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Read and remember the rules and conventions, they can be found at Help

Character Generation

From ATS Wiki

All commands are listed with $HELP @COMBAT in-game. Also see Zortal Kombat for a walkthrough.

Contents

Class

Classes are a way to automatically setup your character quickly without having to make a whole bunch of decisions. Think of it as a template gear toward where you want your character to head to. It also assigns feats, skill points, and feat points.

Specialist

The Specialist is heavy in skills and starship combat, light in feats and personal combat. Good for medical doctors for example.

Hybrid

The Hybrid is average in feats, skills, personal combat, and starship combat. Good for traders.

Warrior

The Warrior is heavy in feats and personal combat, light in skills and starship combat. Good for joining the Defense Force.

Attributes

NOTE: These have recently been redone. If you have not redone them sense Nov 1st 2008 Then take a look to double check. There are six basic attributes Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Three resistant modifiers, Reflex, Fortitude, and Will. Four Combat Statistics, Defense, Vitality, Level, and Experience.

You have the ability to buy, unbuy, reset, or select class defaults for your attributes.

For help on the commands to set up your character's attributes, feats, classes and skills check out the base help file $help @combat. You'll also want to check out char help talents and char help attributes as well as char help classes and char cons list to show your console points. char cons buy TYPE will buy a console skill point.

Feats

Feats are special actions that can be used in combat situations. These are bought with feat points. For example, you need Weapon Proficiency: Light Ranged to use a standard disruptor pistol. To wear Klingon armor would need the Armor Proficency: Medium feat.

Skills

Skills are one of two types general and console. Console skills are those skills that relate to the using of consoles aboard ships. They map out to the various consoles and commands, without the specific console skill you can not operate that console or function.

For example, to fly a vessel you will need the help skill, to switch between various modes on the consoles you will need each skill. Generally if you have engineering, helm, tactical and damage control you have the basics covered but consider also picking up transporter, operations, science or communications if you can. In the future having more points in each console skill will allow to special abilities - a helmsman may be able to coax out more speed, a tactical console specialist more accuracy or so on.

General skills are more tuned to skill checks, such as using specific types of equipment or objects.

The higher the skill, the greater the bonus.

Exp table

Experience required to reach each level:

Experience Table                                
=================
Level  Experience
====== ==========
    1         0 
    2      1000 
    3      3000 
    4      6000 
    5     10000 
    6     15000 
    7     21000 
    8     28000 
    9     36000 
   10     45000 
   11     55000 
   12     66000 
   13     78000 
   14     91000 
   15    105000 
   16    120000 
   17    136000 
   18    153000 
   19    171000 
   20    190000 

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