Stress and Hype

From Cyber Knights: Flashpoint Wiki

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 can be increased by:

  • Mission Failure
  • Legwork Failure
  • Certain Story Decisions
  • Critical Hits always result in a Stress roll
  • Taking Damage of 10%+ of max HP results in a Stress roll
  • Incurring Injury Time
  • Incurring Wounds
  • Seeing an ally die
  • Cyber Surgery
  • Use of Simstream Trainer
  • The use of some talents (Healing from the Scourge talent "Reknit" for example.)

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. These bonuses include:

  • 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 (some of which require high loyalty to show up as options)
  • Trait level improvements
  • Increasing Loyalty
  • Resetting Stress to 0%
  • Reducing Stress (but not necessarily to 0%)
  • Decreasing Payrates (if high Loyalty)

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. These include but are not limited to:

  • Gaining or increasing the severity of a negative trait
  • Increasing the severity of an acquired wound
  • Increasing Discontent
  • Decreasing Loyalty

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.

Other than Stress Limit Breaks and progress toward another one, Stress has no gameplay impact.