Banks

Jolie Murphy, better known as Banks, is a playable Agent.

Starting Equipment
Banks' custom augment, Crypto Computer, allows her to unlock Level 1 Security doors as if she had a security passcard. She begins with Anarchy 2, a standard Neural Disrupter, and a unique Custom Paralyzer, which works like a Paralyzer II but has a reduced Anarchy requirement.

Strategy
Banks' main draw is her ability to help the team ignore locked doors, opening up the map from the beginning without needing to pickpocket or loot keycards, with an indirect benefit of not needing inventory space to do so. Her Custom Paralyzer is also a fairly decent starting item, allowing the team to be long gone before a stunned guard wakes up.

Her augment allows her to work well in a scouting role, moving quickly through the stage and opening doors to discover the layout before returning to any objectives with her team.

Starting Equipment
Archive Banks does not have a custom augment. She begins with Anarchy 2, a Neural D.A.R.T., and Banks' Custom Econ Chip. The chip functions the same as a standard Econ Chip, but has a shorter cooldown (4 turns rather than 5) and has no Speed requirement.

Strategy
Archive Banks carries one important item, her custom econ chip. Getting this item so early can potentially lead to extreme amounts of wealth, which naturally synergises with characters that need a large investment to shine, such as Sharp, Nika, or Shalem. Giving the chip to a character specialised in Hacking will allow the team to potentially be drawing out as much income from Consoles as they can from Safes.

Greed can be dangerous though, as excessive use of the Econ Chip can leave the team short on PWR. This can be compensated for with a Distributed Processing augment. Her chip cooldown can also be reduced with Torque Injectors.

Unfortunately, Banks starts with only a Neural D.A.R.T for stunning, which is a severe weakness. Acquiring a Disrupter should be a priority.