Character Skills

Introduction



Unlike traditional RPGs, Detroit: Become Human does not have a conventional skill tree with mana bars or cooldowns. Instead, each of the three playable characters — Kara, Markus, and Connor — possesses a set of unique abilities unlocked through Software Upgrades and narrative choices. These abilities enhance exploration, dialogue, combat, and puzzle-solving. This guide covers every skill, ability, and special move for each character, including effects, upgrade levels, practical uses, synergies, and recommended build priorities.

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Kara – The Android Caretaker



Kara’s skills focus on stealth, repair, and empathy. She often protects Alice and must navigate dangerous situations without alerting enemies. Her upgrades are found in the Kara: Upgrades menu during chapters where she has access to a terminal (e.g., at the squat).

1. Scan (Level 1-2)


  • Description: Kara’s visor highlights interactive objects, hidden items, and potential threats with a yellow or red outline.

  • Effect: Press R1/L1 (or PC equivalent) to toggle scan mode. Level 1 reveals visible interactables; Level 2 also reveals hidden items behind obstacles or in drawers.

  • Upgrades: Level 1 (free/automatic), Level 2 (costs 200 upgrade points).

  • Cooldown: None – can be used continuously while exploring.

  • Combos: Use Scan before Repair to locate fixable objects; combine with Sneak to spot patrol routes.

  • Synergies: Essential for finding collectibles (magazines, clues) and for completing objectives without missing key items.

  • Recommended Build: Prioritize Scan Level 2 early, as it greatly reduces backtracking.

  • When to Use: In any exploration segment (e.g., Todd’s house, Rose’s house, Jericho).


  • 2. Sneak (Level 1-2)


  • Description: Reduces noise generated by Kara’s movements and actions, making it harder for enemies to detect her.

  • Effect: Level 1 reduces footstep noise by 30%; Level 2 eliminates noise from opening doors and interacting with objects.

  • Upgrades: Level 1 (200 points), Level 2 (300 points).

  • Cooldown: Passive – always active once upgraded.

  • Combos: Pairs well with Scan to avoid patrols; use before initiating Quick Time Events (QTEs) to lower detection risk.

  • Synergies: Critical for stealth-focused chapters (e.g., escaping the Zlatko mansion).

  • Recommended Build: Get Level 1 early; Level 2 if you struggle with stealth segments.

  • When to Use: Automatically applied; activate scan to time movements.


  • 3. Repair (Level 1-2)


  • Description: Allows Kara to fix broken machinery or objects, such as a busted furnace or a damaged android.

  • Effect: Level 1 enables basic repairs on simple devices (e.g., fixing a fuse box). Level 2 adds the ability to repair androids (like Alice or other plastic bodies) to restore function or calm them.

  • Upgrades: Level 1 (150 points), Level 2 (250 points).

  • Cooldown: None, but requires the appropriate interactive prompt.

  • Combos: After scanning, identify what can be repaired. Repair can unlock new paths or dialogue (e.g., repairing the android in the laundromat).

  • Synergies: Use with Sneak to fix alarms without detection.

  • Recommended Build: Moderate priority – useful for story progress but not always required.

  • When to Use: Whenever a broken object appears; often solves puzzles.


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    Markus – The Revolutionary Leader



    Markus’s skills revolve around persuasion, hacking, and leadership. He can influence both humans and androids, and his ability to command is central to the revolution path. Upgrades are earned through the Markus: Upgrades menu, accessible at Jericho.

    1. Persuasion (Level 1-3)


  • Description: Increases success chance when convincing humans, androids, or crowds through dialogue choices.

  • Effect: Each level adds a new persuasion option (e.g., “Appeal to Emotion,” “Logical Argument,” “Threaten”). Higher levels unlock more effective dialogues in critical scenes (e.g., at the Capitol Park or the TV station).

  • Upgrades: Level 1 (free/automatic), Level 2 (200 points), Level 3 (400 points).

  • Cooldown: Per conversation – some persuasion options are one-time per scene.

  • Combos: Combine with Leadership to boost morale after a successful persuasion.

  • Synergies: Essential for peaceful protest path; less necessary for violent revolution.

  • Recommended Build: High priority if aiming for a pacifist run.

  • When to Use: Before making a pivotal decision (e.g., negotiating with police, addressing the media).


  • 2. Hacking (Level 1-3)


  • Description: Allows Markus to override electronic systems: doors, turnstiles, security cameras, and even military drones.

  • Effect: Level 1 – basic door locks; Level 2 – security consoles and cameras; Level 3 – military-grade systems (e.g., at CyberLife Tower or the recall center).

  • Upgrades: Level 1 (150 points), Level 2 (300 points), Level 3 (500 points).

  • Cooldown: None, but each hack has a QTE timing element. Missing may alert enemies.

  • Combos: After hacking a security system, follow with Leadership to command other androids through hacked paths.

  • Synergies: Vital for infiltrating secure areas; reduces combat encounters.

  • Recommended Build: Max out early if planning a violent or infiltration-heavy route.

  • When to Use: In any chapter with locked doors or cameras (e.g., Freedom March, Battle for Detroit).


  • 3. Leadership (Level 1-3)


  • Description: Enhances Markus’s ability to command and coordinate other androids during group actions.

  • Effect: Level 1 – basic orders (e.g., “Follow”, “Distract”). Level 2 – tactical orders (e.g., “Hold Position”, “Attack”). Level 3 – inspire android groups to resist damage and fight more effectively.

  • Upgrades: Level 1 (200 points), Level 2 (400 points), Level 3 (600 points).

  • Cooldown: Per scene – issuing an order consumes the current command action.

  • Combos: Use Persuasion to gain followers, then Leadership to direct them.

  • Synergies: Critical for the “Revolution” leader role; less useful if Markus works alone.

  • Recommended Build: Must-have for the resistance path; low priority for pacifist.

  • When to Use: In chapters where you control a group of androids (e.g., Battle for Detroit).


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    Connor – The Android Detective



    Connor’s skills are investigative: analysis, reconstruction, and interrogation. He solves crimes and pursues deviants. Upgrades appear in the Connor: Upgrades menu during investigations or at a system terminal.

    1. Analysis (Level 1-3)


  • Description: Highlights clues, pathways, and points of interest in the environment.

  • Effect: Level 1 – basic interactable highlights. Level 2 – highlights footprints, heat signatures, and audio traces. Level 3 – reveals hidden passages and invisible evidence.

  • Upgrades: Level 1 (free), Level 2 (150 points), Level 3 (300 points).

  • Cooldown: None – toggle with R1/L1.

  • Combos: Use before Reconstruction to identify key locations to reconstruct.

  • Synergies: Essential for all detective work; missing clues can lock out dialogue options.

  • Recommended Build: Max as soon as possible; it saves time and prevents mistakes.

  • When to Use: In every crime scene chapter (e.g., Ortiz’s apartment, Stratford Tower, Eden Club).


  • 2. Reconstruction (Level 1-3)


  • Description: Replays past events using environmental data, allowing Connor to see a holographic reenactment of a crime.

  • Effect: Level 1 – basic 10-second rewind of visible area. Level 2 – expands to 20-second loops and adds sound. Level 3 – full 30-second replay with multiple perspectives.

  • Upgrades: Level 1 (200 points), Level 2 (400 points), Level 3 (600 points).

  • Cooldown: Once per scene – can only be used at designated reconstruction spots.

  • Combos: First, Analyze the area to find all clues; then Reconstruct to see the sequence. Use the information to interrogate suspects.

  • Synergies: Essential for unlocking optimal outcomes (e.g., finding the deviant at the Stratford Tower).

  • Recommended Build: High priority – many clues are only visible during reconstructions.

  • When to Use: At any yellow reconstruction hologram marker.


  • 3. Interrogation (Level 1-3)


  • Description: Unlocks special dialogue options during suspect interviews, increasing pressure and extracting confessions.

  • Effect: Level 1 – “Good Cop” options (sympathy). Level 2 – “Bad Cop” options (aggression). Level 3 – unique software-based threats (e.g., scanning the suspect’s memory).

  • Upgrades: Level 1 (150 points), Level 2 (300 points), Level 3 (500 points).

  • Cooldown: Per interrogation – each option can be used only once.

  • Combos: Use after Reconstruction to confront suspects with visual evidence.

  • Synergies: Combines with Analysis to discover lying tells (e.g., heart rate spikes).

  • Recommended Build: Useful for both pacifist and aggressive playthroughs; lower priority if you prefer action.

  • When to Use: In any chapter with a suspect or deviant (e.g., the interrogation room, Eden Club, Stratford Tower).


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    Universal Skills (All Characters)



    These abilities are not purchased but are available to every character based on context and choice.

    1. Quick Time Event (QTE) Responses


  • Description: Pressing indicated buttons in rapid succession to perform actions like dodging, attacking, or defusing a situation.

  • Effect: Success advances the scene favorably; failure can result in injury, death, or mission failure.

  • Upgrades: None – performance is skill-based.

  • Combos: Not applicable.

  • Synergies: Good hand-eye coordination is a real-world skill; practicing in low-stakes chapters helps.

  • When to Use: During chase scenes, fights, or tense escapes (e.g., Markus’s escape from the store, Connor’s fight with the deviant, Kara crossing the river).


  • 2. Software Instability


  • Description: A hidden meter that increases when a character makes decisions that deviate from their programming. High instability unlocks new dialogue options and actions (e.g., deviating as Markus, becoming deviant as Kara or Connor).

  • Effect: At critical thresholds, new choices appear. Moderate instability adds “soft” options (e.g., lying); high instability may force a deviant status.

  • Upgrades: None – only raised by narrative choices.

  • Combos: Choices that raise instability can synergize with character-specific skills (e.g., high instability + Persuasion for Markus makes him more charismatic).

  • Synergies: Required for the “become deviant” endings.

  • When to Use: Choose emotionally charged options when you want to deviate; avoid them if you want to stay machine-like.


  • 3. Dodge / Evade


  • Description: A combat maneuver available during action QTEs – pressing a specific direction or button to avoid an incoming attack.

  • Effect: Successful dodge opens a counterattack window or avoids damage.

  • Upgrades: None.

  • Combos: Dodge + immediate QTE attack follow-up.

  • Synergies: Timing mastery is essential for survival in action chapters.

  • When to Use: In any combat sequence (e.g., Connor vs. deviants, Markus during demonstrations).


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Recommended Builds



Pacifist Path (Markus)


1. Persuasion (Level 3) – top priority to avoid violence.
2. Leadership (Level 2) – to command peaceful protests.
3. Hacking (Level 1) – only if needed for paths.

Violent Revolution (Markus)


1. Leadership (Level 3) – for effective army control.
2. Hacking (Level 3) – to disable defenses.
3. Persuasion (Level 1) – minimal use.

Detective Completionist (Connor)


1. Analysis (Level 3) – find everything.
2. Reconstruction (Level 3) – understand every scene.
3. Interrogation (Level 2) – cover both good and bad cop.

Stealth Focus (Kara)


1. Scan (Level 2) – never miss items.
2. Sneak (Level 2) – stay undetected.
3. Repair (Level 1) – enough for basic puzzles.

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Skill Synergies Table



CharacterPrimary SkillSecondary SkillSynergy Effect
KaraScanSneakVisual + stealth – spot threats while moving quietly
KaraScanRepairEfficient puzzle solving – find broken items first
MarkusPersuasionLeadershipConvince androids to join, then command them
MarkusHackingLeadershipHack security, then direct followers through safe paths
ConnorAnalysisReconstructionGather evidence, then visualize crime timeline
ConnorReconstructionInterrogationUse reenactment to pressure suspects
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When to Upgrade


  • At the earliest opportunity: always purchase Level 1 upgrades for your character’s primary skill – they are cheap and immediately useful.

  • Before pivotal chapters: check which skills are needed. For example, upgrade Hacking to Level 3 before “Battle for Detroit” if you plan to infiltrate CyberLife Tower.

  • Balance across characters: Since upgrade points are per character (not shared), prioritize based on your chosen playstyle for each.


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Conclusion



Detroit: Become Human’s skills are not about stats but about unlocking narrative options and reducing difficulty. Mastering when and how to use each ability will lead to better outcomes, more endings, and a deeper understanding of the story. Experiment with different upgrade paths to see how they affect the branching narrative.