Traits

From Cyber Knights: Flashpoint Wiki
(Redirected from Character Traits)

Character Traits[edit | edit source]

Traits are the core differentiator among characters. Any mercenary can be a Soldier but only some are Bull-Built. Traits can modify a character's mechanics, provide fuel for the game's story engine, or otherwise affect what choices they will make in game.

For mercenaries, Traits often provide bonus Attributes or empower them in specific ways, such as granting bonus Hit Points or handgun accuracy. They can hook into Legwork, making them eligible or more effective at tasks that align with their Traits. Traits can also create Story opportunities. Liat the starting Sniper has Traits that describe his history with the Free Streets Compact. He knows how the FSC operates and as a result he offers an alternate solution for one of the game's Storyline Missions. At the same time, he's also unwilling to run any Legwork in their territory due to his FSC Deserter trait, meaning someone else will have to follow up on his lead.

Traits work similarly for Contacts. They can provide mechanical power, such as a willingness to work with your team at higher Heat levels or a discount on certain goods. A Trait like Dreams of Gleam enables them to offer specific Missions and Legwork that deal with Earth's orbit and outer space.

Traits can be gained by mercenaries and Contacts as a result of Missions and other Story decisions. Not all Traits are positive. Getting shot on a Mission is likely to result in a negative Trait on the wounded mercenary and similarly, Stress Limit Breaks or Exposure Limit Breaks can also add new negative Traits.

Trait Levels[edit | edit source]

All Traits can level up. Generally Traits start at Level 1 and can increase up to Level 4. A positive mercenary Trait can be improved by a Hype Limit Break, while a positive Contact Trait can be improved by an Influence Limit Break. For negative traits, the passage of time as well as Stress Limit Breaks and Exposure Limit Breaks can do the same.

Traits[edit | edit source]

Name Level Score Description Effect
Grit 1 1 1 In your muscles or in your clenched teeth resides an absolute refusal to give up or go down. +20 Hit Points and +2% Wound Res
Grit 2 2 1 In your muscles or in your clenched teeth resides an absolute refusal to give up or go down. +25 Hit Points and +4% Wound Res
Grit 3 3 1 In your muscles or in your clenched teeth resides an absolute refusal to give up or go down. +35 Hit Points and +6% Wound Res
Grit 4 4 1 In your muscles or in your clenched teeth resides an absolute refusal to give up or go down. +50 Hit Points and +8% Wound Res
Irradiated 1 1 -1 At some point, you were exposed to more radiation than any body should be. -2 Strength and -3% Stress Res
Irradiated 2 2 -1 At some point, you were exposed to more radiation than any body should be. -3 Strength and -5% Stress Res
Irradiated 3 3 -1 At some point, you were exposed to more radiation than any body should be. -4 Strength and -8% Stress Res
Irradiated 4 4 -1 At some point, you were exposed to more radiation than any body should be. -5 Strength and -10% Stress Res
Below the Level 1 1 1 Years below subsistence living have made you resistant to pressure and strain. +5% Stress Res and +3% XP Gained
Below the Level 2 2 1 Years below subsistence living have made you resistant to pressure and strain. +8% Stress Res and +4% XP Gained
Below the Level 3 3 1 Years below subsistence living have made you resistant to pressure and strain. +10% Stress Res and +5% XP Gained
Below the Level 4 4 1 Years below subsistence living have made you resistant to pressure and strain. +12% Stress Res and +7% XP Gained
Endurance Trained 1 1 2 Conditioning allows your nervous system to stay flatline under immense tension. +5 Hit Points and +8% Stress Res
Endurance Trained 2 2 2 Conditioning allows your nervous system to stay flatline under immense tension. +10 Hit Points and +10% Stress Res
Endurance Trained 3 3 2 Conditioning allows your nervous system to stay flatline under immense tension. +15 Hit Points and +12% Stress Res
Endurance Trained 4 4 2 Conditioning allows your nervous system to stay flatline under immense tension. +20 Hit Points and +16% Stress Res
Ferocity 1 1 2 Constant exposure to abuse, brutality and worse have in turn made you quick to turn to violence. +1 Strength, +2% Melee Accuracy and +0.1 Action Points
Ferocity 2 2 2 Constant exposure to abuse, brutality and worse have in turn made you quick to turn to violence. +2 Strength, +4% Melee Accuracy and +0.2 Action Points
Ferocity 3 3 2 Constant exposure to abuse, brutality and worse have in turn made you quick to turn to violence. +3 Strength, +6% Melee Accuracy and +0.2 Action Points
Ferocity 4 4 2 Constant exposure to abuse, brutality and worse have in turn made you quick to turn to violence. +4 Strength, +8% Melee Accuracy and +0.3 Action Points
Tinkerer 1 1 2 Fixing, hijacking and modding any tech you could access has given you a sixth sense. +1 Tech and +2% Accuracy vs. Drones
Tinkerer 2 2 2 Fixing, hijacking and modding any tech you could access has given you a sixth sense. +2 Tech and +4% Accuracy vs. Drones
Tinkerer 3 3 2 Fixing, hijacking and modding any tech you could access has given you a sixth sense. +3 Tech and +6% Accuracy vs. Drones
Tinkerer 4 4 2 Fixing, hijacking and modding any tech you could access has given you a sixth sense. +4 Tech and +6% Accuracy vs. Drones
Thief 1 1 2 Small time to big time, your experience in robbery is ever useful. +1 Reaction, -2m Move Detection Radius and +0.1 Move Points
Thief 2 2 2 Small time to big time, your experience in robbery is ever useful. +2 Reaction, -3m Move Detection Radius and +0.2 Move Points
Thief 3 3 2 Small time to big time, your experience in robbery is ever useful. +3 Reaction, +1 Initiative, -3m Move Detection Radius and +0.2 Move Points
Thief 4 4 2 Small time to big time, your experience in robbery is ever useful. +4 Reaction, +2 Initiative, -3m Move Detection Radius and +0.3 Move Points
Scrappy 1 1 2 Determined and pugnacious, you are hard to keep down. +1 Will, +20 Hit Points and +3% Wound Res
Scrappy 2 2 2 Determined and pugnacious, you are hard to keep down. +2 Will, +25 Hit Points and +5% Wound Res
Scrappy 3 3 2 Determined and pugnacious, you are hard to keep down. +3 Will, +35 Hit Points and +8% Wound Res
Scrappy 4 4 2 Determined and pugnacious, you are hard to keep down. +4 Will, +50 Hit Points and +10% Wound Res
Agile 1 1 2 Fast on your feet. +1 Reaction, +0.2 Move Points and +5% Move Speed
Agile 2 2 2 Fast on your feet. +2 Reaction, +0.3 Move Points and +6% Move Speed
Agile 3 3 2 Fast on your feet. +3 Reaction, +0.4 Move Points and +8% Move Speed
Agile 4 4 2 Fast on your feet. +4 Reaction, +0.5 Move Points and +10% Move Speed
Grokkit 1 1 2 Picking up something new never slows you down. +1 Tech and +2% Legwork Success
Grokkit 2 2 2 Picking up something new never slows you down. +2 Tech and +3% Legwork Success
Grokkit 3 3 2 Picking up something new never slows you down. +3 Tech and +4% Legwork Success
Grokkit 4 4 2 Picking up something new never slows you down. +4 Tech and +5% Legwork Success
Fearsome 1 1 2 Bristling in demeanor, your attitude precedes you. +1 Will and +2% of Kinetic as extra Pure Dmg
Fearsome 2 2 2 Bristling in demeanor, your attitude precedes you. +2 Will and +4% of Kinetic as extra Pure Dmg
Fearsome 3 3 2 Bristling in demeanor, your attitude precedes you. +3 Will and +6% of Kinetic as extra Pure Dmg
Fearsome 4 4 2 Bristling in demeanor, your attitude precedes you. +4 Will and +8% of Kinetic as extra Pure Dmg
Strongarm 1 1 2 Hard work or the miltary has given you powerful grip. +1 Strength and 3% less Recoil gen
Strongarm 2 2 2 Hard work or the miltary has given you powerful grip. +2 Strength and 5% less Recoil gen
Strongarm 3 3 2 Hard work or the miltary has given you powerful grip. +3 Strength and 8% less Recoil gen
Strongarm 4 4 2 Hard work or the miltary has given you powerful grip. +4 Strength and 10% less Recoil gen
Bouncer 1 1 2 You worked - or should have - as a bouncer. +1 Strength, +1 Will and +20 Hit Points
Bouncer 2 2 2 You worked - or should have - as a bouncer. +1 Strength, +1 Will and +25 Hit Points
Bouncer 3 3 2 You worked - or should have - as a bouncer. +2 Strength, +2 Will and +35 Hit Points
Bouncer 4 4 2 You worked - or should have - as a bouncer. +2 Strength, +2 Will and +50 Hit Points
Sleuth 1 1 2 You notice the little things and for you, they fit together into something bigger. +1 Will and +3% Legwork Success
Sleuth 2 2 2 You notice the little things and for you, they fit together into something bigger. +2 Will and +4% Legwork Success
Sleuth 3 3 2 You notice the little things and for you, they fit together into something bigger. +3 Will and +5% Legwork Success
Sleuth 4 4 2 You notice the little things and for you, they fit together into something bigger. +4 Will and +8% Legwork Success
Dead-Eye 1 1 2 The shot that counts is the one you take. +2% Light Weapons Accuracy (Pistol/SMG/Revolver) and +2% Long Range Accuracy (Sniper/Railgun)
Dead-Eye 2 2 2 The shot that counts is the one you take. +3% Light Weapons Accuracy (Pistol/SMG/Revolver) and +3% Long Range Accuracy (Sniper/Railgun)
Dead-Eye 3 3 2 The shot that counts is the one you take. +4% Light Weapons Accuracy (Pistol/SMG/Revolver) and +4% Long Range Accuracy (Sniper/Railgun)
Dead-Eye 4 4 2 The shot that counts is the one you take. +5% Light Weapons Accuracy (Pistol/SMG/Revolver) and +5% Long Range Accuracy (Sniper/Railgun)
Doorkicker 1 1 2 You prefer to be up close and in your enemy's face. +1 Strength, +3% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and -3% Long Range Accuracy (Sniper/Railgun)
Doorkicker 2 2 2 You prefer to be up close and in your enemy's face. +2 Strength, +4% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and -4% Long Range Accuracy (Sniper/Railgun)
Doorkicker 3 3 2 You prefer to be up close and in your enemy's face. +3 Strength, +5% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and -4% Long Range Accuracy (Sniper/Railgun)
Doorkicker 4 4 2 You prefer to be up close and in your enemy's face. +4 Strength, +6% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and -4% Long Range Accuracy (Sniper/Railgun)
Longshot 1 1 2 Looking down scope feels right, you're best at a distance. +1 Tech, -3% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and +3% Long Range Accuracy (Sniper/Railgun)
Longshot 2 2 2 Looking down scope feels right, you're best at a distance. +2 Tech, -4% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and +4% Long Range Accuracy (Sniper/Railgun)
Longshot 3 3 2 Looking down scope feels right, you're best at a distance. +3 Tech, -4% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and +5% Long Range Accuracy (Sniper/Railgun)
Longshot 4 4 2 Looking down scope feels right, you're best at a distance. +4 Tech, -4% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and +6% Long Range Accuracy (Sniper/Railgun)
Calm 1 1 2 A deep breath and you're a rock in the storm. +1 Will, +3% Stress Res and Ignore up to 1 Recoil
Calm 2 2 2 A deep breath and you're a rock in the storm. +1 Will, +5% Stress Res and Ignore up to 2 Recoil
Calm 3 3 2 A deep breath and you're a rock in the storm. +2 Will, +7% Stress Res and Ignore up to 3 Recoil
Calm 4 4 2 A deep breath and you're a rock in the storm. +2 Will, +10% Stress Res and Ignore up to 4 Recoil
Tremors 1 1 -1 Your hands just can't stay steady. Constant 1 Recoil penalty, +1 Initiative and +1m Move Detection Radius
Tremors 2 2 -1 Your hands just can't stay steady. Constant 2 Recoil penalty, +1 Initiative and +1m Move Detection Radius
Tremors 3 3 -1 Your hands just can't stay steady. Constant 3 Recoil penalty, +1 Initiative and +1m Move Detection Radius
Tremors 4 4 -1 Your hands just can't stay steady. Constant 4 Recoil penalty, +2 Initiative and +1m Move Detection Radius
Twitchy 1 1 0 Sitting still isn't easy, you're better in motion. +1 Reaction, Constant 1 Recoil penalty and +1 Initiative
Twitchy 2 2 0 Sitting still isn't easy, you're better in motion. +1 Reaction, Constant 2 Recoil penalty and +1 Initiative
Twitchy 3 3 0 Sitting still isn't easy, you're better in motion. +2 Reaction, Constant 3 Recoil penalty and +1 Initiative
Twitchy 4 4 0 Sitting still isn't easy, you're better in motion. +2 Reaction, Constant 4 Recoil penalty and +2 Initiative
Neuro Rot 1 1 -3 Something in your brain chemistry is slowly melting your brain. -15 Hit Points, -4% Wound Res and -5% Move Speed
Neuro Rot 2 2 -3 Something in your brain chemistry is slowly melting your brain. -30 Hit Points, -6% Wound Res and -7% Move Speed
Neuro Rot 3 3 -3 Something in your brain chemistry is slowly melting your brain. -60 Hit Points, -10% Wound Res and -10% Move Speed
Neuro Rot 4 4 -3 Something in your brain chemistry is slowly melting your brain. -90 Hit Points, -15% Wound Res and -15% Move Speed
Digital Rush 1 1 1 Jacking in to the Matrix is a rush, every time. When Hacking gain +5 Matrix AP and +20/qpbs IO Speed
Digital Rush 2 2 1 Jacking in to the Matrix is a rush, every time. When Hacking gain +10 Matrix AP and +30/qpbs IO Speed
Digital Rush 3 3 1 Jacking in to the Matrix is a rush, every time. When Hacking gain +15 Matrix AP and +40/qpbs IO Speed
Digital Rush 4 4 1 Jacking in to the Matrix is a rush, every time. When Hacking gain +20 Matrix AP and +50/qpbs IO Speed
Hardstop 1 1 1 When you hit the pause button, you hit it hard. When Hacking gain +1 Turn jamming for Security Devices from Matrix
Hardstop 2 2 1 When you hit the pause button, you hit it hard. When Hacking gain +5% Matrix Dmg and +1 Turn jamming for Security Devices from Matrix
Hardstop 3 3 1 When you hit the pause button, you hit it hard. When Hacking gain +10% Matrix Dmg and +2 Turns jamming for Security Devices from Matrix
Hardstop 4 4 1 When you hit the pause button, you hit it hard. When Hacking gain +15% Matrix Dmg and +3 Turns jamming for Security Devices from Matrix
Marksman 1 1 1 Better shot at range with time to breathe. +1 Will, +3% Long Range Accuracy (Sniper/Railgun) and -1% Evasion
Marksman 2 2 1 Better shot at range with time to breathe. +2 Will, +4% Long Range Accuracy (Sniper/Railgun) and -2% Evasion
Marksman 3 3 1 Better shot at range with time to breathe. +3 Will, +5% Long Range Accuracy (Sniper/Railgun) and -2% Evasion
Marksman 4 4 1 Better shot at range with time to breathe. +4 Will, +6% Long Range Accuracy (Sniper/Railgun) and -2% Evasion
Muzzle-Face 1 1 1 Instinct takes over when the combat is in your face. +1 Strength, +3% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and +1m Move Detection Radius
Muzzle-Face 2 2 1 Instinct takes over when the combat is in your face. +1 Strength, +4% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and +1m Move Detection Radius
Muzzle-Face 3 3 1 Instinct takes over when the combat is in your face. +1 Strength, +5% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and +1m Move Detection Radius
Muzzle-Face 4 4 1 Instinct takes over when the combat is in your face. +1 Strength, +6% Close-Quarters Accuracy (Shotgun/E-Rifle/UAR) and +1m Move Detection Radius
Secretive 1 1 1 Long years of keeping secrets makes you a closed book, unlikely to share or crack. +1 Will, +1% Evasion and -1m Move Detection Radius
Secretive 2 2 1 Long years of keeping secrets makes you a closed book, unlikely to share or crack. +1 Will, +2% Evasion and -1m Move Detection Radius
Secretive 3 3 1 Long years of keeping secrets makes you a closed book, unlikely to share or crack. +1 Will, +3% Evasion and -1m Move Detection Radius
Secretive 4 4 1 Long years of keeping secrets makes you a closed book, unlikely to share or crack. +1 Will, +4% Evasion and -1m Move Detection Radius
Street Smart 1 1 1 The streets taught you how to adapt, flex and think faster than everyone else, just to survive. +1 Will, +1 Initiative and +6% XP Gained
Street Smart 2 2 1 The streets taught you how to adapt, flex and think faster than everyone else, just to survive. +1 Will, +2 Initiative and +8% XP Gained
Street Smart 3 3 1 The streets taught you how to adapt, flex and think faster than everyone else, just to survive. +2 Will, +2 Initiative and +10% XP Gained
Street Smart 4 4 1 The streets taught you how to adapt, flex and think faster than everyone else, just to survive. +2 Will, +3 Initiative and +12% XP Gained
Bull-Built 1 1 1 Built like a bull with power to spare, your body is strong and you never give up. +2 Strength and +30 Hit Points
Bull-Built 2 2 1 Built like a bull with power to spare, your body is strong and you never give up. +3 Strength and +45 Hit Points
Bull-Built 3 3 1 Built like a bull with power to spare, your body is strong and you never give up. +4 Strength and +55 Hit Points
Bull-Built 4 4 1 Built like a bull with power to spare, your body is strong and you never give up. +4 Strength and +70 Hit Points
Professional 1 1 1 A true pro doesn't flinch or retreat, they just get the job done. +2 Will, +1 Initiative and +0.1 Action Points
Professional 2 2 1 A true pro doesn't flinch or retreat, they just get the job done. +3 Will, +1 Initiative and +0.1 Action Points
Professional 3 3 1 A true pro doesn't flinch or retreat, they just get the job done. +4 Will, +2 Initiative and +0.2 Action Points
Professional 4 4 1 A true pro doesn't flinch or retreat, they just get the job done. +4 Will, +2 Initiative and +0.2 Action Points
Reliable Shot 1 1 1 Steady hand and a heavy dose of training have made you a battle-tested marksman. +1 Will and +2% Assault Rifle Accuracy (AR)
Reliable Shot 2 2 1 Steady hand and a heavy dose of training have made you a battle-tested marksman. +1 Will and +3% Assault Rifle Accuracy (AR)
Reliable Shot 3 3 1 Steady hand and a heavy dose of training have made you a battle-tested marksman. +2 Will and +4% Assault Rifle Accuracy (AR)
Reliable Shot 4 4 1 Steady hand and a heavy dose of training have made you a battle-tested marksman. +2 Will and +5% Assault Rifle Accuracy (AR)
Nano Research 1 1 1 Deep scientific study of nano in a specific field has taught of both humanity's greatest future hope and its downfall. +2 Tech and +2% XP Gained
Nano Research 2 2 1 Deep scientific study of nano in a specific field has taught of both humanity's greatest future hope and its downfall. +2 Tech and +4% XP Gained
Nano Research 3 3 1 Deep scientific study of nano in a specific field has taught of both humanity's greatest future hope and its downfall. +3 Tech and +6% XP Gained
Nano Research 4 4 1 Deep scientific study of nano in a specific field has taught of both humanity's greatest future hope and its downfall. +4 Tech and +10% XP Gained
Cold Killer 1 1 1 Cold, calculating and distant - little seems to move or effect you, even the kills. +1 Will and +5% Crit Chance
Cold Killer 2 2 1 Cold, calculating and distant - little seems to move or effect you, even the kills. +2 Will, +5% Stress Res and +7% Crit Chance
Cold Killer 3 3 1 Cold, calculating and distant - little seems to move or effect you, even the kills. +3 Will, +10% Stress Res and +8% Crit Chance
Cold Killer 4 4 1 Cold, calculating and distant - little seems to move or effect you, even the kills. +4 Will, +15% Stress Res and +10% Crit Chance
Bloodthirsty 1 1 1 Eager for the clash, the blood and the pain of violence - be it to solve a problem, feel your strength or just for the thrill. +1 Strength, +8% Kinetic Dmg and Unless you personally kill 4 enemies during a mission, chance of additional Stress at end of mission
Bloodthirsty 2 2 1 Eager for the clash, the blood and the pain of violence - be it to solve a problem, feel your strength or just for the thrill. +2 Strength, +12% Kinetic Dmg and Unless you personally kill 4 enemies during a mission, chance of additional Stress at end of mission
Bloodthirsty 3 3 1 Eager for the clash, the blood and the pain of violence - be it to solve a problem, feel your strength or just for the thrill. +3 Strength, +15% Kinetic Dmg and Unless you personally kill 4 enemies during a mission, chance of additional Stress at end of mission
Bloodthirsty 4 4 1 Eager for the clash, the blood and the pain of violence - be it to solve a problem, feel your strength or just for the thrill. +4 Strength, +20% Kinetic Dmg and Unless you personally kill 4 enemies during a mission, chance of additional Stress at end of mission
Mega Fab 1 1 1 Training and practicing NanoFab techniques at a megacorp makes you uniquely capable of handling the street-level knock off Fabs +2 Tech, +2% XP Gained and 6% price reduction for NanoFab crafting for Weapons or Weapon Mods
Mega Fab 2 2 1 Training and practicing NanoFab techniques at a megacorp makes you uniquely capable of handling the street-level knock off Fabs +3 Tech, +3% XP Gained and 10% price reduction for NanoFab crafting for Weapons or Weapon Mods
Mega Fab 3 3 1 Training and practicing NanoFab techniques at a megacorp makes you uniquely capable of handling the street-level knock off Fabs +4 Tech, +4% XP Gained and 14% price reduction for NanoFab crafting for Weapons or Weapon Mods
Mega Fab 4 4 1 Training and practicing NanoFab techniques at a megacorp makes you uniquely capable of handling the street-level knock off Fabs +5 Tech, +5% XP Gained and 20% price reduction for NanoFab crafting for Weapons or Weapon Mods
Adrenaline Junkie 1 1 1 You never feel so alive as when you're running the edge, rolling the dice with the big shot or gambling your life on a heist +1 Reaction, -10 Hit Points, +1 Initiative, -1m Move Detection Radius, +5% Move Speed and 20% chance to gain Stress if left behind on a mission if Ready status, 10% to gain double Hype on mission completion
Adrenaline Junkie 2 2 1 You never feel so alive as when you're running the edge, rolling the dice with the big shot or gambling your life on a heist +2 Reaction, -15 Hit Points, +2 Initiative, -1m Move Detection Radius, +7% Move Speed and 24% chance to gain Stress if left behind on a mission if Ready status, 12% to gain double Hype on mission completion
Adrenaline Junkie 3 3 1 You never feel so alive as when you're running the edge, rolling the dice with the big shot or gambling your life on a heist +3 Reaction, -20 Hit Points, +3 Initiative, -1m Move Detection Radius, +10% Move Speed and 30% chance to gain Stress if left behind on a mission if Ready status, 15% to gain double Hype on mission completion
Adrenaline Junkie 4 4 1 You never feel so alive as when you're running the edge, rolling the dice with the big shot or gambling your life on a heist +4 Reaction, -25 Hit Points, +4 Initiative, -1m Move Detection Radius, +15% Move Speed and 36% chance to gain Stress if left behind on a mission if Ready status, 18% to gain double Hype on mission completion
Corp Cushion 1 1 1 You lived on the corp line for long enough to get soft in some ways while hardened in others. -1 Reaction, -1 Strength, +1 Will, +2 Tech, -20 Hit Points and +3% XP Gained
Corp Cushion 2 2 1 You lived on the corp line for long enough to get soft in some ways while hardened in others. -1 Reaction, -1 Strength, +2 Will, +2 Tech, -20 Hit Points and +4% XP Gained
Corp Cushion 3 3 1 You lived on the corp line for long enough to get soft in some ways while hardened in others. -1 Reaction, -1 Strength, +2 Will, +3 Tech, -20 Hit Points and +5% XP Gained
Corp Cushion 4 4 1 You lived on the corp line for long enough to get soft in some ways while hardened in others. -1 Reaction, -1 Strength, +3 Will, +4 Tech, -20 Hit Points and +8% XP Gained
Fortified Receptors 1 1 1 Something in your brain handles lethal biofeedback better than it really should. When Hacking gain +2 Matrix AP and +4 Cyberdeck Armor
Fortified Receptors 2 2 1 Something in your brain handles lethal biofeedback better than it really should. When Hacking gain +3 Matrix AP and +6 Cyberdeck Armor
Fortified Receptors 3 3 1 Something in your brain handles lethal biofeedback better than it really should. When Hacking gain +4 Matrix AP and +8 Cyberdeck Armor
Fortified Receptors 4 4 1 Something in your brain handles lethal biofeedback better than it really should. When Hacking gain +5 Matrix AP and +10 Cyberdeck Armor
Synth Weaver 1 1 1 You have a special touch when it comes to keeping a quantum signal from unraveling. When Hacking gain Repair 2% Connection and +2 Matrix AP
Synth Weaver 2 2 1 You have a special touch when it comes to keeping a quantum signal from unraveling. When Hacking gain Repair 3% Connection , +3 Matrix AP and +3% Matrix Dmg
Synth Weaver 3 3 1 You have a special touch when it comes to keeping a quantum signal from unraveling. When Hacking gain Repair 4% Connection , +4 Matrix AP and +6% Matrix Dmg
Synth Weaver 4 4 1 You have a special touch when it comes to keeping a quantum signal from unraveling. When Hacking gain Repair 5% Connection , +5 Matrix AP and +6% Matrix Dmg
Out To Prove 1 1 1 For one reason or another, you feel a heavy burden to prove yourself on your shoulders. +2 Will, +4% Crit Chance and +30% chance that any Stress you gain is doubled
Out To Prove 2 2 1 For one reason or another, you feel a heavy burden to prove yourself on your shoulders. +2 Will, +5% Crit Chance and +25% chance that any Stress you gain is doubled
Out To Prove 3 3 1 For one reason or another, you feel a heavy burden to prove yourself on your shoulders. +3 Will, +6% Crit Chance and +20% chance that any Stress you gain is doubled
Out To Prove 4 4 1 For one reason or another, you feel a heavy burden to prove yourself on your shoulders. +4 Will, +8% Crit Chance and +10% chance that any Stress you gain is doubled
Vengeance Driven 1 1 1 Revenge burns in your veins like a fire and you cannot rest until you spill blood. +1 Will, +5% Wound Res and -1m Move Detection Radius
Vengeance Driven 2 2 1 Revenge burns in your veins like a fire and you cannot rest until you spill blood. +2 Will, +10% Wound Res and -1m Move Detection Radius
Vengeance Driven 3 3 1 Revenge burns in your veins like a fire and you cannot rest until you spill blood. +3 Will, +15% Wound Res and -2m Move Detection Radius
Vengeance Driven 4 4 1 Revenge burns in your veins like a fire and you cannot rest until you spill blood. +4 Will, +20% Wound Res and -2m Move Detection Radius
Amnesiac Test Subject 1 1 1 You spent ... an unkonwn number of years ... as the research subject in a brutal expirement. Your brain and body will never be the same. +1 Reaction, +5% Evasion, +2 Initiative and +50% chance that any Stress you gain is doubled
Amnesiac Test Subject 2 2 1 You spent ... an unkonwn number of years ... as the research subject in a brutal expirement. Your brain and body will never be the same. +2 Reaction, +7% Evasion, +3 Initiative and +35% chance that any Stress you gain is doubled
Amnesiac Test Subject 3 3 1 You spent ... an unkonwn number of years ... as the research subject in a brutal expirement. Your brain and body will never be the same. +3 Reaction, +9% Evasion, +4 Initiative and +25% chance that any Stress you gain is doubled
Amnesiac Test Subject 4 4 1 You spent ... an unkonwn number of years ... as the research subject in a brutal expirement. Your brain and body will never be the same. +4 Reaction, +12% Evasion, +5 Initiative and +10% chance that any Stress you gain is doubled
Competitive Shooter 1 1 1 You are an obsessive shooter, needing to both spend hours in the firing range and to feel the kick in real combat. +1 Will, +20 Hit Points, +5% Long Range Accuracy (Sniper/Railgun), -5% XP Gained and Unless you personally kill 1 enemy during a mission, chance of additional Stress at end of mission
Competitive Shooter 2 2 1 You are an obsessive shooter, needing to both spend hours in the firing range and to feel the kick in real combat. +2 Will, +25 Hit Points, +6% Long Range Accuracy (Sniper/Railgun), -8% XP Gained and Unless you personally kill 1 enemy during a mission, chance of additional Stress at end of mission
Competitive Shooter 3 3 1 You are an obsessive shooter, needing to both spend hours in the firing range and to feel the kick in real combat. +3 Will, +35 Hit Points, +8% Long Range Accuracy (Sniper/Railgun), -10% XP Gained and Unless you personally kill 1 enemy during a mission, chance of additional Stress at end of mission
Competitive Shooter 4 4 1 You are an obsessive shooter, needing to both spend hours in the firing range and to feel the kick in real combat. +4 Will, +50 Hit Points, +10% Long Range Accuracy (Sniper/Railgun), -12% XP Gained and Unless you personally kill 1 enemy during a mission, chance of additional Stress at end of mission
Not Much Time 1 1 1 You feel your mortality keenly and it weights heavily on you - you don't have time to sit or wait. +1 Will, +1 Initiative, +5% XP Gained and 10% chance to gain Stress if left behind on a mission if Ready status, 5% to gain double Hype on mission completion
Not Much Time 2 2 1 You feel your mortality keenly and it weights heavily on you - you don't have time to sit or wait. +2 Will, +2 Initiative, +8% XP Gained and 20% chance to gain Stress if left behind on a mission if Ready status, 10% to gain double Hype on mission completion
Not Much Time 3 3 1 You feel your mortality keenly and it weights heavily on you - you don't have time to sit or wait. +3 Will, +3 Initiative, +10% XP Gained and 24% chance to gain Stress if left behind on a mission if Ready status, 12% to gain double Hype on mission completion
Not Much Time 4 4 1 You feel your mortality keenly and it weights heavily on you - you don't have time to sit or wait. +4 Will, +4 Initiative, +15% XP Gained and 30% chance to gain Stress if left behind on a mission if Ready status, 15% to gain double Hype on mission completion
Cunning Improviser 1 1 1 Reliably finds ways to overcome even the direst of challenges even if it means new skills and innovative solutions. +1 Tech, +3% Legwork Success and can attempt any Legwork with the base success chance of 40%
Cunning Improviser 2 2 1 Reliably finds ways to overcome even the direst of challenges even if it means new skills and innovative solutions. +2 Tech, +6% Legwork Success and can attempt any Legwork with the base success chance of 45%
Cunning Improviser 3 3 1 Reliably finds ways to overcome even the direst of challenges even if it means new skills and innovative solutions. +3 Tech, +10% Legwork Success and can attempt any Legwork with the base success chance of 50%
Cunning Improviser 4 4 1 Reliably finds ways to overcome even the direst of challenges even if it means new skills and innovative solutions. +4 Tech, +14% Legwork Success and can attempt any Legwork with the base success chance of 55%
Carefully Precise 1 1 1 You take your time but you make sure that you get your target. +1 Will, +5% All Ranged Accuracy, -2 Initiative and +2% Legwork Success
Carefully Precise 2 2 1 You take your time but you make sure that you get your target. +2 Will, +7% All Ranged Accuracy, -3 Initiative and +4% Legwork Success
Carefully Precise 3 3 1 You take your time but you make sure that you get your target. +3 Will, +8% All Ranged Accuracy, -4 Initiative and +6% Legwork Success
Carefully Precise 4 4 1 You take your time but you make sure that you get your target. +4 Will, +10% All Ranged Accuracy, -4 Initiative and +10% Legwork Success
Zeroprint 1 1 1 You digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. When Hacking gain Mitigate any Q-Sec Tally increase by -1 and +2 Turns jamming for Security Devices from Matrix
Zeroprint 2 2 1 You digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. When Hacking gain Mitigate any Q-Sec Tally increase by -2 and +2 Turns jamming for Security Devices from Matrix
Zeroprint 3 3 1 You digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. When Hacking gain Mitigate any Q-Sec Tally increase by -2 and +3 Turns jamming for Security Devices from Matrix
Zeroprint 4 4 1 You digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. When Hacking gain Mitigate any Q-Sec Tally increase by -2 and +4 Turns jamming for Security Devices from Matrix
Phantom Guide 1 1 1 You navigate the shadows like a ghost, evading patrols and slipping past checkpoints with uncanny ease. +2 Reaction, -1m Move Detection Radius and +10% Move Speed
Phantom Guide 2 2 1 You navigate the shadows like a ghost, evading patrols and slipping past checkpoints with uncanny ease. +3 Reaction, -1m Move Detection Radius and +12% Move Speed
Phantom Guide 3 3 1 You navigate the shadows like a ghost, evading patrols and slipping past checkpoints with uncanny ease. +4 Reaction, -1m Move Detection Radius and +14% Move Speed
Phantom Guide 4 4 1 You navigate the shadows like a ghost, evading patrols and slipping past checkpoints with uncanny ease. +5 Reaction, -1m Move Detection Radius and +16% Move Speed
Relentless Tracker 1 1 1 The faintest signs can lead you to hidden paths and secrets, and once you are on a scent your quarry does not escape. +2 Tech, +3% Crit Chance and +5% bonus to any Legwork undertaken by a merc on your team
Relentless Tracker 2 2 1 The faintest signs can lead you to hidden paths and secrets, and once you are on a scent your quarry does not escape. +3 Tech, +5% Crit Chance and +6% bonus to any Legwork undertaken by a merc on your team
Relentless Tracker 3 3 1 The faintest signs can lead you to hidden paths and secrets, and once you are on a scent your quarry does not escape. +4 Tech, +7% Crit Chance and +8% bonus to any Legwork undertaken by a merc on your team
Relentless Tracker 4 4 1 The faintest signs can lead you to hidden paths and secrets, and once you are on a scent your quarry does not escape. +5 Tech, +10% Crit Chance and +10% bonus to any Legwork undertaken by a merc on your team
Retro R-891 1 1 1 Infected as a youth out in the Leans with the often-fatal retrovirus R-891, you're lucky to have survived. But its passing lit an inner fire that burns bright. +2 Will, -25 Hit Points, -5% Wound Res, +1 Initiative and +10% Stress Res for every merc on your team
Retro R-891 2 2 1 Infected as a youth out in the Leans with the often-fatal retrovirus R-891, you're lucky to have survived. But its passing lit an inner fire that burns bright. +3 Will, -5% Wound Res, +1 Initiative and +11% Stress Res for every merc on your team
Retro R-891 3 3 1 Infected as a youth out in the Leans with the often-fatal retrovirus R-891, you're lucky to have survived. But its passing lit an inner fire that burns bright. +4 Will, -5% Wound Res, +2 Initiative and +12% Stress Res for every merc on your team
Retro R-891 4 4 1 Infected as a youth out in the Leans with the often-fatal retrovirus R-891, you're lucky to have survived. But its passing lit an inner fire that burns bright. +5 Will, -5% Wound Res, +2 Initiative and +15% Stress Res for every merc on your team
EDU Augmentation 1 1 1 The corp paid for biomedical augmentation treatments for its promising young techs, increasing your mental acumen and speed. When Hacking gain +60/qpbs IO Speed
EDU Augmentation 2 2 1 The corp paid for biomedical augmentation treatments for its promising young techs, increasing your mental acumen and speed. When Hacking gain +80/qpbs IO Speed
EDU Augmentation 3 3 1 The corp paid for biomedical augmentation treatments for its promising young techs, increasing your mental acumen and speed. When Hacking gain +100/qpbs IO Speed
EDU Augmentation 4 4 1 The corp paid for biomedical augmentation treatments for its promising young techs, increasing your mental acumen and speed. When Hacking gain +150/qpbs IO Speed
Off-world Parents 1 1 1 Your parents spent years working and living on space habitats in Earth's orbit, both receiving corporate DNA mods to increase their productivity. +1 Reaction, +1 Tech, +20 Hit Points and +2 Initiative
Off-world Parents 2 2 1 Your parents spent years working and living on space habitats in Earth's orbit, both receiving corporate DNA mods to increase their productivity. +2 Reaction, +1 Tech, +25 Hit Points and +2 Initiative
Off-world Parents 3 3 1 Your parents spent years working and living on space habitats in Earth's orbit, both receiving corporate DNA mods to increase their productivity. +2 Reaction, +2 Tech, +35 Hit Points and +3 Initiative
Off-world Parents 4 4 1 Your parents spent years working and living on space habitats in Earth's orbit, both receiving corporate DNA mods to increase their productivity. +3 Reaction, +2 Tech, +50 Hit Points and +3 Initiative
R&D MEK Pilot 1 1 1 Assigned to a cutting-edge MEK drone project, you soaked up thousands of hours of simstream training to gain an encyclopedic knowledge of modern adaptive material science and quantum-mechanical systems. +2 Tech, +10% Accuracy vs. Drones, +10% Dmg vs Drones and +5% Armor Shred
R&D MEK Pilot 2 2 1 Assigned to a cutting-edge MEK drone project, you soaked up thousands of hours of simstream training to gain an encyclopedic knowledge of modern adaptive material science and quantum-mechanical systems. +3 Tech, +12% Accuracy vs. Drones, +15% Dmg vs Drones and +7% Armor Shred
R&D MEK Pilot 3 3 1 Assigned to a cutting-edge MEK drone project, you soaked up thousands of hours of simstream training to gain an encyclopedic knowledge of modern adaptive material science and quantum-mechanical systems. +4 Tech, +15% Accuracy vs. Drones, +20% Dmg vs Drones and +10% Armor Shred
R&D MEK Pilot 4 4 1 Assigned to a cutting-edge MEK drone project, you soaked up thousands of hours of simstream training to gain an encyclopedic knowledge of modern adaptive material science and quantum-mechanical systems. +5 Tech, +20% Accuracy vs. Drones, +25% Dmg vs Drones and +12% Armor Shred
Corp Peacekeeper 1 1 1 Before joining Brave Star, you did a tour of duty in a privatized merc army as a peacekeeper in Atlanta, facing off against paramilitary and rioters. +2 Reaction, +5% Assault Rifle Accuracy (AR) and +10% Ballistic Dmg
Corp Peacekeeper 2 2 1 Before joining Brave Star, you did a tour of duty in a privatized merc army as a peacekeeper in Atlanta, facing off against paramilitary and rioters. +3 Reaction, +6% Assault Rifle Accuracy (AR) and +15% Ballistic Dmg
Corp Peacekeeper 3 3 1 Before joining Brave Star, you did a tour of duty in a privatized merc army as a peacekeeper in Atlanta, facing off against paramilitary and rioters. +4 Reaction, +8% Assault Rifle Accuracy (AR) and +20% Ballistic Dmg
Corp Peacekeeper 4 4 1 Before joining Brave Star, you did a tour of duty in a privatized merc army as a peacekeeper in Atlanta, facing off against paramilitary and rioters. +5 Reaction, +10% Assault Rifle Accuracy (AR) and +25% Ballistic Dmg
Lasting Injuries 1 1 1 The wounds from the bullets you took during the near-death ambush were so bad that most of your internal organs had to be replaced with military-grade synthetics. +2 Strength, +50 Hit Points, -5% Wound Res and +2% XP Gained
Lasting Injuries 2 2 1 The wounds from the bullets you took during the near-death ambush were so bad that most of your internal organs had to be replaced with military-grade synthetics. +3 Strength, +60 Hit Points, -5% Wound Res and +4% XP Gained
Lasting Injuries 3 3 1 The wounds from the bullets you took during the near-death ambush were so bad that most of your internal organs had to be replaced with military-grade synthetics. +4 Strength, +80 Hit Points, -5% Wound Res and +6% XP Gained
Lasting Injuries 4 4 1 The wounds from the bullets you took during the near-death ambush were so bad that most of your internal organs had to be replaced with military-grade synthetics. +5 Strength, +100 Hit Points, -5% Wound Res and +10% XP Gained
Determined Hound 1 1 1 Once you make up your mind about something, you are dogged in your refusal to back down or drop it. You get the truth, one way or the other. +2 Will, +1 Initiative and +5% bonus to any Legwork undertaken by a merc on your team
Determined Hound 2 2 1 Once you make up your mind about something, you are dogged in your refusal to back down or drop it. You get the truth, one way or the other. +3 Will, +1 Initiative and +6% bonus to any Legwork undertaken by a merc on your team
Determined Hound 3 3 1 Once you make up your mind about something, you are dogged in your refusal to back down or drop it. You get the truth, one way or the other. +4 Will, +2 Initiative and +8% bonus to any Legwork undertaken by a merc on your team
Determined Hound 4 4 1 Once you make up your mind about something, you are dogged in your refusal to back down or drop it. You get the truth, one way or the other. +5 Will, +2 Initiative and +10% bonus to any Legwork undertaken by a merc on your team
Cutthroat Fighter 1 1 1 In the savage and unrestrained fights of the dockyard, you learned to fight with ruthless efficiency, ensuring no one dares cross you twice. +1 Reaction, +1 Strength, +10% Crit Chance and +25% Crit Dmg
Cutthroat Fighter 2 2 1 In the savage and unrestrained fights of the dockyard, you learned to fight with ruthless efficiency, ensuring no one dares cross you twice. +1 Reaction, +2 Strength, +12% Crit Chance and +50% Crit Dmg
Cutthroat Fighter 3 3 1 In the savage and unrestrained fights of the dockyard, you learned to fight with ruthless efficiency, ensuring no one dares cross you twice. +2 Reaction, +2 Strength, +15% Crit Chance and +75% Crit Dmg
Cutthroat Fighter 4 4 1 In the savage and unrestrained fights of the dockyard, you learned to fight with ruthless efficiency, ensuring no one dares cross you twice. +2 Reaction, +3 Strength, +18% Crit Chance and +100% Crit Dmg
Handshaker 1 1 1 Dock work is physically demanding, even though the heaviest lifting is done by machines. Your body is corded with iron muscles, and your handshake has a crushing grip. +2 Strength, +20 Hit Points, +5% Melee Accuracy and +5% of Kinetic as extra Pure Dmg
Handshaker 2 2 1 Dock work is physically demanding, even though the heaviest lifting is done by machines. Your body is corded with iron muscles, and your handshake has a crushing grip. +3 Strength, +25 Hit Points, +6% Melee Accuracy and +8% of Kinetic as extra Pure Dmg
Handshaker 3 3 1 Dock work is physically demanding, even though the heaviest lifting is done by machines. Your body is corded with iron muscles, and your handshake has a crushing grip. +4 Strength, +35 Hit Points, +8% Melee Accuracy and +12% of Kinetic as extra Pure Dmg
Handshaker 4 4 1 Dock work is physically demanding, even though the heaviest lifting is done by machines. Your body is corded with iron muscles, and your handshake has a crushing grip. +5 Strength, +50 Hit Points, +10% Melee Accuracy and +18% of Kinetic as extra Pure Dmg
Dockyard Q-Sec 1 1 1 Your work at the New Boston docks was technical, rigging security for the quantum shipping grid, which made it easy to feed the Fenians what they needed. When Hacking gain +80/qpbs IO Speed and +2 Turns jamming for Security Devices from Matrix
Dockyard Q-Sec 2 2 1 Your work at the New Boston docks was technical, rigging security for the quantum shipping grid, which made it easy to feed the Fenians what they needed. When Hacking gain +100/qpbs IO Speed and +2 Turns jamming for Security Devices from Matrix
Dockyard Q-Sec 3 3 1 Your work at the New Boston docks was technical, rigging security for the quantum shipping grid, which made it easy to feed the Fenians what they needed. When Hacking gain +140/qpbs IO Speed and +3 Turns jamming for Security Devices from Matrix
Dockyard Q-Sec 4 4 1 Your work at the New Boston docks was technical, rigging security for the quantum shipping grid, which made it easy to feed the Fenians what they needed. When Hacking gain +200/qpbs IO Speed and +4 Turns jamming for Security Devices from Matrix
Reinforced Spine 1 1 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with adaptive nanometallic micronodules that now reinforce your spine and form a protective barrier. +2 Strength and +50 Hit Points
Reinforced Spine 2 2 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with adaptive nanometallic micronodules that now reinforce your spine and form a protective barrier. +3 Strength and +60 Hit Points
Reinforced Spine 3 3 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with adaptive nanometallic micronodules that now reinforce your spine and form a protective barrier. +4 Strength and +80 Hit Points
Reinforced Spine 4 4 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with adaptive nanometallic micronodules that now reinforce your spine and form a protective barrier. +5 Strength and +100 Hit Points
Deep-Wire 1 1 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with an accelerated neural co-processor. +2 Reaction, +5% Evasion and +5% Move Speed
Deep-Wire 2 2 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with an accelerated neural co-processor. +3 Reaction, +6% Evasion and +7% Move Speed
Deep-Wire 3 3 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with an accelerated neural co-processor. +4 Reaction, +7% Evasion and +10% Move Speed
Deep-Wire 4 4 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with an accelerated neural co-processor. +5 Reaction, +10% Evasion and +15% Move Speed
Ballistics Coprocessor 1 1 1 Your quantum rider was modified sometime in the past with additional world-physics simulation augmentation to be able to execute uncanny ballistic calculations. +2 Tech, +8% Crit Chance and +5% Ballistic Dmg
Ballistics Coprocessor 2 2 1 Your quantum rider was modified sometime in the past with additional world-physics simulation augmentation to be able to execute uncanny ballistic calculations. +3 Tech, +10% Crit Chance and +7% Ballistic Dmg
Ballistics Coprocessor 3 3 1 Your quantum rider was modified sometime in the past with additional world-physics simulation augmentation to be able to execute uncanny ballistic calculations. +4 Tech, +12% Crit Chance and +10% Ballistic Dmg
Ballistics Coprocessor 4 4 1 Your quantum rider was modified sometime in the past with additional world-physics simulation augmentation to be able to execute uncanny ballistic calculations. +5 Tech, +16% Crit Chance and +12% Ballistic Dmg
Trigger by Wire 1 1 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with additional military augmentations, making you deadly with any weapon. +1 Reaction, +1 Will, +4% Crit Chance and +10% Ballistic Dmg
Trigger by Wire 2 2 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with additional military augmentations, making you deadly with any weapon. +2 Reaction, +2 Will, +6% Crit Chance and +15% Ballistic Dmg
Trigger by Wire 3 3 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with additional military augmentations, making you deadly with any weapon. +2 Reaction, +2 Will, +8% Crit Chance and +20% Ballistic Dmg
Trigger by Wire 4 4 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with additional military augmentations, making you deadly with any weapon. +3 Reaction, +3 Will, +10% Crit Chance and +22% Ballistic Dmg
Mil-Spec Matrix 1 1 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with mil-sec hardened Q-BUS, ready to integrate with a Matrix Link. When Hacking gain +2 Cyberdeck Armor and +20% Matrix Dmg
Mil-Spec Matrix 2 2 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with mil-sec hardened Q-BUS, ready to integrate with a Matrix Link. When Hacking gain +2 Cyberdeck Armor and +25% Matrix Dmg
Mil-Spec Matrix 3 3 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with mil-sec hardened Q-BUS, ready to integrate with a Matrix Link. When Hacking gain +2 Cyberdeck Armor and +30% Matrix Dmg
Mil-Spec Matrix 4 4 1 Sometime in the past, another owner modified the Cyber Knight's computer now implanted in your spine with mil-sec hardened Q-BUS, ready to integrate with a Matrix Link. When Hacking gain +2 Cyberdeck Armor and +35% Matrix Dmg
Cyberkeen 1 1 1 Sometime in the past a gamma-grade nano-clinic was integrated into your spinal implant making you insanely hard to put down. +2 Will, +25 Hit Points and 20% Reduction to all Injury Time
Cyberkeen 2 2 1 Sometime in the past a gamma-grade nano-clinic was integrated into your spinal implant making you insanely hard to put down. +3 Will, +35 Hit Points and 30% Reduction to all Injury Time
Cyberkeen 3 3 1 Sometime in the past a gamma-grade nano-clinic was integrated into your spinal implant making you insanely hard to put down. +4 Will, +50 Hit Points and 35% Reduction to all Injury Time
Cyberkeen 4 4 1 Sometime in the past a gamma-grade nano-clinic was integrated into your spinal implant making you insanely hard to put down. +5 Will, +75 Hit Points and 50% Reduction to all Injury Time
Street-Side Glitz 1 1 1 +1 Cunning and +1 Persuasion
Street-Side Glitz 2 2 1 +2 Cunning and +2 Persuasion
Street-Side Glitz 3 3 1 +3 Cunning and +3 Persuasion
Street-Side Glitz 4 4 1 +4 Cunning and +4 Persuasion
Milsec Command 1 1 1 +1 Persuasion and +1 Handling
Milsec Command 2 2 1 +2 Persuasion and +2 Handling
Milsec Command 3 3 1 +3 Persuasion and +3 Handling
Milsec Command 4 4 1 +4 Persuasion and +4 Handling
Corp Bravado 1 1 1 +1 Cunning and +1 Handling
Corp Bravado 2 2 1 +2 Cunning and +2 Handling
Corp Bravado 3 3 1 +3 Cunning and +3 Handling
Corp Bravado 4 4 1 +4 Cunning and +4 Handling