Traits
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 +2% XP Gained |
Below the Level 2 | 2 | 1 | Years below subsistence living have made you resistant to pressure and strain. | +8% Stress Res and +2% XP Gained |
Below the Level 3 | 3 | 1 | Years below subsistence living have made you resistant to pressure and strain. | +10% Stress Res and +3% XP Gained |
Below the Level 4 | 4 | 1 | Years below subsistence living have made you resistant to pressure and strain. | +12% Stress Res and +4% XP Gained |
Endurance Trained 1 | 1 | 2 | Conditioning allows your nervous system to stay flatline under immense tension. | +8% Stress Res |
Endurance Trained 2 | 2 | 2 | Conditioning allows your nervous system to stay flatline under immense tension. | +10% Stress Res |
Endurance Trained 3 | 3 | 2 | Conditioning allows your nervous system to stay flatline under immense tension. | +12% Stress Res |
Endurance Trained 4 | 4 | 2 | Conditioning allows your nervous system to stay flatline under immense tension. | +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. | -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. | -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. | +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. | +2 Initiative, -3m Move Detection Radius and +0.3 Move Points |
Scrappy 1 | 1 | 2 | Determined and pugnacious, you are hard to keep down. | +20 Hit Points and +3% Wound Res |
Scrappy 2 | 2 | 2 | Determined and pugnacious, you are hard to keep down. | +25 Hit Points and +5% Wound Res |
Scrappy 3 | 3 | 2 | Determined and pugnacious, you are hard to keep down. | +35 Hit Points and +8% Wound Res |
Scrappy 4 | 4 | 2 | Determined and pugnacious, you are hard to keep down. | +50 Hit Points and +10% Wound Res |
Agile 1 | 1 | 2 | Fast on your feet. | +0.2 Move Points and +5% Move Speed |
Agile 2 | 2 | 2 | Fast on your feet. | +0.3 Move Points and +6% Move Speed |
Agile 3 | 3 | 2 | Fast on your feet. | +0.4 Move Points and +8% Move Speed |
Agile 4 | 4 | 2 | Fast on your feet. | +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% Kinetic Pure Dmg Upgrade |
Fearsome 2 | 2 | 2 | Bristling in demeanor, your attitude precedes you. | +2 Will and +4% Kinetic Pure Dmg Upgrade |
Fearsome 3 | 3 | 2 | Bristling in demeanor, your attitude precedes you. | +3 Will and +6% Kinetic Pure Dmg Upgrade |
Fearsome 4 | 4 | 2 | Bristling in demeanor, your attitude precedes you. | +4 Will and +8% Kinetic Pure Dmg Upgrade |
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) 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) 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) 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) and +5% Long Range Accuracy (Sniper/Railgun) |
Doorkicker 1 | 1 | 2 | You prefer to be up close and in your enemy's face. | +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. | +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. | +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. | +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. | -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. | -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. | -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% 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, +2% 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, +4% 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, +6% 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, +6% Stress Res and Ignore up to 4 Recoil |
Tremors 1 | 1 | -1 | Your hands just can't stay steady. | Constant 1 Recoil penalty and +1m Move Detection Radius |
Tremors 2 | 2 | -1 | Your hands just can't stay steady. | Constant 2 Recoil penalty and +1m Move Detection Radius |
Tremors 3 | 3 | -1 | Your hands just can't stay steady. | Constant 3 Recoil penalty and +1m Move Detection Radius |
Tremors 4 | 4 | -1 | Your hands just can't stay steady. | Constant 4 Recoil penalty 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 |
Digital Rush 2 | 2 | 1 | Jacking in to the Matrix is a rush, every time. | When Hacking gain +7 Matrix AP |
Digital Rush 3 | 3 | 1 | Jacking in to the Matrix is a rush, every time. | When Hacking gain +10 Matrix AP |
Digital Rush 4 | 4 | 1 | Jacking in to the Matrix is a rush, every time. | When Hacking gain +12 Matrix AP |
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 +3% ALL 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 +6% ALL Matrix Dmg and +1 Turn jamming for Security Devices from Matrix |
Hardstop 4 | 4 | 1 | When you hit the pause button, you hit it hard. | When Hacking gain +6% ALL Matrix Dmg and +2 Turns jamming for Security Devices from Matrix |
Marksman 1 | 1 | 1 | Better shot at range with time to breathe. | +1 Will, +2% Long Range Accuracy (Sniper/Railgun) and -1% Evasion |
Marksman 2 | 2 | 1 | Better shot at range with time to breathe. | +1 Will, +3% Long Range Accuracy (Sniper/Railgun) and -2% Evasion |
Marksman 3 | 3 | 1 | Better shot at range with time to breathe. | +1 Will, +4% Long Range Accuracy (Sniper/Railgun) and -2% Evasion |
Marksman 4 | 4 | 1 | Better shot at range with time to breathe. | +1 Will, +5% 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 and +2% 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 and +4% 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 and +6% 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 and +10% 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 | Built like a bull with power to spare, your body is strong and you never give up. | +2 Will |
Professional 2 | 2 | 1 | Built like a bull with power to spare, your body is strong and you never give up. | +3 Will |
Professional 3 | 3 | 1 | Built like a bull with power to spare, your body is strong and you never give up. | +4 Will |
Professional 4 | 4 | 1 | Built like a bull with power to spare, your body is strong and you never give up. | +4 Will |
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 |
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 the 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 the 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 the 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 the 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 Strength, +1 Reaction, +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. | +2 Strength, +1 Reaction, +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 Strength, +2 Reaction, +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. | +3 Strength, +2 Reaction, +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% Kinetic Pure Dmg Upgrade |
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% Kinetic Pure Dmg Upgrade |
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% Kinetic Pure Dmg Upgrade |
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% Kinetic Pure Dmg Upgrade |
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% ALL 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% ALL 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% ALL 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% ALL 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 25% 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 |