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. | +3% XP Gained and +5% Stress Res |
| Below the Level 2 | 2 | 1 | Years below subsistence living have made you resistant to pressure and strain. | +4% XP Gained and +8% Stress Res |
| Below the Level 3 | 3 | 1 | Years below subsistence living have made you resistant to pressure and strain. | +5% XP Gained and +10% Stress Res |
| Below the Level 4 | 4 | 1 | Years below subsistence living have made you resistant to pressure and strain. | +7% XP Gained and +12% Stress Res |
| Endurance Trained 1 | 1 | 2 | Conditioning allows your nervous system to stay flatline under immense tension. | +5 Hit Points and +8% Stress Res |
| Endurance Trained 2 | 2 | 2 | Conditioning allows your nervous system to stay flatline under immense tension. | +10 Hit Points and +10% Stress Res |
| Endurance Trained 3 | 3 | 2 | Conditioning allows your nervous system to stay flatline under immense tension. | +15 Hit Points and +12% Stress Res |
| Endurance Trained 4 | 4 | 2 | Conditioning allows your nervous system to stay flatline under immense tension. | +20 Hit Points and +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. | +1 Reaction, -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. | +2 Reaction, -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. | +3 Reaction, +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. | +4 Reaction, +2 Initiative, -3m Move Detection Radius and +0.3 Move Points |
| Scrappy 1 | 1 | 2 | Determined and pugnacious, you are hard to keep down. | +1 Will, +20 Hit Points and +3% Wound Res |
| Scrappy 2 | 2 | 2 | Determined and pugnacious, you are hard to keep down. | +2 Will, +25 Hit Points and +5% Wound Res |
| Scrappy 3 | 3 | 2 | Determined and pugnacious, you are hard to keep down. | +3 Will, +35 Hit Points and +8% Wound Res |
| Scrappy 4 | 4 | 2 | Determined and pugnacious, you are hard to keep down. | +4 Will, +50 Hit Points and +10% Wound Res |
| Agile 1 | 1 | 2 | Fast on your feet. | +1 Reaction, +0.2 Move Points and +5% Move Speed |
| Agile 2 | 2 | 2 | Fast on your feet. | +2 Reaction, +0.3 Move Points and +6% Move Speed |
| Agile 3 | 3 | 2 | Fast on your feet. | +3 Reaction, +0.4 Move Points and +8% Move Speed |
| Agile 4 | 4 | 2 | Fast on your feet. | +4 Reaction, +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% of Kinetic as extra Pure Dmg |
| Fearsome 2 | 2 | 2 | Bristling in demeanor, your attitude precedes you. | +2 Will and +4% of Kinetic as extra Pure Dmg |
| Fearsome 3 | 3 | 2 | Bristling in demeanor, your attitude precedes you. | +3 Will and +6% of Kinetic as extra Pure Dmg |
| Fearsome 4 | 4 | 2 | Bristling in demeanor, your attitude precedes you. | +4 Will and +8% of Kinetic as extra Pure Dmg |
| 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/Revolver) 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/Revolver) 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/Revolver) 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/Revolver) and +5% Long Range Accuracy (Sniper/Railgun) |
| Doorkicker 1 | 1 | 2 | You prefer to be up close and in your enemy's face. | +1 Strength, +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. | +2 Strength, +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. | +3 Strength, +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. | +4 Strength, +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. | +1 Tech, -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. | +2 Tech, -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. | +3 Tech, -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 Tech, -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, Ignore up to 1 Recoil and +3% Stress Res |
| Calm 2 | 2 | 2 | A deep breath and you're a rock in the storm. | +1 Will, Ignore up to 2 Recoil and +5% Stress Res |
| Calm 3 | 3 | 2 | A deep breath and you're a rock in the storm. | +2 Will, Ignore up to 3 Recoil and +7% Stress Res |
| Calm 4 | 4 | 2 | A deep breath and you're a rock in the storm. | +2 Will, Ignore up to 4 Recoil and +10% Stress Res |
| Tremors 1 | 1 | -1 | Your hands just can't stay steady. | Constant 1 Recoil penalty, +1 Initiative and +1m Move Detection Radius |
| Tremors 2 | 2 | -1 | Your hands just can't stay steady. | Constant 2 Recoil penalty, +1 Initiative and +1m Move Detection Radius |
| Tremors 3 | 3 | -1 | Your hands just can't stay steady. | Constant 3 Recoil penalty, +1 Initiative and +1m Move Detection Radius |
| Tremors 4 | 4 | -1 | Your hands just can't stay steady. | Constant 4 Recoil penalty, +2 Initiative 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, -5% Move Speed and -4% Wound Res |
| Neuro Rot 2 | 2 | -3 | Something in your brain chemistry is slowly melting your brain. | -30 Hit Points, -7% Move Speed and -6% Wound Res |
| Neuro Rot 3 | 3 | -3 | Something in your brain chemistry is slowly melting your brain. | -60 Hit Points, -10% Move Speed and -10% Wound Res |
| Neuro Rot 4 | 4 | -3 | Something in your brain chemistry is slowly melting your brain. | -90 Hit Points, -15% Move Speed and -15% Wound Res |
| Digital Rush 1 | 1 | 1 | Jacking in to the Matrix is a rush, every time. | When Hacking gain +5 Matrix AP and +20/qpbs IO Speed |
| Digital Rush 2 | 2 | 1 | Jacking in to the Matrix is a rush, every time. | When Hacking gain +10 Matrix AP and +30/qpbs IO Speed |
| Digital Rush 3 | 3 | 1 | Jacking in to the Matrix is a rush, every time. | When Hacking gain +15 Matrix AP and +40/qpbs IO Speed |
| Digital Rush 4 | 4 | 1 | Jacking in to the Matrix is a rush, every time. | When Hacking gain +20 Matrix AP and +50/qpbs IO Speed |
| 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 +5% 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 +10% Matrix Dmg and +2 Turns jamming for Security Devices from Matrix |
| Hardstop 4 | 4 | 1 | When you hit the pause button, you hit it hard. | When Hacking gain +15% Matrix Dmg and +3 Turns jamming for Security Devices from Matrix |
| Marksman 1 | 1 | 1 | Better shot at range with time to breathe. | +1 Will, +3% Long Range Accuracy (Sniper/Railgun) and -1% Evasion |
| Marksman 2 | 2 | 1 | Better shot at range with time to breathe. | +2 Will, +4% Long Range Accuracy (Sniper/Railgun) and -2% Evasion |
| Marksman 3 | 3 | 1 | Better shot at range with time to breathe. | +3 Will, +5% Long Range Accuracy (Sniper/Railgun) and -2% Evasion |
| Marksman 4 | 4 | 1 | Better shot at range with time to breathe. | +4 Will, +6% 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. | +2 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. | +3 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. | +4 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, +1 Initiative and +6% XP Gained |
| Street Smart 2 | 2 | 1 | The streets taught you how to adapt, flex and think faster than everyone else, just to survive. | +2 Will, +2 Initiative and +8% XP Gained |
| Street Smart 3 | 3 | 1 | The streets taught you how to adapt, flex and think faster than everyone else, just to survive. | +3 Will, +2 Initiative and +10% XP Gained |
| Street Smart 4 | 4 | 1 | The streets taught you how to adapt, flex and think faster than everyone else, just to survive. | +4 Will, +3 Initiative and +12% 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 | A true pro doesn't flinch or retreat, they just get the job done. | +2 Will, +1 Initiative and +0.1 Action Points |
| Professional 2 | 2 | 1 | A true pro doesn't flinch or retreat, they just get the job done. | +3 Will, +1 Initiative and +0.1 Action Points |
| Professional 3 | 3 | 1 | A true pro doesn't flinch or retreat, they just get the job done. | +4 Will, +2 Initiative and +0.2 Action Points |
| Professional 4 | 4 | 1 | A true pro doesn't flinch or retreat, they just get the job done. | +4 Will, +2 Initiative and +0.2 Action Points |
| 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. | +2 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. | +3 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. | +4 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 |
| Cold Killer 1 | 1 | 1 | Cold, calculating and distant - little seems to move or effect you, even the kills. | +1 Will and +5% Crit Chance |
| Cold Killer 2 | 2 | 1 | Cold, calculating and distant - little seems to move or effect you, even the kills. | +2 Will, +7% Crit Chance and +5% Stress Res |
| Cold Killer 3 | 3 | 1 | Cold, calculating and distant - little seems to move or effect you, even the kills. | +3 Will, +8% Crit Chance and +10% Stress Res |
| Cold Killer 4 | 4 | 1 | Cold, calculating and distant - little seems to move or effect you, even the kills. | +4 Will, +10% Crit Chance and +15% Stress Res |
| Bloodthirsty 1 | 1 | 1 | Eager for the clash, the blood and the pain of violence - be it to solve a problem, feel your strength or just for the thrill. | +1 Strength, +8% Kinetic Dmg and Unless you personally kill 4 enemies during a mission, chance of additional Stress at end of mission |
| Bloodthirsty 2 | 2 | 1 | Eager for the clash, the blood and the pain of violence - be it to solve a problem, feel your strength or just for the thrill. | +2 Strength, +12% Kinetic Dmg and Unless you personally kill 4 enemies during a mission, chance of additional Stress at end of mission |
| Bloodthirsty 3 | 3 | 1 | Eager for the clash, the blood and the pain of violence - be it to solve a problem, feel your strength or just for the thrill. | +3 Strength, +15% Kinetic Dmg and Unless you personally kill 4 enemies during a mission, chance of additional Stress at end of mission |
| Bloodthirsty 4 | 4 | 1 | Eager for the clash, the blood and the pain of violence - be it to solve a problem, feel your strength or just for the thrill. | +4 Strength, +20% Kinetic Dmg and Unless you personally kill 4 enemies during a mission, chance of additional Stress at end of mission |
| Mega Fab 1 | 1 | 1 | Training and practicing NanoFab techniques at a megacorp makes you uniquely capable of handling the street-level knock off Fabs | +2 Tech, +2% XP Gained and 6% price reduction for NanoFab crafting for Weapons or Weapon Mods |
| Mega Fab 2 | 2 | 1 | Training and practicing NanoFab techniques at a megacorp makes you uniquely capable of handling the street-level knock off Fabs | +3 Tech, +3% XP Gained and 10% price reduction for NanoFab crafting for Weapons or Weapon Mods |
| Mega Fab 3 | 3 | 1 | Training and practicing NanoFab techniques at a megacorp makes you uniquely capable of handling the street-level knock off Fabs | +4 Tech, +4% XP Gained and 14% price reduction for NanoFab crafting for Weapons or Weapon Mods |
| Mega Fab 4 | 4 | 1 | Training and practicing NanoFab techniques at a megacorp makes you uniquely capable of handling the street-level knock off Fabs | +5 Tech, +5% XP Gained and 20% price reduction for NanoFab crafting for Weapons or Weapon Mods |
| Adrenaline Junkie 1 | 1 | 1 | You never feel so alive as when you're running the edge, rolling the dice with the big shot or gambling your life on a heist | +1 Reaction, -10 Hit Points, +1 Initiative, -1m Move Detection Radius, +5% Move Speed and 20% chance to gain Stress if left behind on a mission if Ready status, 10% to gain double Hype on mission completion |
| Adrenaline Junkie 2 | 2 | 1 | You never feel so alive as when you're running the edge, rolling the dice with the big shot or gambling your life on a heist | +2 Reaction, -15 Hit Points, +2 Initiative, -1m Move Detection Radius, +7% Move Speed and 24% chance to gain Stress if left behind on a mission if Ready status, 12% to gain double Hype on mission completion |
| Adrenaline Junkie 3 | 3 | 1 | You never feel so alive as when you're running the edge, rolling the dice with the big shot or gambling your life on a heist | +3 Reaction, -20 Hit Points, +3 Initiative, -1m Move Detection Radius, +10% Move Speed and 30% chance to gain Stress if left behind on a mission if Ready status, 15% to gain double Hype on mission completion |
| Adrenaline Junkie 4 | 4 | 1 | You never feel so alive as when you're running the edge, rolling the dice with the big shot or gambling your life on a heist | +4 Reaction, -25 Hit Points, +4 Initiative, -1m Move Detection Radius, +15% Move Speed and 36% chance to gain Stress if left behind on a mission if Ready status, 18% to gain double Hype on mission completion |
| Corp Cushion 1 | 1 | 1 | You lived on the corp line for long enough to get soft in some ways while hardened in others. | -1 Reaction, -1 Strength, +1 Will, +2 Tech, -20 Hit Points and +3% XP Gained |
| Corp Cushion 2 | 2 | 1 | You lived on the corp line for long enough to get soft in some ways while hardened in others. | -1 Reaction, -1 Strength, +2 Will, +2 Tech, -20 Hit Points and +4% XP Gained |
| Corp Cushion 3 | 3 | 1 | You lived on the corp line for long enough to get soft in some ways while hardened in others. | -1 Reaction, -1 Strength, +2 Will, +3 Tech, -20 Hit Points and +5% XP Gained |
| Corp Cushion 4 | 4 | 1 | You lived on the corp line for long enough to get soft in some ways while hardened in others. | -1 Reaction, -1 Strength, +3 Will, +4 Tech, -20 Hit Points and +8% XP Gained |
| Fortified Receptors 1 | 1 | 1 | Something in your brain handles lethal biofeedback better than it really should. | When Hacking gain +2 Matrix AP and +4 Cyberdeck Armor |
| Fortified Receptors 2 | 2 | 1 | Something in your brain handles lethal biofeedback better than it really should. | When Hacking gain +3 Matrix AP and +6 Cyberdeck Armor |
| Fortified Receptors 3 | 3 | 1 | Something in your brain handles lethal biofeedback better than it really should. | When Hacking gain +4 Matrix AP and +8 Cyberdeck Armor |
| Fortified Receptors 4 | 4 | 1 | Something in your brain handles lethal biofeedback better than it really should. | When Hacking gain +5 Matrix AP and +10 Cyberdeck Armor |
| Synth Weaver 1 | 1 | 1 | Your deft efficiency lets you get more done with less in digital world. | When Hacking gain +40/qpbs IO Speed and +5% Matrix Dmg |
| Synth Weaver 2 | 2 | 1 | Your deft efficiency lets you get more done with less in digital world. | When Hacking gain +50/qpbs IO Speed and +7% Matrix Dmg |
| Synth Weaver 3 | 3 | 1 | Your deft efficiency lets you get more done with less in digital world. | When Hacking gain +60/qpbs IO Speed and +10% Matrix Dmg |
| Synth Weaver 4 | 4 | 1 | Your deft efficiency lets you get more done with less in digital world. | When Hacking gain +80/qpbs IO Speed and +14% Matrix Dmg |
| Out To Prove 1 | 1 | 1 | For one reason or another, you feel a heavy burden to prove yourself on your shoulders. | +2 Will, +4% Crit Chance and +30% chance that any Stress you gain is doubled |
| Out To Prove 2 | 2 | 1 | For one reason or another, you feel a heavy burden to prove yourself on your shoulders. | +2 Will, +5% Crit Chance and +25% chance that any Stress you gain is doubled |
| Out To Prove 3 | 3 | 1 | For one reason or another, you feel a heavy burden to prove yourself on your shoulders. | +3 Will, +6% Crit Chance and +20% chance that any Stress you gain is doubled |
| Out To Prove 4 | 4 | 1 | For one reason or another, you feel a heavy burden to prove yourself on your shoulders. | +4 Will, +8% Crit Chance and +10% chance that any Stress you gain is doubled |
| Vengeance Driven 1 | 1 | 1 | Revenge burns in your veins like a fire and you cannot rest until you spill blood. | +1 Will, -1m Move Detection Radius and +5% Wound Res |
| Vengeance Driven 2 | 2 | 1 | Revenge burns in your veins like a fire and you cannot rest until you spill blood. | +2 Will, -1m Move Detection Radius and +10% Wound Res |
| Vengeance Driven 3 | 3 | 1 | Revenge burns in your veins like a fire and you cannot rest until you spill blood. | +3 Will, -2m Move Detection Radius and +15% Wound Res |
| Vengeance Driven 4 | 4 | 1 | Revenge burns in your veins like a fire and you cannot rest until you spill blood. | +4 Will, -2m Move Detection Radius and +20% Wound Res |
| Amnesiac Test Subject 1 | 1 | 1 | You spent ... an unkonwn number of years ... as the research subject in a brutal experiment. Your brain and body will never be the same. | +1 Reaction, +5% Evasion, +2 Initiative and +50% chance that any Stress you gain is doubled |
| Amnesiac Test Subject 2 | 2 | 1 | You spent ... an unkonwn number of years ... as the research subject in a brutal experiment. Your brain and body will never be the same. | +2 Reaction, +7% Evasion, +3 Initiative and +35% chance that any Stress you gain is doubled |
| Amnesiac Test Subject 3 | 3 | 1 | You spent ... an unkonwn number of years ... as the research subject in a brutal experiment. Your brain and body will never be the same. | +3 Reaction, +9% Evasion, +4 Initiative and +25% chance that any Stress you gain is doubled |
| Amnesiac Test Subject 4 | 4 | 1 | You spent ... an unkonwn number of years ... as the research subject in a brutal experiment. Your brain and body will never be the same. | +4 Reaction, +12% Evasion, +5 Initiative and +10% chance that any Stress you gain is doubled |
| Competitive Shooter 1 | 1 | 1 | You are an obsessive shooter, needing to both spend hours in the firing range and to feel the kick in real combat. | +1 Will, +20 Hit Points, +5% Long Range Accuracy (Sniper/Railgun), -5% XP Gained and Unless you personally kill 1 enemy during a mission, chance of additional Stress at end of mission |
| Competitive Shooter 2 | 2 | 1 | You are an obsessive shooter, needing to both spend hours in the firing range and to feel the kick in real combat. | +2 Will, +25 Hit Points, +6% Long Range Accuracy (Sniper/Railgun), -5% XP Gained and Unless you personally kill 1 enemy during a mission, chance of additional Stress at end of mission |
| Competitive Shooter 3 | 3 | 1 | You are an obsessive shooter, needing to both spend hours in the firing range and to feel the kick in real combat. | +3 Will, +35 Hit Points, +8% Long Range Accuracy (Sniper/Railgun), -5% XP Gained and Unless you personally kill 1 enemy during a mission, chance of additional Stress at end of mission |
| Competitive Shooter 4 | 4 | 1 | You are an obsessive shooter, needing to both spend hours in the firing range and to feel the kick in real combat. | +4 Will, +50 Hit Points, +10% Long Range Accuracy (Sniper/Railgun), -5% XP Gained and Unless you personally kill 1 enemy during a mission, chance of additional Stress at end of mission |
| Not Much Time 1 | 1 | 1 | You feel your mortality keenly and it weights heavily on you - you don't have time to sit or wait. | +1 Will, +1 Initiative, +5% XP Gained and 10% chance to gain Stress if left behind on a mission if Ready status, 5% to gain double Hype on mission completion |
| Not Much Time 2 | 2 | 1 | You feel your mortality keenly and it weights heavily on you - you don't have time to sit or wait. | +2 Will, +2 Initiative, +8% XP Gained and 20% chance to gain Stress if left behind on a mission if Ready status, 10% to gain double Hype on mission completion |
| Not Much Time 3 | 3 | 1 | You feel your mortality keenly and it weights heavily on you - you don't have time to sit or wait. | +3 Will, +3 Initiative, +10% XP Gained and 24% chance to gain Stress if left behind on a mission if Ready status, 12% to gain double Hype on mission completion |
| Not Much Time 4 | 4 | 1 | You feel your mortality keenly and it weights heavily on you - you don't have time to sit or wait. | +4 Will, +4 Initiative, +15% XP Gained and 30% chance to gain Stress if left behind on a mission if Ready status, 15% to gain double Hype on mission completion |
| Cunning Improviser 1 | 1 | 1 | Reliably finds ways to overcome even the direst of challenges even if it means new skills and innovative solutions. | +1 Tech, +3% Legwork Success and can attempt any Legwork with the base success chance of 40% |
| Cunning Improviser 2 | 2 | 1 | Reliably finds ways to overcome even the direst of challenges even if it means new skills and innovative solutions. | +2 Tech, +6% Legwork Success and can attempt any Legwork with the base success chance of 45% |
| Cunning Improviser 3 | 3 | 1 | Reliably finds ways to overcome even the direst of challenges even if it means new skills and innovative solutions. | +3 Tech, +10% Legwork Success and can attempt any Legwork with the base success chance of 50% |
| Cunning Improviser 4 | 4 | 1 | Reliably finds ways to overcome even the direst of challenges even if it means new skills and innovative solutions. | +4 Tech, +14% Legwork Success and can attempt any Legwork with the base success chance of 55% |
| Carefully Precise 1 | 1 | 1 | You take your time but you make sure that you get your target. | +1 Will, +5% All Ranged Accuracy, -2 Initiative and +2% Legwork Success |
| Carefully Precise 2 | 2 | 1 | You take your time but you make sure that you get your target. | +2 Will, +7% All Ranged Accuracy, -3 Initiative and +4% Legwork Success |
| Carefully Precise 3 | 3 | 1 | You take your time but you make sure that you get your target. | +3 Will, +8% All Ranged Accuracy, -4 Initiative and +6% Legwork Success |
| Carefully Precise 4 | 4 | 1 | You take your time but you make sure that you get your target. | +4 Will, +10% All Ranged Accuracy, -4 Initiative and +10% Legwork Success |
| Zeroprint 1 | 1 | 1 | Your digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. | When Hacking gain Mitigate any Q-Sec Tally increase by -1 and +2 Turns jamming for Security Devices from Matrix |
| Zeroprint 2 | 2 | 1 | Your digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. | When Hacking gain Mitigate any Q-Sec Tally increase by -2 and +2 Turns jamming for Security Devices from Matrix |
| Zeroprint 3 | 3 | 1 | Your digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. | When Hacking gain Mitigate any Q-Sec Tally increase by -2 and +3 Turns jamming for Security Devices from Matrix |
| Zeroprint 4 | 4 | 1 | Your digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. | When Hacking gain Mitigate any Q-Sec Tally increase by -2 and +4 Turns jamming for Security Devices from Matrix |
| Cyber-Scarred 1 | 1 | 1 | A previous cybernetic splice has left you mentally and physically scarred, hardening you in some ways while leaving you vulnerable in others. | +1 Will, +25 Hit Points, +10% Wound Res and +10% extra Stress when undergoing Cyber Surgery |
| Cyber-Scarred 2 | 2 | 1 | A previous cybernetic splice has left you mentally and physically scarred, hardening you in some ways while leaving you vulnerable in others. | +2 Will, +35 Hit Points, +15% Wound Res and +10% extra Stress when undergoing Cyber Surgery |
| Cyber-Scarred 3 | 3 | 1 | A previous cybernetic splice has left you mentally and physically scarred, hardening you in some ways while leaving you vulnerable in others. | +3 Will, +45 Hit Points, +20% Wound Res and +10% extra Stress when undergoing Cyber Surgery |
| Cyber-Scarred 4 | 4 | 1 | A previous cybernetic splice has left you mentally and physically scarred, hardening you in some ways while leaving you vulnerable in others. | +4 Will, +60 Hit Points, +25% Wound Res and +20% extra Stress when undergoing Cyber Surgery |
| K-177 Titan Serum 1 | 1 | 1 | Infused with the special K-177 biomedical treatment, your body can take an extreme amount of punishment and keep fighting. | +2 Strength and +60 Hit Points |
| K-177 Titan Serum 2 | 2 | 1 | Infused with the special K-177 biomedical treatment, your body can take an extreme amount of punishment and keep fighting. | +3 Strength and +80 Hit Points |
| K-177 Titan Serum 3 | 3 | 1 | Infused with the special K-177 biomedical treatment, your body can take an extreme amount of punishment and keep fighting. | +4 Strength and +100 Hit Points |
| K-177 Titan Serum 4 | 4 | 1 | Infused with the special K-177 biomedical treatment, your body can take an extreme amount of punishment and keep fighting. | +5 Strength and +150 Hit Points |
| K-177 Ghost Serum 1 | 1 | 1 | Infused with the special K-177 biomedical treatment, blows that would kill lesser operators sometimes just glance off you. | +2 Reaction and +10% Evasion |
| K-177 Ghost Serum 2 | 2 | 1 | Infused with the special K-177 biomedical treatment, blows that would kill lesser operators sometimes just glance off you. | +3 Reaction and +12% Evasion |
| K-177 Ghost Serum 3 | 3 | 1 | Infused with the special K-177 biomedical treatment, blows that would kill lesser operators sometimes just glance off you. | +4 Reaction and +15% Evasion |
| K-177 Ghost Serum 4 | 4 | 1 | Infused with the special K-177 biomedical treatment, blows that would kill lesser operators sometimes just glance off you. | +5 Reaction and +20% Evasion |
| Cyber Adept 1 | 1 | 1 | Your genetically predisposed to mesh well with metal and wire, and you recover quicker from cybernetic and bio-treatments than anyone. | +2 Will, +2% Built-in Armor and Reduce Cybernetic Surgery Stress and Recovery Time by 33% (round down) |
| Cyber Adept 2 | 2 | 1 | Your genetically predisposed to mesh well with metal and wire, and you recover quicker from cybernetic and bio-treatments than anyone. | +3 Will, +3% Built-in Armor and Reduce Cybernetic Surgery Stress and Recovery Time by 50% (round down) |
| Cyber Adept 3 | 3 | 1 | Your genetically predisposed to mesh well with metal and wire, and you recover quicker from cybernetic and bio-treatments than anyone. | +4 Will, +4% Built-in Armor and Reduce Cybernetic Surgery Stress and Recovery Time by 60% (round down) |
| Cyber Adept 4 | 4 | 1 | Your genetically predisposed to mesh well with metal and wire, and you recover quicker from cybernetic and bio-treatments than anyone. | +5 Will, +5% Built-in Armor and Reduce Cybernetic Surgery Stress and Recovery Time by 75% (round down) |
| Mirrorwalker 1 | 1 | 1 | You understand the nature of quantum computing at a deep level, seeing past the surface mirage and sensing the underlying chaos that is waiting to be released with a nudge. | When Hacking gain bonus upon spiking CPU, +15 Matrix AP and free 15% of Cyberdeck IO max |
| Mirrorwalker 2 | 2 | 1 | You understand the nature of quantum computing at a deep level, seeing past the surface mirage and sensing the underlying chaos that is waiting to be released with a nudge. | When Hacking gain bonus upon spiking CPU, +22 Matrix AP and free 22% of Cyberdeck IO max |
| Mirrorwalker 3 | 3 | 1 | You understand the nature of quantum computing at a deep level, seeing past the surface mirage and sensing the underlying chaos that is waiting to be released with a nudge. | When Hacking gain bonus upon spiking CPU, +30 Matrix AP and free 30% of Cyberdeck IO max |
| Mirrorwalker 4 | 4 | 1 | You understand the nature of quantum computing at a deep level, seeing past the surface mirage and sensing the underlying chaos that is waiting to be released with a nudge. | When Hacking gain bonus upon spiking CPU, +40 Matrix AP and free 40% of Cyberdeck IO max |
| Digital Finesse 1 | 1 | 1 | Your digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. | When Hacking gain +2% Matrix Dmg and Mitigate any Q-Sec Tally increase by -1 |
| Digital Finesse 2 | 2 | 1 | Your digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. | When Hacking gain +3% Matrix Dmg and Mitigate any Q-Sec Tally increase by -2 |
| Digital Finesse 3 | 3 | 1 | Your digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. | When Hacking gain +6% Matrix Dmg and Mitigate any Q-Sec Tally increase by -2 |
| Digital Finesse 4 | 4 | 1 | Your digital agility is extreme, slipping through security unnoticed and moving through networks without leaving a trace. | When Hacking gain +8% Matrix Dmg and Mitigate any Q-Sec Tally increase by -3 |
| Born Infiltrator 1 | 1 | 1 | You were born, raised and trained for this, giving you exceptional skills to hang in the nano-second battle for matrix control. | When Hacking gain -2% less Connection Burn (when using Skipjack) and +1 Turn jamming for Security Devices from Matrix |
| Born Infiltrator 2 | 2 | 1 | You were born, raised and trained for this, giving you exceptional skills to hang in the nano-second battle for matrix control. | When Hacking gain -3% less Connection Burn (when using Skipjack) and +1 Turn jamming for Security Devices from Matrix |
| Born Infiltrator 3 | 3 | 1 | You were born, raised and trained for this, giving you exceptional skills to hang in the nano-second battle for matrix control. | When Hacking gain -4% less Connection Burn (when using Skipjack) and +2 Turns jamming for Security Devices from Matrix |
| Born Infiltrator 4 | 4 | 1 | You were born, raised and trained for this, giving you exceptional skills to hang in the nano-second battle for matrix control. | When Hacking gain -4% less Connection Burn (when using Skipjack) and +3 Turns jamming for Security Devices from Matrix |
| Harbor Rat 1 | 1 | 1 | You survived a terrible, irradiated trauma in the Boston Harbor. | When Hacking gain -2% less Connection Burn (when using Skipjack) and +1 Turn jamming for Security Devices from Matrix |
| Harbor Rat 2 | 2 | 1 | You survived a terrible, irradiated trauma in the Boston Harbor. | When Hacking gain -3% less Connection Burn (when using Skipjack) and +1 Turn jamming for Security Devices from Matrix |
| Harbor Rat 3 | 3 | 1 | You survived a terrible, irradiated trauma in the Boston Harbor. | When Hacking gain -4% less Connection Burn (when using Skipjack) and +2 Turns jamming for Security Devices from Matrix |
| Harbor Rat 4 | 4 | 1 | You survived a terrible, irradiated trauma in the Boston Harbor. | When Hacking gain -4% less Connection Burn (when using Skipjack) and +3 Turns jamming for Security Devices from Matrix |
| 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, +1 Initiative, -5% Wound Res 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, +1 Initiative, -5% Wound Res 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, +2 Initiative, -5% Wound Res 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, +2 Initiative, -5% Wound Res 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 a 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 a 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 a 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 a 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, +2% XP Gained and -5% Wound Res |
| 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, +4% XP Gained and -5% Wound Res |
| 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, +6% XP Gained and -5% Wound Res |
| 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, +10% XP Gained and -5% Wound Res |
| 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 Reaction, +1 Strength, +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. | +1 Reaction, +2 Strength, +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 Reaction, +2 Strength, +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. | +2 Reaction, +3 Strength, +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% of Kinetic as extra Pure Dmg |
| 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% of Kinetic as extra Pure Dmg |
| 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% of Kinetic as extra Pure Dmg |
| 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% of Kinetic as extra Pure Dmg |
| 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% 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% 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% 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% 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 20% 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 |
| Street-Side Glitz 1 | 1 | 1 | +1 Cunning and +1 Persuasion | |
| Street-Side Glitz 2 | 2 | 1 | +2 Cunning and +2 Persuasion | |
| Street-Side Glitz 3 | 3 | 1 | +3 Cunning and +3 Persuasion | |
| Street-Side Glitz 4 | 4 | 1 | +4 Cunning and +4 Persuasion | |
| Milsec Command 1 | 1 | 1 | +1 Persuasion and +1 Handling | |
| Milsec Command 2 | 2 | 1 | +2 Persuasion and +2 Handling | |
| Milsec Command 3 | 3 | 1 | +3 Persuasion and +3 Handling | |
| Milsec Command 4 | 4 | 1 | +4 Persuasion and +4 Handling | |
| Corp Bravado 1 | 1 | 1 | +1 Cunning and +1 Handling | |
| Corp Bravado 2 | 2 | 1 | +2 Cunning and +2 Handling | |
| Corp Bravado 3 | 3 | 1 | +3 Cunning and +3 Handling | |
| Corp Bravado 4 | 4 | 1 | +4 Cunning and +4 Handling |