Traits Reference

From Cyber Knights: Flashpoint Wiki

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