Reference

Moods

Excitement

Excitement

Positive mood: BuzzCounters: Lethargy

Basic traits

Stamina
+2

Other effects

  • Dressed to party+1
  • Hardship-4
  • Perceived Temperature+1
  • Psychosis-1
  • Shagged out-3
  • Skill/Flirtation+4
  • Skill/Persuasion+4

Inventory use

Can be spent with Carpe Diem to work crews and improve their quality, or to improve Skill/Learning, Skill/Physical Labor, Skill/Sleight of hand, and Skill/Urbex if all required skills are at least 10.

True Focus

True Focus

Positive mood: CalmCounters: Bitterness

Basic traits

Discipline
+2

Other effects

  • Flexible closure+2
  • Ignoring the weather+6
  • No interruptions+1
  • Psychosis-3
  • Skill/Analytical thinking+4
  • Skill/Driving+4

Inventory use

Can be spent with Carpe Diem to work crews and improve their quality, or to improve Skill/Electronics, Skill/Long range, and Skill/Martial arts if all required skills are at least 10.

Wariness

Wariness

Positive mood: CautionCounters: Distrust

Basic traits

Perception
+2

Other effects

  • Black shakes-3
  • Personal Security+5
  • Psychosis-2
  • Skill/Sneak+4
  • Skill/Urban Survival+4

Inventory use

Can be spent with Carpe Diem to work crews and improve their quality, or to improve Skill/Explosives, Skill/Observation, Skill/Sneak, and Skill/Urban Survival if all required skills are at least 10.

Infectious Glee

Infectious Glee

Positive mood: EnthusiasmCounters: Distraction

Basic traits

Reflexes
+2

Other effects

  • Dressed to party+3
  • Black shakes-2
  • Injury-2
  • Perceived Temperature+2
  • Shagged out-2
  • Skill/Leadership+4
  • Skill/Sleight of hand+4

Inventory use

Can be spent with Carpe Diem to work crews and improve their quality, or to improve Skill/Hand to hand, Skill/Intimidation, Skill/Persuasion, and Skill/Self-presentation if all required skills are at least 10.

Inspired Thinking

Inspired Thinking

Positive mood: InspirationCounters: Irritation

Basic traits

Cunning
+2

Other effects

  • Dressed for work+1
  • Flexible closure+2
  • No interruptions+1
  • Psychosis-4
  • Skill/Business+4
  • Skill/Leadership+4

Inventory use

Can be spent with Carpe Diem to work crews and improve their quality, or to improve Skill/Analytical thinking, Skill/Business, Skill/MMI, and Skill/Tactical awareness if all required skills are at least 10.

Deep chill

Deep chill

Positive mood: RelaxationCounters: Frustration

Basic traits

Resilience
+2
Strength
+2

Other effects

  • Dressed for the city+1
  • Dressed to party+2
  • Hardship-2
  • Ignoring the weather+7
  • Psychosis-2
  • Skill/Empathy+4
  • Skill/Medicine+4

Inventory use

Can be spent with Carpe Diem to work crews and improve their quality, or to improve Skill/Electronics, Skill/Lateral thinking, Skill/Martial arts, and Skill/Very long range if all required skills are at least 10.

Relief

Relief

Positive mood: SatisfactionCounters: Discomfort

Basic traits

Resilience
+2

Other effects

  • Dressed for the city+1
  • Hardship-3
  • Ignoring the weather+7
  • No addictions+1
  • Skill/Self-presentation+4
  • Skill/Survival+4

Inventory use

Can be spent with Carpe Diem to work crews and improve their quality, or to improve Skill/Electronics, Skill/Hacking, Skill/Learning, and Skill/Martial arts if all required skills are at least 10.

Confidence

Confidence

Positive mood: ThrillCounters: Guilt

Basic traits

Charisma
+2

Other effects

  • Dressed to impress+1
  • Dressed to party+1
  • Black shakes-2
  • Hardship-2
  • Ignoring the weather+6
  • Injury-2
  • Psychosis-2
  • Skill/Business+4
  • Skill/Urbex+4

Inventory use

Can be spent with Carpe Diem to work crews and improve their quality, or to improve Skill/Close range, Skill/Hand to hand, Skill/Intimidation, and Skill/Urban Survival if all required skills are at least 10.