Face

From Cyber Knights: Flashpoint Wiki

Face Class[edit | edit source]

The Face fills a special role in the squad. The Face acts as fixer, arranging jobs for the mercenary crew. They also serve comms specialist during missions, operations manager between missions, and negotiator -- an essential complement to the capabilities of the squad.

Unlike the rest of the squad, the Face will not participate in the field during heists; they operate from the Safehouse, often managing comms and coordinating any external components of the job. Rather than gaining Experience Points on Missions, the Face will gain 90% of the Experience Points gained by the Cyber Knight on Missions.

Although the Face cannot be multi-classed, their own Talent Tree offers an expansive set of skills and perks to aid in recruiting, Mission advantages, crew management, Contact interactions, buying/selling gear and information, and more. The Face has a unique set of Attributes reflecting their role as headquarters manager.

Certain Face Talents affect rooms in the safehouse. These are displayed in an information bar in the Safehouse screen.

Talent List[edit | edit source]

Icon Name Charges Recharge Turns Action Point Cost Description
Care and Feeding 1 120 0 Whenever a team member has a Hype or Stress Limit Break, spend a charge to reroll a new set of options for the Limit Break.
Co-Conspire 1 120 0 Pick a Contact to work with directly and spend a charge to immediately find a job that will benefit you both.
Efficiency Grind 1 120 0 At any Safehouse room that generates tokens, spend a charge to gain a Safehouse Room Token instantly.
Opposition Research 2 80 0 During Mission Planning, can activate a Leverage that grants map knowledge.
Puppetmaster 1 120 0 Whenever you help steer a Contact's Influence Limit Break, spend a charge to increase the level of all of the Contact's Services as a single Limit Break result.
Insider Hustle 1 0 0 In the Safehouse Counter-Intel Room at Level 4 or above, this passive Talent allows you to spend Tokens to gain Favors with Contacts from Street (Gang/Indie) Factions.
Bait the Trap 1 120 0 During Mission Planning, spend a charge to increase the chance that Head Hunters attempt to collect on their bounty during this job by +20% + (2% per 1 Cunning).
Field Coordination 1 120 0 In the Safehouse Field Ops Room, spend a charge to focus team coordination on a mission, both upgrading up to 9 existing Field Ops Leverages and adding unique Leverages including Field Ops.
Armwork 1 120 0 Whenever considering a Legwork, you may spend a charge so that the Face can attempt any Legwork with the base success chance of 40%.
Hand-picked 1 0 0 Whenever you encounter a potential recruit (through story or Underworld Hub), this passive Talent allows the recruit to gain +2 starting Levels (up to maximum of Knight's level).
Pressure Drop 1 120 0 During Mission Planning, spend a charge to activate a Leverage that reduces Heat generated by the job by 6 + (1 per 2 Cunning).
Pulling Strings 1 120 0 Whenever a Contact has a Influence or Exposure Limit Break, you may spend a charge to reroll a new set of options for the Limit Break. Any additional options added by Favors will also be rerolled.
Dealmaker 1 0 0 Whenever a Contact offers a job, you use this passive Talent to automatically negotiate a better deal based on the job's Contact and their Faction. Bonuses include +10% bonus on all Job Payments.
Digital Coordination 1 120 0 In the Safehouse Hacking Station Room, all Leverages gain Hacking.
Handbrake 1 120 0 During Mission Planning, spend a charge to activate a Leverage that delays a job's deadline by 1 day + (6 hrs per 1 Cunning). A job can only be delayed twice by any source.


View other character classes[edit | edit source]