Stress and Hype

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Stress is a psychological detriment your mercenaries will build after emotionally challenging events. The opposite of stress is Hype. Hype is a measure of the excitement of a job well done or other particular successes both big and small. Gaining stress can be resisted via the aptly named Stress Resistance.

A Stress roll is a simple % roll to resist Stress (Game Difficulty Stress modifier + Character Stress Res - Heat Stress modifier).

Stress & Hype Generation[edit | edit source]

Stress and Hype can be increased or decreased by various events. Both Stress and Hype cap out at 100%; further increases beyond that have no effect.

Stress can be increased by:

Stress can be decreased by:

Hype can be increased by:

  • Mission Success
  • Legwork Success
  • Some Story Decisions

Hype can be decreased by:

  • Some Story Decisions

Hype Limit Break[edit | edit source]

Players choose from a semi-random set of bonuses when they reach 80-100% Hype. Some results require a high Loyalty to appear. Hype Limit Breaks include but are not limited to:

  • Permanent primary attribute increases (up to a cumulative maximum of 16 points)
    • Primary attributes cap at +3 each unless Loyalty is particularly high, then they cap at +6 each
  • Temporary buffs lasting 30 days:
    • Indomitable
    • Like Lightning
    • Quick Study
    • Mastermind
    • Data-Inferno
    • Data-Fusion
  • Temporary buffs for Face:
    • High Baller
    • Leadership Surge
  • Trait level improvements
  • Increasing Loyalty
  • Resetting Stress to 0%
  • Reducing Stress (but not necessarily to 0%)
  • Decreasing Payrates (if high Loyalty)
  • Add 'Stolen Shadow Site' tag enabling future Shadow Site Raid (PL3+, only for mercs with bad relations with their former corporate Faction)

After spending their Hype, it will decrease down to a value between 10% and 40%. Higher levels of loyalty allow for a higher baseline to return to post-limit break.

Loyalty Hype Baseline Maximum Individual Attribute Increases Max Overall Attribute Increases Pay Rate Reduction Option Temporary Traits Max Trait Levels
0-50% 10% 3 6 No Some 2
60% 10-20% 8 16 Yes All 4
70-80% 10-30% 8 16 Yes All 4
90-100% 20-40% 8 16 Yes All 4

Stress Limit Break[edit | edit source]

Stress levels reaching 80% or more may have a randomly chosen negative impact on characters. Some results require a high Discontent to appear. Stress Limit Breaks include but are not limited to:

  • Temporary debuffs lasting 30 days
    • Disgruntled
    • Checked Out
    • Malcontent
    • Running Empty
  • Temporary debuffs for Face:
    • Low Baller
    • Leadership Slump
  • Gaining or increasing the severity of a negative Trait
  • Decreasing the level of a positive Trait
  • Increasing the severity of an acquired Wound
  • Increasing Discontent
  • Decreasing Loyalty
  • Increase pay rate (up to a max of 6%)

After the stress limit break takes effect, the character's stress level will decrease down to a value between 0% and 20%. Particularly low Loyalty and high Discontent can influence the Stress resetting to a higher value, post-penalty. High Discontent can unlock more severe penalties for Stress Limit Breaks.

Stress Limit Breaks and progress toward another such break encompass all gameplay impacts from stress.