Talents (Genesys)
You are special. So is he. And him. And her, too...
This is only a suggested list of Talents - new ones are being added all the time! Players are encouraged to negotiate with the GM if they are interested in creating a new Talent, particularly if it helps fit with their envisioned character's backstory or development.
Talents must fit in their allocated slot, except for Tier 0 Talents which have no limit. On the other hand, your chosen Career's Talent Column has only a single slot per tier available - only they can fit in their slot.
Activation: Active (Action)
Ranked: No
When making any knowledge skill check, your character an 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 un-cancelled s (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.
Spend money to succeed on Knowledge checks.
Bullrush
Activation: Active (Incidental)
Ranked: No
When your character makes a Brawl, Melee (Light), or Melee (Heavy) combat check after using a Manoeuvre to move within Engaged Range of a target, you may spend aaa or t to knock the target prone and move them up to one range band away from your character.
Shoulder-charge when you move close to knock a guy down and away.
Challenge!
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 Rank (a minion group counts as a single adversary for this purpose).
Until the Encounter ends or your character is incapacitated, these adversaries add b to combat checks targeting your character and bb to combat checks targeting other characters.
Taunt enemies into attacking you.
Cybernetic Brain
Activation: Passive, Language Dependent
Ranked: No
Provides a rank of Type: Cybernetic
May make a Computer link at Short Range, and maintain the link up to Medium Range. No device is needed.
Link with computers from range.
Clever Retort
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter your character may use this talent to automatically add h h to another character's social skill check.
+2 Threat on any other character's social check.
Cybernetic Eyes
Activation: Passive
Ranked: No
Provides a rank of Type: Cybernetic
+aa on Perception and Vigilance checks; -b from visual issues (does not stack with Visual Processors).
+aa Perception/Vigilance; -b visual issues.
Customer Service Experience
Activation: Active (Incidental)
Ranked: Yes
After your character makes a Charm check, they may suffer 1 Strain to cancel h.
+1 Strain = -h.
Defensive SysOps
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 b b to their opponents checks. If your character has access to the computer system when the intrusion takes place, they are automatically aware of the intrusion.
+2 Computer Defence, if you're online you see intrusions.
Desperate Recovery
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.
If you're past half Strain Threshold, recover +2 Strain at the end of Encounters.
Duelist
Activation: Passive
Ranked: No
Your character adds b to their melee combat checks when engaged with a single opponent. Your character adds b to their melee checks while engaged with three or more opponents.
+b if 1v1, +b if 3+ enemies are Engaged.
Durable
Activation: Passive
Ranked: Yes
Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.
-10 per Rank from Critical Injuries.
Dungeoneer
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 h no greater than Rank.
-h/ranks from checks in 'dungeoneering' areas.
Forager/City Sense
Activation: Passive
Ranked: No
Your character removes up to b b 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 normally would.
-bb from checks to find food, water or shelter, and it's 50% quicker.
Cybernetic Memory
Activation: Maneuver
Ranked: No
Provides a rank of Type: Cybernetic
An individual with a Greybox installed gains the ability to record and store sensory information with the veracity and recall of an advanced computer system. The recorder's recall is not truly perfect as most known species have sensory limitations that prevent them from uploading perfectly detailed information on everything they observe, but it is still the next best thing to having perfect memory.
This is not limited to sight. Everything the character experiences, including emotions, is felt by the character as if they’re reliving that moment. A greybox can also be used to securely store and transport large amounts of data. The ‘key’ to decrypting the information could be anything the implanted character desires - a phrase, a scent, a memory, or any combination thereof. For that reason, data stored in a greybox cannot be accessed by anyone who doesn’t know the key.
Near-perfect memory.
Cybernetic Respirator
Activation: Toggle as Incidental
Ranked: No
Provides a rank of Type: Cybernetic
Integrates a Breath Mask item (or equivalent item or magic) into the individual. This cannot be removed without the wielder's choice, or significant damage to the wielder's body.
-d from Resilience checks against poison.
Integrated breath mask.
Cybernetic Weapon (Improved)
Activation: Passive
Ranked: Yes
Requires Cybernetic Ranged Weapon or Cybernetic Melee/Brawl Weapon. Choose which one this Talent is attached to during purchase.
The Cybernetic Ranged Weapon may now be used with the Ranged (Heavy) skill. Additionally, for each Rank of Cybernetic Weapon (Improved), the character may add one Rank (if it has ranks) of the following qualities to their weapon:
Cybernetic Weapon (Supreme)
Apply a quality to Cybernetic Ranged Weapon.
Grit
Activation: Passive
Ranked: Yes
Each rank of Grid increases your character's strain threshold by one.
+1 Strain Threshold.
Hamstring Shot
Activation: Active (Action)
Ranked: No
Once per round your character may use this talent to perform a range combat check against one non-vehicle target within range of the weapon used. If the check is successful, half the damage inflicted by the attack (before reducing thee damage by the target's soak). The target is immobilised until the end of it's next turn.
Ranged only. Half damage, but Immobilised.
Jump Up
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.
Stand up = Incidental.
Indistinguishable
Activation: Passive
Ranked: No
Upgrades the Difficulty once when someone attempts to remember or identify this character.
Harder to be remembered/identified.
Knack For It
Activation: Passive
Ranked: Yes
When you purchase this talent for your character, select one skill. Your character removes b b 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 b b from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent.
-bb from a skill.
Know Somebody
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.
-1 Rarity of legal item.
Net Search
Activation: Passive
Ranked: No
When your character has access to the Network (or equivalent), they can use this Talent to Upgrade the ability of the next Knowledge check they make that turn twice, and the Difficulty of the check once. d means that they learn some seemingly relevant and believable information that turns out to be completely (and possibly maliciously) false.
Use 'internet' to make your searches more potent.
Let's Ride
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.
Mount/dismount vehicle or move around vehicle as Incidental.
One With Nature
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.
Recover Strain with Survival if in wilderness.
One With The City
Activation: Active (Incidental)
Ranked: No
When in a city, your character may make a Simple (–) Streetwise check, instead of Discipline or Cool, to recover strain at the end of an encounter.
Can use Streetwise to recover Strain at end of Encounter.
Parry
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 of Genesys book), 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.
3 Strain = reduce melee damage.
Painful Blow
Activation: Active (Incidental)
Ranked: No
When your character makes a combat check, you may voluntarily increase the Difficulty by 1 to use this Talent.
If the target suffers 1+ Wounds from the combat check, the target suffers +2 Strain each time they perform a Manoeuvre until the end of the Encounter.
+d = target +2 Strain per Maneuver
Proper Upbringing
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 a to the check. The number may not exceed your character’s ranks in Proper Upbringing.
+Strain = +a, 'polite company' only.
Quick Draw
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.
Withdraw or store one item as an Incidental. -1 Prepare quality.
Quick Strike
Activation: Passive
Ranked: Yes
Your character adds b 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.
+b if target hasn't acted yet.
Rapid Reaction
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 s to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.
+1 Strain = +s when determining initiative.
Resourceful Mechanic
Activation: Passive
Ranked: No
When your character makes a Mechanics check to repair System Strain or Hull Trauma on a vehicle, they repair +1 additional System Strain or Hull Trauma.
+1 HT/SS repaired.
Respected
Activation: Active
Ranked: Yes
When the character gains this talent, choose one professional or social circle (Military, Academic, Political, Corporate, Criminal, Noble, Religious, Wealthy, Poor, etc...) that the character is accustomed to dealing with. When your character makes a social skill check towards someone else who is part of that circle, they may suffer a number of Strain up to Rank to add an equal number of a to the check. Extra Ranks provide an additional category to apply it to.
Strain = +a in social situations. /*Respected # (#groups#)
Second Wind
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.
Heal Strain.
Surgeon
Activation: Passive
Ranked: Yes
When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.
+1 Wound healed if using Medicine.
Shield Slam
Activation: Active (Incidental)
Ranked: No
When your character uses a shield to attack a Minion or Rival, you may spend aaaa or t to Stagger the target until the end of the target’s next Turn.
Can stagger targets when attacking with a shield.
Street Fighter
Activation: Passive
Ranked: No
When your character Disorients or knocks their target prone when making a Brawl combat check; their target also suffers +2 Wounds.
+2 Wounds to target if using Brawl when you disorient/knock them down.
Swift
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 manoeuvres)
Move through difficult terrain normally.
Tavern Brawler
Activation: Passive
Ranked: No
Your character adds a to Brawl checks and combat checks using improvised weapons.
+a for Brawl and improvised weapons.
Tinkerer
Activation: 10 minutes of downtime, requires a Toolbox
Ranked: Yes
May add +1 Hard Point to an item with 1+ Hard Points. To use this ability on another item, the additional Hard Point must be removed with an Action (Mechanics d). Each Rank of this Talent increases the number of items that this Talent can affect by 1.
+1 HP to an item.
Tumble
Activation: Active (Incidental)
Ranked: No
Once per Round on your character’s Turn, they may suffer +2 Strain to disengage from all Engaged adversaries.
+2 Strain = Escape from opponents at Engaged Range.
Toughened
Activation: Passive
Ranked: Yes
Each rank of Toughened increases your character’s wound threshold by two.
+2 Wound Threshold.
Unremarkable
Activation: Passive
Ranked: No
Other characters add f to any checks made to find or identify your character in a crowd.
+f to find you in a crowd, or identify you.
Activation: Passive
Ranked: No
Athletics, Ranged Heavy, and Resilience are now career skills for your character.
Athletics, R:Heavy and Resilience are career skills.
Berserk
Activation: Active (Manoeuvre)
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 s a a to all melee combat checks they make.
However, opponents add s 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.
Get melee offense but so does everyone that targets you.
Block
Activation: Active (Incidental, Out of Turn)
Ranked: No
Requires Parry 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.
Use a shield to add Parry to Ranged attacks.
Bodyguard
Activation: Maneuver, Single target, Engaged Range, Once per Round, Strain cost
Ranked: Yes
Choose a target within Engaged Range. Suffer a number of Strain up to Rank, Upgrade the Difficulty of combat checks targeting your target until the start of this character's next Turn.
Improved(TBD), Supreme(TBD)
Suffer Strain to Upgrade combat checks targeting an Eng RNG buddy.
Bureaucratic Invisibility
Activation: Action
Ranked: No
Sometimes you just have to look like you belong. A character with this talent can spend a Story Point to be seen as someone who is authorised to be within any area for the duration of an encounter. Obviously incorrect clothing, uniforms, equipment or violence can negate this effect.
Use confidence to hide in plain sight.
Controlled Spray
Activation: Active (Manoeuvre)
Ranked: No
Your character may use this talent to decrease the difficulty of the next combat check using Autofire they make during the same turn by one.
Maneuver to -d for Autofire.
Coordinated Assault
Activation: Active (Manouevre)
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 a 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.
Leadership Rank = +a to combat checks.
Cybernetic Lockpick
Activation: Maneuver to equip, store or swap to another item, RNG: Engaged
Ranked: No
Provides a rank of Type: Cybernetic
Provides a built-in lockpick.
Perception 4 check, upgraded by the character's Skulduggery to detect. Use of a scanner results in -dd.
Both physical and digital lockpicks.
Cybernetic Scanner
Activation: Maneuver to equip, store or swap to another item.
Ranked: No
Provides a rank of Type: Cybernetic
Provides a built-in scanner device.
Perception 4 check, upgraded by the character's Skulduggery to detect. Use of a scanner results in -dd.
Read the title.
Counteroffer
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 t 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!
Negotiation v Discipline = Target Staggered.
Daring Aviator/Pilot
Activation: Active (Incidental)
Ranked: Yes
Before your character makes a Driving or Piloting check, they may add a number of h to the results to use this talent to add an equal number of s. The number may not exceed your character’s ranks in Daring Aviator/Driver.
Add b to receive s.
Defensive Stance
Activation: Active (Manouevre)
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 start of your character’s next turn, Upgrade the following types of checks that target your character a number of times equal to the Strain suffered.
Maneuver + Strain (up to Rank) = Upgrade incoming Melee/Brawl attacks until next Turn.
Defensive SysOps (improved)
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Defensive Sysops talent to benefit from this talent. Before adding b b from Defensive Sysops to a check, use this talent to add f h to the results of the check instead.
In addition to previous effects, +fh.
Dirty Tricks
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.
Upgrade target's next check after inflicting a Crit.
Dual Wielder
Activation: Active (Manouevre)
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 of the Genesys core rulebook) they make during the same turn by one.
Maneuver to -d from dual (or more) wielding combat checks.
Fan The Hammer
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 of the Genesys core rulebook).
Weapon gets the Autofire quality, but runs out of ammo.
Flash of Insight
Activation: Passive
Ranked: No
When your character generates t on a Knowledge skill check, roll bb and add the results to the check, in addition to spending the b as usual.
t on a Knowledge check = +bb
Feral Strength
Activation: Incidental, during Melee or Brawl attack, suffer Strain equal to or less than Ranks
Ranked: Yes
If the attack deals Wounds, it gains additional s equal to Strain spent.
If you hit with a melee/brawl, +DAM equal to Strain spent.
Grapple
Activation: Incidental, +2 Strain, Once per Round, Engaged Range, Single target, Same or less Silhouette
Ranked: No
Until the start of your character’s next Turn, enemies must spend 2 Maneuvers to disengage from your character.
+2 Strain = Enemies must spend 2 Maneuvers to disengage from your character.
Haughty Demeanour
Activation: Passive
Ranked: No
Other characters add h to social skill checks targeting your character.
+h to incoming social checks.
Heightened Awareness
Activation: Passive
Ranked: No
Allies within short range of your character add b to their Perception and Vigilance checks. Allies engaged with your character add b b instead.
Nearby allies are better at Perception and Vigilance.
Hidden Cybernetic Compartments
Activation: Maneuver to store an item. This overrides Talents allowing equipping items as Incidentals.
Ranked: Yes
Provides a rank of Type: Cybernetic
2 Encumbrance per Rank of your current Encumbrance Threshold becomes hidden. You may hide items up to 2 Encumbrance each in here.
Perception 4 check upgraded by the character's Skulduggery to detect that a character has hidden cybernetic compartments. Use of a scanner results in -d.
Hide stuff in your body
Inspiring Rhetoric
Activation: Active (Action
Ranked: No
Your character may use this talent to make an Average (d d) Leadership check. For each s the check generates, one ally within short range heals one strain. For each a, one ally benefiting from Inspiring Rhetoric heals one additional strain.
Leadership 2 = Heal allies' Strain. /*Inspiring Rhetoric
Inventor
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 b 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.
When building or modifing stuff, +b. Also can make stuff you've heard of.
Leaper
Activation: Active (Maneuver)
Ranked: No
May suffer +1 Strain and move up to Medium Range, including vertical movement.
This does not allow the user to stay in place once they have moved.
+1 Strain = Move up to Med RNG.
Lucky Strike
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 two s to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check.
Spend ss to add DAM equal to a Characteristic.
Nano-Shield (Improved)
Activation: Passive (Upgrade)
Ranked: No
Requirements: Nano-shield; Nano-Swarm pet is within Medium Range May target other people/objects Silhouette 1 or less.
May protect others with Nano-shield.
Nano-weapon
Activation: Active (Maneuver)
Ranked: No
Requirements: Nano-Swarm pet is within Engaged Range As a Maneuver, command your Nano-Swarm to form themselves into a melee weapon with a selected form attached to your body.
Once the Nano-Swarm has attached themselves, you may reconfigure them as an Incidental.
The stats for the weapon are: DAM: +1; CRT: 3; RNG: ENG; Accurate 2; Choice: Pierce 2 OR Disorient 2 OR Barbed 3 OR Ensnare 1 OR Linked 2 OR Stun Damage OR Vicious 3.
Allows the user to wield his Nano-Swarm as a versatile melee weapon.
Requires a Nano-Swarm as an Animal Companion
Nano-vision
Activation: Active (Maneuver)
Ranked: No
The installation of tiny cameras on each Nanobot in the wielder's Nano-Swarms means that the wielder may see what their pet sees up to a Range of Medium. This is usually displayed on a topographical map at the wielder's location, made from spare Nanobots.
May see through the eyes of your Nano-Swarm pet.
Probing Question
Activation: Active (Incidental)
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 Strain.
If you know target's Flaw/Fear, social checks = +3 when Strain inflicted.
Scathing Tirade
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an Average (dd) Coercion Check. For each s the check generates, on enemy within short range suffers 1 strain. For each a, one enemy affect by Scathing Tirade suffers additional strain.
Coercion 2 = Strain attack.
Side Step
Activation: Active (Manouevre)
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. Then, until the start of your character’s next turn, Upgrade the following types of checks that target your character a number of times equal to the Strain suffered.
+Strain = Upgrade ranged combat checks.
Quick Fix
Activation: Active (Incidental)
Ranked: No
You may spend a Story Point to allow your character to use this Talent to temporarily repair 1 damaged item they are at Engaged Range with.
For 3 Rounds, the item may be used without penalty 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 can’t be fixed.
Repair any item for 3 Rounds, then it's damaged.
Reckless Charge
Activation: Active (Incidental)
Ranked: No
After using a Manoeuvre to move into Engaged Range with an adversary, your character may suffer +2 Strain to use this Talent. They then add sshh to the results of the next Brawl or Melee combat check they make this turn.
+2 Strain and move into Eng RNG = +sshh to Brawl/Melee check.
Signature
Activation: Passive
Ranked: No
When your character gains this Talent, decide on a 'signature power' for them, consisting of a particular power, macro or trick and a specific set of one or more modifiers.
When your character casts their signature (consisting of the exact combination previously chosen), -d to a minimum of (-).
Choose a power, macro or trick and a specific set of one or more modifiers = -d
Threaten
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 that adversary equal to your character’s ranks in Coercion.
The Range of this Talent increases by 1 band per rank of Threaten beyond the first.
If an adversary within Short RNG damages an ally, +3 Strain = Coercion strain on them.
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).
You may also at DM's discretion use this to have a Drone or Robotic companion.
Have an ally. List of available options(TBD)
Backstab
Activation: Active (Action)
Ranked: No
Your character may use this Talent to attack an unaware adversary using a Melee weapon. A Backstab is a Melee attack, and follows the normal rules for performing a combat check, using the character’s Skulduggery skill instead of Melee. If the check succeeds, each uncanceled s adds +2 damage (instead of the normal +1).
Use Skulduggery instead of Melee, s = +2 Dam.
Barrel Roll
Activation: Active (Incidental, Out of Time)
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.
Dodging for pilots.
Combat Caster
Activation: Passive
Ranked: No
Requires at least 1 rank in Magic, Tech or Combat Mastery -d from Magic, Tech and Combat Mastery combat checks at Engaged Range.
Additionally, if a Brawl, Melee, Ranged or Gunnery combat check causes you a Wound, receive +b to your next Magic, Tech or Combat Mastery combat check.
-d when attacking with M/T/CM from Eng RNG. Take a Wound = +b to next M/T/CM attack.
Requires at least 1 rank in either Magic, Tech or Combat Mastery.
Commando Training
Activation: Passive
Ranked: No
Requirements: Basic Military Training Survival becomes a career skill. Your unarmed and Melee attacks gain the Quiet quality, and your unarmed attack Critical Rating drops to 3 if it is not already lower.
Survival = Career; Melee and unarmed gain Quiet; unarmed CRT = 3
Distinctive Style
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 sshh to the results.
+sshh
Dodge
Activation: Active (Out-of-Turn Incidental)
Ranked: Yes
When your character is targeted by a combat check, 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.
Suffer Strain to Upgrade combat checks targeting you.
Dual Strike
Activation: Active (Incidental)
Ranked: No
When resolving a combined check to attack with 2 weapons in combat, your character may suffer +2 Strain to use this Talent to hit with another weapon (instead of spending aa).
+2 Strain to hit with another weapon.
Eagle Eyes
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.
Increase Range of weapon.
Easy Prey
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 bb to combat checks against immobilized targets.
+3 Strain = +bb against immobilised targets.
Fearsome
Activation: Triggered
Ranked: Yes
When a sentient being enters Engaged Range, this character may force them to take a Fear check with Difficulty equal to Rank.
Force a Fear check at Eng RNG.
Forgot to count?
Activation: Active (Incidental, Out of Turn)
Ranked: No
When an opponent makes a ranged combat check, you can spend hh 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.
Spend hh to cause someone's weapon to run out of ammo.
Full Throttle
Activation: Active (Action
Ranked: No
While driving or flying, your character may use this talent to make a Hard (ddd) 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.
Any vehicle check difficulty 3 = +1 max speed. Cunning sets how long.
Heroic Will
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 of the Genesys Rulebook.)
Choose 2 Characteristics, ignore effects of Critical Injuries until the end of the Encounter.
Inspiring Rhetoric (improved)
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 b to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership.
Allies affected by Inspiring Rhetoric also gain b to all skill checks. Leadership sets how long.
Cybernetic Ranged Weapon
Activation: Maneuver to equip, stow or swap to another item.
Ranked: No
Provides a rank of Type: Cybernetic
The weapon stats are below, and can be modified further with other Talents.Skill: Ranged (Light) DAM: 6CRT: 3RNG: MediumSpecial: Cannot be disarmed without a Critical Injury; Perception dddd check, upgraded by the character's Skulduggery to detect. Use of a scanner results in -dd.
Cybernetic Weapon (Improved), Cybernetic Weapon (Supreme)
DAM 6 CRT 3 RNG Med, upgrades available in other Talents.
Laugh It Off
Activation: Passive
Ranked: No
When your character is targeted by a social check that generates hhh or d, your character may use this Talent to spend those results and reduce the Strain they would have suffered from that check by 4. The character who targeted them suffers Strain equal to the amount reduced.
hhh or d = Social counter
Martial Arts Master
Activation: Active (Action)
Ranked: No
When armed with a Melee weapon, your character may use this Talent to make an Melee 2 check as an Action.
If successful, they force one Engaged target to drop a weapon they are holding, or forces the opponent to move 1 range band in a direction of your character’s choice.
Melee: Make target drop item or move them.
Cybernetic Melee/Brawn Weapon
Activation: Maneuver to equip, stow or swap to another item.
Ranked: No
Provides a rank of Type: Cybernetic
The weapon stats are below, and can be modified further with other Talents.Skill: Ranged (Light) DAM: Brawn + 3CRT: 2RNG: EngagedSpecial: Disorient 2, Cannot be disarmed without a Critical Injury; Perception dddd check, upgraded by the character's Skulduggery to detect. Use of a scanner results in -dd.
Cybernetic Weapon (Improved), Cybernetic Weapon (Supreme)
DAM br+3; CRT 2; RNG Engaged; Disorient 2, upgrades available in other Talents.
Nobody's Fool
Activation: Passive
Ranked: Yes
May Upgrade the Difficulty of incoming Charm, Coercion or Deception checks once per Rank.
Social defence. /*Nobody's Fool #
Natural
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.
Reroll skill check.
Painkiller Specialisation
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.
+1 Wound healed with Painkillers.
Parry (improved)
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 d or fff 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.
Spend d or fff in conjunction with Parry to hit them with your weapon.
Precise Aim
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).
-d when shooting at a target at Eng RNG with an ally.
Pressure Point
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.
Brawl check does Strain = DAM + Medicine
Rapid Aim
Activation: Active (Maneuver)
Ranked: No
May suffer 2 Strain to use this talent. During the next Ranged combat check your character makes this turn, the weapon gains the Linked quality with a value equal to their Ranks in the Ranged skill.
Some weapons may not be used with this ability, at the GM's discretion.
+2 Strain = Linked (=Ranged skill)
Scathing Tirade (improved)
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 b to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion.
Affected targets +b to all skill checks. Coercion sets how long.
Shockwave
Activation: Passive
Ranked: No
Your character treats Melee weapons with the Two-Handed attachment as possessing Blast with a rating equal to your ranks in Melee.
Your character does not suffer damage from their weapon’s Blast quality (but allies do!).
Two-handed weapons can +Blast (=Melee skill)
Takedown
Activation: Active (Action)
Ranked: No
Your character may use this Talent to make an opposed Brawl vs. Resilience check targeting one Engaged opponent. If successful, the target is knocked prone and immobilised until the end of your character’s next Turn.
If the target is a Minion or Rival, your character may spend t to incapacitate (but not kill) the target instead.
Brawl v Resilience to knock down and immobilise. Chance to instakill.
Activation: Passive
Ranked: No
While Engaged with 1+ allies, your character (and allies they are Engaged with) add b to combat checks. If 1+ allies Engaged with your character also have Back-to-Back, the effects are cumulative to a maximum of bb.
If in Eng RNG with ally, +b. The more with this, the merrier.
Can't We Talk About This?
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 aa to increase the length of the effect by one additional turn, and spend t 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.
Charm/Deception v Discipline = Enemy can't attack you for a short time.
Deadeye
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.
If you Crit, select which Critical Injury it is.
Defensive
Activation: Passive
Ranked: Yes
Each rank of Defensive increases your character’s melee defense and ranged defense by one.
+1 Defence
Defensive Driving
Activation: Passive
Ranked: Yes
Increase the defence any vehicle your character pilots by one per rank of Defensive Driving.
+1 Vehicle Defense
Death Rage
Activation: Passive
Ranked: No
Your character adds +2 damage to Melee attacks for each Critical Injury they are currently suffering. (Your GM may also impose additional penalties on social skill checks your character makes if they are suffering Critical Injuries due to their frenzied behavior.)
Melee: +2 Dam per Crit.
Enduring
Activation: Passive
Ranked: Yes
Each rank of Enduring increases your character’s soak value by one
+1 Soak
Field Commander (improved)
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 t to allow one ally to suffer 1 strain to perform an action, instead of a manoeuvre.
Twice as many people are affected, can spend t to have one person perform an Action.
How Convenient!
Activation: Active (Action
Ranked: No
Once per session, your character may use this talent to make a Hard (ddd) 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!
Mechanics 3 = device 'accidentally' fails.
Cybernetic Weapon (Supreme)
Activation: Passive
Ranked: No
Requires Cybernetic Weapon (Improved)
May choose one of the following qualities to modify the Cybernetic Ranged Weapon or Cybernetic Melee/Brawl Weapon with. Once chosen, the Talent must be purchased again to change the effect.
More powerful modifications for Cybernetic Ranged Weapon
Inspiring Rhetoric (supreme)
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
Inspiring Rhetoric = Maneuver.
Mad Inventor
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.
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 d 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.
Make any item.
Nano-Shield
Activation: Active (Maneuver, Toggle)
Ranked: No
Requirements: Nano-Swarm pet is within Engaged Range As a Maneuver, command your Nano-Swarm to form themselves into a protective and intelligent shield around you. For every Turn they are protecting you, the Nano-Swarm suffers +1 Strain and provides +1 Defence to your character.
Nano-Swarm pet suffers +1 Strain = +1 Defence.
Nano-Shield (Supreme)
Activation: Active (Action)
Ranked: No
Requirements: Nano-Shield (Improved); Nano-Swarm pet is protecting a target. (Once per Session)
As an Action, when you are targeted by an attack but before you roll the check, command your Nano-Swarm to suffer the entire Damage dealt to you before Soak. The Nano-Swarm may apply their own Soak, Defence and other similar effects that allow endurance or deflection but not manoeuvring (e.g. the Side Step Talent). Any Damage that the Nano-Swarm does not manage to protect its target from is passed on to the original target, after Soak, Defence and other defensive effects including manoeuvring effects.
Nano-shield may now suffer Damage on behalf of the target.
Scathing Tirade (supreme)
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.
+1 Strain = Maneuver.
Signature (improved)
Activation: Passive
Ranked: No
Requires Signature Remove an additional d from your chosen ability.
-dd instead of d
Unrelenting
Activation: Active (Incidental; Once per Round)
Ranked: No
After resolving a successful Brawl or Melee combat check, your character may suffer +4 strain to use this talent to make an additional 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.
+4 Strain and Difficulty = attack again.
Activation: Passive
Ranked: No
May use Agility instead of Brawn when making attacks with the Melee or Brawl skill.
Use Agility for Brawl/Melee
Crushing Blow
Activation: Active (Incidental; Once per Session)
Ranked: No
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 Breach 1 and Knockdown, and destroys 1 item the target is wielding that does not have the Reinforced quality.
+4 Strain = +Breach; Knockdown; destroys one of the target's held items.
Dedication
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.
+1 Characteristic
Indomitable
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.
If you would run out of Wounds/Strain, doesn't affect you until next Turn.
Master
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 d..
+2 Strain = -dd
Nano-Flight
Activation: Active (Maneuver)
Ranked: No
Requirements: Nano-Swarm within Engaged Range For as long as this Talent is active, the Nano-Swarm suffers 1 Strain per Turn. The wielder may fly vertically with their normal 'move' Maneuver.
Fly using your Nano-Swarm.
Nano-repairs
Activation: Active (Action)
Ranked: No
The commanded Nano-Swarm pet must be within Engaged Range of its target. A Nano-Swarm may heal biological or robotic Wounds, suffering an equal number of Wounds to do so. The Nano-Swarm may also repair vehicles at a rate of x10, and items at a rate of 3 per level of damage multiplied by the item's Encumbrance.
Use your Nano-Swarm to heal people, repair vehicles and fix items.
Precision
Activation: Active (Incidental)
Ranked: No
When making a Brawl, Melee, Ranged (Light), Ranged (Heavy) or Gunnery check, your character may use Cunning instead of Brawn and Agility.
Use Cunning for combat checks.
Regeneration
Activation: Passive
Ranked: No
Whenever this character would recover 1+ Wounds from natural rest, they recover +1 Wound. They do not recover an additional Wound when receiving first aid or medical treatment from a character, or when using a Painkiller. Over time, they may regrow limbs and organs (at the GM's discretion).
Heal extra Wounds from natural rest.
Retribution
Activation: Active (Incidental; Out of Turn; Once per Round)
Ranked: No
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.
If an enemy attacks an ally, 2 Destiny Points = get a free hit.
Ruinous Repartee
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 s. 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.
Opposed Charm/Coercion v Discipline = target suffers Strain equal to double Presence; you heal that same amount of Strain.
Whirlwind
Activation: Active (Action)
Ranked: No
Your character may suffer +4 Strain to use this Talent to make a Brawl or Melee attack against the Engaged adversary who is hardest to hit (as determined by the GM) +d.
If the combat check succeeds, each adversary Engaged with the character suffers one hit from the attack, dealing base damage plus damage equal to the uncancelled s on the check.
Melee: +4 Strain = hit everyone in Eng RNG.
Fly
Activation: Active (Passive)
Ranked: No
The character may now move vertically.
Note: When staying still, (narratively) decide if the character hovers, flies slowly, or turns around often enough that they are staying in the same general area.
Move vertically.
Intimidating
Activation: Passive
Ranked: No
+b to Coercion and Negotiation, +b to Charm and Deception.
Better at Coercion/Negotiation, worse at Charm/Deception.
Museum Worthy
Activation: Action (Choose one Knowledge skill ddd), use on an item, -1 DP (0 DP at GM's discretion)
Ranked: No
If successful, this character gains information about the item based on the type of Knowledge check made. You may make each type of check once.
Use any Knowledge skill on an item to gain insight into it's makers.
Rage
Activation: See below
Ranked: No
For Melee/Brawl, +1 DAM if suffering a Wound, and/or if suffering a Crit.
Spiky
Activation: Spend hh on any check within Range, or aa on a Brawl/Melee check, Engaged Range
Ranked: Yes
Inflict Damage (minus Soak) to the target equal to Rank.
Inflict free DAM if someone botches a check or you get some spare a on a Eng RNG attack.
Stonecunning
Activation: Passive, sight or touch dependent
Ranked: No
Upgrade any checks involving noticing unusual stonework, such as traps and hidden doors located within stone walls or floors.
Additionally, they make a Perception check as an Incidental to notice them when within Short Range.
Notice when some stonework is not as it should be.
Traditional Enemies
Activation: Passive
Ranked: Yes
Receive +b equal to Rank when attacking a listed adversary.
Also receive +b equal to Rank when affected by a listed enemy, including assists.
Gain bonuses if trying to kill, and penalties if trying to work with, an ancient enemy. /*Traditional Enemies (#groups#)
Weakness
Activation: Passive
Ranked: Yes
A weak spot against the named type. (e.g. Weakness (Fire))
Cybernetic
Activation: Passive, Type
Ranked: Yes
Each Talent that replaces this character's body inflicts a Rank of this Talent. See the Ion quality for more details about this Type.
Youll never be truely robotic, but the more you trade flesh for steel, the closer you approach.
Fae
Activation: Passive
Ranked: No
Able to add magic to any attack, and immune to the sleep effects of it.
Robotic
Activation: Passive
Ranked: No
Defines what makes a robot different to a biological being.
Undead
Activation: Passive
Ranked: No
Immune to many things but lack natural regeneration. Still, they don't flinch from pain.
Werewolf
Activation: Out-of-Turn Incidental, Strain is above Strain Threshold, Once per Session
Ranked: No
After being incapacitated due to exceeding their Strain Threshold while in their normal form, they undergo the following change:
Extra tough, less thinking, and insatiable hunger for anyone's blood.
Activation: Maneuver, Single Target, Medium Range, Language dependent, Mind-Affecting dependent, Sense dependent
Ranked: Yes
Envoy only
Declare the target of this Maneuver. Until the end of the Round, all Actions and Maneuvers that intend harm towards this target receive +b.
Pick a target, everyone trying to harm it receives +b /*Get 'Em
Look Alive
Activation: Maneuver, Medium Range, Language dependent, Mind-Affecting dependent
Ranked: No
Envoy only
For the remainder of the Encounter, others under this effect receive +b to all Perception, Vigilance and initiative rolls.
+b to Perception, Vigilance and initiative
Activation: Action, Single Target, Short Range, Sense dependent
Ranked: No
Envoy only
Deception vs Vigilance. If successful, Target cannot remove any amount of b from his checks until the next Round.
Deception v Vigilance, target can't -b
Don't Quit
Activation: Action, Single Target, Medium Range, Language dependent, Sense dependent
Ranked: No
Envoy only
The target ignores one condition from the following list for one Round: Staggered or Disorientated. This also increases the duration of the effect by 1 Round, effectively delaying it.
Don't Quit (improved)
Delay Staggered/Disorientated from ally
Dispiriting Taunt
Activation: Action, Single Target, Medium Range, Language dependent, Mind-Affecting dependent, Sense dependent
Ranked: No
Envoy only
Coercion v Cool. If successful, the target adds +bbb to their next check. aa can be spent to inflict +1 Strain.
Coercion v Discipline, target gets +bbb to next check (and maybe Strain) /*Dispiriting Taunt
Activation: Maneuver, Single Target, Short Range, Sense dependent, Mind-Affecting dependent
Ranked: No
Envoy only
Make a Coercion v Discipline/Cool check against a Target. If successful, that target receives +bbbb to all combat checks against this character. hh may be used to reduce the number of b by 1.
Coercion v Discipline/Cool, one target, +bbbb to combat checks targeting you.
Watch Your Step
Activation: Out of Turn Incidental, Once per Turn, Medium Range, 1 Story Point, Language dependent, Mind-Affecting dependent, Sense dependent
Ranked: No
Envoy only
When another character makes a defending check using Athletics, Coordination or Vigilance they Downgrade the Difficulty once. Others within Range of this Talent also receive this bonus if the check is from the same origin.
Watch Your Step (improved), Watch Your Step (supreme)
If someone makes a Athletics/Coordination/Vigilance defending check, everyone in Med RNG downgrades Difficulty
Watch Your Step (Improved)
Activation: Passive
Ranked: No
Envoy only, requires Watch Your Step
Watch Your Step can be used to benefit vehicles. The Piloting (Planetary, Space and Operating) skills are now included. If either of these benefits are being used, the Range increases to Planetary Medium Range.
Watch Your Step (supreme)
Can now include vehicle stuff
Reassuring Medic
Activation: Incidental, Language dependent, Mind-Affecting dependent
Ranked: No
Envoy only
When using a check to cause other characters to reduce Strain, increase the amount of Strain recovered by 4.
If healing Strain, -4 Strain
Activation: Action, Single Target, Medium Range, Language dependent, Sense dependent
Ranked: No
Envoy only, requires Don't Quit
The target removes one condition from the following list: Staggered or Disorientated.
Permanently remove Staggered/Disorientated
Watch Your Step (supreme)
Activation: +2 Strain
Ranked: No
Envoy only, requires Watch Your Step (improved)
May include the Ranged (Light and Heavy) and Gunnery skills.
+2 Strain = include R:L, R:H and Gunnery
Activation: Incidental
Ranked: No
Envoy only
Whenever you interact with someone that is under a mental effect (e.g. mind control) for at least 1 minute/3 Turns, the GM attempts a secret Discern Motivations check on your behalf as an Incidental. If it is successful, you learn about the mental effect.
Passive effect and Discern Motivations upgrade If someone has a mental effect, can discover it.
Activation: Passive
Ranked: No
Mechanic only, requires Custom Rig
Your Custom Rig may access computer devices with an infosphere connection up to Medium Range.
May access computers wirelessly.
Mechanised Coordination
Activation: Manoeuvre, then combat check in the same Turn, Animal Companion suffers +1 Strain, requires Animal Companion within the Default Range of this character's Custom Rig
Ranked: No
Mechanic only, requires Custom Rig, requires Animal Companion with Type: Robotic
This character's Animal Companion makes an attack with +ba at the same time as the character's combat check as an Out-of-Turn Incidental. The Range is Short for weapons with a Range of Engaged, otherwise the Range is equal to their chosen weapon.
Your companion makes an attack with +ba at the same time as you do.
Requires an Animal Companion with Type: Robotic.
Energy Shield Projector
Activation: Out of Turn Incidental, targeted by a physical- or energy-based combat check, Engaged Range of Custom Rig, Multiple targets including self, Once per Session
Ranked: Yes
Mechanic only, requires Custom Rig
Ranged Defence +2
Energy Shield Projector (improved), Energy Shield Projector (supreme)
+2 rDef as a once-off counter.
Hack Directory
Activation: Spend a when making a Computers check, single target
Ranked: No
Mechanic only
A trap (including alarms) directly connected to the targeted computer or its network is revealed to you. Details include its trigger, physical location (such as this computer, if they are a digital trap) and their purpose. This may be spent multiple times, with the GM informing the character when there are no longer any more traps to be found.
Spend a on a computer to find traps.
Cybernetic Exocortex
Activation: Passive
Ranked: No
Mechanic only, provides a rank of Type: Cybernetic
Your exocortex is a cybernetic enhancement that provides you with the following enhanced abilities.
Cybernetic Exocortex (improved), Cybernetic Exocortex (supreme)
The best cybernetics on offer. Better initiative and track people with Computers.
Energy Loop
Activation: Maneuver, +1 Strain
Ranked: Yes
Mechanic only, requires Custom Rig
An electrical item you have equipped can be rigged to explode.
Turn anything electrical into a pipe bomb.
Activation: Passive
Ranked: Yes
Mechanic only, requires Energy Shield Projector
The Ranged Defence provided increases to 3, and may damage your Custom Rig one step to use this Talent one additional time in the same Session.
Energy Shield Projector (supreme)
+1 rDef, damage your Rig to use it a second time per Session.
System Override
Activation: Choose a Difficulty between 1 and 4; Combat check (Tech); single target; Short Range OR use a Custom Rig and its default Range; automatically fails if the target does not have Type: Robotic
Ranked: No
Mechanic only, requires Cybernetic Exocortex
Success results in a number (equal to the Difficulty chosen) of b being applied to all the target's checks. This lasts until the end of the target's next Turn.
Spend aaa to prolong the effects by +1 Turn.
May be spent multiple times.
Spend t to Stagger the target for 1 Round.
System Override (improved)
Choose a Difficulty, apply b equal to Difficulty chosen to all checks for 1 Round.
Can only target Type: Robotic
Hydrojets
Activation: Passive
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic
The Companion ignores all b due to moving in liquid, and is considered to be waterproof.
The Animal Companion can go in water without issue.
Requires Animal Companion with Type: Robotic
Combat Drone
Activation: Passive
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic but without Hover Drone or Stealth Drone
Provides your Animal Companion with the following upgrades:
A hardy upgrade to an Animal Companion, also allows a hefty weapon.
Requires Animal Companion with Type: Robotic
Hover Drone
Activation: Passive
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic but without Combat Drone or Stealth Drone
Provides your Animal Companion with the following upgrades:
An agile upgrade to an Animal Companion, with the unique Fly Talent. Can carry a small weapon.
Requires Animal Companion with Type: Robotic
Stealth Drone
Activation: Passive
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic but without Combat Drone or Hover Drone
Provides your Animal Companion with the following Talents:
An upgrade to an Animal Companion that is more fragile than the others, but carries the Spider Climb and Invisible Talents. Can carry a small weapon.
Requires Animal Companion with Type: Robotic
Activation: Passive
Ranked: No
Mechanic only, requires Cybernetic Exocortex
Your improved exocortex provides you with better abilities.
Cybernetic Exocortex (supreme)
Better initiative bonus, tracking targets (including vehicles) much further, can see tracked target through thin materials.
Miracle Worker
Activation: Passive, Once per Session, -1 DP
Ranked: No
Mechanic only, requires Custom Rig
These effects expire at the end of the current Encounter or the beginning of the next Encounter (whichever is sooner).
Choose to be better at healing people or vehicles, or buff apparel or weaponry - for a short time.
Distracting Hack
Activation: Computers OR Tech combat check as a Maneuver OR spend aaa on target, Once per Encounter, requires Custom Rig
Ranked: No
Mechanic only
Can cause a single Target within the Custom Rig's Range to lose their additional Maneuver.
Computers/Tech combat check to take target's free Maneuver.
Neural Shunt
Activation: Out of Turn Incidental, Once per Encounter, +1 Strain, requires Cybernetic Exocortex
Ranked: No
Mechanic only
When you are under a mental effect, you may shunt it over to be processed by your Exocortex. The Exocortex is shut down for a number of rounds that the effect would normally affect you for. If a roll must be made to escape the effect, it succeeds after 1 round. You lose all benefits of your Exocortex while the Neural Shunt is active.
Ignore a mental effect, lose Exocortex abilities for a short while.
Hardened AI
Activation: Passive
Ranked: Yes
Mechanic only, choose a Animal Companion with Type: Robotic upon purchase
Your Companion can never be forced to obviously harm you or a regular ally of yours.
Additionally, Upgrade the Difficulty of any checks to mentally control your Companions.
Animal Companion cannot easy be turned against you.
Natural Saboteur
Activation: Passive, Once per Session
Ranked: No
Mechanic only
Your character may reroll one skill check that uses Mechanics or Computers to sabotage or disable a device or vehicle.
In addition, if you have the appropriate tools (including your Custom Rig), performing these tasks takes half the normal amount of time, to a minimum of a single Maneuver.
Sabotage is quicker and can reroll once.
Static Wave
Activation: Animal Companion on ¼ WT, Out-of-Turn Incidental combat check, -1DP, Short Range, All targets, Once per Encounter, Animal Companion not incapacitated
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic
Your Companion releases a spherical energy burst against everyone within Range with the following statistics:
If on low health, your Animal Companion releases a burst of damage - especially if they're Type: Cybernetic or Type Robotic!
Visual Processors
Activation: Passive
Ranked: No
Mechanic only, requires Cybernetic Exocortex, provides a rank of Type: Cybernetic
-bb from visual impairment (does not stack with Cybernetic Eyes). Ignore the effects of Invisible.
Can see better in any bad conditions. Can see invisible things.
Activation: Passive
Ranked: No
Mechanic only, requires Energy Shield Projector Replace the Ranged Defence provided with +1 Soak, and may damage your Custom Rig one step to use this Talent a third time in the same Session.
Instead of rDef get Soak. Can damage Rig to use a third time in a Session.
Cybernetic Exocortex (supreme)
Activation: Passive
Ranked: No
Mechanic only, requires Cybernetic Exocortex (improved)
Your improved exocortex provides you with better abilities.
Initiative bonus increase, tracking up to the furthest range, can track an additional target.
System Override (improved)
Activation: Spend tt on check, Once per Session
Ranked: No
Mechanic only, requires System Override
Issue the target a single order (ie an Action or Maneuver). It cannot obviously bring harm to itself or an ally, including Wounds, Strain, Hull Trauma or System Strain.
Spend tt to issue a command to the target.
Craft Scoutbot
Activation: Action, materials worth $5
Ranked: Yes
Mechanic only, requires Custom Rig
You create a Scoutbot (minion), and can create a maximum number of them up to your Rank in this Talent.
Each Spider Climb has a few extra features. It has the Spider Climb Talent, they break after 6 hours, and can provide a visual feed to your Custom Rig with a Range equal to your Custom Rig's Range. If it leaves that Range, the Spider Climb shuts down.
Make a little buddy to search around for you.
Armour Slot
Activation: Passive
Ranked: Yes
Mechanic only, requires Animal Companion with Type: Robotic
Choose an Animal Companion. They permanently receive +1 Soak.
+1 Soak for Animal Companion
Activation: Passive
Ranked: No
Mechanic only, requires Cybernetic Exocortex, Provides a rank of Type: Cybernetic
Your Cybernetic Exocortex allows you to apply any one of the (normally restricted) following Talents to yourself. Only one of these Talents can be applied, unless it is already an owned Ranked Talent.
Can add an Apparel Hard Point to yourself, or give yourself the Static Wave ability.
Talents must fit in their allocated slot, except for Tier 0 Talents which have no limit. On the other hand, your chosen Career's Talent Column has only a single slot per tier available - only they can fit in their slot.
General Talents
A general list of Talents available to all characters. They can fit in any Tier-appropriate slot except for the Talent Column. Check the Career-unique Talents at the bottom of the page for more options.Tier One
Bought InfoBought info
Tier: 1Activation: Active (Action)
Ranked: No
When making any knowledge skill check, your character an 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 un-cancelled s (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.
Bullrush
Bullrush
Tier: 1Activation: Active (Incidental)
Ranked: No
When your character makes a Brawl, Melee (Light), or Melee (Heavy) combat check after using a Manoeuvre to move within Engaged Range of a target, you may spend aaa or t to knock the target prone and move them up to one range band away from your character.
Challenge!
Challenge!
Tier: 1Activation: 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 Rank (a minion group counts as a single adversary for this purpose).
Until the Encounter ends or your character is incapacitated, these adversaries add b to combat checks targeting your character and bb to combat checks targeting other characters.
Cybernetic Brain
Cybernetic brain
Tier: 1Activation: Passive, Language Dependent
Ranked: No
Provides a rank of Type: Cybernetic
May make a Computer link at Short Range, and maintain the link up to Medium Range. No device is needed.
Clever Retort
Clever retort
Tier: 1Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter your character may use this talent to automatically add h h to another character's social skill check.
Cybernetic Eyes
Cybernetic eyes
Tier: 1Activation: Passive
Ranked: No
Provides a rank of Type: Cybernetic
+aa on Perception and Vigilance checks; -b from visual issues (does not stack with Visual Processors).
Customer Service Experience
Customer service experience
Tier: 1Activation: Active (Incidental)
Ranked: Yes
After your character makes a Charm check, they may suffer 1 Strain to cancel h.
Defensive SysOps
Defensive sysops
Tier: 1Activation: 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 b b to their opponents checks. If your character has access to the computer system when the intrusion takes place, they are automatically aware of the intrusion.
Desperate Recovery
Desperate recovery
Tier: 1Activation: 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.
Duelist
Duelist
Tier: 1Activation: Passive
Ranked: No
Your character adds b to their melee combat checks when engaged with a single opponent. Your character adds b to their melee checks while engaged with three or more opponents.
Durable
Durable
Tier: 1Activation: Passive
Ranked: Yes
Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.
Dungeoneer
Dungeoneer
Tier: 1Activation: 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 h no greater than Rank.
Forager/City Sense
Forager/city sense
Tier: 1Activation: Passive
Ranked: No
Your character removes up to b b 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 normally would.
Cybernetic Memory
Cybernetic memory
Tier: 1Activation: Maneuver
Ranked: No
Provides a rank of Type: Cybernetic
An individual with a Greybox installed gains the ability to record and store sensory information with the veracity and recall of an advanced computer system. The recorder's recall is not truly perfect as most known species have sensory limitations that prevent them from uploading perfectly detailed information on everything they observe, but it is still the next best thing to having perfect memory.
This is not limited to sight. Everything the character experiences, including emotions, is felt by the character as if they’re reliving that moment. A greybox can also be used to securely store and transport large amounts of data. The ‘key’ to decrypting the information could be anything the implanted character desires - a phrase, a scent, a memory, or any combination thereof. For that reason, data stored in a greybox cannot be accessed by anyone who doesn’t know the key.
Cybernetic Respirator
Cybernetic respirator
Tier: 1Activation: Toggle as Incidental
Ranked: No
Provides a rank of Type: Cybernetic
Integrates a Breath Mask item (or equivalent item or magic) into the individual. This cannot be removed without the wielder's choice, or significant damage to the wielder's body.
-d from Resilience checks against poison.
Cybernetic Weapon (Improved)
Cybernetic weapon (improved)
Tier: 1Activation: Passive
Ranked: Yes
Requires Cybernetic Ranged Weapon or Cybernetic Melee/Brawl Weapon. Choose which one this Talent is attached to during purchase.
The Cybernetic Ranged Weapon may now be used with the Ranged (Heavy) skill. Additionally, for each Rank of Cybernetic Weapon (Improved), the character may add one Rank (if it has ranks) of the following qualities to their weapon:
- Accurate
- Blinding
- Burn
- Ensnare
- Guided
- Ion
- Knockdown
- Linked
- Pierce
- Quiet
- Stun
- Stun Setting
- Vicious
Ranged only
- Autofire
- Blast
Melee only
- Defensive
- Deflection
- Reach
Cybernetic Weapon (Supreme)
Grit
Grit
Tier: 1Activation: Passive
Ranked: Yes
Each rank of Grid increases your character's strain threshold by one.
Hamstring Shot
Hamstring shot
Tier: 1Activation: Active (Action)
Ranked: No
Once per round your character may use this talent to perform a range combat check against one non-vehicle target within range of the weapon used. If the check is successful, half the damage inflicted by the attack (before reducing thee damage by the target's soak). The target is immobilised until the end of it's next turn.
Jump Up
Jump up
Tier: 1Activation: 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.
Indistinguishable
Indistinguishable
Tier: 1Activation: Passive
Ranked: No
Upgrades the Difficulty once when someone attempts to remember or identify this character.
Knack For It
Knack for it
Tier: 1Activation: Passive
Ranked: Yes
When you purchase this talent for your character, select one skill. Your character removes b b 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 b b from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent.
Know Somebody
Know somebody
Tier: 1Activation: 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.
Net Search
Net search
Tier: 1Activation: Passive
Ranked: No
When your character has access to the Network (or equivalent), they can use this Talent to Upgrade the ability of the next Knowledge check they make that turn twice, and the Difficulty of the check once. d means that they learn some seemingly relevant and believable information that turns out to be completely (and possibly maliciously) false.
Let's Ride
Let's ride
Tier: 1Activation: 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.
One With Nature
One with nature
Tier: 1Activation: 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.
One With The City
One with the city
Tier: 1Activation: Active (Incidental)
Ranked: No
When in a city, your character may make a Simple (–) Streetwise check, instead of Discipline or Cool, to recover strain at the end of an encounter.
Parry
Parry
Tier: 1Activation: 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 of Genesys book), 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.
Painful Blow
Painful blow
Tier: 1Activation: Active (Incidental)
Ranked: No
When your character makes a combat check, you may voluntarily increase the Difficulty by 1 to use this Talent.
If the target suffers 1+ Wounds from the combat check, the target suffers +2 Strain each time they perform a Manoeuvre until the end of the Encounter.
Proper Upbringing
Proper upbringing
Tier: 1Activation: 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 a to the check. The number may not exceed your character’s ranks in Proper Upbringing.
Quick Draw
Quick draw
Tier: 1Activation: Active (Incidental)
Ranked: No
Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one.
Quick Strike
Quick strike
Tier: 1Activation: Passive
Ranked: Yes
Your character adds b for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.
Rapid Reaction
Rapid reaction
Tier: 1Activation: 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 s to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.
Resourceful Mechanic
Resourceful mechanic
Tier: 1Activation: Passive
Ranked: No
When your character makes a Mechanics check to repair System Strain or Hull Trauma on a vehicle, they repair +1 additional System Strain or Hull Trauma.
Respected
Respected
Tier: 1Activation: Active
Ranked: Yes
When the character gains this talent, choose one professional or social circle (Military, Academic, Political, Corporate, Criminal, Noble, Religious, Wealthy, Poor, etc...) that the character is accustomed to dealing with. When your character makes a social skill check towards someone else who is part of that circle, they may suffer a number of Strain up to Rank to add an equal number of a to the check. Extra Ranks provide an additional category to apply it to.
/*Respected # (#groups#)
*/
Second Wind
Second wind
Tier: 1Activation: 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.
Surgeon
Surgeon
Tier: 1Activation: Passive
Ranked: Yes
When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.
Shield Slam
Shield slam
Tier: 1Activation: Active (Incidental)
Ranked: No
When your character uses a shield to attack a Minion or Rival, you may spend aaaa or t to Stagger the target until the end of the target’s next Turn.
Street Fighter
Street fighter
Tier: 1Activation: Passive
Ranked: No
When your character Disorients or knocks their target prone when making a Brawl combat check; their target also suffers +2 Wounds.
Swift
Swift
Tier: 1Activation: 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 manoeuvres)
Tavern Brawler
Tavern brawler
Tier: 1Activation: Passive
Ranked: No
Your character adds a to Brawl checks and combat checks using improvised weapons.
Tinkerer
Tinkerer
Tier: 1Activation: 10 minutes of downtime, requires a Toolbox
Ranked: Yes
May add +1 Hard Point to an item with 1+ Hard Points. To use this ability on another item, the additional Hard Point must be removed with an Action (Mechanics d). Each Rank of this Talent increases the number of items that this Talent can affect by 1.
Tumble
Tumble
Tier: 1Activation: Active (Incidental)
Ranked: No
Once per Round on your character’s Turn, they may suffer +2 Strain to disengage from all Engaged adversaries.
Toughened
Toughened
Tier: 1Activation: Passive
Ranked: Yes
Each rank of Toughened increases your character’s wound threshold by two.
Unremarkable
Unremarkable
Tier: 1Activation: Passive
Ranked: No
Other characters add f to any checks made to find or identify your character in a crowd.
Tier Two
Basic Military TrainingBasic military training
Tier: 2Activation: Passive
Ranked: No
Athletics, Ranged Heavy, and Resilience are now career skills for your character.
Berserk
Berserk
Tier: 2Activation: Active (Manoeuvre)
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 s a a to all melee combat checks they make.
However, opponents add s 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.
Block
Block
Tier: 2Activation: Active (Incidental, Out of Turn)
Ranked: No
Requires Parry 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.
Bodyguard
Bodyguard
Tier: 2Activation: Maneuver, Single target, Engaged Range, Once per Round, Strain cost
Ranked: Yes
Choose a target within Engaged Range. Suffer a number of Strain up to Rank, Upgrade the Difficulty of combat checks targeting your target until the start of this character's next Turn.
Improved(TBD), Supreme(TBD)
Bureaucratic Invisibility
Bureaucratic invisibility
Tier: 2Activation: Action
Ranked: No
Sometimes you just have to look like you belong. A character with this talent can spend a Story Point to be seen as someone who is authorised to be within any area for the duration of an encounter. Obviously incorrect clothing, uniforms, equipment or violence can negate this effect.
Controlled Spray
Controlled spray
Tier: 2Activation: Active (Manoeuvre)
Ranked: No
Your character may use this talent to decrease the difficulty of the next combat check using Autofire they make during the same turn by one.
Coordinated Assault
Coordinated assault
Tier: 2Activation: Active (Manouevre)
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 a 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.
Cybernetic Lockpick
Cybernetic lockpick
Tier: 2Activation: Maneuver to equip, store or swap to another item, RNG: Engaged
Ranked: No
Provides a rank of Type: Cybernetic
Provides a built-in lockpick.
Perception 4 check, upgraded by the character's Skulduggery to detect. Use of a scanner results in -dd.
Cybernetic Scanner
Cybernetic scanner
Tier: 2Activation: Maneuver to equip, store or swap to another item.
Ranked: No
Provides a rank of Type: Cybernetic
Provides a built-in scanner device.
Perception 4 check, upgraded by the character's Skulduggery to detect. Use of a scanner results in -dd.
Counteroffer
Counteroffer
Tier: 2Activation: 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 t 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!
Daring Aviator/Pilot
Daring aviator/driver
Tier: 2Activation: Active (Incidental)
Ranked: Yes
Before your character makes a Driving or Piloting check, they may add a number of h to the results to use this talent to add an equal number of s. The number may not exceed your character’s ranks in Daring Aviator/Driver.
Defensive Stance
Defensive stance (starfinder)
Tier: 2Activation: Active (Manouevre)
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 start of your character’s next turn, Upgrade the following types of checks that target your character a number of times equal to the Strain suffered.
- Brawl
- Melee
- Tech, Magic and Combat Mastery that are at Engaged Range
Defensive SysOps (improved)
Defensive sysops (improved)
Tier: 2Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Defensive Sysops talent to benefit from this talent. Before adding b b from Defensive Sysops to a check, use this talent to add f h to the results of the check instead.
Dirty Tricks
Dirty tricks
Tier: 2Activation: 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.
Dual Wielder
Dual wielder
Tier: 2Activation: Active (Manouevre)
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 of the Genesys core rulebook) they make during the same turn by one.
Fan The Hammer
Fan the hammer
Tier: 2Activation: 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 of the Genesys core rulebook).
Flash of Insight
Flash of insight
Tier: 2Activation: Passive
Ranked: No
When your character generates t on a Knowledge skill check, roll bb and add the results to the check, in addition to spending the b as usual.
Feral Strength
Feral strength
Tier: 2Activation: Incidental, during Melee or Brawl attack, suffer Strain equal to or less than Ranks
Ranked: Yes
If the attack deals Wounds, it gains additional s equal to Strain spent.
Grapple
Grapple
Tier: 2Activation: Incidental, +2 Strain, Once per Round, Engaged Range, Single target, Same or less Silhouette
Ranked: No
Until the start of your character’s next Turn, enemies must spend 2 Maneuvers to disengage from your character.
Haughty Demeanour
Haughty demeanour
Tier: 2Activation: Passive
Ranked: No
Other characters add h to social skill checks targeting your character.
Heightened Awareness
Heightened awareness
Tier: 2Activation: Passive
Ranked: No
Allies within short range of your character add b to their Perception and Vigilance checks. Allies engaged with your character add b b instead.
Hidden Cybernetic Compartments
Hidden cybernetic compartments
Tier: 2Activation: Maneuver to store an item. This overrides Talents allowing equipping items as Incidentals.
Ranked: Yes
Provides a rank of Type: Cybernetic
2 Encumbrance per Rank of your current Encumbrance Threshold becomes hidden. You may hide items up to 2 Encumbrance each in here.
Perception 4 check upgraded by the character's Skulduggery to detect that a character has hidden cybernetic compartments. Use of a scanner results in -d.
Inspiring Rhetoric
Inspiring rhetoric
Tier: 2Activation: Active (Action
Ranked: No
Your character may use this talent to make an Average (d d) Leadership check. For each s the check generates, one ally within short range heals one strain. For each a, one ally benefiting from Inspiring Rhetoric heals one additional strain.
/*Inspiring Rhetoric
Inspiring Rhetoric
Action (Leadership dd) RNG S. A number of people equal to s = -1 Strain.
Spend a to increase the Strain healed by 1.
*/
Inspiring Rhetoric
Action (Leadership dd) RNG S. A number of people equal to s = -1 Strain.
Spend a to increase the Strain healed by 1.
Action (Leadership dd) RNG S. A number of people equal to s = -1 Strain.
Spend a to increase the Strain healed by 1.
Inventor
Inventor
Tier: 2Activation: 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 b 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.
Leaper
Leaper
Tier: 2Activation: Active (Maneuver)
Ranked: No
May suffer +1 Strain and move up to Medium Range, including vertical movement.
This does not allow the user to stay in place once they have moved.
Lucky Strike
Lucky strike
Tier: 2Activation: Active (Incidental)
Ranked: No
When your character purchases this talent, choose one characteristic. After your character makes a successful combat check, you may spend two s to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check.
Nano-Shield (Improved)
Nano-shield (improved)
Tier: 2Activation: Passive (Upgrade)
Ranked: No
Requirements: Nano-shield; Nano-Swarm pet is within Medium Range May target other people/objects Silhouette 1 or less.
Nano-weapon
Nano-weapon
Tier: 2Activation: Active (Maneuver)
Ranked: No
Requirements: Nano-Swarm pet is within Engaged Range As a Maneuver, command your Nano-Swarm to form themselves into a melee weapon with a selected form attached to your body.
Once the Nano-Swarm has attached themselves, you may reconfigure them as an Incidental.
The stats for the weapon are: DAM: +1; CRT: 3; RNG: ENG; Accurate 2; Choice: Pierce 2 OR Disorient 2 OR Barbed 3 OR Ensnare 1 OR Linked 2 OR Stun Damage OR Vicious 3.
Requires a Nano-Swarm as an Animal Companion
Nano-vision
Nano-vision
Tier: 2Activation: Active (Maneuver)
Ranked: No
The installation of tiny cameras on each Nanobot in the wielder's Nano-Swarms means that the wielder may see what their pet sees up to a Range of Medium. This is usually displayed on a topographical map at the wielder's location, made from spare Nanobots.
Probing Question
Probing question
Tier: 2Activation: Active (Incidental)
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 Strain.
Scathing Tirade
Scathing tirade
Tier: 2Activation: Active (Action)
Ranked: No
Your character may use this talent to make an Average (dd) Coercion Check. For each s the check generates, on enemy within short range suffers 1 strain. For each a, one enemy affect by Scathing Tirade suffers additional strain.
Side Step
Side step (starfinder)
Tier: 2Activation: Active (Manouevre)
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. Then, until the start of your character’s next turn, Upgrade the following types of checks that target your character a number of times equal to the Strain suffered.
- Ranged (Heavy)
- Ranged (Light)
- Gunnery
- Tech, Magic and Combat Mastery that are at Short or longer Range
Quick Fix
Quick fix
Tier: 2Activation: Active (Incidental)
Ranked: No
You may spend a Story Point to allow your character to use this Talent to temporarily repair 1 damaged item they are at Engaged Range with.
For 3 Rounds, the item may be used without penalty 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 can’t be fixed.
Reckless Charge
Reckless charge
Tier: 2Activation: Active (Incidental)
Ranked: No
After using a Manoeuvre to move into Engaged Range with an adversary, your character may suffer +2 Strain to use this Talent. They then add sshh to the results of the next Brawl or Melee combat check they make this turn.
Signature
Signature
Tier: 2Activation: Passive
Ranked: No
When your character gains this Talent, decide on a 'signature power' for them, consisting of a particular power, macro or trick and a specific set of one or more modifiers.
When your character casts their signature (consisting of the exact combination previously chosen), -d to a minimum of (-).
Threaten
Threaten
Tier: 2Activation: 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 that adversary equal to your character’s ranks in Coercion.
The Range of this Talent increases by 1 band per rank of Threaten beyond the first.
Tier Three
Animal CompanionAnimal companion
Tier: 3Activation: 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).
You may also at DM's discretion use this to have a Drone or Robotic companion.
Available Animal Companions
A list of the available Animal Companion choices for Starfinder-Genesys.
Requirement | Silhouette 1 | Silhouette 2 | Silhouette 3 | Silhouette 4 | Silhouette 5 |
---|---|---|---|---|---|
None | Bird of prey(TBD), small bird(TBD), waterbird(TBD), canine(TBD), large cat(TBD), small cat(TBD), small burrower(TBD) | large burrower(TBD) | |||
Dwarf | Mole(TBD) | ||||
Elf | May choose to add Type: Fey to them. Fey Hound (minion) | ||||
Envoy | Animal is groomed in a certain manner. Provides +a to social checks while within Engaged Range of this character. | ||||
Soldier | Bear(TBD), (large combat-esque animals?) | ||||
Enhanced Tank(TBD) | May choose your Unpiloted Armour (rival). Stats below. Wound Threshold: 6 Soak: 3 EnT: 0 Brawn: Silhouette +1 Agility: 1 Intellect: 1 Cunning: 1 Willpower: 2 Presence: 1 Talents/Abilities: Type: Robotic; Silhouette 2; +b to Athletics and Resilience; +b to Stealth and Skulduggery. | ||||
Mechanic | May choose to add Type: Robotic to them. |
Backstab
Backstab
Tier: 3Activation: Active (Action)
Ranked: No
Your character may use this Talent to attack an unaware adversary using a Melee weapon. A Backstab is a Melee attack, and follows the normal rules for performing a combat check, using the character’s Skulduggery skill instead of Melee. If the check succeeds, each uncanceled s adds +2 damage (instead of the normal +1).
Barrel Roll
Barrel roll
Tier: 3Activation: Active (Incidental, Out of Time)
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.
Combat Caster
Combat caster
Tier: 3Activation: Passive
Ranked: No
Requires at least 1 rank in Magic, Tech or Combat Mastery -d from Magic, Tech and Combat Mastery combat checks at Engaged Range.
Additionally, if a Brawl, Melee, Ranged or Gunnery combat check causes you a Wound, receive +b to your next Magic, Tech or Combat Mastery combat check.
Requires at least 1 rank in either Magic, Tech or Combat Mastery.
Commando Training
Commando training
Tier: 3Activation: Passive
Ranked: No
Requirements: Basic Military Training Survival becomes a career skill. Your unarmed and Melee attacks gain the Quiet quality, and your unarmed attack Critical Rating drops to 3 if it is not already lower.
Distinctive Style
Distinctive style
Tier: 3Activation: 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 sshh to the results.
Dodge
Dodge
Tier: 3Activation: Active (Out-of-Turn Incidental)
Ranked: Yes
When your character is targeted by a combat check, 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.
Dual Strike
Dual strike
Tier: 3Activation: Active (Incidental)
Ranked: No
When resolving a combined check to attack with 2 weapons in combat, your character may suffer +2 Strain to use this Talent to hit with another weapon (instead of spending aa).
Eagle Eyes
Eagle eyes
Tier: 3Activation: 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.
Easy Prey
Easy prey
Tier: 3Activation: 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 bb to combat checks against immobilized targets.
Fearsome
Fearsome
Tier: 3Activation: Triggered
Ranked: Yes
When a sentient being enters Engaged Range, this character may force them to take a Fear check with Difficulty equal to Rank.
Forgot to count?
Forgot to count?
Tier: 3Activation: Active (Incidental, Out of Turn)
Ranked: No
When an opponent makes a ranged combat check, you can spend hh 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.
Full Throttle
Full throttle
Tier: 3Activation: Active (Action
Ranked: No
While driving or flying, your character may use this talent to make a Hard (ddd) 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.
Heroic Will
Heroic will
Tier: 3Activation: 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 of the Genesys Rulebook.)
Inspiring Rhetoric (improved)
Inspiring rhetoric (improved)
Tier: 3Activation: 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 b to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership.
Cybernetic Ranged Weapon
Cybernetic ranged weapon
Tier: 3Activation: Maneuver to equip, stow or swap to another item.
Ranked: No
Provides a rank of Type: Cybernetic
The weapon stats are below, and can be modified further with other Talents.
Cybernetic Weapon (Improved), Cybernetic Weapon (Supreme)
Laugh It Off
Laugh it off
Tier: 3Activation: Passive
Ranked: No
When your character is targeted by a social check that generates hhh or d, your character may use this Talent to spend those results and reduce the Strain they would have suffered from that check by 4. The character who targeted them suffers Strain equal to the amount reduced.
Martial Arts Master
Martial arts master
Tier: 3Activation: Active (Action)
Ranked: No
When armed with a Melee weapon, your character may use this Talent to make an Melee 2 check as an Action.
If successful, they force one Engaged target to drop a weapon they are holding, or forces the opponent to move 1 range band in a direction of your character’s choice.
Cybernetic Melee/Brawn Weapon
Cybernetic melee/brawl weapon
Tier: 3Activation: Maneuver to equip, stow or swap to another item.
Ranked: No
Provides a rank of Type: Cybernetic
The weapon stats are below, and can be modified further with other Talents.
Cybernetic Weapon (Improved), Cybernetic Weapon (Supreme)
Nobody's Fool
Nobody's fool
Tier: 3Activation: Passive
Ranked: Yes
May Upgrade the Difficulty of incoming Charm, Coercion or Deception checks once per Rank.
/*Nobody's Fool #
Nobody's Fool
Upgrade incoming Charm/Coercion/Deception equal to Rank.
*/
Nobody's Fool
Upgrade incoming Charm/Coercion/Deception equal to Rank.
Upgrade incoming Charm/Coercion/Deception equal to Rank.
Natural
Natural
Tier: 3Activation: 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.
Painkiller Specialisation
Painkiller specialization
Tier: 3Activation: Passive
Ranked: Yes
When your character uses painkillers (or their equivalent, depending on the setting), the target heals one additional wound per rank of Painkiller Specialization. The sixth painkiller and beyond each day still has no effect.
Parry (improved)
Parry (improved)
Tier: 3Activation: 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 d or fff 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.
Precise Aim
Precise aim
Tier: 3Activation: Passive
Ranked: No
When making a Ranged combat check targeting a character engaged with one of your character’s allies, downgrade the Difficulty of the check once (thus negating the penalty for shooting at Engaged targets).
Pressure Point
Pressure point
Tier: 3Activation: 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.
Rapid Aim
Rapid aim
Tier: 3Activation: Active (Maneuver)
Ranked: No
May suffer 2 Strain to use this talent. During the next Ranged combat check your character makes this turn, the weapon gains the Linked quality with a value equal to their Ranks in the Ranged skill.
Some weapons may not be used with this ability, at the GM's discretion.
Scathing Tirade (improved)
Scathing tirade (improved)
Tier: 3Activation: 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 b to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion.
Shockwave
Shockwave
Tier: 3Activation: Passive
Ranked: No
Your character treats Melee weapons with the Two-Handed attachment as possessing Blast with a rating equal to your ranks in Melee.
Your character does not suffer damage from their weapon’s Blast quality (but allies do!).
Takedown
Takedown
Tier: 3Activation: Active (Action)
Ranked: No
Your character may use this Talent to make an opposed Brawl vs. Resilience check targeting one Engaged opponent. If successful, the target is knocked prone and immobilised until the end of your character’s next Turn.
If the target is a Minion or Rival, your character may spend t to incapacitate (but not kill) the target instead.
Tier Four
Back to BackBack to back
Tier: 4Activation: Passive
Ranked: No
While Engaged with 1+ allies, your character (and allies they are Engaged with) add b to combat checks. If 1+ allies Engaged with your character also have Back-to-Back, the effects are cumulative to a maximum of bb.
Can't We Talk About This?
Can't we talk about this?
Tier: 4Activation: 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 aa to increase the length of the effect by one additional turn, and spend t 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.
Deadeye
Deadeye
Tier: 4Activation: 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.
Defensive
Defensive
Tier: 4Activation: Passive
Ranked: Yes
Each rank of Defensive increases your character’s melee defense and ranged defense by one.
Defensive Driving
Defensive driving
Tier: 4Activation: Passive
Ranked: Yes
Increase the defence any vehicle your character pilots by one per rank of Defensive Driving.
Death Rage
Death rage
Tier: 4Activation: Passive
Ranked: No
Your character adds +2 damage to Melee attacks for each Critical Injury they are currently suffering. (Your GM may also impose additional penalties on social skill checks your character makes if they are suffering Critical Injuries due to their frenzied behavior.)
Enduring
Enduring
Tier: 4Activation: Passive
Ranked: Yes
Each rank of Enduring increases your character’s soak value by one
Field Commander (improved)
Field commander(improved)
Tier: 4Activation: 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 t to allow one ally to suffer 1 strain to perform an action, instead of a manoeuvre.
How Convenient!
How convenient!
Tier: 4Activation: Active (Action
Ranked: No
Once per session, your character may use this talent to make a Hard (ddd) 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!
Cybernetic Weapon (Supreme)
Cybernetic weapon (supreme)
Tier: 4Activation: Passive
Ranked: No
Requires Cybernetic Weapon (Improved)
May choose one of the following qualities to modify the Cybernetic Ranged Weapon or Cybernetic Melee/Brawl Weapon with. Once chosen, the Talent must be purchased again to change the effect.
- +2 DAM
- -1 CRT
- +1 Range (Cybernetic Ranged Weapon only)
- Any quality from the Cybernetic Weapon (Improved) list.
Inspiring Rhetoric (supreme)
Inspiring rhetoric (supreme)
Tier: 4Activation: 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
Mad Inventor
Mad inventor
Tier: 4Activation: 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.
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 d 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.
Nano-Shield
Nano-shield
Tier: 4Activation: Active (Maneuver, Toggle)
Ranked: No
Requirements: Nano-Swarm pet is within Engaged Range As a Maneuver, command your Nano-Swarm to form themselves into a protective and intelligent shield around you. For every Turn they are protecting you, the Nano-Swarm suffers +1 Strain and provides +1 Defence to your character.
Nano-Shield (Supreme)
Nano-shield (supreme)
Tier: 4Activation: Active (Action)
Ranked: No
Requirements: Nano-Shield (Improved); Nano-Swarm pet is protecting a target. (Once per Session)
As an Action, when you are targeted by an attack but before you roll the check, command your Nano-Swarm to suffer the entire Damage dealt to you before Soak. The Nano-Swarm may apply their own Soak, Defence and other similar effects that allow endurance or deflection but not manoeuvring (e.g. the Side Step Talent). Any Damage that the Nano-Swarm does not manage to protect its target from is passed on to the original target, after Soak, Defence and other defensive effects including manoeuvring effects.
Scathing Tirade (supreme)
Scathing tirade (supreme)
Tier: 4Activation: 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.
Signature (improved)
Signature (improved)
Tier: 4Activation: Passive
Ranked: No
Requires Signature Remove an additional d from your chosen ability.
Unrelenting
Unrelenting
Tier: 4Activation: Active (Incidental; Once per Round)
Ranked: No
After resolving a successful Brawl or Melee combat check, your character may suffer +4 strain to use this talent to make an additional 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.
Tier Five
Be Like WaterBe like water
Tier: 5Activation: Passive
Ranked: No
May use Agility instead of Brawn when making attacks with the Melee or Brawl skill.
Crushing Blow
Crushing blow
Tier: 5Activation: Active (Incidental; Once per Session)
Ranked: No
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 Breach 1 and Knockdown, and destroys 1 item the target is wielding that does not have the Reinforced quality.
Dedication
Dedication
Tier: 5Activation: 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.
Indomitable
Indomitable
Tier: 5Activation: 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.
Master
Master
Tier: 5Activation: 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 d..
Nano-Flight
Nano-flight
Tier: 5Activation: Active (Maneuver)
Ranked: No
Requirements: Nano-Swarm within Engaged Range For as long as this Talent is active, the Nano-Swarm suffers 1 Strain per Turn. The wielder may fly vertically with their normal 'move' Maneuver.
Nano-repairs
Nano-repairs
Tier: 5Activation: Active (Action)
Ranked: No
The commanded Nano-Swarm pet must be within Engaged Range of its target. A Nano-Swarm may heal biological or robotic Wounds, suffering an equal number of Wounds to do so. The Nano-Swarm may also repair vehicles at a rate of x10, and items at a rate of 3 per level of damage multiplied by the item's Encumbrance.
Precision
Precision
Tier: 5Activation: Active (Incidental)
Ranked: No
When making a Brawl, Melee, Ranged (Light), Ranged (Heavy) or Gunnery check, your character may use Cunning instead of Brawn and Agility.
Regeneration
Regeneration
Tier: 5Activation: Passive
Ranked: No
Whenever this character would recover 1+ Wounds from natural rest, they recover +1 Wound. They do not recover an additional Wound when receiving first aid or medical treatment from a character, or when using a Painkiller. Over time, they may regrow limbs and organs (at the GM's discretion).
Retribution
Retribution
Tier: 5Activation: Active (Incidental; Out of Turn; Once per Round)
Ranked: No
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.
Ruinous Repartee
Ruinous repartee
Tier: 5Activation: 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 s. 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.
Whirlwind
Whirlwind
Tier: 5Activation: Active (Action)
Ranked: No
Your character may suffer +4 Strain to use this Talent to make a Brawl or Melee attack against the Engaged adversary who is hardest to hit (as determined by the GM) +d.
If the combat check succeeds, each adversary Engaged with the character suffers one hit from the attack, dealing base damage plus damage equal to the uncancelled s on the check.
Tier Zero
Tier Zero Talents are unusual in that they do not take up Talent slots. They are unavailable to be purchased and are usually either given at character creation, as a reward or restricted for NPC use only.Fly
Fly
Tier: 0Activation: Active (Passive)
Ranked: No
The character may now move vertically.
Note: When staying still, (narratively) decide if the character hovers, flies slowly, or turns around often enough that they are staying in the same general area.
Intimidating
Intimidating
Tier: 0Activation: Passive
Ranked: No
+b to Coercion and Negotiation, +b to Charm and Deception.
Museum Worthy
Museum worthy
Tier: 0Activation: Action (Choose one Knowledge skill ddd), use on an item, -1 DP (0 DP at GM's discretion)
Ranked: No
If successful, this character gains information about the item based on the type of Knowledge check made. You may make each type of check once.
- Life Sciences: The character learns about the location of where the item was constructed, and general details about the species that crafted it.
- Physical Sciences: The character learns about the item's physical qualities, such as the material it is made from and the technical aspects of how it works.
- Social Sciences: The character deciphers any writing on the item, the date of the item's creation, any relevance or values it held in their society.
- Lore: The character learns of any significance held in legends, and the item's use or status in religions.
- Warfare: The character learns if the item has any history in military conflicts, use during conflicts and potential weaponisation options.
Rage
Rage
Tier: 0Activation: See below
Ranked: No
- When this character has suffered any Wounds, they deal +1 DAM with Brawl and Melee attacks.
- If they have been Critically Injured, they also deal +1 DAM with Brawl and Melee attacks.
Spiky
Spiky
Tier: 0Activation: Spend hh on any check within Range, or aa on a Brawl/Melee check, Engaged Range
Ranked: Yes
Inflict Damage (minus Soak) to the target equal to Rank.
Stonecunning
Stonecunning
Tier: 0Activation: Passive, sight or touch dependent
Ranked: No
Upgrade any checks involving noticing unusual stonework, such as traps and hidden doors located within stone walls or floors.
Additionally, they make a Perception check as an Incidental to notice them when within Short Range.
Traditional Enemies
Traditional enemies
Tier: 0Activation: Passive
Ranked: Yes
Receive +b equal to Rank when attacking a listed adversary.
Also receive +b equal to Rank when affected by a listed enemy, including assists.
/*Traditional Enemies (#groups#)
*/
Weakness
Weakness
Tier: 0Activation: Passive
Ranked: Yes
- +b equal to Rank when making checks resisting the named type.
- +b equal to Rank, to checks targeting this character whose primary damage type is the named type OR the Damage (before Soak) is reduced by 1 per Rank.
Types
Tier 0 Talents that are Types often serve to define characters and adversaries further.Cybernetic
Type: cybernetic
Tier: 0Activation: Passive, Type
Ranked: Yes
Each Talent that replaces this character's body inflicts a Rank of this Talent. See the Ion quality for more details about this Type.
Fae
Type: fey
Tier: 0Activation: Passive
Ranked: No
- Activation: Maneuver, +1 Strain Add the Magical Quality to this character's next combat check.
- Immune to the sleep effects of magic.
Robotic
Type: robotic
Tier: 0Activation: Passive
Ranked: No
- Does not need to eat, sleep (although most do need to recharge their batteries at certain intervals), or breathe, and are unaffected by toxins or poisons.
- Do not gain the benefits of recovering with Medicine skill checks. They do still recover naturally by resting, as their systems attempt to self-repair. Otherwise, they need to be tended to with a Mechanics check, using the same difficulties and results of medical checks for organic beings. Painkillers can be used to repair damage but consistently heal 3 Wounds and can be used a maximum of 5 times per long rest.
- Cannot gain ranks of Type: Cybernetic.
- If a Talent has the 'Mind-affecting' Quality, the Talent ignores this character.
- Cannot use Willpower to cast Magic.
Undead
Type: undead
Tier: 0Activation: Passive
Ranked: No
- Immune to poison, aging, disease, and sleep, and needs no air, water, or food to survive
- Does not recover Wounds through natural rest, but receives +bb to Medicine checks to heal.
- -bb to checks due to fatigue or injuries (including Critical Injuries)
Werewolf
Type: werewolf
Tier: 0Activation: Out-of-Turn Incidental, Strain is above Strain Threshold, Once per Session
Ranked: No
After being incapacitated due to exceeding their Strain Threshold while in their normal form, they undergo the following change:
- All Strain is healed
- +1 Brawn (to a maximum of 5). Remember to temporarily increase Soak.
- -1 Intellect and Willpower (to a minimum of 1)
- Gain Claws. If an attack or a similarly aggressive Action/Manoeuver is not made with this weapon each Turn, the character must make a Discipline dd check. This check receives +d per Turn it is succeeded on, resetting after a Wound has been inflicted.
- Their jaws elongate into muzzles, hair (or scales, if appropriate) thicken and grow all over the character's body, and the pupils of their eyes become catlike slits. It is likely that other people will react poorly to this - in general, Upgrading the Difficulty of all social checks is to be expected.
- Effects last for 6 hours before returning to the character's previous state, along with their previous amount of Strain.
- Once per Session: Discipline ddd to resist changing or to change early in response to suffering Wounds or Strain.
Career-unique
Certain Talents are only available to particular Careers.Envoy
Talent Column
- Inspiring Voice
Inspiring voice
Tier: 1
Activation: Passive
Ranked: No
Envoy only, Talent Column
Range-dependant Talents that are primarily aural (i.e. sound) may be used over communication devices, such as radios. - Universal Expression
Universal expression
Tier: 2
Activation: Passive
Ranked: No
Envoy only, Talent Column
May ignore the Language dependency requirement for Talents. - Inspiring Logic
Inspiring logic
Tier: 3
Activation: Passive
Ranked: No
Envoy only, Talent Column
May ignore the Mind-Affecting dependency requirement. - Hidden Agenda
Hidden agenda
Tier: 4
Activation: Passive
Ranked: No
Envoy only, Talent Column
Upgrade the Difficulty once for others when they Discern Motivations, and Downgrade the Difficulty once when you use Discern Motivations on others. - Careful Response
Careful response
Tier: 5
Activation: Incidental, +3 Strain per Use
Ranked: No
Envoy only, Talent Column
After seeing the results of a Social Check, may add a b to the check. Maximum of 3 uses per Turn.
/*Inspiring Voice
Inspiring Voice
Can use words over comms.
*/
Inspiring Voice
Can use words over comms.
Can use words over comms.
Tier 1, Envoy-unique
Get 'EmGet 'em
Tier: 1Activation: Maneuver, Single Target, Medium Range, Language dependent, Mind-Affecting dependent, Sense dependent
Ranked: Yes
Envoy only
Declare the target of this Maneuver. Until the end of the Round, all Actions and Maneuvers that intend harm towards this target receive +b.
/*Get 'Em
*/
Look Alive
Look alive
Tier: 1Activation: Maneuver, Medium Range, Language dependent, Mind-Affecting dependent
Ranked: No
Envoy only
For the remainder of the Encounter, others under this effect receive +b to all Perception, Vigilance and initiative rolls.
Tier 2, Envoy-unique
Clever FeintClever feint
Tier: 2Activation: Action, Single Target, Short Range, Sense dependent
Ranked: No
Envoy only
Deception vs Vigilance. If successful, Target cannot remove any amount of b from his checks until the next Round.
Don't Quit
Don't quit
Tier: 2Activation: Action, Single Target, Medium Range, Language dependent, Sense dependent
Ranked: No
Envoy only
The target ignores one condition from the following list for one Round: Staggered or Disorientated. This also increases the duration of the effect by 1 Round, effectively delaying it.
Don't Quit (improved)
Dispiriting Taunt
Dispiriting taunt
Tier: 2Activation: Action, Single Target, Medium Range, Language dependent, Mind-Affecting dependent, Sense dependent
Ranked: No
Envoy only
Coercion v Cool. If successful, the target adds +bbb to their next check. aa can be spent to inflict +1 Strain.
/*Dispiriting Taunt
Dispiriting Taunt
Action (Coercion vs Cool), M RNG, L/M/S. Success = +bbb to target's next check.
Spend aa to +1 Strain.
*/
Dispiriting Taunt
Action (Coercion vs Cool), M RNG, L/M/S. Success = +bbb to target's next check.
Spend aa to +1 Strain.
Action (Coercion vs Cool), M RNG, L/M/S. Success = +bbb to target's next check.
Spend aa to +1 Strain.
Tier 3, Envoy-unique
Not In The FaceNot in the face
Tier: 3Activation: Maneuver, Single Target, Short Range, Sense dependent, Mind-Affecting dependent
Ranked: No
Envoy only
Make a Coercion v Discipline/Cool check against a Target. If successful, that target receives +bbbb to all combat checks against this character. hh may be used to reduce the number of b by 1.
Watch Your Step
Watch your step
Tier: 3Activation: Out of Turn Incidental, Once per Turn, Medium Range, 1 Story Point, Language dependent, Mind-Affecting dependent, Sense dependent
Ranked: No
Envoy only
When another character makes a defending check using Athletics, Coordination or Vigilance they Downgrade the Difficulty once. Others within Range of this Talent also receive this bonus if the check is from the same origin.
Watch Your Step (improved), Watch Your Step (supreme)
Watch Your Step (Improved)
Watch your step (improved)
Tier: 3Activation: Passive
Ranked: No
Envoy only, requires Watch Your Step
Watch Your Step can be used to benefit vehicles. The Piloting (Planetary, Space and Operating) skills are now included. If either of these benefits are being used, the Range increases to Planetary Medium Range.
Watch Your Step (supreme)
Reassuring Medic
Reassuring medic
Tier: 3Activation: Incidental, Language dependent, Mind-Affecting dependent
Ranked: No
Envoy only
When using a check to cause other characters to reduce Strain, increase the amount of Strain recovered by 4.
Tier 4, Envoy-unique
Don't Quit (improved)Don't quit (improved)
Tier: 4Activation: Action, Single Target, Medium Range, Language dependent, Sense dependent
Ranked: No
Envoy only, requires Don't Quit
The target removes one condition from the following list: Staggered or Disorientated.
Watch Your Step (supreme)
Watch your step (supreme)
Tier: 4Activation: +2 Strain
Ranked: No
Envoy only, requires Watch Your Step (improved)
May include the Ranged (Light and Heavy) and Gunnery skills.
Tier 5, Envoy-unique
Keen ObserverKeen observer
Tier: 5Activation: Incidental
Ranked: No
Envoy only
Whenever you interact with someone that is under a mental effect (e.g. mind control) for at least 1 minute/3 Turns, the GM attempts a secret Discern Motivations check on your behalf as an Incidental. If it is successful, you learn about the mental effect.
Mechanic
Talent Column
The general structure of the Mechanic's Talent Column is the Custom Rig and its progressive upgrades.- Custom Rig
Custom rig
Tier: 1
Activation: Passive
Ranked: No
Mechanic only, Talent Column
When first purchased, this character gains a Custom Rig, a toolbox personalised to each Mechanic. Many Mechanic-specific Talents require the use of your Custom Rig - if you are already using it for something, you may not utilise it without cancelling the current project.
Other characters using your Custom Rig must Upgrade the Difficulty of any checks a number of times equal to Talents purchased in the Mechanic Talent Column.
Custom Rigs can be complicated matters, so its features have been broken up into a few different sections for ease of reference.
As an item- Encumbrance: 2
- Special: All Mechanics and Computers checks receive +b
- DAM: +1
- RNG: Short (this overrides any Tech Macros or Programs)
- SS: 8
- MT: 7
- Special: Two-handed, Prepare 1 results in +1 DAM
Your Custom Rig can be reconfigured to be deployable from a wide variety of methods. Only one can be chosen, otherwise another Custom Rig must be kitbashed.- As an attachment: 1 HP
- As a cybernetic: another Tier 1 Talent, Type: Cybernetic +1
- -1 Encumbrance: $250 and 24 hours
May be spent twice.
If your Custom Rig is lost, destroyed or stolen you can kitbash one from any standard toolbox with 1 hour of work. If you create a new Custom Rig, the old one reverts to a normal toolbox (or whatever item it was previously) and so can no longer be utilised with your Mechanic-unique Talents.If you have an Animal Companion with Type: Robotic, you may command them using your Custom Rig up to its current default Range.
Expert Rig, Advanced Rig, Superior Rig, Master Rig - Expert Rig
Expert rig
Tier: 2
Activation: Passive
Ranked: No
Mechanic only, Talent Column, requires Custom Rig
This Talent upgrades your Custom Rig with a few new abilities.- -b from Mechanics and Computers checks.
- The Custom Rig can also be used like a toolbench to craft items up to 1 Encumbrance.
- Can be paired with a vehicle’s computer that has sensors, utilising its sensors from range and sending encrypted communications. The Range for this is equal to the vehicle's sensor Range or this Custom Rig’s Range - whichever is longer. It takes 4 hours to pair a Custom Rig with a vehicle.
- Default Range increases to Medium.
Advanced Rig, Superior Rig, Master Rig - Advanced Rig
Advanced rig
Tier: 3
Activation: Passive
Ranked: No
Mechanic only, Talent Column, requires Expert Rig
This Talent upgrades your Custom Rig with a few new abilities:- -bb from Mechanics and Computers checks. This replaces the previous bonus, it is not an increase.
- +b to Computers checks targeting this device.
- Can control the paired vehicle's security systems, prepare its engines for takeoff. The Range for a paired vehicle increases to Medium on the planetary scale or the vehicle's sensor range.
- If you have an Animal Companion with Type: Robotic, you can issue commands to or directly control them over an encrypted channel at this Custom Rig's Range.
Superior Rig, Master Rig - Superior Rig
Superior rig
Tier: 4
Activation: Passive
Ranked: No
Mechanic only, Talent Column, requires Advanced Rig
This Talent upgrades your Custom Rig with a few new abilities.- -bbb from Mechanics and Computers checks. This is an upgrade to the previous bonus, not an increase.
- +bb to computers checks targeting this device, and can spend d to lock the device. It takes 1 hour to unlock your device and is a Computers 5-4 check if you don't have the codes. It is a Maneuver to input the codes correctly.
- Can communicate with your paired vehicle at Long Range on the planetary scale. You can remotely pilot it as long as no piloting checks are required.
Master Rig - Master Rig
Master rig
Tier: 5
Activation: Passive
Ranked: No
Mechanic only, Talent Column, requires Superior Rig
This Talent upgrades your Custom Rig with a few new abilities.- Replace the +bb with an Upgrade to the Difficulty of all Computers checks targeting this device.
- Can communicate with your paired vehicle at Extreme Range on the planetary scale. Can fire computer- or pilot-linked weapons as long as no combat check is required.
- Default Range increases to Long.
Tier 1, Mechanic-unique
Remote HackRemote hack
Tier: 1Activation: Passive
Ranked: No
Mechanic only, requires Custom Rig
Your Custom Rig may access computer devices with an infosphere connection up to Medium Range.
Mechanised Coordination
Mechanised coordination
Tier: 1Activation: Manoeuvre, then combat check in the same Turn, Animal Companion suffers +1 Strain, requires Animal Companion within the Default Range of this character's Custom Rig
Ranked: No
Mechanic only, requires Custom Rig, requires Animal Companion with Type: Robotic
This character's Animal Companion makes an attack with +ba at the same time as the character's combat check as an Out-of-Turn Incidental. The Range is Short for weapons with a Range of Engaged, otherwise the Range is equal to their chosen weapon.
Requires an Animal Companion with Type: Robotic.
Energy Shield Projector
Energy shield projector
Tier: 1Activation: Out of Turn Incidental, targeted by a physical- or energy-based combat check, Engaged Range of Custom Rig, Multiple targets including self, Once per Session
Ranked: Yes
Mechanic only, requires Custom Rig
Ranged Defence +2
Energy Shield Projector (improved), Energy Shield Projector (supreme)
Hack Directory
Hack directory
Tier: 1Activation: Spend a when making a Computers check, single target
Ranked: No
Mechanic only
A trap (including alarms) directly connected to the targeted computer or its network is revealed to you. Details include its trigger, physical location (such as this computer, if they are a digital trap) and their purpose. This may be spent multiple times, with the GM informing the character when there are no longer any more traps to be found.
Cybernetic Exocortex
Cybernetic exocortex
Tier: 1Activation: Passive
Ranked: No
Mechanic only, provides a rank of Type: Cybernetic
Your exocortex is a cybernetic enhancement that provides you with the following enhanced abilities.
- +a to initiative checks. If you have an Animal Companion with the Talent within Custom Rig Range (minimum Engaged), they receive this bonus too.
- Maneuver (Short Range, Sight or Smell Dependent)
You can designate a single character or item to be ‘tracked’ by your exocortex. You can trail them using a Computers(+s) v Stealth check up to Short Range.
Cybernetic Exocortex (improved), Cybernetic Exocortex (supreme)
Energy Loop
Energy loop
Tier: 1Activation: Maneuver, +1 Strain
Ranked: Yes
Mechanic only, requires Custom Rig
An electrical item you have equipped can be rigged to explode.
- Skill: Ranged (Light) to throw, or Vigilance v Skulduggery to detect (detonated upon use)
- DAM: Encumbrance multiplied by 3
- CRT: 2
- Special: For every 1 Encumbrance the item has, it receives Blast +1; Limited Ammo 1; upon detonation the item is instantly destroyed.
Tier 2, Mechanic-unique
Energy Shield Projector (improved)Energy shield projector (improved)
Tier: 2Activation: Passive
Ranked: Yes
Mechanic only, requires Energy Shield Projector
The Ranged Defence provided increases to 3, and may damage your Custom Rig one step to use this Talent one additional time in the same Session.
Energy Shield Projector (supreme)
System Override
System override
Tier: 2Activation: Choose a Difficulty between 1 and 4; Combat check (Tech); single target; Short Range OR use a Custom Rig and its default Range; automatically fails if the target does not have Type: Robotic
Ranked: No
Mechanic only, requires Cybernetic Exocortex
Success results in a number (equal to the Difficulty chosen) of b being applied to all the target's checks. This lasts until the end of the target's next Turn.
Spend aaa to prolong the effects by +1 Turn.
May be spent multiple times.
Spend t to Stagger the target for 1 Round.
System Override (improved)
Can only target Type: Robotic
Hydrojets
Hydrojets
Tier: 2Activation: Passive
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic
The Companion ignores all b due to moving in liquid, and is considered to be waterproof.
Requires Animal Companion with Type: Robotic
Combat Drone
Combat drone
Tier: 2Activation: Passive
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic but without Hover Drone or Stealth Drone
Provides your Animal Companion with the following upgrades:
Requires Animal Companion with Type: Robotic
Hover Drone
Hover drone
Tier: 2Activation: Passive
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic but without Combat Drone or Stealth Drone
Provides your Animal Companion with the following upgrades:
Requires Animal Companion with Type: Robotic
Stealth Drone
Stealth drone
Tier: 2Activation: Passive
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic but without Combat Drone or Hover Drone
Provides your Animal Companion with the following Talents:
- Spider Climb
- Maneuver Toggle Invisible, Strain +1 per Turn when on.
- Can integrate an Encumbrance 1 weapon.
Requires Animal Companion with Type: Robotic
Tier 3, Mechanic-unique
Cybernetic Exocortex (improved)Cybernetic exocortex (improved)
Tier: 3Activation: Passive
Ranked: No
Mechanic only, requires Cybernetic Exocortex
Your improved exocortex provides you with better abilities.
- The initiative bonus increases to +aa.
- You can now trail your tracked target up to Short Range on the planetary scale. You can now also designate a vehicle as your target. You can reduce the range by two steps to track one additional target (i.e. a maximum of two targets).
- You can now see (and target) a tracked target of yours within Medium Range through thin materials (no more than 1cm of steel, or a thin sheet of lead).
Cybernetic Exocortex (supreme)
Miracle Worker
Miracle worker
Tier: 3Activation: Passive, Once per Session, -1 DP
Ranked: No
Mechanic only, requires Custom Rig
These effects expire at the end of the current Encounter or the beginning of the next Encounter (whichever is sooner).
- Repair +2 Hull Trauma on a vehicle during a Mechanics check. The Hull Trauma healed do not revert when this Talent expires.
- Heal +2 Wounds during a Medicine check. The Wounds healed do not revert when this Talent expires.
- Action: +2 Defence on a single item of clothing.
- Action: Accurate +2 on a weapon
Distracting Hack
Distracting hack
Tier: 3Activation: Computers OR Tech combat check as a Maneuver OR spend aaa on target, Once per Encounter, requires Custom Rig
Ranked: No
Mechanic only
Can cause a single Target within the Custom Rig's Range to lose their additional Maneuver.
Neural Shunt
Neural shunt
Tier: 3Activation: Out of Turn Incidental, Once per Encounter, +1 Strain, requires Cybernetic Exocortex
Ranked: No
Mechanic only
When you are under a mental effect, you may shunt it over to be processed by your Exocortex. The Exocortex is shut down for a number of rounds that the effect would normally affect you for. If a roll must be made to escape the effect, it succeeds after 1 round. You lose all benefits of your Exocortex while the Neural Shunt is active.
Hardened AI
Hardened ai
Tier: 3Activation: Passive
Ranked: Yes
Mechanic only, choose a Animal Companion with Type: Robotic upon purchase
Your Companion can never be forced to obviously harm you or a regular ally of yours.
Additionally, Upgrade the Difficulty of any checks to mentally control your Companions.
Natural Saboteur
Natural saboteur
Tier: 3Activation: Passive, Once per Session
Ranked: No
Mechanic only
Your character may reroll one skill check that uses Mechanics or Computers to sabotage or disable a device or vehicle.
In addition, if you have the appropriate tools (including your Custom Rig), performing these tasks takes half the normal amount of time, to a minimum of a single Maneuver.
Static Wave
Static wave
Tier: 3Activation: Animal Companion on ¼ WT, Out-of-Turn Incidental combat check, -1DP, Short Range, All targets, Once per Encounter, Animal Companion not incapacitated
Ranked: No
Mechanic only, requires Animal Companion with Type: Robotic
Your Companion releases a spherical energy burst against everyone within Range with the following statistics:
- DAM: 6
- CRT: -
- RNG: Short
- Special: Stun Damage, Ion, Robot Killer, (aa) Disorient 1, (aaaa/t) Burn 1 (as Wounds, minus Soak)
Visual Processors
Visual processors
Tier: 3Activation: Passive
Ranked: No
Mechanic only, requires Cybernetic Exocortex, provides a rank of Type: Cybernetic
-bb from visual impairment (does not stack with Cybernetic Eyes). Ignore the effects of Invisible.
Tier 4, Mechanic-unique
Energy Shield Projector (supreme)Energy shield projector (supreme)
Tier: 4Activation: Passive
Ranked: No
Mechanic only, requires Energy Shield Projector Replace the Ranged Defence provided with +1 Soak, and may damage your Custom Rig one step to use this Talent a third time in the same Session.
Cybernetic Exocortex (supreme)
Cybernetic exocortex (supreme)
Tier: 4Activation: Passive
Ranked: No
Mechanic only, requires Cybernetic Exocortex (improved)
Your improved exocortex provides you with better abilities.
- The initiative bonus increases to +aaaa.
- You can now trail your tracked target up to Extreme Range on the planetary scale. You can further reduce the range by two steps to track a third additional target.
System Override (improved)
System override (improved)
Tier: 4Activation: Spend tt on check, Once per Session
Ranked: No
Mechanic only, requires System Override
Issue the target a single order (ie an Action or Maneuver). It cannot obviously bring harm to itself or an ally, including Wounds, Strain, Hull Trauma or System Strain.
Craft Scoutbot
Craft scoutbot
Tier: 4Activation: Action, materials worth $5
Ranked: Yes
Mechanic only, requires Custom Rig
You create a Scoutbot (minion), and can create a maximum number of them up to your Rank in this Talent.
Each Spider Climb has a few extra features. It has the Spider Climb Talent, they break after 6 hours, and can provide a visual feed to your Custom Rig with a Range equal to your Custom Rig's Range. If it leaves that Range, the Spider Climb shuts down.
Armour Slot
Armour slot
Tier: 4Activation: Passive
Ranked: Yes
Mechanic only, requires Animal Companion with Type: Robotic
Choose an Animal Companion. They permanently receive +1 Soak.
Tier 5, Mechanic-unique
Paraneural ModificationsParaneural modifications
Tier: 5Activation: Passive
Ranked: No
Mechanic only, requires Cybernetic Exocortex, Provides a rank of Type: Cybernetic
Your Cybernetic Exocortex allows you to apply any one of the (normally restricted) following Talents to yourself. Only one of these Talents can be applied, unless it is already an owned Ranked Talent.
- Armour Slot (improved) (without the +1 Soak)
- Static Wave
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