Effect
Additional effects
Beyond the effect above, the trait carries these extra effects. Each switches on under its own condition, independently of the others.
- Get an extra Pledge Mark for the first 30 Event Points collected in a Mission.
- Use Tools two extra times. Needs: Solo Catalyst Trait
Weapons
Weapons affected
This trait changes how these weapons behave. Where one of them records exactly how much, that figure is shown beside it.
Gear
Gear affected
This trait changes these tools and consumables. Each figure is that item's own - the same trait moves another item by a different amount.
First Aid Kit - Uses
- 3 -> 4 uses
- Uses (with the pact effect)
- 3 -> 5 uses
Derringer Pennyshot - Reserve
- 2 -> 4 rounds
- Reserve (with the pact effect)
- 2 -> 6 rounds
Flare Pistol - Reserve
- 1 -> 2 rounds
- Reserve (with the pact effect)
- 1 -> 3 rounds
Long Derringer - Reserve
- 2 -> 4 rounds
- Reserve (with the pact effect)
- 2 -> 6 rounds
Quad Derringer - Reserve
- 16 -> 20 rounds
- Reserve (with the pact effect)
- 16 -> 24 rounds
Choke Bombs - Uses
- 2 -> 3 uses
- Uses (with the pact effect)
- 2 -> 4 uses
Throwing Axes - Uses
- 3 -> 4 uses
- Uses (with the pact effect)
- 3 -> 5 uses
Throwing Knives - Uses
- 8 -> 9 uses
- Uses (with the pact effect)
- 8 -> 10 uses
Throwing Spear - Uses
- 1 -> 2 uses
- Uses (with the pact effect)
- 1 -> 3 uses
Alert Trip Mines - Uses
- 2 -> 3 uses
- Uses (with the pact effect)
- 2 -> 4 uses
Bear Traps - Uses
- +1 uses
- Uses (with the pact effect)
- +2 uses
Concertina Trip Mines - Uses
- 2 -> 3 uses
- Uses (with the pact effect)
- 2 -> 4 uses
Poison Trip Mines - Uses
- 2 -> 3 uses
- Uses (with the pact effect)
- 2 -> 4 uses
Blank Fire Decoys - Uses
- 6 -> 7 uses
- Uses (with the pact effect)
- 6 -> 8 uses
Decoy Fuses - Uses
- +1 uses
- Uses (with the pact effect)
- +2 uses
Decoys - Uses
- 12 -> 13 uses
- Uses (with the pact effect)
- 12 -> 14 uses
Fusees - Uses
- 5 -> 6 uses
- Uses (with the pact effect)
- 5 -> 7 uses