This is a compilation of all the virtues, vices, and talents that gangers can receive once they reach rank 5.
Virtues
- Alert: +10 Initiative
- Calm: -5AP cost of Reload Weapon
- Confident: +15% Stress Resistance
- Courageous: +5% Hit Resistance, +5% Critical Hit Resistance, and +20% Stun Resistance when engaged with 2 or more enemies
- Daredevil: -5AP cost of Jump
- Decisive: -16% AP cost of Aimed Shot
- Energetic: +5% Ranged Evasion
- Handy: -5 AP cost of Field Repair
- Headstrong: -5 AP cost of Recover Stun
- Inconspicuous: +16% AP cost of all enemy Ranged Skills targeting this Fighter
- Meticulous: +5% Ranged Precision
- Pain Tolerance: +10% Hit Resistance +10% Critical Hit Resistance when Heavily Wounded or Gravely Wounded
- Prepared: -16% AP cost of all Stances
- Resolute: -16% AP cost of all Melee Skills when Heavily Wounded or Gravely Wounded
- Vigilant: +10% Ranged Damage
Vices
- Acrophobic: +5 AP cost of Jump
- Careless: +16% AP cost of all Stances
- Clumsy: +5 AP cost of Field Repair
- Cocky: +5 AP cost of kneel
- Conspicuous: -16% AP cost of all enemy Ranged Skills targeting this Fighter
- Coward: -5% Hit Resistance -5% Critical Hit Resistance -20% Stun Resistance when Engaged with 2 or more enemies
- Impatient: +5AP cost of Disengage
- Inattentive: -10% Ranged Damage
- Indecisive: +16% AP cost of Aimed Shot
- Insecure: -15% Stress Resistance
- Lethargic: -5% Ranged Evasion
- Negligent: -5% Ranged Precision
- Nervous: +5AP cost of Reload Weapon
- Pain Sensitive: -10% Hit Resistance -10% Critical Hit Resistance when Heavily Wounded or Gravely Wounded
- Slow Reflexes: -5% Melee Evasion
- Subdued: +16% AP cost of all Melee Skills when Heavily Wounded or Gravely Wounded
- Submissive: +5 AP cost of Recover Stun
- Wavering: -5% Critical Hit Resistance -20% Stun Resistance -20% Stress Resistance when Heavily Wounded or Gravely Wounded
Talents
- Ambusher: -33% AP cost of all Melee Stances
- Blessed: Cannot die, Cannot suffer from Multiple Traumas at the end of a single Battle, Increased chances of Fast Recovery or Miracle Recovery
- Blood Shot: The first Attack of each Turn ignores the target’s Ranged Evasion
- Death Wish: +25% Melee Damage when Heavily Wounded or Gravely Wounded
- First Blood: The first Melee Attack of each Turn ignores the target’s Melee Evasion
- Injury Resistant – Arms: Cannot suffer from permanent Arm Injuries
- Injury Resistant – General: Cannot suffer from permanent General Injuries
- Injury Resistant – Head: Cannot suffer from permanent Head Injuries
- Injury Resistant – Legs: Cannot suffer from permanent Leg Injuries
- Injury Resistant – Torso: Cannot suffer from permanent Torso Injuries
- Light Weapons Expert: +5% Critical Hit Chance with all One-Handed Melee Weapons
- Lucky Shooter: The first successful Ranged Attack of the battle always deals Critical Damage
- Lucky Striker: The first successful Melee Attack of the battle always deals Critical Damage
- Melee Specialist: +0% Melee Damage
- Pistol Expert: +5% Critical Hit Chance with all One-Handed Range Weapons
- Ranged Specialist: +0% Ranged Damage
- Soldier: -10% AP cost of all Offensive Skills
- Sniper: -33% AP cost of all Ranged Stances
- Strategist: -15 MP cost of Entrenched
- Survival Instinct: +15MP, +15 Max MP until End of Turn when receiving Critical Damage
- Tactician: -10% AP cost of all Tactical Skills
*Note Melee Specialist and Ranged Specialist are listed as +0%. This is not a typo as the game actually lists the traits as such.*