Imperial campaign
By default, the following talents, but the depreciated one, are allowed.
If a talent does not feel right for Star Wars, the GM can always forbid its use.
This is especially true for Realms of Terrinoth (ROT)
talents that could be more fantasy-oriented than Star Wars-y.
For that reason, I removed all Realms of Terrinoth (ROT)
talents from the list.
As for Community Created Content (CCC)
, I placed them at the bottom of the list, before the Depreciated
ones.
The talents from Shadow of the Beanstalk (SOTB)
could not be Star Wars-y enough; when in doubt ask your GM.
Genesys Talents Expanded
Genesys Talents Expanded is a community effort to bring a wider selection of talents to the Genesys Role-playing System, published by Fantasy Flight Games, to provide GM’s and players more options for constructing their campaigns and characters.
The bulk of these talents are from Fantasy Flight Games publications,mostly from the Star Wars Roleplaying games; Edge of the Empire, Age of Rebellion, and Force and Destiny.
Talents from the Star Wars games, which do not fit the nature and/or standards of Genesys, were modified and/or renamed, or omitted altogether.
Additional talents, at the end of the collection, were created and vetted by the Genesys gaming community.
Data Source: Genesys Talents Expanded.
Update from 4.2 to 5.0 (differences)
Here are the few differences with this list and the Genesys Talents Expanded v5.0
- The rank of multiple Star Wars talents were lowered. They were not powerful enough to be ranked as high as they were. Here is the list:
Barrage
was down-ranked from 2 to 1Beast Wrangler
was down-ranked from 2 to 1Blooded
was down-ranked from 2 to 1Command
was down-ranked from 2 to 1Confidence
was down-ranked from 2 to 1Coordinated Assault
was down-ranked from 2 to 1Daring Aviator
was down-ranked from 2 to 1Defensive Stance
was down-ranked from 2 to 1Disorient
was down-ranked from 2 to 1Distracting Behavior
was down-ranked from 2 to 1Fine Tuning
was down-ranked from 2 to 1Inventor
was down-ranked from 2 to 1Researcher
was down-ranked from 2 to 1Shortcut
was down-ranked from 2 to 1Side Step
was down-ranked from 2 to 1Speaks Binary
was down-ranked from 2 to 1Stalker
was down-ranked from 2 to 1Tinkerer
was down-ranked from 2 to 1Well Rounded
was down-ranked from 3 to 2
Suppressing Fire
- The original
Suppressing Fire
was renamed toSuppressing Fire (old)
and was down-ranked from rank 2 to rank 1. - The new
Suppressing Fire
(rank 3) was added as well since they are two different talents.
- The original
Cunning Attack
is a new talent from this campaign.
Regular Talents
Tier 1
All-Terrain Driver
Tier: 1
Activation: Passive
Ranked: No
Do not suffer usual penalties for driving through difficult terrain when using Driving.
Animal Expertise
Tier: 1
Activation: Passive
Ranked: Yes
Add per rank of Animal Expertise to all checks when interacting with beast or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Animal Expertise.
Barrage
Tier: 1
Activation: Passive
Ranked: Yes
Add 1 damage per rank of Barrage to 1 hit of successful attack while using Ranged (Heavy) or Gunnery skills at long or extreme range.
Beast Wrangler
Tier: 1
Activation: Passive
Ranked: Yes
Add per rank of Beast Wrangler to checks to tame or wrangle creatures.
Black Market Contacts
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When purchasing illegal goods, may reduce rarity by 1 per rank of Black Market Contacts, increasing cost by 50 percent of base cost per reduction.
Blooded
Tier: 1
Activation: Passive
Ranked: Yes
Add per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1.
Bought Info
Tier: 1
Activation: Active (Action)
Ranked: No
When making any knowledge skill check, your character can instead use this talent to spend an amount of currency equal to fifty times the difficulty of the check and automatically succeed on the knowledge check with one uncanceled (instead of rolling). At your GM’s discretion, your character may not be able to use Bought Info if the information is particularly sensitive or difficult to find, or buying it doesn’t make narrative sense.
Brace
Tier: 1
Activation: Active (Maneuver)
Ranked: Yes
As a maneuver, the character may Brace himself. This allows a character to remove per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
Call ‘Em
Tier: 1
Activation: Passive
Ranked: No
Do not add to combat checks due to the use of the Aim maneuver.
Clever Retort
Tier: 1
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, your character may use this talent to add automatic to another character’s social skill check.
Command
Tier: 1
Activation: Passive
Ranked: Yes
Add per rank of Command when making Leadership checks. Affected targets add to Discipline checks for next 24 hours.
Confidence
Tier: 1
Activation: Passive
Ranked: Yes
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence, to a minimum of Easy ().
Construction Specialist
Tier: 1
Activation: Passive
Ranked: Yes
Your character removes one per rank of Construction Specialist from checks made to construct bases, defense works, positions, fortifications, tunnels, bunkers, and similar combat engineering projects .
Coordinated Assault
Tier: 1
Activation: Active (Maneuver)
Ranked: Yes
Once per turn, your character may use this talent to have a number of allies engaged with your character equal to your ranks in Leadership add to all combat checks they make until the end of your character’s next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first.
Creative Design
Tier: 1
Activation: Passive
Ranked: Yes
As part of resolving a successful crafting check, your character may also apply a result equivalent to spending a number of equal to their ranks in Creative Design. The GM may then apply a result equivalent to the same number of .
Cunning Attack
Tier: 1
Activation: Active (Incidental)
Ranked: No
When making a Melee check with a weapon of choice (choose 1), your character may use Cunning instead of Brawn. With any other melee weapon, your character may use Cunning instead of Brawn but must suffer 2 strain damage to do so.
Daring Aviator
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
Before your character makes a Driving or Piloting check, they may add a number of to the results to use this talent to add an equal number of . The number may not exceed your character’s ranks in Daring Aviator.
Defensive Stance
Tier: 1
Activation: Active (Maneuver)
Ranked: Yes
Once per round, your character may suffer a number of strain no greater than their ranks in Defensive Stance to use this talent. Then, until the end of your character’s next turn, upgrade the difficulty of all melee combat checks targeting your character a number of times equal to the strain suffered.
Defensive Sysops
Tier: 1
Activation: Passive
Ranked: No
When attempting to defend a computer system against intrusion (or when someone attempts to hack a computer owned or programmed by your character) your character adds to their opponent’s checks. If your character has access to the computer system when the intrusion takes place, they are automatically aware of the intrusion.
Desperate Recovery
Tier: 1
Activation: Passive
Ranked: No
Before your character heals strain at the end of an encounter, if their strain is more than half of their strain threshold, they heal two additional strain.
Disorient
Tier: 1
Activation: Passive
Ranked: Yes
After hitting with combat check, may spend to disorient target for number of rounds equal to ranks in Disorient.
Duelist
Tier: 1
Activation: Passive
Ranked: No
Your character adds to their melee combat checks while engaged with a single opponent. Your character adds to their melee combat checks while engaged with three or more opponents.
Durable
Tier: 1
Activation: Passive
Ranked: Yes
Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.
Extra Ammo
Tier: 1
Activation: Passive
Ranked: No
Cannot run out of ammo due to a . Items with Limited Ammo quality run out of ammo as normal.
Familiar Sky
Tier: 1
Activation: Active (Maneuver)
Ranked: No
Once per session, may perform a Familiar Sky maneuver; make a Hard () Knowledge check to reveal the current type of environment and other useful information.
Fine Tuning
Tier: 1
Activation: Passive
Ranked: Yes
When reducing the amount of system strain a starship or vehicle suffers, reduce 1 additional strain per rank of Fine Tuning.
Forager
Tier: 1
Activation: Passive
Ranked: No
Your character removes up to from any skill checks they make to find food, water, or shelter. Checks to forage or search the area that your character makes take half the time they would normally.
Grit
Tier: 1
Activation: Passive
Ranked: Yes
Each rank of Grit increases your character’s strain threshold by one.
Hamstring Shot
Tier: 1
Activation: Active (Action)
Ranked: No
Once per round, your character may use this talent to perform a ranged combat check against one non-vehicle target within range of the weapon used. If the check is successful, halve the damage inflicted by the attack (before reducing damage by the target’s soak). The target is immobilized until the end of its next turn.
Hidden Storage
Tier: 1
Activation: Passive
Ranked: Yes
Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage.
Inventor
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When your character makes a check to construct new items or modify existing ones, use this talent to add a number of to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.
Jump Up
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round during your character’s turn, your character may use this talent to stand from a prone or seated position as an incidental.
Knack for It
Tier: 1
Activation: Passive
Ranked: Yes
When you purchase this talent for your character, select one skill. Your character removes from any checks they make using this skill. Each additional time you purchase this talent for your character, select two additional skills. Your character also removes from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent.
Know Somebody
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody.
Knowledge Specialization
Tier: 1
Activation: Passive
Ranked: Yes
When acquired, choose 1 Knowledge skill. When making that skill check, may spend a result to gain additional equal to ranks in Knowledge Specialization.
Let’s Ride
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round during your character’s turn, your character can use this talent to mount or dismount from a vehicle or animal, or move from one position in a vehicle to another (such as from the cockpit to a gun turret) as an incidental. In addition, if your character suffers a short-range fall (see page 112) from a vehicle or animal, they suffer no damage and land on their feet.
Museum Worthy
Tier: 1
Activation: Active (Action)
Ranked: No
Once per session, take Museum Worthy action, make a Hard () Knowledge check to ascertain information regarding a relic, ruin, or piece of history.
One with Nature
Tier: 1
Activation: Active (Incidental)
Ranked: No
When in the wilderness, your character may make a Simple (‘) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter (see page 117).
Parry
Tier: 1
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon.
Physician
Tier: 1
Activation: Passive
Ranked: Yes
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician.
Proper Upbringing
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When your character makes a social skill check in polite company (as determined by your GM), they may suffer a number of strain to use this talent to add an equal number of to the check. The number may not exceed your character’s ranks in Proper Upbringing.
Quick Draw
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one.
Quick Strike
Tier: 1
Activation: Passive
Ranked: Yes
Your character adds for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.
Rapid Reaction
Tier: 1
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
Your character may suffer a number of strain to use this talent to add an equal number of to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.
Rapid Recovery
Tier: 1
Activation: Passive
Ranked: Yes
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
Redundant Systems
Tier: 1
Activation: Active (Action)
Ranked: No
Once per session, may take a Redundant Systems action; make an Easy () Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device.
Reflect
Tier: 1
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
When your character suffers a hit from a Ranged combat check, after damage is calculated but before soak is applied, your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Reflect. This talent can only be used once per hit, and your character needs to be wielding a Shield deemed appropriate by the GM.
Researcher
Tier: 1
Activation: Passive
Ranked: Yes
On a successful Knowledge check, character and allies gain automatic per rank of Researcher on checks to act on those facts until the end of his next turn.
Second Wind
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.
Shortcut
Tier: 1
Activation: Passive
Ranked: Yes
During a chase, add per rank in Shortcut to any checks made to catch or escape an opponent.
Side Step
Tier: 1
Activation: Active (Maneuver)
Ranked: Yes
Once per round, your character may suffer a number of strain no greater than their ranks in Side Step to use this talent. Until the end of your character’s next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the strain suffered.
Signature Vehicle
Tier: 1
Activation: Passive
Ranked: Yes
Choose one starship or vehicle with a silhouette of 3 or lower that your character owns. This vehicle is your character’s “Signature Vehicle.” Upgrade the ability of all Mechanics checks made to work on the vehicle once. If the vehicle ever lost or destroyed, the character may apply Signature Vehicle to a new vehicle that meets the requirements.
Smooth Talker
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When first acquired choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill spend to gain additional equal to ranks in Smooth Talker.
Solid Repairs
Tier: 1
Activation: Passive
Ranked: Yes
The character repairs +1 hull trauma per rank of Solid Repairs whenever he repairs a starship or vehicle.
Soothing Tone
Tier: 1
Activation: Active (Action)
Ranked: No
Once per encounter, take a Soothing Tone action; make an Average () Knowledge check to allow a beast to recover strain equal to .
Speaks Binary
Tier: 1
Activation: Passive
Ranked: Yes
When directing non-sentient NPC artificial life forms, may grant them per rank of Speaks Binary on checks.
Stalker
Tier: 1
Activation: Passive
Ranked: Yes
Add per rank of Stalker to all Stealth and Coordination checks.
Suppressing Fire (old)
Tier: 1
Activation: Passive
Ranked: Yes
The character and each ally within short range may spend on their failed combat checks to inflict one strain on the target per rank of Suppressing Fire. Each character can only activate this effect once per round.
Surgeon
Tier: 1
Activation: Passive
Ranked: Yes
When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.
Swift
Tier: 1
Activation: Passive
Ranked: No
Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers).
Tinkerer
Tier: 1
Activation: Passive
Ranked: Yes
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Toughened
Tier: 1
Activation: Passive
Ranked: Yes
Each rank of Toughened increases your character’s wound threshold by two.
Unremarkable
Tier: 1
Activation: Passive
Ranked: No
Other characters add to any checks made to find or identify your character in a crowd.
Wheel and Deal
Tier: 1
Activation: Passive
Ranked: Yes
When selling good legally, gain 10% more currency per rank of Wheel and Deal.
Tier 2
Basic Military Training
Tier: 2
Activation: Passive
Ranked: No
Athletics, Ranged (Heavy), and Resilience are now career skills for your character.
Berserk
Tier: 2
Activation: Active (Maneuver)
Ranked: No
Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds to all melee combat checks they make. However, opponents add to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks. At the end of the encounter (or when they are incapacitated), your character suffers 6 strain.
Blackmail
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: No
When an NPC exceeds his strain threshold, may spend 1 Story Point to convince that NPC to perform a single task of choice instead.
Burly
Tier: 2
Activation: Passive
Ranked: Yes
Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.
Containment
Tier: 2
Activation: Passive
Ranked: Yes
The character and each ally within short range may spend on their failed combat checks to inflict one strain on the target per rank of Containment. Each character can only activate this effect once per round.
Counteroffer
Tier: 2
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to choose one non-nemesis adversary within medium range and make an opposed Negotiation versus Discipline check. If successful, the target becomes staggered until the end of their next turn. At your GM’s discretion, you may spend on this check to have the adversary become an ally until the end of the encounter. However, the duration of this may be shortened or extended depending on whether your GM feels your offer is appealing to the adversary and whether your character follows through on their offer!
Cutting Question
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per encounter, when making a Coercion skill check, the character may use Deception skill instead.
Debilitating Shot
Tier: 2
Activation: Active (Incidental)
Ranked: No
Upon successful attack with a starship or vehicle weapon, may spend to reduce the maximum speed of the target by 1 until the end of the next round.
Deceptive Taunt
Tier: 2
Activation: Active (Action)
Ranked: No
Once per session, may make Deceptive Taunt action. Make opposed Deception check. If successful, one adversary must attack the character during adversary’s next turn.
Defensive Sysops (Improved)
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Defensive Sysops talent to benefit from this talent. Before adding from Defensive Sysops to a check, use this talent to add to the results of the check instead.
Distracting Behavior
Tier: 2
Activation: Active (Maneuver)
Ranked: Yes
Make a Distracting Behavior maneuver and suffer strain no greater than ranks in Cunning. Until the beginning of next turn, equal number of engaged NPC’s suffer on checks. Range increases with additional ranks.
Dual Wielder
Tier: 2
Activation: Active (Maneuver)
Ranked: No
Your character may use this talent to decrease the difficulty of the next combined combat check (see Two- Weapon Combat, on page 108) they make during the same turn by one.
Dynamic Fire
Tier: 2
Activation: Active (Incidental)
Ranked: No
When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.
Fan the Hammer
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per encounter before making a combat check with a pistol (your GM has the final say on whether a weapon is a pistol or not), your character may use this talent to add the Auto-fire quality to the pistol when resolving the check. If your character does, the weapon runs out of ammo exactly as with an Out of Ammo result (see page 104).
Fancy Paint Job
Tier: 2
Activation: Passive
Ranked: No
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Upgrade all Charm, Deception, and Negotiation checks made in the presence of Signature Vehicle once.
Fearsome
Tier: 2
Activation: Passive
Ranked: Yes
When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character’s ranks in Fearsome.
Go Without
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per session, count as having the right tools for the job when performing the next skill check this turn.
Hard Headed
Tier: 2
Activation: Active (Action)
Ranked: Yes
When staggered or disoriented, perform the Hard Headed action; make a Daunting () Discipline check to remove status. Difficulty reduced per rank of Hard Headed.
Headbutt
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per encounter, the character may perform the Headbutt incidental. The character suffers two wounds and selects one engaged non vehicle target with a silhouette of up to one higher than the character’s. The target is knocked prone and is disoriented until the end of the next round.
Heightened Awareness
Tier: 2
Activation: Passive
Ranked: No
Allies within short range of your character add to their Perception and Vigilance checks. Allies engaged with your character add instead.
Hidden Storage (Improved)
Tier: 2
Activation: Passive
Ranked: No
Your character may use Hidden Storage to store an item within their own suitably modified body (such as through cybernetcs, surgery, or prosthetic replacements).
Hold Together
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: No
Spend 1 Story Point to perform a Hold Together incidental immediately after vehicle or starship takes damage to turn it into system strain.
Hunter’s Quarry
Tier: 2
Activation: Active (Action)
Ranked: No
Take Hunter’s Quarry action, make a Hard () Survival check to upgrade the ability of all attacks made against a target within long range until the end of the character’s next turn.
Improvised Defenses
Tier: 2
Activation: Active (Action)
Ranked: No
Your character may attempt an Average () Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. Your character may spend or from the check to increase the ranged defense the structure provides to 2.
Inspiring Rhetoric
Tier: 2
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an Average () Leadership check. For each the check generates, one ally within short range heals one strain. For each , one ally benefiting from Inspiring Rhetoric heals one additional strain.
Knockdown
Tier: 2
Activation: Passive
Ranked: No
After hitting with a melee attack, may spend a to knock the target prone.
Know the Enemy
Tier: 2
Activation: Passive
Ranked: No
May use an appropriate Knowledge skill when making checks to determine initiative.
Know-It-All
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per session, perfectly recall an important fact previously learned as if a Story Point had been spent.
Known Schematic
Tier: 2
Activation: Active (Maneuver)
Ranked: No
Once per session, may perform the Known Schematic maneuver; make a Hard () Knowledge check. Success grants familiarity with a building or ship’s design.
Knows the Ropes
Tier: 2
Activation: Passive
Ranked: No
Add to checks made to escape from restraints equal to ranks in Skullduggery. Spend to free all other allies within short range.
Loom
Tier: 2
Activation: Passive
Ranked: No
When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds per rank in Coercion to the ally’s check.
Lucky Strike
Tier: 2
Activation: Active (Incidental)
Ranked: No
When your character purchases this talent, choose one characteristic. After your character makes a successful combat check, you may spend one Story Point to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check.
Multiple Opponents
Tier: 2
Activation: Passive
Ranked: No
Your character adds to his Brawl and Melee combat checks when engaged with multiple opponents. This includes single groups of multiple minions.
Mystic Theurge
Tier: 2
Activation: Passive
Ranked: No
When purchasing this talent, choose one magic skill. That skill becomes a career skill but your character may only use it for one check per encounter.
Overstocked Ammo
Tier: 2
Activation: Passive
Ranked: Yes
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the value of the Limited Ammo quality of any weapons mounted on Signature Vehicle by 1 per rank of Overstocked Ammo.
Physical Training
Tier: 2
Activation: Passive
Ranked: Yes
Add per rank of Physical Training to Athletics and Resilience checks.
Pride and Joy
Tier: 2
Activation: Passive
Ranked: No
Choose one vehicle your character owns with a silhouette of 4 or greater; it becomes their “Pride and Joy” vehicle. Upgrade the ability of all social checks your character makes while within short range of the vehicle once.
Quick Draw (Improved)
Tier: 2
Activation: Passive
Ranked: No
Your character must have purchased the Quick Draw Talent to benefit from this talent. May use Quick Draw twice per round. This also allows you to reduce the prepare rating by 2 to a minimum of one.
Reconstruct the Scene
Tier: 2
Activation: Active (Action)
Ranked: No
Perform the Reconstruct the Scene action; make a Hard () Perception check to identify the physical characteristics of person present at the scene within 24 hours.
Resist Disarm
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: No
Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
Scathing Tirade
Tier: 2
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an Average () Coercion check. For each the check generates, one enemy within short range suffers 1 strain. For each , one enemy affected by Scathing Tirade suffers 1 additional strain.
Selective Detonation
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When using a weapon with the Blast quality spend to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
Sense Emotions
Tier: 2
Activation: Passive
Ranked: No
Add to all Charm, Coercion, and Deception checks.
Strong Arm
Tier: 2
Activation: Passive
Ranked: No
Treat thrown weapons as if they had 1 greater range.
Stunning Blow
Tier: 2
Activation: Active (Incidental)
Ranked: No
While making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Technical Aptitude
Tier: 2
Activation: Passive
Ranked: No
When making a Computer skill check may spend or to reduce the time spent to complete the task by 50%
Time to Go
Tier: 2
Activation: Active (Maneuver)
Ranked: No
The character may spend 1 Story Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Touch of Fate
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per session, add to any 1 check.
Unarmed Parry
Tier: 2
Activation: Passive
Ranked: No
May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1).
Uncanny Senses
Tier: 2
Activation: Passive
Ranked: Yes
Add per rank of Uncanny Senses to all Perception and Vigilance checks.
Unstoppable
Tier: 2
Activation: Passive
Ranked: No
If a Critical Injury roll is 1 or reduced to 1, do not receive the critical injury.
Vehicle Combat Training
Tier: 2
Activation: Passive
Ranked: No
Gunnery, Driving, and Piloting become career skills.
Well Read
Tier: 2
Activation: Passive
Ranked: No
Choose any 3 Knowledge skills. They permanently become career skills.
Well Rounded
Tier: 2
Activation: Passive
Ranked: No
Choose any 2 non-magic skills. They permanently become career skills.
Tier 3
Alchemical Arts
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
After making a check to craft a poison, may suffer Strain up to twice ranks in Alchemical Arts. For every two Strain add to results.
Ambush
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Once per round while benefiting from cover, may make the Ambush maneuver. Add damage equal to Stealth skill to one hit of next successful combat check against a target within short range before the end of the turn.
Animal Companion
Tier: 3
Activation: Passive
Ranked: Yes
Your character creates a bond with a single animal approved by your GM. This animal must be silhouette 0 (no larger than a mid-sized dog). The bond persists as long as your character chooses, although at your GM’s discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal follows your character, and you dictate the animal’s overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, your character may spend one maneuver to direct their animal in performing one action and one maneuver during your character’s turn. The animal must be within hearing and visual range of your character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to you and your GM. For every additional rank of Animal Companion your character has, increase the allowed silhouette of the companion by one (this may mean your character gets a new companion, or their companion grows in size). This talent can also change in flavor depending on the nature of your game setting. While an animal companion may make sense in many settings, in a futuristic setting it may make more sense for the ‘animal’ to be a robot or drone, for example.
Armor Master
Tier: 3
Activation: Passive
Ranked: No
When wearing armor, Increase total soak value by 1.
Bad Press
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, choose an organization and make a Hard () Deception check. On success, organization members have their strain thresholds reduced by 1, plus 1 per , until the end of the session. When he does this, the player must explain how the PC disseminated the propaganda such that it has affected his targets. The chosen organization must be narrow and cohesive enough to be affected by bad publicity.
Barrel Roll
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character can only use this talent while piloting a starfighter or airplane of Silhouette 3 or less. When your vehicle suffers a hit from a ranged combat check, after damage is calculated but before armor is applied, your character may have their vehicle suffer 3 system strain to use this talent. Then, reduce the damage suffered by a number equal to their ranks in Piloting.
Blind Spot
Tier: 3
Activation: Passive
Ranked: No
Your character, and allies within short range, add automatic to combat checks they make while benefiting from cover.
Blooded (Improved)
Tier: 3
Activation: Active (Action)
Ranked: Yes
As an action, make a Hard () Resilience check to immediately recover from all poisons and side effects of drugs. Reduce difficulty once per rank of Blooded.
Capital Sendoff
Tier: 3
Activation: Active (Action)
Ranked: No
Take a Capital Sendoff action targeting two ships or vehicles at Close range; make a Hard () Cool check to cause the targets to suffer a minor collision.
Center of Being
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
While wielding a weapon with the Defensive quality, your character may perform a Center of Being maneuver. Until the beginning of your character’s next turn, whenever an enemy makes a melee attack targeting them, the critical rating of the enemy’s weapon counts as 1 higher per rank of Center of Being.
Combat Veteran
Tier: 3
Activation: Passive
Ranked: No
Add to Brawl and Discipline checks.
Confidence (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Confidence talent to benefit from this talent. May spend on a fear check to steady the nerves of allies making the same fear check. If the character does so each ally within short range who makes the fear check adds automatic successes equal to the character’s rank in confidence.
Congenial
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when target by Charm or Negotiation checks, by an equal number Strain suffered this way cannot exceed ranks in Congenial.
Constant Vigilance
Tier: 3
Activation: Passive
Ranked: No
May always use Vigilance when making checks to determine initiative.
Creative Killer
Tier: 3
Activation: Passive
Ranked: No
Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).
Cunning Persona
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character may suffer 2 strain to make a Charm check using Cunning instead of Presence.
Cunning Snare
Tier: 3
Activation: Active (Action)
Ranked: No
Once per encounter as an action, may create a trap. Any other character who moves to engaged range of the trap must make an Opposed Vigilance vs. Survival check to avoid harm and ill effects.
Customized Cooling Unit
Tier: 3
Activation: Passive
Ranked: Yes
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the system strain threshold of Signature Vehicle by 2 per rank of Customized Cooling Unit.
Daring Turn
Tier: 3
Activation: Active (Maneuver)
Ranked: No
When an opponent has gained the advantage on a starship or vehicle being piloted, may spent 2 strain perform a Daring Turn maneuver to remove the effects.
Disarm
Tier: 3
Activation: Passive
Ranked: No
May spend or with a successful Brawl or Melee check to disarm opponent.
Disarming Smile
Tier: 3
Activation: Active (Action)
Ranked: Yes
Take the Disarming Smile action; succeed at an opposed Charm check against a target within short range to lower all defenses of a target by ranks in Disarming Smile until the end of the encounter.
Distinctive Style
Tier: 3
Activation: Active (Incidental)
Ranked: No
When making a Computers check to hack a system or break into a secured network, before rolling, your character may use this talent to add to the results. If you are using the optional hacking rules on page 232 and your check generates , your GM should spend it on the I Know You! option in Table III.2-22 on page 234 of the Genesys Core Rulebook.
Dockyard Expertise
Tier: 3
Activation: Active (Action)
Ranked: Yes
Your character may make an Average () Knowledge check when at a dry dock with suitable personnel and equipment to conduct repairs to a ship, or to add attachments or modifications to one. If successful, the cost and time for repairs is reduced by 20% for each rank of Dockyard Expertise to a minimum of 100 units of currency and one day.
Dodge
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.
Double or Nothing
Tier: 3
Activation: Passive
Ranked: No
Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by one. Then, after canceling opposing symbols, double the amount of remaining
Eagle Eyes
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per encounter before making a ranged combat check, you may use this talent to increase your weapon’s range by one range band (to a maximum of extreme range). This lasts for the duration of the combat check.
Encoded Communique
Tier: 3
Activation: Passive
Ranked: No
Upgrade the difficulty of checks to decrypt this character’s coded messages without the proper cipher a number of times equal to Computers skill.
Encouraging Words
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
After an engaged ally fails a check, may suffer 1 strain to assist that ally’s next check this encounter as an out of turn incidental.
Exhaustive Questioning
Tier: 3
Activation: Active (Incidental)
Ranked: No
Whenever your character makes a successful social check against a captured enemy within short range, they may reduce the enemy’s strain threshold by 2 for the remainder of the session and spend 1 to inflict 1 strain.
Extended Reach
Tier: 3
Activation: Active (Incidental)
Ranked: No
While armed with a two-handed melee weapon (or Melee (Heavy) weapon), suffer 1 strain to make a Melee combat check with that weapon targeting an enemy at up to short range (rather than engaged range).
Eye for Detail
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
After making a Mechanics or Computers check, may suffer strain up to ranks in Eye for Detail to convert that many to .
Fear the Shadows
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, may make a Hard () Deception check to force a single minion group or rival to flee the encounter.
Fearsome Rep
Tier: 3
Activation: Passive
Ranked: Yes
Add to results of Coercion checks equal to ranks in Fearsome Rep.
Feint
Tier: 3
Activation: Passive
Ranked: Yes
Spend or generated on a missed melee attack to upgrade difficulty of opponent’s next attack targeting character by ranks in Feint.
Feral Strength
Tier: 3
Activation: Passive
Ranked: Yes
Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills.
Field Commander
Tier: 3
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an Average () Leadership check. If successful, a number of allies equal to your character’s Presence may immediately suffer 1 strain to perform one maneuver (out of turn). If there are any questions as to which allies take their maneuvers first, your character is the final arbiter.
Fire Control
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Take the Fire Control maneuver; all combat checks made from current starship or vehicle count their target’s silhouette as one higher than normal until the beginning of next turn.
Forgot to Count?
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
When an opponent makes a ranged combat check, you can spend from that check to use this talent to cause their weapon to run out of ammo (see page 104), as long as the weapon can normally run out of ammunition.
Form On Me
Tier: 3
Activation: Passive
Ranked: No
Allies equal to ranks in Leadership in short range gain the benefits of the Gain the Advantage action.
Formation Tactics
Tier: 3
Activation: Active (Action)
Ranked: No
Make a Hard () Leadership check. If successful, choose a number of allies within short range equal to generated. Upgrade the difficulty of attacks against these allies once until the end of your character’s next turn.
Fortified Structure
Tier: 3
Activation: Passive
Ranked: Yes
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the hull trauma threshold of Signature Vehicle by 1 per rank of Fortified Structure.
Frenzied Attack
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack.
Full Throttle
Tier: 3
Activation: Active (Action)
Ranked: No
While driving or flying, your character may use this talent to make a Hard () Piloting or Driving check. If successful, the top speed of the vehicle increases by one (to a maximum of 5) for a number of rounds equal to your character’s Cunning. The specifics of this talent require the optional vehicle rules, on page 220. If your game does not use these rules, this talent simply makes the vehicle go much faster than normal, with the specifics up to your GM.
Greased Palms
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
Before making a social check, may spend up to 50 units of currency per rank of Greased Palms to upgrade the ability of the check once for every 50 spent.
Grenadier
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
When your character makes a ranged combat check with a weapon that has the Blast item quality, you may spend one Story Point to use this talent to trigger the weapon’s Blast quality, instead of spending (even if the attack misses). In addition, your character treats grenades as having a range of medium.
Harass
Tier: 3
Activation: Active (Incidental)
Ranked: No
Whenever the character’s animal companion makes a successful combat check against a target, it may forgo inflicting damage to upgrade the difficulty of the target’s next check once instead.
Hard-Boiled
Tier: 3
Activation: Passive
Ranked: Yes
When recovering strain after an encounter, may spend up to ranks in Hard-Boiled to recover 1 wound per spent.
Heroic Resilience
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
Immediately after being hit by an attack but before suffering damage, spend 1 Story Point to increase soak by ranks in Resilience.
Heroic Will
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
When you purchase this talent for your character, choose two characteristics. You may spend a Story Point to use this talent to have your character ignore the effects of all Critical Injuries on any skill checks using those two characteristics until the end of the current encounter. (Your character still suffers the Critical Injuries; they just ignore the effects. See page 114.)
Hindering Shot
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
Spend a story point and increase the difficulty of next Gunnery check by 1. If check deals damage, target starship or vehicle suffers system strain equal to speed when it moves for a number of turns equal to ranks in Hindering Shot.
Hunter’s Quarry (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Hunter’s Quarry talent to benefit from this talent. Suffer 2 strain to perform Hunter’s Quarry action as a maneuver
Informant
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per session, may reveal a contact who can shed light on a chosen subject.
Inspiring Rhetoric (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent. Allies affected by your character’s Inspiring Rhetoric add to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership.
Interjection
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
After another character makes a social check, suffer 3 strain to take an interjection incidental make an Average () Vigilance check to add or equal to , and or equal to to the check.
Intimidating
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Iron Body
Tier: 3
Activation: Passive
Ranked: Yes
Remove per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1).
Larger Project
Tier: 3
Activation: Passive
Ranked: Yes
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Signature Vehicle can have a silhouette 1 larger per rank of Larger Project
Lethal Blows
Tier: 3
Activation: Passive
Ranked: Yes
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
Made You Talk
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, your character may make an opposed social check against a captured enemy within short range, adding for every 2 strain the target has suffered in the encounter.
Martial Grace
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per round, the character may suffer 3 strain to add additional damage equal to ranks in Coordination to one hit of a successful Brawl combat Check.
Natural
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills.
No Escape
Tier: 3
Activation: Passive
Ranked: No
May spend from a Coercion check or from a foe’s Discipline check; that target cannot perform a free maneuver during his next turn.
Nobody’s Fool
Tier: 3
Activation: Passive
Ranked: Yes
May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Opportunist
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
When your character purchases this talent, choose one non-combat, non-magic skill. When you roll a check using this skill, you may suffer strain up to ranks in Opportunist to convert that many into .
Outside the Box
Tier: 3
Activation: Passive
Ranked: No
Choose one characteristic when purchasing this talent. Once per session, make one skill check using that characteristic rather than the characteristic linked to that skill.
Overwhelm Defenses
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
Upon unsuccessful attack with a starship or vehicle weapon, may spend per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every spent.
Painkiller Specialization
Tier: 3
Activation: Passive
Ranked: Yes
When your character uses painkillers (or their equivalent, depending on the setting), the target heals one additional wound per rank of Painkiller Specialization. The sixth painkiller and beyond each day still has no effect.
Parry (Improved)
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Parry talent to benefit from this talent. When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend or from the attacker’s check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. Your character can’t use this talent if the original attack incapacitates them.
Pin
Tier: 3
Activation: Active (Action)
Ranked: No
Take Pin action; make an opposed athletics check to immobilize an engaged opponent until the end of the character’s next turn. Spend to extend duration one round.
Plausible Deniability
Tier: 3
Activation: Active (Action)
Ranked: No
Take a Plausible Deniability action makes a Hard () Coercion check to convince one bystander equal to your Willpower to depart quietly.
Point Blank
Tier: 3
Activation: Passive
Ranked: Yes
Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at short range or engaged.
Powerful Blast
Tier: 3
Activation: Passive
Ranked: Yes
Increase Blast damage dealt by +1 per rank of Powerful Blast.
Preemptive Avoidance
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
May spend 1 Story Point to disengage from engaged enemy as an out-of-turn incidental.
Pride and Joy (Improved)
Tier: 3
Activation: Passive
Ranked: No
While inside your character’s Pride and Joy, recover +1 strain whenever recovering strain and spend on checks made to recover strain to allow an ally also within the vehicle to recover 1 strain.
Rapid Archery
Tier: 3
Activation: Active (Maneuver)
Ranked: No
While your character is armed with a bow (or similar weapon, at your GM’s discretion) they may suffer 2 strain to use this talent. During the next ranged combat check your character makes this turn, the bow gains the Linked quality with a value equal to their ranks in the Ranged skill.
Reflect (Improved)
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Reflect Talent to benefit from this talent. Your character may use reflect while wielding a melee weapon deemed appropriate by the GM. When reflecting a hit that generated or may hit one target in medium range with the same damage as the initial hit, after original attack resolves.
Resist Questioning
Tier: 3
Activation: Active (Out of Turn Incidental)
Ranked: No
When targeted by an opposed social check, your character may suffer 2 strain as an out-of-turn incidental, adding to the check. If the check fails, spend to indicate that your character has provided false or misleading information that the target believes to be truthful.
Resourceful Refit
Tier: 3
Activation: Active (Action)
Ranked: No
May perform the Resourceful Refit action, make an Average () Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment.
Scathing Tirade (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Scathing Tirade talent to benefit from this talent. Enemies affected by your character’s Scathing Tirade add to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion.
Scything Strike
Tier: 3
Activation: Passive
Ranked: Yes
The character’s unarmed Brawl attacks gain the Pierce quality with a rating equal to their ranks in Scything Strike.
Seize the Initiative
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Once per session, as a maneuver, may make a Hard () Athletics check. On success, other PCs may take their turns immediately.
Sense Advantage
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per session, may add to 1 NPC’s skill check.
Share Pain
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
May perform the Share Pain incidental when animal companion suffers wounds. Reduce wounds suffered to half, then character suffers wounds equal to number reduced.
Shortcut (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Shortcut talent to benefit from this talent. When engaging in a chase or race, may suffer 2 strain to add equal to ranks in Shortcut to the check.
Skilled Teacher
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
Before an ally within short range makes a skill check, if that ally has fewer ranks in that skill than your character does, your character may suffer a number of strain no greater than ranks in Skilled Teacher to add an equal number of to the ally’s check.
Smart Handling
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, while aboard a ship of silhouette 4 or higher, your character may make a Smart Handling action; making a Hard () Knowledge check. If successful, until the start of the next round, the ship’s handling increases by two plus one per scored on the check to a maximum handling of +4. can be spent to extend the effect until the end of the encounter.
Sound Investments
Tier: 3
Activation: Passive
Ranked: Yes
At the start of each session, gain 100 money units for each rank of Sound Investments.
Spur
Tier: 3
Activation: Active (Action)
Ranked: No
Take a Spur action; make a Hard () Riding check to increase a beast’s top speed by 1. The beast suffers 2 strain every round it stays spurred.
Studious Plotting
Tier: 3
Activation: Passive
Ranked: No
When making a Streetwise or Survival skill check to navigate, the character may use Intellect instead of Cunning.
Stunning Blow (Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Stunning Blow talent to benefit from this talent. When dealing strain damage with Melee or Brawl checks, may spend to stagger target for 1 round per .
Sunder Expertise
Tier: 3
Activation: Passive
Ranked: No
Each your character spends to activate a weapon’s Sunder quality damages the target item two steps, instead of one.
Time to Go (Improved)
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Your character must have purchased the Time to Go talent to benefit from this talent. When activating Time to Go, allow 1 engaged ally to also perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Toughened (Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per session, the character may heal a number of wounds equal to their ranks in Toughened.
Tricky Target
Tier: 3
Activation: Passive
Ranked: No
Count vehicle or starship piloted as having a silhouette 1 lower when being attacked.
Trust the Captain
Tier: 3
Activation: Active (Action)
Ranked: Yes
Make a Hard () Leadership check. If successful, for the rest of the encounter allies within short range increase their ranks in Discipline by an amount equal to ranks in Trust the Captain.
Tuned Maneuvering Thrusters
Tier: 3
Activation: Passive
Ranked: Yes
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the handling of Signature Vehicle by 1 per rank of Tuned Maneuvering Thrusters.
Twisted Words
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
When an incoming social check generates or , may suffer 1 strain as an incidental to inflict strain equal to ranks in Coercion on speaker.
Unremarkable (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character may extend the effects of Indistinguishable to a number of allies within short range equal to your character’s ranks in Deception.
Up the Ante
Tier: 3
Activation: Passive
Ranked: Yes
When gambling win 10% more credits per rank of Up the Ante.
Valuable Facts
Tier: 3
Activation: Active (Action)
Ranked: No
Once per encounter, perform a Valuable Facts action: make an Average () Knowledge check. If successful, add to one ally’s skill check during the encounter.
Tier 4
A Step Ahead
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per session, your character may suffer 2 strain in order to count their Cunning as 1 higher than normal for the remainder of the encounter.
Analyze Data
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, after capturing or stealing data about an opponent, your character may make an average () Knowledge check to determine its value. If successful, once before the end of the session your character may add automatic s equal to their ranks in Knowledge to one check related to the captured data. The GM has the final say on what checks are related to the data.
Armor Master (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Armor Master talent to benefit from this talent. When wearing armor with a soak value of 2 or higher, increase defense by 1.
Better Luck Next Time
Tier: 4
Activation: Active (Action)
Ranked: No
Take a Better Luck Next Time action; make a Hard () Cool check to force a competitor to suffer a major misfortune.
Body Guard (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Body Guard talent to benefit from this talent. Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.
Bolstered Armor
Tier: 4
Activation: Passive
Ranked: Yes
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the armor value of Signature Vehicle by 1 per rank of Bolstered Armor.
Brilliant Evasion
Tier: 4
Activation: Active (Action)
Ranked: No
Once per vehicle encounter, your character may take Brilliant Evasion action. Select 1 opponent and make Opposed Driving or Piloting check to stop opponent from attacking character for rounds equal to Agility.
By the Book
Tier: 4
Activation: Active (Incidental)
Ranked: Yes
Once per encounter, before making a combat check, suffer 2 strain to add to the results equal to ranks in By the Book.
Can’t We Talk About This?
Tier: 4
Activation: Active (Action)
Ranked: No
Your character can use this talent to make an opposed Charm or Deception versus Discipline check targeting a single non-nemesis adversary within medium range. If the check succeeds, the target cannot attack your character (or perform hostile actions against your character) until the end of their next turn. You may spend to increase the length of the effect by one additional turn, and spend to extend the benefits to all of their identified allies within short range. The effect ends immediately if your character or a known ally attacks the target. In addition, your GM may rule that some targets are immune to this ability. An automated sentry turret, for example, has no interest in resolving a conflict through talking, nor would someone consumed by rage and the desire for revenge against your character.
Capital Sendoff (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Capital Sendoff talent to benefit from this talent. When performing a Capital Sendoff, the targets suffer a major collision instead.
Careful Planning
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, may introduce a “fact” into the narrative as if a Story Point had been spent.
Center of Being (Improved)
Tier: 4
Activation: Passive
Ranked: No
Suffer 1 Strain to use a Center of Being maneuver as an incidental.
Commanding Presence
Tier: 4
Activation: Passive
Ranked: No
Once per session, may take Commanding Presence action; make an opposed Cool vs. Discipline check to force target to leave the encounter.
Comrades in Arms
Tier: 4
Activation: Active (Action)
Ranked: No
Once per encounter, make a Hard () Discipline Check. If successful, your character plus one ally per within medium range gains +1 defense for the remainder of the encounter. Effects end if affected targets move beyond medium range.
Deadeye
Tier: 4
Activation: Active (Incidental)
Ranked: No
After your character inflicts a Critical Injury with a ranged weapon and rolls the result, your character may suffer 2 strain to use this talent. Then, you may select any Critical Injury of the same severity to apply to the target instead.
Deadly Accuracy
Tier: 4
Activation: Passive
Ranked: Yes
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. May not choose the same skill more than once.
Defensive
Tier: 4
Activation: Passive
Ranked: Yes
Each rank of Defensive increases your character’s melee defense and ranged defense by one.
Defensive Driving
Tier: 4
Activation: Passive
Ranked: Yes
Increase the defense of any vehicle your character pilots by one per rank of Defensive Driving. The specifics of this talent require the optional vehicle rules, on page 220. If your game does not use these rules, this talent adds per rank to combat checks targeting your character’s vehicle or your character while piloting it.
Deflection
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Reflect talent to benefit from this talent. After using Reflect, may spend 1 Story Point to perform Move maneuver as out-of-turn incidental to close distance with or engage opponent.
Discredit
Tier: 4
Activation: Active (Action)
Ranked: No
Once per encounter, take the Discredit action, make a Hard () Deception check to upgrade the difficulty of one character’s social checks once, plus once for every , until the end of the encounter.
Distracting Behavior (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Distracting Behavior talent to benefit from this talent. The Distracting Behavior maneuver inflicts on NPC’s checks when NPC’s target character’s allies.
Dodge (Improved)
Tier: 4
Activation: Active (Incidental)
Ranked: No
When the character performs the Dodge incidental, the character may make a Move maneuver as an out of turn incidental after the triggering attack has been resolved.
Don’t Shoot!
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session as an action, make a Hard () Charm check. On a success, cannot be target of combat checks until the end of the encounter or until making a combat check.
Double or Nothing (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Double or Nothing talent to benefit from this talent. When performing the Double or Nothing incidental, after canceling opposing symbols, also double the amount of remaining .
Double-Talk
Tier: 4
Activation: Passive
Ranked: No
Spend or from a successful Charm or Deception check to disorient a number of opponents within short range equal to your character’s Presence for the remainder of the round and the next two rounds.
Enduring
Tier: 4
Activation: Passive
Ranked: Yes
Each rank of Enduring increases your character’s soak value by one.
Field Commander (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Field Commander talent to benefit from this talent. When your character uses the Field Commander talent, your character affects a number of allies equal to twice the character’s Presence. In addition, you may spend to allow one ally to suffer 1 strain to perform an action, instead of a maneuver.
Formation Tactics (Improved)
Tier: 4
Activation: Passive
Ranked: No
Reduce the difficulty of Formation Tactics to average. Spend or to have the effect last until the end of the encounter.
Fortune Favors the Bold
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per session as an incidental, suffer 2 strain to flip one GM Story Point to a Player Story Point.
Full Throttle (Improved)
Tier: 4
Activation: Active (Action)
Ranked: No
Your character must have purchased the Full Throttle talent to benefit from this talent. Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Average ().
Holistic Navigation
Tier: 4
Activation: Active (Incidental)
Ranked: No
When making an Astrocartography skill check, the character may spend one Story Point to remove , or to remove equal to his ranks in Perception.
How Convenient!
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to make a Hard () Mechanics check. If successful, one device involved in the current encounter (subject to your GM’s approval) spontaneously fails. This can be because of your character’s actions, or it can simply be incredibly convenient timing!
Improvised Position
Tier: 4
Activation: Active (Action)
Ranked: No
Your character may make a Hard () Mechanics check and spends 12 hours constructing a secure position that can contain the group and it’s vehicles. The sum of it’s vehicles silhouettes must be 4 or less. The position provides cover and can have additional narrative benefits at the GM’s discretion. Your character can spend or from the check to increase the ranged defense the position provides to 2.
In The Know
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, make an opposed Deception vs Vigilance check with the difficulty downgraded a number of times equal to your ranks in deception to have a target NPC believe specific false intelligence.
Incite Distraction
Tier: 4
Activation: Active (Action)
Ranked: No
While in a crowd or populated area, your character may make an average () Deception check. If successful, enemies treat the area as difficul terrain for the remainder of the encounter. Your character may spend to make the location impassable terrain to them instead.
Incite Rebellion
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, may take an Incite Rebellion action; make a Hard () Coercion check to cause a number of beings up to ranks in Coercion to become rebellious until the end of the encounter.
Inspiring Rhetoric (Supreme)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent. Your character may choose to suffer 1 strain to use the Inspiring Rhetoric talent as a maneuver, instead of as an action.
It’s Not that Bad
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a Hard () Medicine check to stop the ally from gaining the Critical Injury.
Jury Rigged
Tier: 4
Activation: Passive
Ranked: Yes
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the cost on its Critical, or any single other effect by one to a minimum of one; or increase armor’s ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.
Lose Them
Tier: 4
Activation: Active (Action)
Ranked: No
When being followed or chased, your character may make a hard () Stealth check. If successful, they add to checks to follow them for the remainder of the encounter and may spend a to lose their pursuers completely.
Mad Inventor
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to make a Mechanics check to attempt to cobble together the functional equivalent of any item using spare parts or salvage. The difficulty of the check is based on the item’s rarity; see Table I.4’1: Mad Inventor Item Rarity in the Genesys Core Rulebook. Your GM will modify the check based on the circumstances and might decide that some items simply can’t be created with what’s available (if you are being held in a prison cell, for instance). Your GM may spend on the check to indicate the item ends up being dangerous to the user and anyone around them in some way. For instance, a pistol might explode instead of running out of ammo, or a breathing mask might make the user light-headed.
Menace
Tier: 4
Activation: Active (Maneuver)
Ranked: No
Once per round on the character’s turn, the character may spend a maneuver to allow any suitably threatening creature linked through the Animal Companion talent and of Silhouette 2 or greater to perform the Menace maneuver when the creature is at short range with the enemy. The enemy gains on his next Combat check against the character.
Moving Target
Tier: 4
Activation: Passive
Ranked: Yes
If the character has already acted this round, increase ranged defense by 1 per rank of moving target.
Not Today
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Once per session, spend a Story Point to save Signature Vehicle from destruction.
Offensive Driving
Tier: 4
Activation: Active (Maneuver)
Ranked: No
As a maneuver, suffer system strain up to vehicle’s highest defense to upgrade the difficulty of target’s next Piloting check that many times.
Overbalance
Tier: 4
Activation: Passive
Ranked: No
Whenever an enemy engaged with the character makes a combat check, after the attack is resolved, the character may spend or to stagger the attacker until the end of the attacker’s next turn.
Overcharge
Tier: 4
Activation: Active (Action)
Ranked: No
Once per encounter, your character may use this talent to make a Hard () Mechanics check and choose one of their cybernetic implants that grants them one of the following: +1 to a characteristic rating, +1 rank to a skill, +1 rank of a ranked talent. If your character succeeds, until the end of the encounter, the chosen cybernetic instead provides +2 to the affected characteristic rating (to a maximum of 7), skill (to a maximum of 5), or ranked talent. Your GM may spend or from the check to have the overcharged cybernetic short out at the end of the encounter; it provides no benefit until your character spends several hours making an Average () Mechanics check to repair it.
Precise Aim
Tier: 4
Activation: Active (Incidental)
Ranked: Yes
Once per round on the character’s turn, when the character performs an Aim maneuver before attempting a combat check, may suffer a number of strain. The number of strain cannot exceed his ranks in Precise Aim. He then decreases the target’s defense (ranged and melee) by one per strain suffered for that combat check.
Prey on the Weak
Tier: 4
Activation: Passive
Ranked: Yes
Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak.
Pride and Joy (Supreme)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per session while inside your character’s Pride and Joy, reduce its silhouette by 2 (to a minimum of 0) for the remainder of the round and the following round.
Prime Positions
Tier: 4
Activation: Passive
Ranked: Yes
When this character or an ally in short range takes cover, he increases soak against ranged attacks by 1 per rank of Prime Positions until he leaves that cover.
Prophetic Aim
Tier: 4
Activation: Passive
Ranked: No
While benefiting from an Aim maneuver, from the character’s Ranged checks cannot cause attacks to hit allies engaged with the target.
Push the Specs
Tier: 4
Activation: Active (Action)
Ranked: No
Your character may perform the Push the Specs action when in a ship or vehicle, attempting an Average () Knowledge check. If your character is successful, the ships top speed increases by one for a number of rounds equal to their Intellect. May spend and have the ship suffer two system strain to extend this effect for an additional round, and may do so multiple times. The ship still cannot perform actions or maneuvers it couldn’t perform normally.
Rain of Death
Tier: 4
Activation: Active (Maneuver)
Ranked: No
Perform the Rain of Death maneuver to ignore the increased difficulty due to the Auto-fire quality of attacks made this turn.
Reflect (Supreme)
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Reflect Talent to benefit from this talent. If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect.
Reinforced Frame
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Signature Vehicle gains Massive 1: when making an attack targeting the ship or vehicle, the Critical rating of any weapon used counts as 1 higher.
Reroute Processors
Tier: 4
Activation: Active (Action)
Ranked: No
Once per encounter, may take a Reroute Processors action, make an Average () Computers check to reduce one of an artificial life form’s characteristics by 1 and increase another of its characteristics by 1.
Resist Questioning (Improved)
Tier: 4
Activation: Passive
Ranked: No
When one ally within short range is targeted by an opposed social check, your character may use Resist Questioning to affect this check instead. If the check fails, they may spend to indicate that the ally has provided false or misleading information that the target believes to be truthful.
Resolve
Tier: 4
Activation: Passive
Ranked: Yes
When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve to a minimum of 1.
Savvy Negotiator
Tier: 4
Activation: Active (Action)
Ranked: No
While engaged in a debate or argument, make a Hard () Negotiation check. If successful, a number of bystanders or observers equal to your Presence sees one of the opponent’s points (chosen by your character) as maliciously unreasonable.\n\nThe GM has the final say as to whether bystanders could see a point as unreasonable, based on who those bystanders are and what the point is. In these cases, the GM can suggest a modified version of that argument that would be more believable.
Scathing Tirade (Supreme)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Scathing Tirade talent to benefit from this talent. Your character may choose to suffer 1 strain to use the Scathing Tirade talent as a maneuver, instead of as an action.
Second Chances
Tier: 4
Activation: Active (Incidental)
Ranked: Yes
Once per encounter choose a number of positive dice equal to ranks in Second Chances and reroll them.
Seen a Lot of Things
Tier: 4
Activation: Passive
Ranked: No
Whenever your character fails a Knowledge check, they may spend to roll the check again during their next turn.
Showboat
Tier: 4
Activation: Active (Incidental)
Ranked: No
When making a check in a vehicle, may suffer 2 strain to gain on success or on failure.
Skilled Slicer
Tier: 4
Activation: Active (Incidental)
Ranked: No
When making a Computers check may spend a to make further Computers checks within this system as maneuvers.
Sorry About the Mess
Tier: 4
Activation: Passive
Ranked: No
Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter.
Speaks Binary (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Speaks Binary talent to benefit from this talent. When directing non-sentient NPC artificial life forms, those NPCs grant additional in addition to other benefits.
Spitfire
Tier: 4
Activation: Passive
Ranked: No
After a successful combined check with two Ranged (Light) weapons, additional hits can be allocated to other targets within range of the weapon.
Spur (Improved)
Tier: 4
Activation: Active (Maneuver)
Ranked: No
Your character must have purchased the Spur talent to benefit from this talent. Suffer 1 strain to attempt Spur as a maneuver and decrease its difficulty to Average ().
Steady Aim
Tier: 4
Activation: Passive
Ranked: No
Your character does not lose the benefits of the aim maneuver if they perform other maneuvers (including moving) or actions. Your character does lose the benefits of the aim maneuver if the encounter ends.
Street Smarts
Tier: 4
Activation: Active (Action)
Ranked: Yes
Once per session, may take a Street Smarts action; make a Formidable () Streetwise or Knowledge check to learn one vital clue from the GM. Reduce the difficulty once per rank of Street Smarts.
Supporting Evidence
Tier: 4
Activation: Passive
Ranked: Yes
When assisting an ally with a Charm, Deception, Leadership, or Negotiation check, add automatic per rank of Supporting Evidence.
Targeted Firepower
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, identify one enemy target and make a hard appropriate Knowledge check. If successful, for the rest of the encounter, allies within short range of your character add 1 to attacks against the target equal to generated on the check.
That’s How It’s Done
Tier: 4
Activation: Active (Incidental)
Ranked: Yes
May suffer 1 strain on successful skill check to add to the same skill check made by a number of allies equally to Willpower within short range during the next round. Range increases with ranks.
Trust No One
Tier: 4
Activation: Out-of-turn
Ranked: No
When targeted by a social check, suffer 1 strain to add automatic to the check. If the check fails with , your character may immediately perform a maneuver as an out-of-turn incidental.
Unrelenting Skeptic
Tier: 4
Activation: Passive
Ranked: No
When targeted by a Deception check, the character automatically adds to the check equal to ranks in Vigilance.
Weak Foundation
Tier: 4
Activation: Active (Action)
Ranked: No
Once per game session, your character may identify one bunker, weapon emplacement, or other fixed combat structure (subject to the GM’s approval) and then take a Weak Foundation action; make a Hard () Knowledge check. If successful, until the end of the encounter, your character and all allies add automatic or to all combat checks made targeting the structure (your character’s choice).
Tier 5
Altered Deal
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, make a Hard () Coercion check to radically change a previously made deal or bargain to your character’s advantage.
Armor Master (Supreme)
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Armor Master talent to benefit from this talent. Once per round, when the character suffers a Critical Injury, he may suffer 3 strain to take the Armor Master incidental. If he does he reduces the Critical Injury result that he suffers by 10 per point of his soak, to a minimum of 1.
Baleful Gaze
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
When targeted by combat check from within medium range, may spend a Story Point to upgrade the difficulty of the check a number of times equal to ranks in Coercion.
Biggest Fan
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, may take a Biggest Fan action; make a Hard () Charm check to turn one NPC into the character’s biggest fan. The exact effects of this vary depending on the NPC and the situation. They can include drastically decreasing the difficulty of Social Interaction skill checks the character makes targeting his biggest fan, the fan being willing to perform minor or even significant favors for the character, or the character even becoming a reoccurring ally in the narrative. At the CM’s discretion, this talent may not be able to target certain NPCs whose adversarial nature is vital to the plot, or NPCs who would be unable to appreciate the character’s work
Body Guard (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Body Guard talent to benefit from this talent. Body Guard maneuver may protect a number of engaged characters up to ranks in Resilience.
Comrades in Arms (Improved)
Tier: 5
Activation: Passive
Ranked: No
Spend or when performing Comrades in Arms to also gain +1 soak or give one affected ally +1 soak.
Coordination Dodge
Tier: 5
Activation: Active (Incidental)
Ranked: No
When targeted by a combat check, may spend 1 Story Point to add equal to ranks in Coordination to check.
Crucial Point
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, your character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain.
Custom Loadout
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Signature Vehicle talent to benefit from this talent. May add one mount for a weapon or piece of equipment (approved by the GM).
Dedication
Tier: 5
Activation: Passive
Ranked: Yes
Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.
Double or Nothing (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Double or Nothing talent to benefit from this talent. When performing the Double or Nothing incidental, also double the number of and .
Full Throttle (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Full Throttle talent to benefit from this talent. When performing Full Throttle, top speed increases by 2 instead of 1.
Heavy Hitter
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, spend on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.
Indomitable
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, when your character would be incapacitated due to exceeding their wound or strain threshold, you may spend a Story Point to use this talent. Then, your character is not incapacitated until the end of their next turn. If your character reduces their strain or wounds to below their threshold before the end of their next turn, they are not incapacitated.
Inside Knowledge
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, your character may make a hard () Skulduggery check while within an enemy facility or vessel. If successful, they can then find a single perosnal scale weapon or item they previously stasheded there with a rarity no greater than their Cunning + 2. Alternatively, they can gain a narrative benefit such as knowing the codes to open sealed doors, the location of the commanders office, personality quirks or weaknesses amongst personnel, which security devices have been deactivated or broken, secret or concealed rooms, or some other equivalent type of information.
Inside Person
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, your character may spend a Story Point to establish they have previously been undercover gathering information in an identifiede enemy base or large vehicle. For the remainder of the session, add checks your character or their allies make that are associated with that location (such as checks to attack it or social checks targeting personnel in it).
Inspiring Leadership
Tier: 5
Activation: Active (Action)
Ranked: No
Make a Hard () Leadership check. If successful, a number of allies not exceeding your character’s Presence within short range add to their next skill check.
Intense Focus
Tier: 5
Activation: Active (Maneuver)
Ranked: No
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
Just Kidding!
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per round as an incidental spend 1 Story Point to ignore generated on a social check by the character or any ally in short range.
Master
Tier: 5
Activation: Active (Incidental)
Ranked: No
When you purchase this talent for your character, choose one skill. Once per round, your character may suffer 2 strain to use this talent to reduce the difficulty of the next check they make using that skill by two, to a minimum of Easy ().
Master Demolitionist
Tier: 5
Activation: Active (Incidental)
Ranked: No
When resolving an attack from a personal scale explosive or ordinance weapon, your character may spend or to have the weapon’s Blast quality affect all characters within short range (rather than engaged). If the weapon normally affects all characters within short range, then the range of the effect is increased to medium range instead.
Master Driver/Pilot
Tier: 5
Activation: Passive
Ranked: No
Once per round when driving, piloting, or operating a vehicle, may suffer 2 strain to perform any action as a maneuver.
Master Grenadier
Tier: 5
Activation: Passive
Ranked: No
Decrease the cost to activate the Blast quality on any attack by 1 to a minimum of 1.
Master Instructor
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per round, suffer 2 strain to allow an ally within short range to count as having the same number of ranks in Discipline as your character for the next Discipline check the ally makes.
Master Merchant
Tier: 5
Activation: Active (Incidental)
Ranked: No
When buying or selling goods, may suffer 2 strain to sell for 25% more or buy for 25% less.
Most Impressive
Tier: 5
Activation: Active (Incidental)
Ranked: No
Spend from any skill check to allow a number of allies not exceeding your character’s Presence within short range add to their next check.
Overcharge (Improved)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Overcharge talent to benefit from this talent. When using the Overcharge talent, your character may spend or from the Mechanics check to immediately take one additional action. This talent can only be used once per check.
Power of Darkness
Tier: 5
Activation: Active (Maneuver)
Ranked: No
Once per session, may perform the Power of Darkness maneuver. Increase Wound Threshold and Strain Threshold by 1 per GM story point until the end of the encounter.
Prepare to be Boarded
Tier: 5
Activation: Active (Action)
Ranked: No
Once per encounter, make an opposed Coercion vs Discipline check against an enemy ship captain. If successful, the enemy suffers 1 strain per and surrenders their ship if they exceed their strain threshold. Spend or to inflict strain equal to your character’s ranks in Coercion.
Ruinous Repartee
Tier: 5
Activation: Active (Action)
Ranked: No
Once per encounter, your character may use this talent to make an opposed Charm or Coercion versus Discipline check targeting one character within medium range (or within earshot). If successful, the target suffers strain equal to twice your character’s Presence, plus one additional strain per . Your character heals strain equal to the strain inflicted. If incapacitated due to this talent, the target could flee the scene in shame, collapse in a dejected heap, or throw themself at your character in fury, depending on your GM and the nature of your character’s witty barbs.
Speaks Binary (Supreme)
Tier: 5
Activation: Active (Maneuver)
Ranked: No
Once per encounter, may perform the Speaks Binary maneuver. A number of NPC artificial life forms up to ranks in Speaks Binary may use the character’s ranks for 1 skill of character’s choice.
Spur (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Spur talent to benefit from this talent. When activating and maintaining Spur, the beast only suffers 1 strain instead of 2.
Superhuman Reflexes
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, after generating on a Piloting check cancel the and add equal to ranks in Cool.
Thorough Assessment
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, take a Thorough Assessment action: make a Hard () Knowledge check to gain equal to that can be distributed during the encounter.
Unrelenting Skeptic (Improved)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Unrelenting Skeptic talent to benefit from this talent. When targeted by a Deception check that fails, may spend 1 Story Point to add to results.
Community Created Content
Catfall
Tier: 1
Activation: Passive
Ranked: Yes
When rolling Athletics or Coordination to reduce damage from falling, add . In addition, reduce damage and strain suffered from a fall by 1 per rank of Catfall.
Deflect Spell
Tier: 1
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
When your character suffers a hit from a magic based combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Deflect Spell. This talent can only be used once per hit.
Intuitive Casting
Tier: 1
Activation: Passive
Ranked: Yes
Add per rank of Intuitive Casting to a spell-casting skill check when your character is the first PC to act in the current encounter.
Overchannel
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When casting a spell, your character may select a number of additional effect in () up to their ranks in Overchannel. The effect must be limited to single () effects. The character gains 2 threat per () added in this way rather than increase the difficulty of the check. This is in addition to any Threat rolled. Threat added by this talent can be cancelled by rolled advantages.
Respected
Tier: 1
Activation: Passive
Ranked: Yes
When first acquired, choose one social group. The character downgrades the difficulty of checks to interact with members of that social group a number of times equal to his ranks in Respected. The social group affected must be approved by the GM, but possibilities include institutions of higher learning, law-enforcement agencies, the thieves’ guild, etc.
Specialist Knowledge
Tier: 1
Activation: Passive
Ranked: Yes
When you purchase this talent, select a specific area of expertise for your character. When making a Knowledge check which pertains to that area of knowledge, reduce the difficulty of the check once.
Street Slang
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When making a social skill check in criminal or dubious company, may suffer a number of strain no greater than ranks in Street Slang to add an equal number of to the check.
Adroitness
Tier: 2
Activation: Passive
Ranked: No
When first acquired, choose a general skill. When making a check with that skill, reduce the time required by 50%.
Revised: When first acquired, choose a general skill. When making a check with that skill, reduce the time required by 25%. The GM may determine that this talent may not be used with certain skills or activities.
Familiar
Tier: 2
Activation: Passive
Ranked: Yes
When your character purchases this talent, choose a silhouette 0 creature (approved by your GM). This creature becomes your character’s familiar. Your character is bonded to this familiar as long as you choose, though the GM may decide to remove it due to mistreatment or other conditions. You instruct the familiar how to act telepathically. However, the only action a familiar may take is Exchange an Action for a Maneuver. It cannot fight except in self-defense, under the GM’s direction.\n\nOnce per round, your character may use a maneuver to direct the familiar to take specific maneuvers during your character’s turn. As long as the familiar is in short range, it may use the Assist maneuver to give to all magic checks. This range increases with ranks in Familiar.
Fighter’s Stance
Tier: 2
Activation: Active (Incidental)
Ranked: No
When making a combat check, if your character has performed the Guarded Stance maneuver this turn, you may suffer 1 strain to ignore the penalties of the Guarded Stance maneuver.
Pact Magic
Tier: 2
Activation: Passive
Ranked: No
You have entered into a Pact with a powerful otherworldly being. When you purchase this Talent, choose one spell type your character can not normally cast. Once per encounter, you may cast this spell using any magic skill you possess. The GM may spend to make your character suffer one wound.
Prepared Spell
Tier: 2
Activation: Active (Action)
Ranked: No
Once per session, your character may make a skill check to cast a spell without suffering strain.
Blindsense
Tier: 3
Activation: Passive
Ranked: Yes
As long as your character can hear, you may ignore setback imposed by darkness or blindness within short range. Each additional rank increases range.
Blood Magic
Tier: 3
Activation: Active (Incidental)
Ranked: No
When casting a spell your character may take two wounds instead of two strain.
Bonded Implement
Tier: 3
Activation: Active (Action)
Ranked: No
Choose one magical implement your character owns when taking this talent. Your character becomes bonded to this implement, and no other person may use it. Your character may attempt to summon it by making a Hard () Magic Skill check. If your chosen implement is ever permanently lost or destroyed, you may select a new one of the same value.
Combat Caster
Tier: 3
Activation: Passive
Ranked: No
Once per session your character may add the Deadly quality to a spell without increasing the difficulty.
Distant Spell
Tier: 3
Activation: Passive
Ranked: No
Once per session, when casting a spell the first range enhancement does not increase the difficulty of the spell.
Familiar (Improved)
Tier: 3
Activation: Active (Action)
Ranked: No
Your character must have purchased the Familiar talent to benefit from this talent. Your character may suffer 2 strain and make an Easy () Magic Skill check; if successful, see and hear using your familiar’s senses for one round, and you may suffer 1 strain per round to extend the duration.\n\nIn addition, when the Familiar uses the Assist maneuver with the Character’s magic check, the Assist maneuver provides . The familiar must be within the range granted by ranks in the Familiar talent for your character to use the Familiar (Improved) talent.
Forbidden Knowledge
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Once per session, suffer strain no greater than ranks in Knowledge to increase your ranks in Knowledge by an equal number for the purpose of determining the strength of additional effects for the next spell cast during that round. In this case, your temporary ranks in Knowledge may exceed the usual limit of 5.
Life or Death
Tier: 3
Activation: Passive
Ranked: No
When your character suffers wounds equal to half of their wound threshold or greater, add to all combat checks they make.
Lingering Spell
Tier: 3
Activation: Active (Incidental)
Ranked: No
Spend a Story Point and your character may make concentration maneuver as an incidental.
Magic Resistance
Tier: 3
Activation: Passive
Ranked: Yes
Whenever you are being targeted by an enemy’s spell, the caster adds to the check. When making a check to resist a negative magic effect, may add to the check.
Maximize Spell
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
Once per session, your character may add to the skill check to cast a spell once per rank in Maximize Spell.
Overchannel (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Overchannel talent to benefit from this talent. In addition to the effects of Overchannel, you may also add () effects. The character gains one Despair (including the associated failure) per () effect added in this way rather than increase the difficultly of the check. This is in addition to any rolled.
Pinning Fire
Tier: 3
Activation: Active (Action)
Ranked: Yes
Select a target within range of your currently wielded ranged weapon and make a Pinning Fire action. Until the start of your next turn, the targeted character adds to their checks for each rank of Pinning Fire, and suffers 1 strain.
Shape Spell
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
When casting a spell with the Blast quality spend to exclude 1 target that would be affected by the explosion, up to ranks in Shape Spell.
Shield Master
Tier: 3
Activation: Active (Maneuver)
Ranked: No
While wielding a shield, your character may take the Shield Master maneuver, suffering 1 Strain. Your shield’s Defensive and Deflection qualities increase by one each until the end of your next turn.
Sneak Attack
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per round when performing the Aim maneuver you may suffer 1 Strain to also add Piece 2 to the Attack, or Increase Pierce of your weapon by 1, for the next Combat check you make this round.
Turn Undead
Tier: 3
Activation: Active (Action)
Ranked: Yes
As an Action, force all undead creatures within short range (or other creatures deemed appropriate by the GM) to make a fear check with a Difficulty equal to your Discipline. In addition to the normal effects of Fear any targets who fail the check are forced to spend their next turn moving outside the range of the Turn Undead Talent. All maneuvers must be spent on movement including downgrading Actions if possible. Each rank of Turn Undead increases the Range that targets are affected by one Range band.
Assassin Strike
Tier: 4
Activation: Active (Incidental)
Ranked: No
After making a successful melee check, may spend a Story Point to disengage from an opponent as an incidental.
Blood Magic (Improved)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Blood Magic talent to benefit from this talent. Once per encounter, suffer an additional 2 wounds while using Blood Magic and add one additional effect with a Difficulty Mod +? to a spell without increasing the difficulty.
Faith Healing
Tier: 4
Activation: Active (Incidental)
Ranked: Yes
After making a skill check to cast a Heal spell, may choose to change one to per rank of Faith Healing.
Familiar (Supreme)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Familiar talent to benefit from this talent. You may spend a Story Point and use your Familiar as the point of origin for casting a spell. The familiar must be within the range granted by ranks in the Familiar talent for your character to use the Familiar (Supreme) talent.
Finesse (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Finesse talent to benefit from this talent. Because you can rapidly strike with surgical precision, use Agility instead of Brawn for determining base damage for Brawl and Melee (Light) attacks.
Flurry of Blows
Tier: 4
Activation: Active (Maneuver)
Ranked: No
Perform the Flurry of Blows maneuver, suffering strain up to your ranks in Coordination to gain the Linked quality with a rating equal to the amount of strain suffered on your next Melee or Brawl combat check this turn.
Life or Death (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Life or Death talent to benefit from this talent. When your character suffers wounds equal to half of their wound threshold or greater, upgrade the ability of all combat checks they make once. This replaces the normal effects of Life or Death.
Mage Hunter
Tier: 4
Activation: Active (Action)
Ranked: Yes
When targeted by a successful curse spell, perform the Mage Hunter action; make a Daunting () Discipline check to remove status. Difficulty reduced per rank of Mage Hunter.
Mystic Theurge (Improved)
Tier: 4
Activation: Passive
Ranked: No
Mystic Theurge no longer limits use of the magic skill to once per encounter.
Pinning Fire (Improved)
Tier: 4
Activation: Active (Action)
Ranked: No
Your character must have the Pinning Fire talent to benefit from this talent. When making a Pinning Fire action, you may affect a number of targets equal to ranks of Pinning Fire.
Quickened Spell
Tier: 4
Activation: Active (Maneuver)
Ranked: No
Once per session, spend 2 strain to make a magic skill check as a maneuver.
Reflexive Barrier
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per session, when your character is targeted by an attack, you may cast Barrier as an out of turn incidental.
Sneak Attack (Improved)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Sneak Attack Talent to benefit from this talent. Once per round when performing the Aim maneuver, you may choose to suffer 1 Strain to add Vicious 2, or increase your weapon’s Vicious rating by 1, for your next combat check this round. This may be instead of, or in addition to the benefits of Sneak Attack’s Pierce option.
Vision of the Future
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per session, after successfully casting a spell, you may spend or to add one additional effect to the cast spell, which would normally have increased the difficulty by 1.
Barbaric Strength
Tier: 5
Activation: Passive
Ranked: No
May use Melee (Heavy) weapons one-handed. Weapons used that way still use the Melee (Heavy) skill.
Blood Magic (Supreme)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session while using Blood Magic, suffer a critical. You may decrease the difficulty of the next spell skill check you make by three to a minimum of Average ().
Bouncing Spell
Tier: 5
Activation: Active (Incidental)
Ranked: No
When your character fails a spell casting skill check that targets another character or NPC, may spend or to immediately reroll the attempted spell with a new target.
Life or Death (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Life or Death talent to benefit from this talent. The effects of Life or Death activate when your character takes wounds equal to one quarter of their wound threshold, instead of half.
Sneak Attack (Supreme)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Sneak Attack Talent to benefit from this talent. Once per encounter you may spend a story point to add to the results of an Attack Action. This does not include the usually associated with .
Turn Undead (Improved)
Tier: 5
Activation: Active (Incidental)
Ranked: No
When taking a Turn Undead action, your character may flip a story point to deal 2 strain damage per rank of Turn Undead to any creatures that failed their fear check. In addition you may perform a Concentration maneuver to maintain the effects in subsequent rounds.
Shadow of the Beanstalk
Tier 1
Corporate Drone
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Knowledge (Society) or Negotiation as a career skill. In addition, once per session, your character may collect a small favor from any other member of a single corporation (chosen when you take this talent), even if they do not owe your character a favor.
Custom Code
Tier: 1
Activation: Passive
Ranked: No
When your character selects this talent they choose one icebreaker or piece of ice that they own. If they choose an icebreaker, whenever they use that icebreaker to override ice, they add to the results. If they choose a piece of ice, whenever someone else attempts to override it, they add to the results.
Custom Rig
Tier: 1
Activation: Passive
Ranked: Yes
When your character selects this talent they choose one computer (such as a rig, PAD, or spinal modem) that they own. The amount of ice or icebreakers (your character’s choice) that they can have on that computer is increased by 1 per rank of Custom Rig. (This may be a mix of ice and icebreakers, as long as the combined total increase does not exceed your character’s ranks in Custom Rig). If your character loses their affected computer, they may choose a new computer to be affected by this talent.
Customer Service Experience
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
After your character makes a Charm check, they may suffer 1 strain use this talent to cancel equal to your character’s ranks in Customer Service Experience.
Deep Pockets
Tier: 1
Activation: Active (Maneuver)
Ranked: No
Once per session, your character may use this talent to produce a small but narratively useful item from their pockets, backpack, or similar receptacle (it turns out the item had been there the whole time).\n\nYour GM has final say as to what items can be produced with Deep Pockets, but generally the item should cost less than 100 credits and have an encumbrance of 0 or 1.
Disenfrancisto
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Streetwise or Survival (your choice) as a career skill. In addition, once per session, your character may collect a small favor from any other disenfrancisto, even if they do not owe your character a favor.
Former Professor
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains one Knowledge skill (of your choice) as a career skill. In addition, once per session, your character may collect a small favor from a member of an institute of higher learning, even if they do not owe your character a favor.
Hand On The Throttle
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round while driving or piloting a vehicle, your character may use this talent to increase or decrease its speed by 1, to a minimum of 0 or a maximum of the vehicle’s max speed.
Iaijutsu Training
Tier: 1
Activation: Passive
Ranked: No
The first time during an encounter that your character draws a Melee weapon, increase the weapon’s damage by 2 for the remainder of the turn.
Knockout Punch
Tier: 1
Activation: Passive
Ranked: No
Your character adds the Stun quality to their Brawl combat checks, with a rating equal to two plus your character’s ranks in Coordination (this does not stack with other instances of the Stun quality).
Net Search
Tier: 1
Activation: Active (Maneuver)
Ranked: No
If your character has access to the Network, they may use this talent to upgrade the ability of the next Knowledge check they make during their turn twice and the difficulty of that check once. Your GM must spend a to have your character learn some seemingly relevant and believable information that turns out to be completely (and possibly maliciously) false.
Resourceful Mechanic
Tier: 1
Activation: Passive
Ranked: Yes
When your character makes a Mechanics check to repair system strain or hull trauma on a vehicle, they repair one additional system strain or hull trauma per rank of Resourceful Mechanic.
Street Fighter
Tier: 1
Activation: Active (Incidental)
Ranked: No
When your character disorients or knocks their target prone while making a Brawl combat check, they may use this talent to cause the target to suffer wounds equal to your character’s ranks in Skulduggery.
Tri-Maf Contact
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Melee or Skulduggery (your choice) as a career skill. In addition, once per session, your character may collect a small favor from a member of a single orgcrime group (chosen when you take this talent), even if they do not owe your character a favor.
Union Member
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Athletics, Mechanics, or Operating (your choice) as a career skill. In addition, once per session, your character may collect a small favor from a member of Humanity Labor or Human First, even if they do not owe your character a favor.
Worlds War Vet
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Ranged (Heavy) or Resilience as a career skill. In addition, once per session, your character may collect a small favor from a current or former member of a single country’s military (chosen when you take this talent), even if they do not owe your character a favor.
Years On The Force
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Perception or Ranged (Light) as a career skill. In addition, once per session, your character may collect a small favor from a current or former member of the NAPD or New Angeles city government, even if they do not owe your character a favor.
Tier 2
Bad Cop
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Your character may spend from a Coercion or Deception check to use this talent to upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character’s ranks in Bad Cop. The check must target the same character as your character’s initial check, and it must take place during the same encounter.’ Only one character may affect a check with this talent.
Big Guns
Tier: 2
Activation: Passive
Ranked: No
Your character’s encumbrance threshold is 10 plus their Brawn, instead of 5 plus their Brawn. Your character reduces the Cumbersome rating of any weapon they carry by 1, to a minimum of 3.’
Codeslinger
Tier: 2
Activation: Passive
Ranked: No
When your character performs the activate program maneuver (page 132) in a hacking encounter, they can choose not to deactivate one other active icebreaker. They may have two icebreakers active at once.
Combat Medicine
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Before making a Medicine check, your character may use this talent to add equal to their ranks in Combat Medicine to the results. After the check is resolved, the target suffers 2 strain for each rank your character has in Combat Medicine.
Determined Driver
Tier: 2
Activation: Active (Incidental)
Ranked: No
You may spend a Story Point to use this talent to have your character heal system strain on a vehicle they are currently driving, piloting, or operating equal to their ranks in Driving, Piloting, or Operating (choose the skill used to direct the vehicle).
Good Cop
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Your character may spend from a Charm or Negotiation check to use this talent to upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character’s ranks in Good Cop. The check must target the same character as your character’s initial check, and it must take place during the same encounter.\n\nOnly one character may affect a check with this talent.
Haughty Demeanor
Tier: 2
Activation: Passive
Ranked: No
Other characters add to social skill checks targeting your character.
Nethunter
Tier: 2
Activation: No
Ranked: Passive
When your character successfully traces another character during a Network encounter, your character gains one additional trace.
Parkour!
Tier: 2
Activation: Active (Maneuver)
Ranked: No
Once per round, your character may suffer 1 strain to use this talent and move to any location within short range.\n\nThis includes locations that are vertically distant or have no easy access route, but there must be an object to move across or path to move along. Your GM may rule some locations cannot be reached (such as ones behind locked doors or walls).
Probing Question
Tier: 2
Activation: Passive
Ranked: No
If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain.
Quick Fix
Tier: 2
Activation: Active (Maneuver)
Ranked: No
You may spend a Story Point to use this talent to have your character temporarily repair one damaged item they are engaged with. For a number of rounds equal to your character’s ranks in Mechanics, the item may be used without penalty (see page 89 of the GENESYS Core Rulebook), even if it is unusable. When the effect ends, the item is damaged one additional step; if it was already suffering from major damage, it is destroyed and cannot be repaired.
Special Use Permit
Tier: 2
Activation: Passive
Ranked: No
Your character does not treat any Ranged (Heavy) weapons as restricted (R).\n\nThis also means your character can carry a Ranged (Heavy) weapon that normally would be restricted in public without being arrested. However, they can still be arrested for using such a weapon in an unlawful manner.
Tactical Focus
Tier: 2
Activation: Passive
Ranked: No
When performing a combat check with a Ranged (Heavy) weapon, if your character did not perform a maneuver to ready or stow a weapon or item during this turn, they add to the results.’
Two-Handed Stance
Tier: 2
Activation: Passive
Ranked: No
When performing a combat check with a Ranged (Light) weapon, if your character has nothing in their other hand, they add to the results.’
Undercity Contacts
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per session, you may spend one Story Point to use this talent to let your character learn if a character of your choice is in New Angeles, and if so, what district.\n\nAt your GM’s discretion, the information may take up to an hour to come back to your character.’
Tier 3
Applied Research
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
Your character may use this talent before making a check to use any knowledge skill and Intellect instead of the skill and characteristic the check would normally require. Your character may use this talent a number of times per session equal to their ranks in Applied Research. When your character uses this talent, you should explain how their mastery of knowledge lets them accomplish this task. In addition, your GM may rule that a particular knowledge skill makes the most sense in a given situation, and require your character to use that specific knowledge skill.
Bad Habit
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Your character may use this talent to become disoriented for the remainder of the encounter. At the beginning of each of your character’s turns, if they are still disoriented due to this talent, they heal 2 strain
Body Guard
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
Once per round, your character may suffer a number of strain no greater than their ranks in Body Guard to use this talent. Choose one ally engaged with your character, until the end of your character’s next turn, upgrade the difficulty of all combat checks targeting that ally a number of times equal to the strain suffered.
Dumb Luck
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per session, you may spend a Story Point to use this talent after your character suffers a Critical Injury but before the result is rolled. Their opponent must roll two results, and you select which applies to your character.
Hard-Boiled
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character makes a check to recover from strain at the end of an encounter (as described on page 117 of the GENESYS Core Rulebook), your character may make a Simple (‘) Resilience check instead of Discipline or Cool. If your character does so, they heal 1 strain per and 1 wound per .
Hold It Steady
Tier: 3
Activation: Active (Incidental)
Ranked: No
Before performing a combat check using a weapon with the Auto-fire quality, your character may use this talent to use the Auto-fire quality without increasing the difficulty of the combat check. If they do so, each time they trigger an additional hit during the attack, they suffer 2 strain.
Laugh It Off
Tier: 3
Activation: Active (Incidental, OOT)
Ranked: No
When your character is targeted by a social skill check they may use this talent to spend or to reduce any strain the check inflicts by a number equal to their ranks in Charm. If they do so, the character who targeted them suffers an amount of strain equal to the amount of strain reduced.
Martial Weapons Master
Tier: 3
Activation: Active (Action)
Ranked: No
While armed with a Melee weapon, your character may use this talent to make an Average () Melee check. If successful, your character may force one engaged target to either drop one weapon they are holding or move up to one range band in a direction of your choosing.’ If your character forces a named rival or nemesis into dangerous terrain (or off a ledge or cliff) using this talent, your GM can spend a Story Point to allow them to catch themselves at the edge and fall prone instead.
Net Warrior
Tier: 3
Activation: Active (Action)
Ranked: No
While accessing a system using a brain-machine interface (BMI), your character may use this talent to make an opposed Computers (Hacking) versus Computers (Sysops) check targeting one other character on the system that they are aware of. The target suffers 1 strain per , and if they are using a BMI, they also suffer 1 wound per .’
Nimble
Tier: 3
Activation: Active (Incidental)
Ranked: No
At the start of your character’s turn, you may spend one Story Point to use this talent to allow your character to perform a move maneuver as an incidental. (This does not count against the limit of two maneuvers per turn.) If you use this talent, your character can only perform one additional move maneuver during this turn.
Snare
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to make a Hard () Computers (Sysops) check. If they succeed, once before the end of the encounter, you may spend a Story Point to force one character in the encounter to make a Daunting () Vigilance check as an incidental. If they fail, they are staggered until the end of their next turn, plus one additional turn per .
Suppressing Fire
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
If your character does not make a combat check during their turn, they use this talent to target one character (or minion group) within long range. That character must upgrade the difficulty of any ranged combat checks they make once until the end of your character’s next turn. Your character may choose to affect one additional character for each additional rank of Suppressing Fire.\n\nYour character must be holding a ranged weapon to use this talent.\n\nYour GM can also rule that your character can’t use this talent if they have no line of fire or range to the target.
Takedown
Tier: 3
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an opposed Brawl versus Resilience check targeting one engaged opponent. If the check succeeds, the target is knocked prone and is immobilized until the end of your character’s next turn. If the target is a minion or rival, your character can spend to incapacitate (but not kill) the target instead.
Undercity Contacts (Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Undercity Contacts talent to benefit from this talent. When you use Under-city Contacts, you may choose to spend two Story Points instead of one. If you do, your character learns the target’s specific location.’
You Owe Me One
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per session, you may spend two Story Points to use this talent to have one NPC in the current encounter owe your character a favor. If the favor is not resolved by the end of the encounter, it is forgotten.\n\nIt’s up to you and your GM to determine exactly why the NPC owes your character a favor.
Tier 4
Burn Through
Tier: 4
Activation: Active (Incidental)
Ranked: No
After making a successful break ice action, your character may suffer 3 strain to use this talent. If they do, they may perform a second override ice action on the same system as an incidental.’
Elementary
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to make a Hard () Perception check while present at a crime scene. If they succeed, they identify all prominent physical characteristics of one person who was at the crime scene when the crime was committed (as long as the crime was committed in the past 48 hours). This could include a person’s height, weight, body type, clothing, and if they are human or not. Your character may identify all the physical characteristics of one additional person present at the crime scene per additional .
Offensive Driving
Tier: 4
Activation: Active (Action)
Ranked: No
While driving or piloting a vehicle, your character may use this talent to select one other vehicle within medium range and make an opposed Driving or Piloting versus Driving or Piloting check (depending on whether your character and their opponent pilot are using Driving or Piloting to control their vehicle) targeting the other vehicle’s driver or pilot. If successful, roll twice on Table III.2’19: Critical Hit Result, on page 230 of the GENESYS Core Rulebook. Choose one Critical Hit result to apply to your character’s vehicle, and the other to apply to the other vehicle. You may spend to add +20 to one Criti-cal Hit result. Your GM may spend to add +20 to both Critical Hit results.
Parkour! (Improved)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Parkour! talent to benefit from this talent. Once per round, when using the Parkour! talent, your character may suffer 4 strain instead of 1 strain to move to any location within medium range instead of within short range. All other restrictions of Parkour! apply to this movement.
Quick-Witted
Tier: 4
Activation: Active (Incidental, OOT)
Ranked: No
Once per encounter, after another character makes a social skill check, your character may use this talent to make an Average () Vigilance check. If successful, you may add a number of or (your choice) equal to your character’s ranks in Charm to the other character’s check. If your character fails, your character suffers 3 strain.
Urban Combatant
Tier: 4
Activation: Active (Incidental, OOT)
Ranked: No
When your character is targeted by a combat check while in an urban environment, you may spend one Story Point to use this talent before the dice pool is rolled. If you do so, your character’s opponent removes all added to the check, and instead adds an equal number of to the results.
You Owe Me One (Improved)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the You Owe Me One talent to benefit from this talent. Once per session, you may spend two Story Points to use You Owe Me One to have one NPC in the current encounter owe your character a big favor instead of a favor. If the big favor is not resolved by the end of the encounter, it is forgotten.
Tier 5
Drone Master
Tier: 5
Activation: Passive
Ranked: No
Your character may control two drones or minion groups of drones no larger than your character’s Willpower (either via the rules found on page 233 or via the Animal Companion talent, found on page 77 of the GENESYS Core Rulebook). Your character resolves each drone’s (or minion group’s) turn individually, choosing the order in which they activate.
Ghost In The Machine
Tier: 5
Activation: Active (Action)
Ranked: No
As long as they have some sort of access point to the Network, your character may use this talent to make a Hard () Computers (Hacking) check. If they succeed, they may select one drone, vehicle, or piece of equipment involved in the current encounter and dictate its actions until the start of your character’s next turn.\n\nAlternatively, your character can select someone with cybernetic implants or who is wearing powered armor or an exosuit and manipulate it until the beginning of your character’s next turn. This must be approved by your GM but could include shutting off cybereyes, directing the movements of cyberlimbs, or causing an exosuit to eject its occupant.\n\nYour character may spend on the check to extend the effects for one additional round, or they may spend to extend the effects for the remainder of the encounter.
Master Plan
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to make a Hard () Discipline check. If they succeed, they reveal that whatever terrible circumstances they cur-rently find themselves in are all part of a brilliant plan that they established at an earlier point. They then choose one non-nemesis adversary in the encounter and reveal them to be a close friend or ally who has positioned themselves to help your character at this exact moment.\n\nThe details of which character turns out to be an ally depend on the type of encounter and your GM’s approval. However, the ally could also have done their work before-hand, such as loading a squadron of drones with blank ammunition, shutting down power to a security system, or planting a tracer in an opponent’s vehicle.
Trick Of The Light
Tier: 5
Activation: Active (Incidental)
Ranked: No
When making a combat check with a laser or maser weapon, your character may use this talent to spend to inflict one additional hit with this weapon, dealing base damage plus damage equal to the total number of scored on the check. This hit may target the original target or another target within short range of the original target.
Web Of Knowledge
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session your character may make an Average () Knowledge (Net) check during a Network encounter. If you succeed, your character knows the names, strengths, and other qualities of all ice (active or deactivated) on one system that you currently have access to, as well as all other characters (sysops and runners) that currently are accessing that system.\n\nYour character may spend or from this check (whether or not they succeeded) to add to all Computer checks involving that system that they make for the remainder of the encounter.
Realms of Terrinoth
Tier 1
Apothecary
Tier: 1
Activation: Passive
Ranked: Yes
When a patient under your character’s care heals wounds from natural rest, they heal additional wounds equal to twice your character’s ranks in Apothecary.
Bullrush
Tier: 1
Activation: Active (Incidental)
Ranked: No
When your character makes a Brawl, Melee (Light), or Melee (Heavy) combat check after using a maneuver to engage a target, you may spend or to use this talent to knock the target prone and move them up to one range band away from your character.
Challenge!
Tier: 1
Activation: Active (Maneuver)
Ranked: Yes
Once per encounter, your character may use this talent to choose a number of adversaries within short range no greater than your character’s ranks in Challenge! (a minion group counts as a single adversary for this purpose). Until the encounter ends or your character is incapacitated, these adversaries add to combat checks targeting your character and to combat checks targeting other characters.
Dark Insight
Tier: 1
Activation: Active (Incidental)
Ranked: No
When a spell adds a quality to your character’s spell with a rating determined by your character’s ranks in Knowledge (Lore), your character may use their ranks in Knowledge (Forbidden) instead.
Dungeoneer
Tier: 1
Activation: Passive
Ranked: Yes
After your character makes a Perception, Vigilance, or Knowledge (Adventuring) check to notice, identify, or avoid a threat in a cavern, subterranean ruin, or similar location, your character cancels a number of uncanceled no greater than your character’s ranks in Dungeoneer.
Finesse
Tier: 1
Activation: Active (Incidental)
Ranked: No
When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn.
Painful Blow
Tier: 1
Activation: Active (Incidental)
Ranked: No
When your character makes a combat check, you may voluntarily increase the difficulty by one to use this talent. If the target suffers one or more wounds from the combat check, the target suffers 2 strain each time they perform a maneuver until the end of the encounter.
Precision
Tier: 1
Activation: Active (Incidental)
Ranked: No
When making a Brawl or Ranged check, your character may use Cunning instead of Brawn and Agility.
Shapeshifter
Tier: 1
Activation: Passive
Ranked: No
When your character is incapacitated due to having exceeded their strain threshold while in their normal form, they undergo the following change as an out-of-turn incidental: they heal all strain, increase their Brawn and Agility by one to a maximum of 5 and reduce their Intellect and Willpower by one to a minimum of 1. They deal +1 damage when making unarmed attacks and their unarmed attacks have a Critical rating of 3, but they cannot use magic skills or make ranged attacks. Your GM should ensure that NPCs react appropriately to this (at the very least, upgrading the difficulty of social skill checks twice). Your character reverts to their normal form after eight hours or if they become incapacitated (for instance, by exceeding their wound or strain threshold).
Shield Slam
Tier: 1
Activation: Active (Incidental)
Ranked: No
When your character uses a shield to attack a minion or rival, you may spend or to stagger the target until the end of the target’s next turn.
Tavern Brawler
Tier: 1
Activation: Passive
Ranked: No
Your character adds to Brawl checks and combat checks using improvised weapons.
Templar
Tier: 1
Activation: Passive
Ranked: No
Divine is now a career skill for your character. They can only cast one spell using this skill per encounter.
Tumble
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round on your character’s turn, they may suffer 2 strain to disengage from all engaged adversaries.
Tier 2
Adventurer
Tier: 2
Activation: Passive
Ranked: No
Athletics and Knowledge (Adventuring) are now career skills for your character.
Bard
Tier: 2
Activation: Passive
Ranked: No
Knowledge (Lore) and Verse are now career skills for your character.
Block
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Parry talent to benefit from this talent. While wielding a shield, your character may use the Parry talent to reduce damage from ranged attacks as well as melee attacks targeting your character.
Blood Sacrifice
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Your character must have purchased the Dark Insight talent to benefit from this talent. Before your character makes a magic skill check, they may suffer a number of wounds to use this talent to add an equal number of to the check. The number cannot exceed your character’s ranks in Blood Sacrifice.
Bulwark
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Parry talent to benefit from this talent. While wielding a weapon with the Defensive quality, your character may use Parry to reduce the damage of an attack targeting an engaged ally.
Chill of Nordros
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character cannot take this talent if they have taken the Flames of Kellos talent. When casting an Attack spell, your character may add the Ice effect without increasing the difficulty. Your character can never add the Fire effect.
Dirty Tricks
Tier: 2
Activation: Active (Incidental)
Ranked: No
After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary’s next check.
Dominion of the Dimora
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character cannot take this talent if they have taken the Favor of the Fae talent. When casting an Attack spell, your character may add the Impact effect without increasing the difficulty. Your character can never add the Manipulative effect.
Encouraging Song
Tier: 2
Activation: Active (Action)
Ranked: No
While equipped with a musical instrument, your character may use this talent to make an Average () Charm or Verse check. For each the check generates, one ally within medium range adds to their next skill check. For each , one ally benefiting from Encouraging Song heals 1 strain.
Exploit
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When your character makes a combat check with a Ranged or Melee (Light) weapon, they may suffer 2 strain to use this talent to add the Ensnare quality to the attack. The rating of the Ensnare quality is equal to your character’s ranks in Exploit.
Favor of the Fae
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character cannot take this talent if they have taken the Dominion of the Dimora talent. When casting an Attack spell, your character may add the Manipulative effect without increasing the difficulty. Your character can never add the Impact effect.
Flames of Kellos
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character cannot take this talent if they have taken the Chill of Nordros talent. When casting an Attack spell, your character may add the Fire effect without increasing the difficulty. Your character can never add the Ice effect.
Flash of Insight
Tier: 2
Activation: Passive
Ranked: No
When your character generates on a knowledge skill check, roll and add the results to the check, in addition to spending the as usual.
Grapple
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character may suffer 2 strain to use this talent. Until the start of your character’s next turn, enemies must spend two maneuvers to disengage from your character.
Heroic Recovery
Tier: 2
Activation: Active (Incidental)
Ranked: No
When your character acquires this talent, choose one characteristic. Once per encounter, you may spend one Story Point to use this talent to have your character heal strain equal to the rating of the chosen characteristic.
Hunter
Tier: 2
Activation: Passive
Ranked: No
Knowledge (Geography), Ranged, and Survival are now career skills for your character.
Impaling Strike
Tier: 2
Activation: Active (Incidental)
Ranked: No
When your character inflicts a Critical Injury with a melee weapon, until the end of the target’s next turn they may use this talent to immobilize the target (in addition to the other effects of the Critical Injury).
Natural Communion
Tier: 2
Activation: Passive
Ranked: No
When your character uses the Conjure magic action, the spell gains the Summon Ally effect without increasing the difficulty. All creatures your character summons must be naturally occurring animals native to the area
Reckless Charge
Tier: 2
Activation: Active (Incidental)
Ranked: No
After using a maneuver to move engage an adversary, your character may suffer 2 strain to use this talent. They then add to the results of the next Brawl, Melee (Light), or Melee (Heavy) combat check they make this turn.
Runic Lore
Tier: 2
Activation: Passive
Ranked: No
Knowledge (Lore) and Runes are now career skills for your character
Shapeshifter (Improved)
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per session, your character may make a Hard () Discipline check as an out-of-turn incidental either to trigger Shapeshifter or to avoid triggering it when they exceed their strain threshold.
Signature Spell
Tier: 2
Activation: Passive
Ranked: No
When your character gains this talent, decide on a signature spell for them, consisting of a particular magic action and a specific set of one or more effects. When your character casts their signature spell (consisting of the exact combination of action and effects previously chosen), reduce the difficulty of the check by one.
Templar (Improved )
Tier: 2
Activation: Passive
Ranked: No
Your character must have purchased the Templar talent to benefit from this talent. When your character casts the single Divine spell per encounter granted by the Templar talent, they do not add for wearing heavy armor (armor with +2 soak or higher), using a shield, or not having at least one hand free (see Table III.2’3: Penalties When Casting Spells, on page 210 of the Genesys Core Rulebook).
Threaten
Tier: 2
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
After an adversary within short range of your character resolves a combat check that deals damage to one of your character’s allies, your character may suffer 3 strain to use this talent to inflict a number of strain on the adversary equal to your character’s ranks in Coercion. The range of this talent increases by one band per rank of Threaten beyond the first.
Well-Travelled
Tier: 2
Activation: Passive
Ranked: No
Knowledge (Geography), Negotiation, and Vigilance are now career skills for your character.
Wraithbane
Tier: 2
Activation: Passive
Ranked: No
Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting an undead adversary.
Tier 3
Backstab
Tier: 3
Activation: Active (Action)
Ranked: No
Your character may use this talent to attack an unaware adversary using a Melee (Light) weapon. A Backstab is a melee attack, and follows the normal rules for performing a combat check (see page 101 of the Genesys Core Rulebook), using the character’s Skullduggery skill instead of Melee (Light). If the check succeeds, each uncanceled adds +2 damage (instead of the normal +1).
Battle Casting
Tier: 3
Activation: Passive
Ranked: No
Your character does not add to magic skill checks for wearing heavy armor (armor with +2 soak or higher), using a shield, or not having at least one hand free (see Table III.2’3: Penalties When Casting Spells, on page 210 of the Genesys Core Rulebook).
Body Guard (depreciated on: V5.0)
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
Once per round, your character may suffer a number of strain no greater than their ranks in Body Guard to use this talent. Choose one ally engaged with your character; until the end of your character’s next turn, upgrade the difficulty of all combat checks targeting that ally a number of times equal to the strain suffered.
Cavalier
Tier: 3
Activation: Active (Maneuver)
Ranked: No
While riding a mount trained for battle (typically a war mount [see page 105] or flying mount [see page 104]), once per round your character may use this talent to direct the mount to perform an action.
Counterattack
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Improved Parry talent to benefit from this talent. When your character uses the Improved Parry talent to hit an attacker, they may also activate an item quality of the weapon they used as if they had generated on a combat check using that weapon.
Dissonance
Tier: 3
Activation: Active (Action)
Ranked: No
While wielding a musical instrument, your character may use this talent to make an Average () Charm or Verse check. For each S the check generates, one enemy of the player’s choosing within medium range suffers 1 wound. For each A, one enemy affected by Dissonance suffers 1 additional wound.
Dual Strike
Tier: 3
Activation: Active (Incidental)
Ranked: No
When resolving a combined check to attack with two weapons in a melee combat, your character may suffer 2 strain to use this talent to hit with the secondary weapon (instead of spending ).
Easy Prey
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Your character may suffer 3 strain to use this talent. Until the start of your character’s next turn, your character and allies within short range add to combat checks against immobilized targets.
Justice of the Citadel
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per round on your character’s turn, your character may suffer 3 strain to use this talent to add damage equal to their ranks in Discipline to one hit of a successful melee attack.
Potent Concoctions
Tier: 3
Activation: Passive
Ranked: No
When your character makes an Alchemy check that generates , roll an additional YELLOW DIE and add its results to the pool, in addition to spending the normally. When your character makes an Alchemy check that generates , roll an additional RED DIE and add its results to the pool, in addition to spending the normally. Each of these effects can occur only once per check.
Precise Archery
Tier: 3
Activation: Passive
Ranked: No
When making a Ranged combat check targeting a character engaged with one of your character’s allies, downgrade the difficulty of the check once (thus negating the penalty for shooting at engaged targets).
Pressure Point
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character makes an unarmed Brawl check targeting a living opponent, they may use this talent to deal strain damage instead of wound damage, and inflict additional strain damage equal to their ranks in Medicine.
Shockwave
Tier: 3
Activation: Passive
Ranked: No
Your character treats Melee (Heavy) weapons as possessing the Blast item quality with a rating equal to your character’s ranks in Melee (Heavy). Your character does not suffer damage from their weapon’s Blast quality (but allies do!).
Tier 4
Back-to-Back
Tier: 4
Activation: Passive
Ranked: No
While engaged with one or more allies, your character and allies they are engaged with add B to combat checks. If one or more allies engaged with your character also have Back-to-Back, the effects are cumulative to a maximum of .
Conduit
Tier: 4
Activation: Active (Maneuver)
Ranked: No
Once per encounter, your character may spend a Story Point to perform a magic action as a maneuver.
Death Rage
Tier: 4
Activation: Passive
Ranked: No
Your character adds +2 damage to melee attacks for each Critical Injury they are currently suffering. (Your GM may also impost additional penalties on social skill checks your character makes if they are suffering Critical Injuries due to their frenzied behavior.)
Signature Spell (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Signature Spell talent to benefit from this talent. When your character casts their signature spell, reduce the difficulty of the check by two instead of one.
Unrelenting
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per round after resolving a successful Brawl, Melee (Light), or Melee (Heavy) combat check, your character may suffer 4 strain to use this talent to make an additional melee attack as an incidental against the same target. Increase the difficulty of the combat check by one if this attack uses a second weapon, or by two if the attack uses the same weapon.
Venom Soaked Blade
Tier: 4
Activation: Passive
Ranked: No
When making a Melee (Light) combat check using a poisoned weapon, your character treats it as possessing the Burn 2 item quality.
Tier 5
Crushing Blow
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session after rolling a melee attack but before resolving the check, your character may suffer 4 strain to use this talent. While resolving the check, the weapon gains the Breach 1 and Knockdown item qualities, and destroys one item the target is wielding that does not have the Reinforced quality.
Let’s Talk This Over
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per game session, when a combat encounter against one or more sentient beings is about to begin, the character make a Daunting () Charm check. If successful, the combat encounter instead becomes a social encounter, with the PCs attempting to convince their opposition to back down, come around to their viewpoint, or accept a compromise. The GM is the final arbiter of how the situation resolves without violence (or how the combat encounter continues if the character’s check is unsuccessful).
Retribution
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per round when an adversary attacks an ally within medium range, your character may spend one Story Point to use this talent to automatically hit that enemy once with a weapon your character is wielding, if the enemy is within the weapon’s range. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities.
Whirlwind
Tier: 5
Activation: Active (Action)
Ranked: No
Your character may suffer 4 strain to use this talent to make a Brawl, Melee (Light), or Melee (Heavy) attack against the engaged adversary who is hardest to hit (as determined by the GM), increasing the difficulty by one. If the combat check succeeds, each adversary engaged with the character suffers one hit from the attack, that deals base damage plus damage equal to the total scored on the check.
Zealous Fire
Tier: 5
Activation: Passive
Ranked: No
Each time your Game Master spends a Story Point, your character heals 2 strain.
Depreciated
Bad Cop (depreciated on: V5.0)
Tier: 1
Activation: Passive
Ranked: Yes
May spend from a Deception or Coercion check to upgrade ability of a single ally’s subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop.
Good Cop (depreciated on: V5.0)
Tier: 1
Activation: Passive
Ranked: Yes
May spend from a Charm or Negotiation check to upgrade ability of a single ally’s subsequent Social Interaction check against the target a number of times equal to ranks in Good Cop.
Medical Specialist (depreciated on: V4.0)
Tier: 1
Activation: Passive
Ranked: Yes
Patients recover 1 additional wound per rank of Medical Specialist when they recover wounds from long term care.
Finesse (depreciated on: V4.0)
Tier: 2
Activation: Passive
Ranked:
The character may use Agility instead of Brawn for Brawl and Melee (Light) checks.
Freerunning (depreciated on: V5.0)
Tier: 2
Activation: Active (Incidental)
Ranked: No
Suffer 1 strain when making a Move maneuver to move to any location within short range.
Grapple (depreciated on: V4.0)
Tier: 2
Activation: Active (Maneuver)
Ranked: No
Once per round, the character may perform the Grapple maneuver. Until the beginning of the character’s next turn, enemies must spend two maneuvers instead of one maneuver to move from engaged range to short range of him.
Shield Slam (depreciated on: V4.0)
Tier: 2
Activation: Active (Incidental)
Ranked: No
When attacking a minion or rival with a shield, may spend or a to stagger the target for 1 round.
Body Guard (depreciated on: V5.0)
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
Once per round, your character may suffer a number of strain no greater than their ranks in Body Guard to use this talent. Choose one ally engaged with your character; until the end of your character’s next turn, upgrade the difficulty of all combat checks targeting that ally a number of times equal to the strain suffered.
Crippling Blow (depreciated on: V4.0)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.
Freerunning (Improved) (depreciated on: V5.0)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Freerunning talent to benefit from this talent. Suffer 4 strain when making a move maneuver to move to any location within medium range.
Heroic Recovery (depreciated on: V4.0)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per encounter, may spend a Story Point to recover 4 strain.
Utility Belt (depreciated on: V5.0)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Spend 1 Story Point to perform a Utility Belt incidental; produce an undocumented item (maximum 1 encumbrance) or weapon (with Limited Ammo One quality) from a tool belt or a satchel.
Circle of Shelter (depreciated on: V4.0)
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.
Contingency Plan (depreciated on: V4.0)
Tier: 4
Activation: Active (Incidental, Out of Turn)
Ranked: No
Choose Willpower, Cunning, or Presence when purchasing this talent. Spend 1 Story Point to recover strain equal to the level of this characteristic.
Spin Attack (depreciated on: V4.1)
Tier: 4
Activation: Active (Action)
Ranked: No
Your character may take the Spin Attack action, making an armed melee combat check at +1 difficulty against one engaged target. Your character may spend generated by this combat check to hit one additional target he is engaged with. He may do this once per engaged target, paying for each additional hit.
Pressure Point (depreciated on: V4.0)
Tier: 5
Activation: Active (Incidental)
Ranked: No
When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks of Medicine (this ignores soak).