Loyalty And Discontent

From Cyber Knights: Flashpoint Wiki

Loyalty is a measure of how committed a Character is to the team, specifically the Cyber Knight. Discontent is the opposite. Both are long term feelings and philosophical differences. A large level of discontent is not typically the after-effects of a single bad encounter, but rather the result of a consistent and building resentment toward how things have panned out.

Impacts of Loyalty[edit | edit source]

A Loyalty at or above 60% allows for Hype Limit Breaks to increase attributes permanently beyond the default cumulative limit of +6. (It is then capped at +16). 60%+ loyalty also permits beneficial Traits to mutate to their fourth and final tier of advancement.

High levels of loyalty will allow the Hype level to reset to a value greater than 0% after the conclusion of a Hype Limit Break.

  • Hype Resets to 10%, except
  • Loyalty 60% => resets to 10-20%
  • Loyalty 70-80% => resets to 10-30%
  • Loyalty 90-100% => resets to 20-40%
  • If Loyalty is 60%+, individual attributes max at 6, otherwise max at 3
  • If Loyalty is 60%+, total attribute bonuses max at 16. Otherwise total max 8
  • If Loyalty is 60%+, option to reduce pay rate comes online
  • If Loyalty 60%+, better Temp Traits are enabled
  • If Loyalty 60%+, can upgrade Traits to Level 3 and 4, otherwise max at 2

Impacts of Discontent[edit | edit source]

High levels of Discontent will allow the Stress level to reset to a value greater than 0% (but not higher than 20%) after the conclusion of a Stress Limit Break.

High Discontent can unlock worse consequences for Stress Limit Break choices. For example, if Discontent is 60% or higher, pay rate per mission can increase beyond the default level, up to a maximum of 6%.

More TBD