Trait Conditioning
The Gestalt Technologists have a storied history of employing cutting edge techniques, known only to the members of their order. This medical tradition is now capable of deploying a key new service - Trait Conditioning. Using a combination of vat tech, genetic conditioning and other secret medical tech, Gestalt Technologist and Gestalt Explorer Contacts are now capable of purging certain traits from your crew, for a pretty price.
Gestalt Conditioning can remove some particular traits shown below.
| Name | Rules | Grouping | Meta Score
|
|---|---|---|---|
| Battle Scarred | -2 Fortitude, +4 Wisdom, -2 Charisma, +10 Bleed Resist | Veteran | 0
|
| Combat Nerves | -10% All Accuracy, -10% Parry, -10% Dodge | Veteran | -1
|
| Crippled | -4 Fortitude, -2 Strength, +3 Resilience | Veteran | -2
|
| Death Wish | Going out in a blaze of glory, -25% Death Save to survive lethal hit in any situation, +15% All Accuracy, +15% Critical | Veteran | 0
|
| Fatalistic | Seeing death as inevitable in the end, -10% Death Save to Survive lethal hit in any situation | Addictive | -1
|
| Flashbacks | Vivid and disturbing memories of past trauma cause paralysis, always 25% Stunned in Crew Combat, 25% Stun | Veteran | -2
|
| Hyperwarp Sickness | Wrenching experience of Hyperwarp travel causes sickness, loss of 3 to 10 HP when jumping Hyperwarp | Grav | -1
|
| Gravity Sickness | Illness from the savage pull of gravity, loss of 3 to 6 HP when landing on a world, +6% Craft Hit Chance, +6% Craft Evasion | Spacer | -1
|
| Weak System | -20 Bio-Poison Resist | Veteran | -1
|
| Hypochondriac | Constantly worried about unknown medical maladies, healing costs twice as much as usual | Savage | -1
|
The Gestalt aren't the only contacts capable for reconditioning traits. Chaesin Doctors are known throughout the galaxy for their unique techniques, synthesized medicines and holistic cures. For a price, they are willing to treat any patient; with time and the right approach, they have been known to heal terrible wounds -- both physical and physiological.
Chaesin Conditioning can remove:
| Name | Rules | Grouping | Meta Score
|
|---|---|---|---|
| Plague Scarred | Scarred by the crimson pox, +2 Fortitude, +2 Wisdom, -4 Charisma, +6 Bleed Resist | Plague | 0
|
| Pox Infected | Infected crew are contagious and may spread the Crimson Pox to faction landing zones, -10 Fortitude, -2 Strength, -2 Resilience, +16 Bio-Poison Resist | Plague | -2
|
| Flashbacks | Vivid and disturbing memories of past trauma cause paralysis, always 25% Stunned in Crew Combat, 25% Stun | Veteran | -2
|
| Frail | -2 Fortitude, -1 Strength | Educated | -1
|
| Hypochondriac | Constantly worried about unknown medical maladies, healing costs twice as much as usual | Savage | -1
|
| Hyperwarp Sickness | Wrenching experience of Hyperwarp travel causes sickness, loss of 3 to 10 HP when jumping Hyperwarp | Grav | -1
|
| Paranoid | Constantly on edge, all Morale gains are reduced by 50%, -2 Wisdom, +2 Initiative | Savage | -1
|
| Stormshock | Afflicted by even the slightest radiation, loss of 3 to 10 HP and Morale when sailing through Radiation Storms | Spacer | -1
|
| Weak System | -20 Bio-Poison Resist | Veteran | -1
|
