presence: All allies within Charisma meters gain +3 + [Inverse Progression] AV until end of Sequence. Progression: Inbcrease range to communication range (40 points), Increase AV gain (AV progression), Remove Presence cost (100 points).

Commander Defense
Requires Commander Presence: All allies within Charisma meters gain 0 + [Inverse Progression] Defense until end of Sequence.

Controller
Controller Powers are any Attacks or Powers that incur impairment. Passive: Gain +0 Sequence [Inverse Progression] Duration to Controller Powers. Passive: Gain 0 + [Inverse Progression] impairment to Controller Powers.

Advanced Controller
Requires Controller Succesful Controller Action: Gain [Inverse Progression] AV to your next Controller Action.

Healer
Healer Powers are any Effect that provide Shockpoints or Wounds. Passive: Healer Powers gain [Progression] extra Effect.

Advanced Healer
Requires Healer Free Action: Healer Power at -3+[Inverse Progression] AV.

Healer Defense
Passive: Heals gain a Heal over Time component. 5 Shockpoints per Sequence for 1+[Inverse Progression] Sequences.

Striker
Striker Powers are any Attacks with no Range. Passive: Gain [Progression] Effect to Striker Powers.

Advanced Striker
Requires Striker Striker Power, Shot: Gain 3+[Inverse Progression] AV.

Striker Defense
Requires Striker Active Defense, Shot: Gain +5+[Inverse Progression] AV to Defense.

Tank
Passive: Gain [Progression] Armor.

Advanced Tank
Requires Tank Shot: Increase your Wound Treshold by 3+[Inverse Progression] for this Attack only.

Tank Offense
Requires Tank Attack: [Progression] Damage, 1+[Inverse Progression] Width, [Inverse Progression] Impairment, [Inverse Progression] Lower Movement, [Inverse Progression] Lower Shots.

Specialist
Specialist chooses a Skill. Passive: Gain [Progression] EV to Specialist Skill.

Advanced Specialist
Requires Specialist Passive: Gain [Inverse Progression] AV to Specialist Skill.

Specialist Tactics
Requires Specialist Successful Specialist Action: Gain [Inverse Progression] Pool Points. Unsuccessful Specialist Action: Gain 1+[Inverse Progression] AV on your next Specialist Action.