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 |