Level 30
Eng
20
Hck
10
Lck
5
Mel
20
Sci
7
Protectorate Reject
A directorate agent whose definition of justice gradually degrades. He dons the Arbiter Vanguard Suit and wields the Thunderstruck as he aligns himself with the Protectorate's authoritarianism. Although after the events of Horizon Point he would never be allowed within the Sovereign.
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Level 30 / 30
Perks 15 / 15
Level
30
Based on the skill points spent.
58 skill points (not including specialized skill bonuses)
58 skill points (not including specialized skill bonuses)
Background:
Lawbringer
After experiencing a youth of hardship and corporate malfeasance, you joined the Earth Directorate, devoting your life to bringing order to colonies in the throes of chaos. You are a champion of the people, whether they want one or not. The law is not to be trifled with, and neither are you.
Traits
Brawny
You're able to perform great feats of strength. In combat, you're an unstoppable force.
Sliding or sprinting into hostiles will knock them down
Cooldown: 5s
Resilient
You can power through even the deadliest of injuries. It requires more than usual to take you down in combat.
Death is prevented for 3s the first time you would have died each combat.
Abrasive
You're hard on the ears and people don't like talking to you. Others have a hard time accepting you into their communities and organizations.
Reputation with any faction can never increase above Neutral, preventing any bonuses that would be gained from having a positive reputation with a faction such as vendor discounts.
Skills
2 / 2
0 / 0
Guns
0
For every level of Guns:
+10% Ranged Damage
+1% Armor Penetration
The Guns skill increases damage dealt with all types of guns, including ballistic, shock, plasma, and bio guns. Investing in the Guns skill allows you to select perks that further improve your ability to use guns of various types.
Guns Perks: 0 / 15
1
1
1
1
2
2
3
3
4
5
5
6
8
14
20
Melee
20
For every level of Melee:
+10% Melee Damage
-2% Damage Received while Blocking
The Melee skill increases damage dealt with Melee weapons. Investing in the Melee skill allows you to select perks that further improve your ability to use melee weapons of various types.
Melee Perks: 5 / 10
1
1
1
2
5
6
8
10
15
20
Sneak
0
For every level of Sneak:
+35% Sneak Attack Damage
-2% NPC Awareness Detection Rate
The Sneak skill makes it harder for enemies to detect you while crouched. Investing in the Sneak skill allows you to select perks that avoid traps and perform sneak attacks.
Sneak Perks: 0 / 7
1
2
5
6
8
10
15
Lockpick
5
For every level of Lockpick:
Locks with a difficulty at or below your skill level can be opened
+1% Evasion Chance
The Lockpick skill allows you to unlock locked containers and doors. Investing in the Lockpick skill allows you to select perks that grant the ability to pickpocket humans and preview the contents of locked containers.
Lockpick Perks: 0 / 4
1
2
4
8
Engineering
20
For every level of Engineering:
Mechanical systems with a difficulty at or below your skill level can be fixed
+1% Damage Resistance
The Engineering skill increases the effectiveness of all armor, granting inherent Damage Reduction. In conversations and while exploring, Engineering aids in the ability to act on the knowledge of mechanical systems. Investing in Engineering allows you to select perks that further increase your defenses and benefits from weapon, helmet, and armor mods.
Engineering Perks: 3 / 4
1
3
5
20
Explosives
0
For every level of Explosives:
+10% Explosives Damage
+1% Damage Resistance against Explosives
The Explosives skill increases damage dealt with explosive throwables such as grenades and mines, as well as weapons that deal damage in an area. While exploring, it allows the disarming of sensitive objects like mines and traps. Investing in Explosives allows you to select perks that increase the potency of explosives and plasma weapons.
Explosives Perks: 0 / 7
1
1
2
3
6
8
20
Hack
10
For every level of Hack:
Hack checks equal to your Hack skill and lower can be overcome
+5% Damage to Automechanicals
The Hack skill allows unauthorized access to various mechanical systems such as terminals, automechanicals, and vending machines. Investing in the Hack skill allows you to select perks that let you disable automechs directly, hack into bounty terminals, and access the restricted inventory of vending machines.
Hack Perks: 1 / 6
1
1
2
5
10
20
Medical
0
For every level of Medical:
+7 Toxicity Crash Threshold
+5% Damage to Creatures
The Medical skill increases maximum Toxicity, allowing more uses of the Medical Inhaler at a time and increased resistance to Zyranium poisoning. Investing in the Medical skill allows you to select perks that further improve your inhaler, temporarily tame creatures, and make better use of corrosive weapons.
Medical Perks: 0 / 11
1
1
2
2
3
4
4
5
8
10
12
Science!
7
For every level of Science!:
+7 Gadget Energy Meter Max
+10% more stacks of non-Physical Damage Type side-effects
The Science! skill increases your maximum Gadget Energy, allowing you to use gadgets like Tactical Time Dilation for longer. Investing in the Science! skill allows you to select perks that further improve your gadgets and potency with shock weapons.
Science! Perks: 2 / 10
1
1
3
3
5
5
6
6
9
20
Observation
0
For every level of Observation:
Hidden objects with a difficulty at or below your skill level can be found
+15% Weakspot Damage
The Observation skill reveals hidden objects in the world and subtle behaviors in conversations. Investing in the Observation skill allows you to select perks that let you find more loot, track enemies, and more effectively use enemy weakspots.
Observation Perks: 0 / 6
1
1
1
3
5
8
Speech
0
For every level of Speech:
Speech checks with a difficulty at or below your skill level can be selected
+5% Damage to Humans
The Speech skill allows you to better influence others in conversations. Investing in the Speech skill allows you to select perks that let you get discounts at vendors, intimidate others, and gain more reputation with factions.
Speech Perks: 0 / 8
1
2
4
5
6
9
9
10
Leadership
0
For every level of Leadership:
+8% Companion Damage
+4% Companion Health
The Leadership skill increases the damage and survivability of your companions. Investing in Leadership allows you to select perks that let you use companion abilities more and improve the overall effectiveness of your companions.
Leadership Perks: 0 / 5
1
2
5
9
20
Perks
15 / 15
Heavy Handed
Melee power attacks knock down the enemies hit. Has a cooldown between activations.
Cooldown: 10s
melee: 1
Electro-Therapist
You now apply Electrocuted faster when dealing Shock damage. Additionally, Weak Automechs become Scrambled rather than Paralyzed when reaching max stacks. Scrambled automechs will attack their allies for a duration and will still take damage over time.
+20% more stacks of Electrocuted applied when dealing Shock damage
Scramble: Will fight for you for 5s
science: 1
Bulletshield
You gain a bonus to damage resistance and max health, but enemies are more likely to target you over your companions.
+10% Damage Resistance
+10% Base Health
Run and Hitter
needs 1+ perks purchased
After sprinting for a short duration, the first melee attack performed gains bonus damage. This damage increase is larger for 2-handed melee weapons.
+25% damage on your next hit with a 1-handed melee weapon
+50% damage on your next hit with a 2-handed melee weapon
melee: 2
Psychopath
needs 1+ perks purchased
Gain bonus damage against any faction you have negative Reputation with. This bonus is greater the worse your Reputation is.
+10% Damage against Cautious enemies
+20% Damage against Begrudging enemies
+40% Damage against Indignant enemies
Tinker
needs 2+ perks purchased
Your modded weapons now deal bonus damage, increasing with your Engineering skill.
+10% Damage with modded weapons. Increases by 2.5% per Engineering skill point.
engineering: 5
Contingency Screen
needs 2+ perks purchased
When your health hits 25%, the Gas-Energy Deflection Apparatus gadget automatically activates without spending energy. Has a cooldown between automatic activations.
Cooldown: 30s
science: 3
Has gadget: gas-energy-deflection-apparatus
Serial Killer
needs 3+ perks purchased
After killing a human, you have a chance to automatically harvest their heart. Each of these trophies increases your Max Health permanently. Humans you kill that don’t fight back or weren’t hostile when you attacked them will always have their heart harvested.
+2 Max Health per heart collected
Has perk: psychopath
Echoing Blows
needs 4+ perks purchased
Your melee attacks deal a small portion of damage in a large cone in front of you. The damage of the cone is increased for two-handed weapons.
Heavy Melee weapons deal 50% of their weapon damage
Light Melee weapons deal 25% of their weapon damage
melee: 6
Makeshift Armorer
needs 4+ perks purchased
Whenever you craft items, your armor gains a temporary bonus to its armor value that degrades from incoming attacks. The amount of armor added is based off the total value of the materials used. The bonus armor can take more hits before degrading as your Engineering skill increases.
+1 Armor Value to your equipped armor for every 25 bits crafted
engineering: 3
Pitch/Tossball Hacker
needs 5+ perks purchased
Your melee attacks ignore a portion of the target's armor.
Ignore 50% of the target's Armor Value when attacking with a melee weapon
melee: 8
Automech Anatomist
needs 5+ perks purchased
Your weakspot hits against automechanicals cause shock damage to chain to nearby enemies.
Automechanical weakspot hits deal 50% of your weapon’s damage as Shock to nearby enemies.
hack: 10
Tit for Tat
needs 7+ perks purchased
A percent of outgoing melee damage is returned as health.
Heal for 25% of damage dealt by melee weapons.
melee: 10
Shrug It Off
needs 8+ perks purchased
When combat starts and whenever one of your companions is downed, immediately gain temporary health equal to 50% of your max health.
Gain 50% of Max Health as Temporary Health
Has perk: bulletshield
Master Armorer
needs 9+ perks purchased
Your body armor gains an additional armoring mod slot, allowing you to add a second mod to your armor.
engineering: 20
Has perk: makeshift-armorer
Add Perks
Flaws
Anger Mismanagement
You get irrationally angry at the smallest of slights. In your fury you're worse at blocking, but your power attacks deal more damage.
+50% Damage Received while Blocking
+25% Power Attack Damage
Reckless Leadership
Your leadership techniques leave a bit to be desired, with your companions often finding themselves in harm’s way. You are no longer able to revive your companions in combat, but whenever one does go down, your other companion will get a boost. They are fully healed and immediately fill their companion ability meter.
You can no longer revive Companions.
When a Companion goes down, the other Companion gets a significant boost. They are fully healed, and their companion ability meter is filled.
Energy Hog
You're constantly leaving the lights on and wasting energy. Your gadget energy now recharges more slowly, but you have an overall larger reserve to use or waste.
-25% Energy Recharge Rate
+50 Gadget Energy Meter Max
Drug Addiction
You've used the inhaler so much you've become reliant. Individual uses are no longer as potent, but you've built up tolerance from overuse.
-20% Health restored by the Medical Inhaler
-40% Toxicity received from the Medical Inhaler
Add Flaws