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

  1. 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 1
    • Beast Wrangler was down-ranked from 2 to 1
    • Blooded was down-ranked from 2 to 1
    • Command was down-ranked from 2 to 1
    • Confidence was down-ranked from 2 to 1
    • Coordinated Assault was down-ranked from 2 to 1
    • Daring Aviator was down-ranked from 2 to 1
    • Defensive Stance was down-ranked from 2 to 1
    • Disorient was down-ranked from 2 to 1
    • Distracting Behavior was down-ranked from 2 to 1
    • Fine Tuning was down-ranked from 2 to 1
    • Inventor was down-ranked from 2 to 1
    • Researcher was down-ranked from 2 to 1
    • Shortcut was down-ranked from 2 to 1
    • Side Step was down-ranked from 2 to 1
    • Speaks Binary was down-ranked from 2 to 1
    • Stalker was down-ranked from 2 to 1
    • Tinkerer was down-ranked from 2 to 1
    • Well Rounded was down-ranked from 3 to 2
  2. Suppressing Fire
    • The original Suppressing Fire was renamed to Suppressing 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.
  3. Cunning Attack is a new talent from this campaign.

Tier 1

All-Terrain Driver

Tier: 1

Activation: Passive

Ranked: No

Do not suffer usual penalties for driving through difficult terrain when using Driving.

Source: ACRB, ETU, ND

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.

Source: ECRB, FCRB

(origin: Hunter)

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.

Source: ABGR, FIB, EBGR, ECRB

Beast Wrangler

Tier: 1

Activation: Passive

Ranked: Yes

Add per rank of Beast Wrangler to checks to tame or wrangle creatures.

Source: SOT

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.

Source: ECRB

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.

Source: ACRB, ECRB

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.

Source: GCRB

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.

Source: ACRB, ECRB

Call ‘Em

Tier: 1

Activation: Passive

Ranked: No

Do not add to combat checks due to the use of the Aim maneuver.

Source: FC

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.

Source: GCRB

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.

Source: ACRB, ECRB, FCRB

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 ().

Source: ACRB, ECRB, FCRB

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 .

Source: FO

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.

Source: GCRB

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 .

Source: FO

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.

Source: FTNO

(origin: )

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.

Source: GCRB

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.

Source: GCRB

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.

Source: GCRB

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.

Source: GCRB

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.

Source: ACRB, ECRB

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.

Source: GCRB

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.

Source: GCRB

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.

Source: ACRB, ECRB

(origin: Spare Clip)

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.

Source: ACRB, ECRB

(origin: Familiar Suns)

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.

Source: ACRB, ECRB, FCRB

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.

Source: GCRB

Grit

Tier: 1

Activation: Passive

Ranked: Yes

Each rank of Grit increases your character’s strain threshold by one.

Source: GCRB

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.

Source: GCRB

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.

Source: ACRB, EBGR, ECRB

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.

Source: GCRB

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.

Source: GCRB

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.

Source: GCRB

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.

Source: GCRB

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.

Source: ACRB, ECRB, FCRB

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.

Source: GCRB

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.

Source: ETU

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).

Source: GCRB

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.

Source: GCRB

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.

Source: FCRB

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.

Source: GCRB

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.

Source: GCRB

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.

Source: GCRB

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.

Source: GCRB

Rapid Recovery

Tier: 1

Activation: Passive

Ranked: Yes

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

Source: ABGR, ACRB, ECRB, FBGR, FCRB

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.

Source: ACRB, ECRB

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.

Source: FBGR, FCRB

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.

Source: DA, LBE

(origin: Researcher (Improved))

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.

Source: GCRB

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.

Source: ACRB, ECRB, EV, SS

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.

Source: GCRB

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.

Source: SOT, SM

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.

Source: ACRB, ECRB, FCRB

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.

Source: ABGR, ACRB, ECRB, FCRB

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 .

Source: SOT, SS

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.

Source: ABGR, ACRB, ECRB

Stalker

Tier: 1

Activation: Passive

Ranked: Yes

Add per rank of Stalker to all Stealth and Coordination checks.

Source: ABGR, ACRB, ECRB

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.

Source: FIB, KTP

(origin: Suppressing Fire)

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.

Source: GCRB

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).

Source: GCRB

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.

Source: ACRB, ECRB, KTP

Toughened

Tier: 1

Activation: Passive

Ranked: Yes

Each rank of Toughened increases your character’s wound threshold by two.

Source: GCRB

Unremarkable

Tier: 1

Activation: Passive

Ranked: No

Other characters add to any checks made to find or identify your character in a crowd.

Source: GCRB

Wheel and Deal

Tier: 1

Activation: Passive

Ranked: Yes

When selling good legally, gain 10% more currency per rank of Wheel and Deal.

Source: ACRB, ECRB

Tier 2

Basic Military Training

Tier: 2

Activation: Passive

Ranked: No

Athletics, Ranged (Heavy), and Resilience are now career skills for your character.

Source: GCRB

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.

Source: GCRB

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.

Source: DA

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.

Source: FIB, DC

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.

Source: FIB, KTP

(origin: Suppressing Fire)

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!

Source: GCRB

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.

Source: DA

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.

Source: ACRB, ND

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.

Source: FH

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.

Source: GCRB

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.

Source: FH

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.

Source: GCRB

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.

Source: ACRB

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).

Source: GCRB

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.

Source: SOT, SM

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.

Source: DC, FCRB

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.

Source: DOH

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.

Source: ACRB, ECRB

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.

Source:

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.

Source: GCRB

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).

Source:

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.

Source: ACRB, ECRB

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.

Source: ETU, SS

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.

Source: FO

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.

Source: GCRB

Knockdown

Tier: 2

Activation: Passive

Ranked: No

After hitting with a melee attack, may spend a to knock the target prone.

Source: ABGR, ACRB, EBGR, ECRB

Know the Enemy

Tier: 2

Activation: Passive

Ranked: No

May use an appropriate Knowledge skill when making checks to determine initiative.

Source: DOR

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.

Source: DA

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.

Source: ACRB, ECRB

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.

Source: DOR

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.

Source: DC

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.

Source: GCRB

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.

Source: FCRB

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.

Source: GHC

(origin: Templar)

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.

Source: SOT

Physical Training

Tier: 2

Activation: Passive

Ranked: Yes

Add per rank of Physical Training to Athletics and Resilience checks.

Source: ACRB, DOH

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.

Source: DOR

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.

Source: FC

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.

Source: ND, EV

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.

Source: FCRB

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.

Source: GCRB

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.

Source: ACRB, DC

Sense Emotions

Tier: 2

Activation: Passive

Ranked: No

Add to all Charm, Coercion, and Deception checks.

Source: ECRB, FBGR, FCRB

Strong Arm

Tier: 2

Activation: Passive

Ranked: No

Treat thrown weapons as if they had 1 greater range.

Source: ACRB, EBGR, ECRB

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.

Source: ACRB, ECRB

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%

Source: ACRB, ECRB, FCRB

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.

Source: ACRB, DC

Touch of Fate

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per session, add to any 1 check.

Source: ACRB, ECRB, FCRB

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).

Source: ND

Uncanny Senses

Tier: 2

Activation: Passive

Ranked: Yes

Add per rank of Uncanny Senses to all Perception and Vigilance checks.

Source: ACRB, ECRB, FCRB

Unstoppable

Tier: 2

Activation: Passive

Ranked: No

If a Critical Injury roll is 1 or reduced to 1, do not receive the critical injury.

Source: ACRB

Vehicle Combat Training

Tier: 2

Activation: Passive

Ranked: No

Gunnery, Driving, and Piloting become career skills.

Source: ACRB

Well Read

Tier: 2

Activation: Passive

Ranked: No

Choose any 3 Knowledge skills. They permanently become career skills.

Source: LBE

Well Rounded

Tier: 2

Activation: Passive

Ranked: No

Choose any 2 non-magic skills. They permanently become career skills.

Source: ACRB, EBGR, ECRB, FBGR, FCRB

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.

Source:

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.

Source: FIB

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.

Source: GCRB

Armor Master

Tier: 3

Activation: Passive

Ranked: No

When wearing armor, Increase total soak value by 1.

Source: ACRB, EBGR, ECRB, KTP

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.

Source: DA

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.

Source: GCRB

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.

Source: FIB, KTP

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.

Source:

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.

Source: SOT

(origin: Corellian Sendoff)

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.

Source: FCRB

Combat Veteran

Tier: 3

Activation: Passive

Ranked: No

Add to Brawl and Discipline checks.

Source: DOR

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.

Source: LBE

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.

Source: FH, FC, DOH

Constant Vigilance

Tier: 3

Activation: Passive

Ranked: No

May always use Vigilance when making checks to determine initiative.

Source: EV

Creative Killer

Tier: 3

Activation: Passive

Ranked: No

Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).

Source: ACRB

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.

Source:

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.

Source: FIB

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.

Source: SOT

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.

Source: SOT

(origin: Koiogran Turn)

Disarm

Tier: 3

Activation: Passive

Ranked: No

May spend or with a successful Brawl or Melee check to disarm opponent.

Source: FCRB

(origin: Sum Djem)

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.

Source: FC

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.

Source: GCRB

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.

Source: FO

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.

Source: GCRB

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

Source: FC

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.

Source: GCRB

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.

Source: DA

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.

Source: DA, LBE, DOH

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.

Source:

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).

Source: DOR

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 .

Source: SM

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.

Source: EV

Fearsome Rep

Tier: 3

Activation: Passive

Ranked: Yes

Add to results of Coercion checks equal to ranks in Fearsome Rep.

Source: DOR

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.

Source: FCRB

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.

Source: ABGR, ACRB, EBGR, ECRB

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.

Source: GCRB

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.

Source: ACRB

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.

Source: GCRB

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.

Source: ACRB

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.

Source: DOR

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.

Source: SOT

(origin: Fortified Vacuum Seal)

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.

Source: ACRB, ECRB

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.

Source: GCRB

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.

Source: ACRB, JOY, FH

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.

Source: GCRB

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.

Source: SS

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.

Source: ND

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.

Source: FIB, DC

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.)

Source: GCRB

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.

Source: ND

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

Source: ETU, SS

Informant

Tier: 3

Activation: Active (Incidental)

Ranked: No

Once per session, may reveal a contact who can shed light on a chosen subject.

Source: DA, ND

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.

Source: GCRB

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.

Source: DA

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.

Source: ACRB, ECRB, FBGR, FCRB

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).

Source: ND

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

Source: SOT, SM

Lethal Blows

Tier: 3

Activation: Passive

Ranked: Yes

Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.

Source: ACRB, ECRB, SS

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.

Source:

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.

Source:

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.

Source: GCRB

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.

Source: KTP

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.

Source: ACRB, ECRB, FCRB

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 .

Source: SM

(origin: Eye for Detail)

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.

Source: ACRB

(origin: Stroke of Genius)

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.

Source: ACRB, ND

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.

Source: GCRB

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.

Source: GCRB

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.

Source: ETU

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.

Source: DA

(origin: Plausible Deniability (Improved))

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.

Source: ABGR, ACRB, EBGR, ECRB

Powerful Blast

Tier: 3

Activation: Passive

Ranked: Yes

Increase Blast damage dealt by +1 per rank of Powerful Blast.

Source: ACRB, DC

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.

Source: FCRB

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.

Source: DOR

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.

Source: GCRB

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.

Source: FBGR, FCRB

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.

Source:

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.

Source: SM

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.

Source: GCRB

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.

Source:

(origin: (Acklay’s) 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.

Source: FIB

Sense Advantage

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

Once per session, may add to 1 NPC’s skill check.

Source: FBGR, FCRB

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.

Source: FCRB

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.

Source: ND, EV, SS

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.

Source: DOH

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.

Source: FO

Sound Investments

Tier: 3

Activation: Passive

Ranked: Yes

At the start of each session, gain 100 money units for each rank of Sound Investments.

Source: ACRB, FH

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.

Source: SOT

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.

Source: SS

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 .

Source: ACRB, ECRB

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.

Source: DOH

(origin: Sunder (Improved))

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.

Source: ACRB, DC

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.

Source:

Tricky Target

Tier: 3

Activation: Passive

Ranked: No

Count vehicle or starship piloted as having a silhouette 1 lower when being attacked.

Source: ABGR, ACRB, ECRB, FCRB

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.

Source: DOR

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.

Source: SOT

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.

Source: DA

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.

Source:

Up the Ante

Tier: 3

Activation: Passive

Ranked: Yes

When gambling win 10% more credits per rank of Up the Ante.

Source: FC

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.

Source: DA, FBGR, FCRB

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.

Source:

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.

Source:

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.

Source: ACRB, ECRB, KTP

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.

Source: EV

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.

Source: LBE, FIB, EBGR, FCRB

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.

Source: SOT

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.

Source: ACRB, ECRB

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.

Source: DOR

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.

Source: GCRB

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.

Source: SOT

(origin: Corellian Sendoff (Improved))

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.

Source: ACRB, KTP

Center of Being (Improved)

Tier: 4

Activation: Passive

Ranked: No

Suffer 1 Strain to use a Center of Being maneuver as an incidental.

Source: FCRB

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.

Source: LBE

(origin: Commanding Presence (Improved))

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.

Source: DOR

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.

Source: GCRB

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.

Source: ABGR, ACRB, ECRB

Defensive

Tier: 4

Activation: Passive

Ranked: Yes

Each rank of Defensive increases your character’s melee defense and ranged defense by one.

Source: GCRB

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.

Source: GCRB

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.

Source: FCRB

(origin: Djem So Deflection)

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.

Source: DA

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.

Source: FH

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.

Source:

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.

Source: FC

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 .

Source: FC

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.

Source: DOR

Enduring

Tier: 4

Activation: Passive

Ranked: Yes

Each rank of Enduring increases your character’s soak value by one.

Source: GCRB

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.

Source: GCRB

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.

Source: DOR

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.

Source: FC

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 ().

Source: ABGR, ACRB, EBGR, ECRB, EV

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.

Source: SS

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!

Source: GCRB

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.

Source: FO

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.

Source: DA

(origin: In The Know (Improved))

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.

Source:

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.

Source: ACRB

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.

Source: GCRB

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.

Source: ACRB

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.

Source: ACRB, EBGR, ECRB

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.

Source:

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.

Source: GCRB

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.

Source: SS

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.

Source: FIB

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.

Source: SOT

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.

Source: ND

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.

Source: ND, KTP

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.

Source: GCRB

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.

Source: EBGR, ECRB, SS

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.

Source: FIB, FCRB

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.

Source: DOR

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.

Source: FIB, KTP

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.

Source: KTP

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.

Source: FO

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.

Source: FIB, DC

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.

Source: FCRB

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.

Source: SOT

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.

Source: SM

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.

Source:

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.

Source: ABGR, ACRB, EBGR, ECRB

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.

Source: DOH

(origin: Savvy Negotiator (Improved))

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.

Source: GCRB

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.

Source: SOT, FC

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.

Source: DOR

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.

Source: SOT

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.

Source: ACRB, ECRB

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.

Source: FC

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.

Source: SM

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.

Source: FC

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 ().

Source: SOT

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.

Source: DOR

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.

Source: ACRB, EBGR, ECRB, FCRB

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.

Source: DA

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.

Source: DOR

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.

Source: LBE

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.

Source: DOR

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.

Source: FH, EV

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).

Source: FO

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.

Source: DOR

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.

Source: KTP

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.

Source: KTP

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

Source: FH

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.

Source: FIB

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.

Source: DOR

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.

Source: FH, ND

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.

Source: DOH

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).

Source: SM

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.

Source: GCRB

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 .

Source: FC

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.

Source: ACRB, ECRB, EV

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.

Source: FIB, DC

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.

Source: GCRB

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.

Source:

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).

Source:

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.

Source: DOR

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.

Source: ABGR, ACRB, ECRB, DOH

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.

Source: FC

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 ().

Source: GCRB

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.

Source: FO

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.

Source: ACRB, ETU, ECRB

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.

Source: ACRB, DC

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.

Source: DOH

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.

Source: ACRB, ECRB

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.

Source: DOR

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.

Source: GCRB

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.

Source:

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.

Source: DOR

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.

Source: GCRB

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.

Source: SM

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.

Source: SOT

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.

Source: EV

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.

Source: DA, LBE

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.

Source: FH

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.

Source: CCC (Tom Cruise)

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.

Source: CCC (Richardbuxton)

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.

Source: CCC (TheSapient)

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.

Source: CCC (ESP77)

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.

Source: CCC (SavageBob)

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.

Source: CCC (Tom Cruise)

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.

Source: CCC (Klort)

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.

Source: CCC (Swordbreaker)

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.

Source: CCC (ESP77)

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.

Source: CCC (ESP77)

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.

Source: CCC (ESP77)

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.

Source: CCC (TheSapient)

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.

Source: CCC (ESP77)

Blood Magic

Tier: 3

Activation: Active (Incidental)

Ranked: No

When casting a spell your character may take two wounds instead of two strain.

Source: CCC (ESP77)

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.

Source: CCC (TheSapient)

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.

Source: CCC (ESP77)

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.

Source: CCC (ESP77)

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.

Source: CCC (ESP77)

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.

Source: CCC (Klort)

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.

Source: CCC (Swordbreaker)

Lingering Spell

Tier: 3

Activation: Active (Incidental)

Ranked: No

Spend a Story Point and your character may make concentration maneuver as an incidental.

Source: CCC (TheSapient)

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.

Source: CCC (Klort)

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.

Source: CCC (ESP77)

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.

Source: CCC (ESP77)

(origin: Overchannel (Improved)

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.

Source: CCC (Tom Cruise)

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.

Source: CCC (ESP77)

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.

Source: CCC (Direach)

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.

Source: CCC (yeti1069)

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.

Source: CCC (ESP77)

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.

Source: CCC (Tom Cruise)

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.

Source: CCC (ESP77)

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.

Source: CCC (TheSapient)

(origin: Light of Heaven)

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.

Source: CCC (ESP77)

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.

Source: CCC (Dragonshadow)

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.

Source: CCC (Klort)

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.

Source: CCC (Swordbreaker)

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.

Source: CCC (ESP77)

Mystic Theurge (Improved)

Tier: 4

Activation: Passive

Ranked: No

Mystic Theurge no longer limits use of the magic skill to once per encounter.

Source: CCC (yeti1069)

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.

Source: CCC (Tom Cruise)

Quickened Spell

Tier: 4

Activation: Active (Maneuver)

Ranked: No

Once per session, spend 2 strain to make a magic skill check as a maneuver.

Source: CCC (ESP77)

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.

Source: CCC (ESP77)

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.

Source: CCC (Richardbuxton)

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.

Source: CCC (TheSapient)

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.

Source: CCC (Klort)

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 ().

Source: CCC (ESP77)

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.

Source: CCC (TheSapient)

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.

Source: CCC (Swordbreaker)

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 .

Source: CCC (Richardbuxton)

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.

Source: CCC (ESP77)

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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).

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.’

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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).

Source: SOTB

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.

Source: SOTB

Haughty Demeanor

Tier: 2

Activation: Passive

Ranked: No

Other characters add to social skill checks targeting your character.

Source: SOTB

Nethunter

Tier: 2

Activation: No

Ranked: Passive

When your character successfully traces another character during a Network encounter, your character gains one additional trace.

Source: SOTB

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).

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.’

Source: SOTB

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.’

Source: SOTB

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.’

Source: SOTB

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.

Source: SOTB

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

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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 .

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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 .’

Source: SOTB

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.

Source: SOTB

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 .

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.’

Source: SOTB

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.

Source: SOTB

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.’

Source: SOTB

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 .

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: SOTB

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

Finesse

Tier: 1

Activation: Active (Incidental)

Ranked: No

When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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).

Source: ROT

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.

Source: ROT

Tavern Brawler

Tier: 1

Activation: Passive

Ranked: No

Your character adds to Brawl checks and combat checks using improvised weapons.

Source: ROT

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.

Source: ROT

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.

Source: ROT

Tier 2

Adventurer

Tier: 2

Activation: Passive

Ranked: No

Athletics and Knowledge (Adventuring) are now career skills for your character.

Source: ROT

Bard

Tier: 2

Activation: Passive

Ranked: No

Knowledge (Lore) and Verse are now career skills for your character.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

Hunter

Tier: 2

Activation: Passive

Ranked: No

Knowledge (Geography), Ranged, and Survival are now career skills for your character.

Source: ROT

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).

Source: ROT

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

Source: ROT

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.

Source: ROT

Runic Lore

Tier: 2

Activation: Passive

Ranked: No

Knowledge (Lore) and Runes are now career skills for your character

Source: ROT

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.

Source: ROT

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.

Source: ROT

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).

Source: ROT

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.

Source: ROT

Well-Travelled

Tier: 2

Activation: Passive

Ranked: No

Knowledge (Geography), Negotiation, and Vigilance are now career skills for your character.

Source: ROT

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.

Source: ROT

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).

Source: ROT

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).

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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 ).

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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).

Source: ROT

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.

Source: ROT

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!).

Source: ROT

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 .

Source: ROT

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.

Source: ROT

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.)

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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.

Source: ROT

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).

Source: ROT

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.

Source: ROT

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.

Source: ROT

Zealous Fire

Tier: 5

Activation: Passive

Ranked: No

Each time your Game Master spends a Story Point, your character heals 2 strain.

Source: ROT

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.

Source: FH, KTP

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.

Source: JOY, FH, ND

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.

Source: ACRB, ECRB

(origin: Bacta Specialist)

Finesse (depreciated on: V4.0)

Tier: 2

Activation: Passive

Ranked:

The character may use Agility instead of Brawn for Brawl and Melee (Light) checks.

Source: GHC

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.

Source: EV

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.

Source: ND, KTP

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.

Source: GHC

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.

Source: ROT

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.

Source: ACRB, ECRB, FCRB

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.

Source: EV

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.

Source: GHC

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.

Source: ACRB, ECRB

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.

Source: FBGR, FCRB

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.

Source: DA, FCRB

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.

Source: FCRB

(origin: Sarlacc Sweep)

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).

Source: ECRB