
The Wasteland Coyote is a potential starting character for the mercenary squad.
Backstory[edit | edit source]
Raised in the Leans (dangerous slums outside New Boston's dome), you used your knowledge of the wall's cracks, patrols, and tunnels to become a coyote - smuggling corp fugitives in from other cities past checkpoints, or criminals within to the outside. But when a job for the Que Milieu Syndicate went bad, you had to cut all ties and find a new life.
+3 Reaction, +1 Tech and +5% Stress Res
Source[edit | edit source]
This Cyber Knight can be selected during initial game start in the Create Your Knight Screen. The initial name and code name are randomly generated.
Starting Attributes[edit | edit source]
These Attributes come from the character Backstory and may be modified by the Starting Traits in the Create Your Knight Screen. In addition, the Create Your Knight Screen allows 12 free points to be assigned to Attributes.
- Reaction: 3
- Strength: 0
- Will: 0
- Tech: 1
Starting Traits[edit | edit source]
Create Your Knight screen allows the player to choose a Trait from the following:
- Phantom Guide 1: +2 Reaction, -1 Move Detection Radius and +10% Move Speed
- Relentless Tracker 1: +2 Tech, +3% Crit Chance and +5% bonus to any Legwork undertaken by a merc on your team
- Retro R-891 1: +2 Will, -25 Hit Points, -5% Wound Res, +1 Initiative and +10% Stress Res for every merc on your team
Create Your Knight screen allows the player to choose another Trait from the following:
- Reinforced Spine 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
- Deep-Wire 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
- Mil-Spec Matrix 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. +2 Tech, When Hacking gain +2 Cyberdeck Armor and +20% ALL Matrix Dmg
- Trigger by Wire 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 Damage
- Ballistics Coprocessor 1: +2 Tech, +8% Crit Chance and +5% Ballistic Dmg
Tags[edit | edit source]
The Cyber Knight will start with the following Tags:
- Faction of Origin: Faction of Origin is Indie.
- Indie: Faction: Independent.
- Smuggler Routes: Knows the ways in and out of the city that smugglers often use.
- The Leans: Has worked in and understands the extreme slums built against the outside of the New Boston Dome, known as the Leans.
- Wronged: Has done wrong to <random Syndicate boss> that will not be forgotten or forgiven. You screwed up a job smuggling a whole load of Syndicate soldiers into the dome and they were killed or rounded up by UNA forces.
Create Your Knight screen has no options for choosing further Tags.
Starting Cybernetic[edit | edit source]
Create Your Knight screen allows the player to choose a Starting Cybernetic from the following:
- Dermal Plating 1: +60% Hit Points, +10% Wound Res and -6% Move Speed
- Matrix Link: grants Hacker class, -5% Wound Res
- Display Link: -5 Stress Res, +3 All Ranged Accuracy, +6% Crit Chance and +25% Crit Dmg
- Synaptic Accelerator 1: -5% Wound Res, +5% Evasion and +2 Initiative