The UPDATE section of each bio will be regularly updated as story progresses, so avoid for spoilers
Factions:
SR- Sanct Republic//Guardians
IB- Imperial Board
KI- Killer Industries
DM- Dome Mechanisms
EM- Enclave Militia
MUT- Mutants
ANC- AnceystsEquipment:
Armor- Determines damage deflection
Weapons- Determines attacks and ranges. Unmodified SR Weapons can only be used by Guardians. AOE Weapons and Gear hit multiple times if successive in a large radius. KO attacks instantly kill.
Prosthetics- Determines modified stats
Gear- Determines additional skillsSkills:
GI Melee:
Elite Guardians can channel the GI into offensive and defensive short range options but cant be used more than once a fightGI Ranged:
Guardians can channel the GI into offensive ranged options. Gun: Mid Ranged KO on lightly armored enemies, 3x a fight. Bow: Long Ranged AOE. 1x a fight.GI Revive: Guardians can channel the GI into instantly reviving in a AOE explosion once a fight
Intimidate:
Lesser Enemies who fail terribly attacking will turn tail and run for awhile.Combat Master:
Better at Melee attacks, Greater Fighters are even betterDisable:
Successive Attack disable opponent for awhileDouble Strike:
Can melee attack twice quicklyFlight:
Can flyArmor Piercing:
Harder for opponents to deflect attacksA.I:
Can act autonomouslyInspire:
Nearby Allies get more confidenceInfect:
Defeating a enemy in melee can convert them permanentlyRevenge:
Can retaliate before dyingSharpshooter:
Better at ranged attacks, Greater Fighters are even betterSniper:
More RangeStealth:
Much Harder to hitSupport:
Nearby Allies are more effectiveTough:
Harder to hit
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Futura Augury: Database
Science FictionNotable characters, Faction descriptions, and backstory for Futura Augury