Talents
Tier 1
Adaptable Flanker Bar Fighter
Tier 1 Tier 1
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
As an Incidental, you designate a single You do not suffer any Threat penalties for using
opponent as the target of this talent. When you an improvised Melee weapon.
are in Engaged range with the chosen target,
you grant a 1 Bonus Die to combat checks Brace
others make against this particular target. Tier 1
Black Thumb Activation: Active (Maneuver)
Tier 1 Ranked: Yes
Activation: Passive As a Maneuver, the character may brace
himself. This allows a character to remove 1
Ranked: Yes Setback die per rank of Brace from the next skill
When your character makes a Mechanics check check based on changing conditions, inclement
to repair system strain or hull trauma on a weather, unstable surfaces, zero gravity, heavy
vehicle, they repair one additional system strain gravity, or other disruptive physical obstacles
or hull trauma per rank of Resourceful that would make a skill check more difficult.
Mechanic.
Bullrush
Bought Info
Tier 1
Tier 1
Activation: Active (Incidental)
Activation: Active (Action)
Ranked: No
Ranked: No When your character makes a Brawl or Melee
When making any knowledge skill check, your combat check after using a Maneuver to engage
character can instead use this talent to spend an a target, you may spend 3 Advantage or 1
amount of currency equal to fifty times the Triumph to use this talent to knock the target
difficulty of the check and automatically succeed prone and move them up one range band away
on the knowledge check with one un-canceled from your character.
Success (instead of rolling). At your GM’s
discretion, your character may not be able to Cat Fall
use Bought Info if the information is particularly Tier 1
sensitive or difficult to find, or buying it doesn’t
make narrative sense. Activation: Passive
Ranked: Yes
When rolling Athletics or Coordination to reduce
damage from falling, add 1 Bonus Die. In
addition, reduce damage and strain suffered Complimentary Insight
from a fall by 1 per rank of Cat Fall.
Tier 1
Cave Dweller
Activation: Active (Incidental, Out-of-
Tier 1 Turn)
Activation: Passive Ranked: No
Ranked: Yes You get more out of having skills that work well
After your character makes a Perception, together with others. You add 2 Bonus Dice
Vigilance, or Knowledge check to notice, when using the assist option, instead of the
identify, or avoid a threat in a cavern, normal 1 Bonus die.
subterranean ruin, or similar location, your Construction Specialist
character cancels a number of uncanceled
Failure no greater than your character's ranks in Tier 1
Cave Dweller.
Activation: Passive
Clever Retort Ranked: Yes
Tier 1 Your character removes one 1 Setback die per
Activation: Active (Incidental, Out of rank of Construction Specialist from checks
made to construct bases, defense works,
Turn)
positions, fortifications, tunnels, bunkers, and
Ranked: No similar combat engineering projects.
Once per encounter, your character may use Corporate Drone
this talent to add automatic 2 Threat to another
character’s social skill check. Tier 1
Code Breaker Activation: Passive
Tier 1 Ranked: No
When you take this talent, your character gains
Activation: Passive
Knowledge (Corps) or Negotiation as a career
Ranked: Yes skill. In addition, once per session, your
character may collect a small favor from any
You remove 1 Setback die per rank of
other member of a single corporation (chosen
Codebreaker from your attempts to break codes
when you take this talent), even if they do not
or decrypt communications.
owe your character a favor.
Collector of Stories Corporate War Vet
Tier 1 Tier 1
Activation: Active (Maneuver) Activation: Passive
Ranked: No Ranked: No
You've heard so many tales of legendary
When you take this talent, your character gains
monsters that you remember all sorts of gory
Ranged (Heavy) or Resilience as a career skill.
details. When you attempt a Hard (3 Purple
In addition, once per session, your character
Dice) Knowledge (Science) check to identify a may collect a small favor from a current or
creature or to learn its special powers or former member of a single Corporate military
vulnerabilities. (chosen when you take this talent), even if they
do not owe your character a favor.
Creative Design Measures. This talent can only be used once per
hit.
Tier 1
Activation: Passive
Defensive Sysops
Ranked: Yes
Tier 1
As part of resolving a successful crafting check,
your character may also apply a result Activation: Passive
equivalent to spending a number of Advantage
equal to their ranks in Creative Design. The GM Ranked: Yes
may then apply a result equivalent to the same At the start of each day, the character can
number of Threat. choose a computer system they want to defend
against intrusion. When someone attempts to
Custom Code hack a chosen device, the intruder adds 2
Tier 1 Setback dice to their checks.
Activation: Passive Desperate Recovery
Ranked: No Tier 1
When your character selects this talent, they Activation: Passive
choose one type of Hacking Program (Attack,
Data Processing, Firewall or Sleaze. Whenever Ranked: No
you use that type of Program, add 1 Advantage Before your character heals strain at the end of
to the results. an encounter, if their strain is more than half of
their strain threshold, they heal two additional
Customer Service Experience strain.
Tier 1
Disorienting Spell
Activation: Active (Incidental)
Tier 1
Ranked: Yes
Activation: Active (Maneuver)
After your character makes a Charm check, they
may suffer 1 strain use this talent to cancel 1 Ranked: Yes
Threat equal to your character’s ranks in Your character must have at least one rank in
Customer Service Experience. Arcana or Primal to benefit from this talent.
Defensive Counter-Measures You can disorient creatures with your spells.
You can modify a spell to disorient a creature
Tier 1 damaged by the spell. When a creature takes
Activation: Active (Incidental, Out of wound damage from this spell, they become
Disoriented for a number of turns equal to your
Turn) ranks in Disorienting Spell.
Ranked: Yes You suffer 3 strain when you empower a spell
When your character suffers a hit from a Matrix with the Disorienting Spell talent.
combat check, after damage is calculated but
before Firewall is applied (so immediately after
Step 3 of Perform Combat check, Core Book
page 102), your character may suffer 3 strain to
use this talent to reduce the damage of the hit
by two plus their ranks in Defensive Counter-
Disruptive Spell they always add the chosen effect to the spell
without increasing the difficulty. However, they
Tier 1 may never add any of the other three effects to a
Activation: Active (Maneuver) spell they cast.
Ranked: Yes Expert Tracker
Your character must have at least one rank in Tier 1
Arcana or Primal to benefit from this talent.
Activation: Passive
Your magical energies cling to enemies,
interfering with their spellcasting. Spellcasting Ranked: Yes
targets affected by a spell infused with your You remove 1 Setback die per rank of Expert
Disruptive Spell talent add 1 Setback die to their Tracker from your checks to find or follow tracks.
next cast spell using Magic skill per rank of Survival checks made to track targets take 50%
Disruptive Spell. This effect last until the end of less time than normal (this does not decrease
the target's next turn. with additional ranks of Expert Tracker).
Duelist Fast Metabolism
Tier 1 Tier 1
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
Your character adds 1 Bonus Die to their melee You recover faster than normal. You recover
combat checks while engaged with a single one additional wound per day of natural rest per
opponent. Your character adds 1 Setback die to rank of Fast Metabolism.
their melee combat checks while engaged with
three or more opponents. Fate Watcher
Durable Tier 1
Tier 1 Activation: Active (Maneuver)
Activation: Passive Ranked: No
Your character must have at least one rank in
Ranked: Yes
Arcane or Primal to benefit from this talent.
Your character reduces any Critical Injury result
As a Maneuver you can determine how close
they suffer by 10 per rank of Durable, to a
creatures are to death. The GM will tell you what
minimum of 01.
the status is of one specific creature that you
Elementalist can see, in terms of wounds and strain and its
threshold. You take a 1 Setback die penalty to
Tier 1 your next skill check after having used the Fate
Activation: Passive Watcher talent.
Ranked: No
Your character must have at least one rank in
Arcane or Primal to benefit from this talent.
When your character purchases this talent,
choose one of the following attack spell effects
(and the element associated with it): Fire (fire),
Ice (water), Impact (earth), or Lightning (air).
Whenever your character casts an Attack spell,
Forager Google Foo
Tier 1 Tier 1
Activation: Passive Activation: Active (Maneuver)
Ranked: No Ranked: No
Your character removes up to 2 Setback dice If your character has access to the Matrix, they
from any skill checks they make to find food, may use this talent to upgrade the ability of the
water, or shelter. Checks to forage or search the next Knowledge check they make during their
area that your character makes take half the turn twice and the difficulty of that check once.
time they would normally. The GM must spend a Despair to have your
character learn some seemingly relevant and
Friend of the Night believable information that turns out to be
Tier 1 completely (and possibly maliciously) false.
Activation: Passive Grit
Ranked: No Tier 1
Your eyes adapt quickly to low-light conditions. Activation: Passive
Remove 1 Setback die from environmental
modifiers due to low-light conditions.
Ranked: Yes
Each rank of Grit increases your character’s
Gearhead strain
Tier 1 threshold by one.
Activation: Passive Gunfighter’s Draw
Ranked: Yes Tier 1
Remove 1 Setback die per rank of Gearhead Activation: Passive
from all Mechanics checks. In addition, the credit
cost to add mods to attachments decreases by 5
Ranked: No
0%. This does not increase with multiple ranks The first time during an encounter that your
of Gearhead. character draws a Ranged (Light) weapon,
increase the weapon's damage by 2 for the
Go-Ganger Ally remainder of the turn.
Tier 1 Hamstring Shot
Activation: Passive Tier 1
Ranked: No Activation: Active (Action)
When you take this talent, your character gains
Drive or Ranged (Light) (your choice) as a
Ranked: No
career skill. In addition, once per session, your Once per round, your character may use this
character may collect a small favor from a Go talent to perform a ranged combat check against
gang (chosen when you take this talent), even if one non-vehicle target within range of the
they personally do not owe your character a weapon used. If the check is successful, halve
favor. the damage inflicted by the attack (before
reducing damage by the target’s soak). The
target is immobilized until the end of its next
turn.
Hand on the Throttle Initiate of Pain
Tier 1 Tier 1
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: Yes
Once per round while driving or piloting a The first time you take wound damage in any
vehicle, your character may use this talent to combat, you gain a 1 Bonus die bonus on
increase or decrease its speed by 1, to a combat checks, and Discipline checks against
minimum of 0 or a maximum of the vehicle’s fear effects for 1 turn per rank of Initiate of Pain.
max speed.
Jump Up
Hidden Storage
Tier 1
Tier 1
Activation: Active (Incidental)
Activation: Passive
Ranked: No
Ranked: Yes Once per round during your character’s turn,
Gain hidden storage in vehicles or equipment your character may use this talent to stand from
that holds items with total encumbrance equal to a prone or seated position as an incidental.
ranks in Hidden Storage.
Kill with Kindness
I Challenge!
Tier 1
Tier 1
Activation: Passive
Activation: Active (Maneuver)
Ranked: Yes
Ranked: No You remove 1 Setback die per rank of Kill with
Once per encounter, your character may use a Kindness from your Charm and Leadership
Maneuver to use this talent to choose a number checks.
of adversaries within Short range no greater
than your character's ranks in Challenge! (a Knack For It
minion group counts as a single adversary for Tier 1
this purpose). You have to succeed on a
Coercion check against the adversaries to make Activation: Passive
use of the talent. Until the encounter ends or
Ranked: Yes
your character is incapacitated, these
adversaries add 1 Bonus die to combat checks When you purchase this talent for your
targeting your character and 2 Setback dice to character, select one skill. Your character
combat checks targeting other characters. removes 2 Setback dice from any checks they
make using this skill.
Iai-jutsu Training
Each additional time you purchase this talent for
Tier 1 your character, select two additional skills. Your
character also removes 2 Setback dice from any
Activation: Passive checks they make using these skills. You cannot
Ranked: No select combat or magic skills when choosing
skills for this talent.
The first time during an encounter that your
character draws a Melee weapon, increase the
weapon's damage by 2 for the remainder of the
turn.
Knockout Punch Let’s Ride
Tier 1 Tier 1
Activation: Passive Activation: Activate (Incidental)
Ranked: No Ranked: No
Your character adds the Stun quality to their Once per round during your character's turn,
Brawl combat checks, with a rating equal to two your character can use this talent to mount or
plus your character’s ranks in Coordination (this dismount from a vehicle or animal, or move from
does not stack with other instances of the Stun one position in a vehicle to another (such as
quality). from the cockpit to a gun turret) as an incidental.
In addition, if your character suffers a short-
Know Somebody range fall (see page 112) from a vehicle or
Tier 1 animal, they suffer no damage and land on their
feet.
Activation: Active (Incidental)
Magical Defense
Ranked: Yes
Tier 1
Once per session, when attempting to purchase
a legally available item, your character may use Activation: Passive
this talent to reduce its rarity by one per rank of
Know Somebody
Ranked: Yes
Your character must have at least one rank in
Knowledge Specialization Arcana or Primal to benefit from this talent.
Tier 1 Choose a type of magic (attack, augment,
barrier, conjure, curse, dispel, heal or utility).
Activation: Passive
You can resist spells from that type of magic
Ranked: Yes better than normal. All spells of this type cast at
you suffer a 1 Setback die penalty per rank of
When making a Knowledge skill check, may
Magical Defense against you. Alternatively, you
spend a Triumph result to gain additional
may also select a new type of magic when you
Success equal to ranks in Knowledge
add another rank to this particular talent,
Specialization.
allowing you to spread out your natural
Lethal Blows resistance towards different types of magic.
Tier 1 Magical Senses
Activation: Tier 1
Ranked: Activation: Passive
The character adds + 10 per rank of Lethal Ranked: Yes
Blows to any Critical Injury rolls inflicted on
Your character must have at least one rank in
opponents.
Arcana or Primal to benefit from this talent.
As an Incidental you can feel the auras of
magical effects within Engaged range, however
you suffer 3 strain when you do so. Every rank
you have in Magical Senses, beyond the first
rank, increases the range band to which you can
sense magic.
Magical Strike One with Nature
Tier 1 Tier 1
Activation: Active (Maneuver) Activation: Active (Incidental)
Ranked: Yes Ranked: No
Your character must have at least one rank in When in the wilderness, your character may
Arcana or Primal to benefit from this talent. make a Simple (–) Survival check, instead of
Discipline or Cool, to recover strain at the end of
You can channel magical energy into your Brawl
an encounter (see Core Bool page 117).
or Melee attacks. When you activate this talent,
you suffer 2 strain to channel magical energy Organized Crime Ally
into a single attack. You add 1 Bonus Die per
rank of Magical Strike to you Brawl or Melee Tier 1
check till the end of the turn.
Activation: Passive
Never Outnumbered Ranked: No
Tier 1 When you take this talent, your character gains
Activation: Active (Action) Melee or Skullduggery (your choice) as a career
skill. In addition, once per session, your
Ranked: Yes character may collect a small favor from a
You can demoralize multiple enemies. You can member of a single organized crime group
(chosen when you take this talent), even if they
perform the Never Outnumbered Maneuver and
do not owe your character a favor.
attempt a Hard (3 Purple Dice) Coercion check
to demoralize all opponents within Short range Painful Blow
whom can see you. If you succeed, all
opponents add an automatic t to all skill checks Tier 1
until the end of their next turn. For every rank of
Activation: Active (Incidental)
Never Outnumbered you extend the duration by
one additional turn. Ranked: No
Night Person When your character makes a combat check,
you may voluntarily increase the difficulty by one
Tier 1 to use this talent. If the target suffers one or
Activation: Passive more wounds from the combat check, the target
suffers 2 strain each time they perform a
Ranked: Yes Maneuver until the end of the encounter.
You are a creature of the night! Gain 1 Bonus Parry
die to Cool, Perception and Vigilance per rank of
Night Person between the hours of 6:00 p.m. Tier 1
and 6:00 a.m.
Activation: Active (Incidental, Out of
If your character has the Night Person talent Turn)
they cannot have the Solar Powered talent.
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 Combat check, Core Book
page 102), your character may suffer 3 strain to
use this talent to reduce the damage of the hit
by two plus their ranks in Parry. This talent can Proper Upbringing
only be used once per hit, and your character
needs to be wielding a Melee weapon. Tier 1
Party Animal Activation: Active (Incidental)
Tier 1 Ranked: Yes
When your character makes a social skill check
Activation: Passive
in polite company (as determined by your GM),
Ranked: No they may suffer a number of strain to use this
talent to add an equal number of Advantage to
You are such a Party Animal that you no longer
the check. The number may not exceed your
suffer the withdrawal effect from alcohol
character’s ranks in Proper Upbringing.
addiction. While intoxicated you add 1 Bonus die
to all your skill checks. Quick Draw
Piercing Spell Tier 1
Tier 1 Activation: Active (Incidental)
Activation: Active (Maneuver) Ranked: No
Ranked: Yes Once per round on your character’s turn, they
may use this talent to draw or holster an easily
Your character must have at least one rank in
accessible weapon or item as an incidental.
Arcane or Primal to benefit from this talent.
Quick Draw also reduces a weapon’s Prepare
Your studies have helped you develop methods rating by one, to a minimum of one.
to overcome defenses. When you cast a spell
infused by the Piercing Spell talent you ignore 1 Quick Strike
point of the target's Soak value per rank of Tier 1
Piercing Spell.
You suffer 3 strain when you use this talent.
Activation: Passive
Ranked: Yes
Plausible Deniability
Your character adds 1 Bonus Die for each rank
Tier 1 of Quick Strike to any combat checks they make
Activation: Passive against any targets that have not yet taken their
turn in the current encounter.
Ranked: Yes
Rapid Reaction
You remove 1 Setback die per rank of Plausible
Deniability from your Coercion and Deception Tier 1
checks.
Activation: Active (Incidental, Out of
Prone Mastery Turn)
Tier 1 Ranked: Yes
Activation: Passive Your character may suffer a number of strain to
use this talent to add an equal number of
Ranked: No Successes to a Vigilance or Cool check they
Opponents gain no Bonus die on attacks against make to determine Initiative order. The number
you while you are prone. may not exceed your character’s ranks in Rapid
Reaction.
Rapid Recovery Silent Spell
Tier 1 Tier 1
Activation: Passive Activation: Active (Maneuver)
Ranked: Yes Ranked: No
When healing strain after an encounter, heal 1 Your character must have at least one rank in
additional strain per rank of Rapid Recovery. Arcane or Primal to benefit from this talent.
Redundant Systems You can cast your spells without making any
sound. A silent spell can be cast with no verbal
Tier 1 components. Spells without verbal components
are not affected.
Activation: Active (Action)
You suffer 3 strain when you empower a spell
Ranked: No with the Silent Spell talent.
Once per session, may take a Redundant
Systems Action; make a Medium (2 Purple Dice)
Silver Palm
Mechanics check to harvest components from a Tier 1
functioning device to repair a broken one without
breaking the first device. Activation: Passive
Second Wind Ranked: Yes
Negotiation becomes a career skill when you
Tier 1
select the Silver Palm talent. Furthermore, you
Activation: Active (Incidental) add 1 Bonus die to Negotiation checks per rank
of Silver Palm.
Ranked: Yes
Once per encounter, your character may use
Skilled Jockey
this talent to heal an amount of strain equal to Tier 1
their ranks in Second Wind.
Activation: Passive
Signature Drone/Vehicle
Ranked: Yes
Tier 1
You remove 1 Setback die per rank of Skilled
Activation: Passive Jockey from your Driving and Piloting checks.
Ranked: No Smooth Talker
Choose one drone or vehicle with a silhouette of Tier 1
3 or lower that your character owns. This
drone/vehicle is your character’s “Signature Activation: Active (Incidental)
Vehicle.” Upgrade the ability of all Mechanics Ranked: Yes
checks made to work on the vehicle once. If the
vehicle ever lost or destroyed, the character may When first acquired choose 1 skill; Charm,
apply Signature Vehicle to a new drone/vehicle Coercion, Deception, or Negotiation. When
that meets the requirements. making checks with that skill spend 1 Triumph to
gain additional Successes equal to ranks in
Smooth Talker.
Solar Powered Steady Nerves
Tier 1 Tier 1
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
Gain 1 Bonus die to Cool, Perception and You remove 1 Setback die per rank of Steady
Vigilance per rank of Solar Powered between Nerves from Cool and Skullduggery checks.
the hours of 6:00 a.m. and 6:00 p.m. If your
character has the Solar Powered talent he Street Fighter
cannot have the Night Person talent. Tier 1
Solid Repairs Activation: Active (Incidental)
Tier 1 Ranked: No
Activation: Passive When your character disorients or knocks their
target prone while making a Brawl combat
Ranked: Yes check, they may use this talent to cause the
The character repairs one additional point of hull target to suffer wounds equal to your character’s
trauma per rank of Solid Repairs whenever they ranks in Skullduggery.
repair a vehicle.
Street Slang
Soothing Tone
Tier 1
Tier 1
Activation: Active (Incidental)
Activation: Active (Action)
Ranked: Yes
Ranked: No When making a Social skill check in criminal or
Once per encounter, take a Soothing Tone dubious company, may suffer a number of strain
Action; make an Average (2 Purple Dice) no greater than ranks in Street Slang to add an
Knowledge check to allow a beast to recover equal number of Advantage to the check.
strain equal to the number of Successes.
Strong Arm
Spawl-Ganger Ally
Tier 1
Tier 1
Activation: Passive
Activation: Passive
Ranked: No
Ranked: No Treat thrown weapons as if they had one step
When you take this talent, your character gains greater range, to a maximum of Medium range.
Coercion or Streetwise (your choice) as a career
skill. In addition, once per session, your Surgeon
character may collect a small favor from a Tier 1
Sprawl gang (chosen when you take this talent),
even if they personally do not owe your Activation: Passive
character a favor.
Ranked: Yes
When your character makes a Medicine check
to heal wounds, the target heals one additional
wound per rank of Surgeon.
Swift Toughened
Tier 1 Tier 1
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
Your character does not suffer the penalties for Each rank of Toughened increases your
moving through difficult terrain (they move character’s wound threshold by two.
through difficult terrain at normal speed without
spending additional maneuvers). Uncanny Senses
Teacher’s Pet Tier 1
Tier 1 Activation: Passive
Activation: Passive Ranked: Yes
Add 1 Bonus die per rank of Uncanny Senses to
Ranked: No all Perception checks.
When you take this talent, your character gains
one Knowledge skill (of your choice) as a career Unremarkable
skill. In addition, once per session, your Tier 1
character may collect a small favor from a
member of an institute of higher learning Activation: Passive
(chosen when you take this talent), even if they
Ranked: No
do not owe your character a favor.
Other characters add 1 Failure to any checks
Teamwork made to find or identify your character in a
Tier 1 crowd.
Activation: Passive Vow of Abstinence
Ranked: No Tier 1
When you are in Engaged range to one or more Activation: Passive
allies who also have this talent, you gain a
Ranked: No
bonus 1 Bonus die on all skill checks.
You have taken a sacred vow to abstain from
Thug alcoholic beverages, drugs, stimulants such as
Tier 1 caffeine, and intoxication. You gain a 2 Bonus
dice bonus on Resilience checks against
Activation: Passive poisons and drugs (as long as you are subjected
to a drug unwillingly).
Ranked: Yes
To fulfill your vow, you must not consume
You gain an Advantage per rank of Thug on any intoxicating, stimulating, depressant, or
Initiative checks and Coercion skill checks.
hallucinogenic substances, including alcohol,
caffeine, and other drugs. If you intentionally
break your vow, you immediately and
irrevocably lose the benefit of this talent. You
may not take another talent to replace it. If you
break your vow unintentionally (a drug slipped
into your drink, for example), you lose the
benefit of this talent until you perform a suitable
penance.
Vow of Chastity purify yourself in a special ritual that requires 1
hour. If you intentionally break your vow, you
Tier 1 immediately and irrevocably lose the benefit of
Activation: Passive this talent. You may not take another talent to
replace it. If you break your vow unintentionally,
Ranked: No you lose the benefit of this talent until you
perform a suitable penance.
You have taken a sacred vow to refrain from
marriage and sexual intercourse. You gain a 2 Walked the Beat
Bonus Dice bonus on attempts to resist Charm
and Coercion checks. Tier 1
To fulfill your vow, you must abstain from any Activation: Passive
sexual contact with any other creature. If you
intentionally break your vow, you immediately Ranked: No
and irrevocably lose the benefit of this talent. When you take this talent, your character gains
You may not take another feat to replace it. If Perception or Ranged (Light) as a career skill. In
you break your vow unintentionally (being raped, addition, once per session, your character may
for example), you lose the benefit of this talent collect a small favor from a current or former
until you perform a suitable penance. member of Knight Errant police force, even if
they do not owe your character a favor.
Vow or Purity
Tier 1 Warrior Instincts
Activation: Passive Tier 1
Ranked: No Activation: Passive
You have taken a sacred vow to avoid contact Ranked: Yes
with dead flesh. You add 2 Bonus Dice to You add 1 Success to Initiative checks per rank
Resilience checks to resist diseases. of Warrior Instincts.
To fulfill your vow, you must avoid all contact
Wheel and Deal
with dead creatures, including meat cooked for
food. You may not touch fallen foes. You may Tier 1
fight the living dead, but must purify yourself as
soon as possible afterward. You may touch Activation: Passive
dead characters in order to restore them to life, Ranked: Ranked
but for no other purpose. If you fight the living
dead or accidentally touch dead flesh, you must When selling goods, the starting offer is 10%
more Nuyen per rank of Wheel and Deal.
Tier 2
Adroitness Bad Cop
Tier 2 Tier 2
Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: Yes
When first acquired, choose a General skill. Your character may spend 2 Advantage from a
When making a check with that skill, reduce the Coercion or Deception check to use this talent to
time required by 25%. The GM may determine upgrade the ability of a single ally’s subsequent
that this talent may not be used with certain social skill check a number of times equal to
skills or activities. If this talent is chosen again, your character’s ranks in Bad Cop. The check
an additional skill can be chosen. must target the same character as your
character’s initial check, and it must take place
Alluring during the same encounter. Only one character
Tier 2 may affect a check with this talent.
Activation: Passive Barrage
Ranked: Yes Tier 2
Add automatic 1 Advantage to Charm, Activation: Passive
Deception and Negotiation skill checks per rank
of Alluring.
Ranked: Yes
Add 1 damage per rank of Barrage to one hit of
Animal Expertise successful attack while using Ranged [Heavy] or
Tier 2 Gunnery skills at Long or Extreme range.
Activation: Passive Basic Military Training
Ranked: Yes Tier 2
Add 1 Bonus die per rank of Animal Expertise to Activation: Passive
all checks when interacting with beast or
animals (including combat checks). Add +10 to
Ranked: No
Critical Injury results against beasts or animals Athletics, Ranged (Heavy), and Resilience are
per rank of Animal Expertise. now career skills for your character.
Arcanist
Tier 2
Activation: Passive
Ranked: No
Your character must have at least one rank in
Arcana or Primal to benefit from this talent.
Add automatic 1 Success to all Arcana or Primal
skill checks.
Berserk the damage of an attack targeting an Engaged
ally.
Tier 2
Burly
Activation: Active (Maneuver)
Tier 2
Ranked: No
Activation: Passive
Once per encounter, your character may use
this talent. Until the end of the encounter or until Ranked: Yes
they are incapacitated, your character adds 1
Reduce any wielded weapon’s Cumbersome
Success and 2 Advantage to all melee combat
quality and Encumbrance rating by a number
checks they make. However, opponents add 1
equal to ranks in Burly to a minimum of 1.
Success to all combat checks targeting your
character. While berserk, your character cannot Child at Heart
make ranged combat checks.
Tier 2
At the end of the encounter (or when they are
incapacitated), your character suffers 6 strain. Activation: Active (Incidental)
Blackmail Ranked: No
Tier 2 The Child at Heart talent improves your
interactions with children (and even some adults
Activation: Active (Incidental, Out-of- at the GMs option), allowing you to decrease the
Turn) difficulty on a single Social interaction skill check
involving a child.
Ranked: No
When an NPC exceeds his strain threshold, may Codeslinger
spend 1 Story Point to convince that NPC to Tier 2
perform a single task of choice instead.
Activation: Passive (Incidental)
Brilliant Casting
Ranked: No
Tier 2
Your character may spend 2 Advantage from an
Activation: Active (Incidental) Attack or Sleaze action to also hit the target with
another Attack or Sleaze program that is on the
Ranked: No character's deck but not active. Each action
When your character casts a spell, you may effect the target per the program's rating plus the
spend one Story Point to use this talent to add number of Successes scored on the check.
Advantage equal to your character’s ranks in
Knowledge (Magic) to the results. Combat Medicine
Bullwark Tier 2
Tier 2 Activation: Active (Incidental)
Activation: Active (Incidental, Out-of- Ranked: Yes
Turn) Before making a Medicine check, your character
may use this talent to add Successes equal to
Ranked: No their ranks in Combat Medicine to the results.
Your character must have purchased the Parry After the check is resolved, the target suffers 2
talent to benefit from this talent. strain for each rank your character has in
Combat Medicine.
While wielding a weapon with the Defensive
quality, your character may use Parry to reduce
Command Counter Offer
Tier 2 Tier 2
Activation: Passive Activation: Active (Action)
Ranked: Yes Ranked: No
Add 1 Bonus die per rank of Command when Once per session, your character may use this
making Leadership checks. Affected targets add talent to choose one non-nemesis adversary
1 Bonus die to Discipline checks for next 24 within medium range and make an opposed
hours. Negotiation versus Discipline check. If
successful, the target becomes staggered until
Concussive Attack the end of their next turn.
Tier 2 At your GM’s discretion, you may spend
Triumph on this check to have the adversary
Activation: Active (Incidental)
become an ally until the end of the encounter.
Ranked: Yes However, the duration of this may be shortened
or extended depending on whether your GM
On a successful attack you can spend 2
feels your offer is appealing to the adversary
Advantage to impose a 1 Setback die penalty on
and whether your character follows through on
the target's Intellect and Willpower skill checks
their offer!
for 1 turn. For each rank beyond the first in
Concussive Attack, you extend the duration by 1 Crack Shot
turn.
Tier 2
Conditioned
Activation: Passive
Tier 2
Ranked: No
Activation: Passive
When you make a Ranged combat check
Ranked: Yes against an opponent behind cover, the target's
cover does not give you any 1 Setback die on
The character removes 1 Setback die per rank
your combat check.
of Conditioned from his Athletics and
Coordination checks. He reduces the damage Cutting Question
and strain suffered from falling by 1 per rank of
Conditioned. Tier 2
Coordinated Assault Activation: Active (Incidental)
Tier 2 Ranked: No
When making a Coercion skill check, the
Activation: Active (Maneuver)
character can spend 2 strain to may use the
Ranked: Yes Deception skill instead.
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 1 Advantage 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.
Daring Pilot Determined Driver
Tier 2 Tier 2
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: Yes Ranked: No
Before your character makes a Driving or You may spend a Story Point to use this talent
Piloting check, they may add a number of Threat to have your character heal system strain on a
to the results to use this talent to add an equal vehicle they are currently driving, piloting, or
number of Successes. The number may not operating equal to their ranks in Driving, Piloting,
exceed your character’s ranks in Daring Pilot. or Operating (choose the skill used to direct the
vehicle).
Debilitating Shot
Dirty Tricks
Tier 2
Tier 2
Activation: Active (Incidental)
Activation: Active (Incidental)
Ranked: No
Upon successful attack with a vehicle weapon,
Ranked: No
may spend 2 Advantage to reduce the maximum After your character inflicts a Critical Injury on an
speed of the target by 1 until the end of the next adversary, they may use this talent to upgrade
turn. the difficulty of that adversary's next skill check.
Deceptive Taunt Distracting Behavior
Tier 2 Tier 2
Activation: Active (Action) Activation: Active (Maneuver)
Ranked: No Ranked: Yes
Once per session, may make Deceptive Taunt Make a Distracting Behavior Maneuver and
Action. Make opposed Deception check. If suffer strain no greater than ranks in Deception.
successful, one adversary must attack the Until the beginning of next turn, equal number of
character during adversary’s next turn. Engaged NPC’s suffer 1 Threat on all checks.
Range increases with additional ranks.
Defensive Stance
Duel Wielder
Tier 2
Tier 2
Activation: Active (Maneuver)
Activation: Active (Maneuver)
Ranked: Yes
Once per round, your character may suffer a
Ranked: No
number of strain no greater than their ranks in Your character may use this talent to decrease
Defensive Stance to use this talent. Then, until the difficulty of the next combined combat check
the end of your character’s next turn, upgrade (see Two Weapon Combat, on page 108) they
the difficulty of all melee combat checks make during the same turn by one.
targeting your character a number of times equal
to the strain suffered.
Dynamic Fire ammo exactly as with an Out of Ammo result
(see page 104).
Tier 2
Fancy Paint Job
Activation: Active (Incidental)
Tier 2
Ranked: No
Activation: Passive
When making a Ranged [Heavy] or Ranged
[Light] attack while engaged with an opponent, Ranked: No
may suffer 2 strain to reduce the difficulty of the
Your character must have purchased the
Ranged combat check by one, to a minimum of
Signature Vehicle talent to benefit from this
Easy (1 Purple die).
talent.
Enforcer Upgrade all Charm, Deception, and Negotiation
Tier 2 checks made in Engaged range of Signature
Vehicle once.
Activation: Active (Incidental)
Feral Strength
Ranked: No
Tier 2
Whenever you deal strain damage with a Brawl
or Melee combat check, you can take 2 strain to Activation: Passive
demoralize your target as an Incidental. If you
Ranked: Yes
are successful, the target suffers 1 Setback Die
to skill checks for a number of turns equal to Add +1 damage to Brawl and Melee combat
each Advantage spent from the combat check, checks per rank in Feral Strength.
minimum of 1 turn.
Fighter’s Stance
Exploit
Tier 2
Tier 2
Activation: Active (Incidental)
Activation: Active (Incidental)
Ranked: No
Ranked: Yes When making a combat check, if your character
When your character makes a combat check has performed the Guarded Stance Maneuver
with a Melee weapon, they may suffer 2 strain to this turn, you may suffer 1 strain to ignore the
use this talent to add the Ensnare quality to the penalties of the Guarded Stance Maneuver.
attack. The rating of the Ensnare quality is equal
to your character's ranks in Exploit. Fine Tuning
Fan the Hammer Tier 2
Tier 2 Activation: Passive
Activation: Active (Incidental) Ranked: Yes
When reducing the amount of system strain a
Ranked: No vehicle suffers, reduce 1 additional system strain
Once per encounter before making a combat per rank of Fine Tuning.
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
Flash of Insight Good Cop
Tier 2 Tier 2
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: Yes
When your character generates Triumph on a Your character may spend 2 Advantage from a
Knowledge skill check, roll 2 Bonus Dice and Charm or Negotiation check to use this talent to
add the results to the check, in addition to upgrade the ability of a single ally’s subsequent
spending the Triumph as usual. social skill check a number of times equal to
your character’s ranks in Good Cop. The check
Fleet of Foot must target the same character as your
Tier 2 character’s initial check, and it must take place
during the same encounter.
Activation: Passive
Grapple
Ranked: No
Tier 2
You are extraordinarily swift. Once per
encounter, you are allowed to take a free Activation: Active (Incidental)
Maneuver for moving. This free Maneuver does
not count towards the number of Maneuvers you
Ranked: No
have or will take in the specific given turn. This Your character may suffer 2 strain to use this
benefit only applies if you are wearing no armor talent. Until the start of your character's next
or light armor with Soak 1 or less, and not turn, enemies must spent two maneuvers to
encumbered. disengage from your character.
Gearhead Hard Headed
Tier 2 Tier 2
Activation: Passive Activation: Active (Action)
Ranked: Yes Ranked: Yes
The character removes 1 Setback die per rank When Staggered or Disoriented, perform the
of Gearhead from his Mechanics checks. In Hard Headed Action; make a Daunting (4 Purple
addition, time to install attachments to armor or Dice) Discipline check to remove status. The
weapons takes 50% less time. difficulty is once reduced per rank of Hard
Headed.
Go Without
Haughty Demeanor
Tier 2
Tier 2
Activation: Active (Incidental)
Activation: Passive
Ranked: No
May spend a Story Point to count as having the
Ranked: No
right tools for the job when performing the next Other characters add 1 Threat to social skill
skill check this turn. checks targeting your character.
Heightened Awareness Impaling Strike
Tier 2 Tier 2
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
Allies within short range of your character add 1 When your character inflicts a Critical Injury with
Bonus Die to their Perception and Vigilance a Melee weapon, until the end of the target's
checks. Allies engaged with your character add next turn they may use this talent to immobilize
2 Bonus Dice instead. the target (in addition to the other effects of the
Critical Injury).
Heroic Recovery
Improved Defenses
Tier 2
Tier 2
Activation: Active (Incidental)
Activation: Active (Action)
Ranked: No
When your character acquires this talent,
Ranked: No
choose one characteristic. Once per encounter, Your character may attempt an Average (3
you may spend 1 Story Point to use this talent to Purple Dice) Survival check after taking 10
have your character heal strain equal to the minutes to fashion small defenses using
rating of the chosen characteristic. scavenged materials. If the check is successful,
the structure can provide cover for up to 4
Hold Together characters for the rest of the encounter. Your
Tier 2 character may spend 2 Advantage or Triumph
from the check to increase the Ranged Defense
Activation: Active (Incidental, Out-of- the structure provides to 2.
Turn)
Inspiring Rhetoric
Ranked: No
Tier 2
Spend 1 Story Point to perform a Hold Together
incidental immediately after vehicle takes Activation: Active (Action)
damage to turn it into system strain. Ranked: No
Hunter’s Quarry Your character may use this talent to make an
Average (2 Purple dice) Leadership check. For
Tier 2
each Success the check generates, one ally
Activation: Active (Action) within short range heals one strain. For each
Advantage, one ally benefiting from Inspiring
Ranked: No Rhetoric heals one additional strain.
Take Hunter’s Quarry Action, make a Hard (3
Purple Diced) Survival check to upgrade the
ability of all attacks made against a target within
Long range until the end of the character’s next
turn.
Inventor Known Schematic
Tier 2 Tier 2
Activation: Active (Incidental) Activation: Active (Maneuver)
Ranked: Yes Ranked: No
When your character makes a check to Once per session, may perform the Known
construct new items or modify existing ones, use Schematic Maneuver; make a Hard (2 Purple
this talent to add a number of Bonus Dice to the Dice) Knowledge check (relevant to the target).
check equal to ranks of Inventor. In addition, Success grants familiarity with a building, vessel
your character may attempt to reconstruct or vehicle's design.
devices that they have heard described but have
not seen and do not have any kinds of plans or Loom
schematics for. Tier 2
Knockdown Activation: Passive
Tier 2 Ranked: No
Activation: Passive When an ally Engaged with the character makes
a successful Charm, Deception, or Negotiation
Ranked: No check, the character adds 1 Advantage per rank
After hitting with a Brawl or Melee attack, may in Coercion to the ally’s check.
spend a Triumph to knock the target prone.
Lucky Strike
Know Your Enemies
Tier 2
Tier 2
Activation: Active (Incidental)
Activation: Passive
Ranked: No
Ranked: No When your character purchases this talent,
May use a Knowledge skill check (related to the choose one characteristic. After your character
enemy you are fighting), instead of Cool or makes a successful combat check, you may
Vigilance, when making checks to determine spend one Story Point to use this talent to add
Initiative. damage equal to your character’s ranks in that
characteristic to one hit of the combat check
Know the Ropes
Magical Aptitude
Tier 2
Tier 2
Activation: Passive
Activation: Passive
Ranked: Yes
Add 1 Bonus die to checks made to escape from
Ranked: Yes
restraints for rank in Know the Ropes. Your character must have at least one rank in
Arcana or Primal to benefit from this talent.
You have a knack for magical endeavors. You
add automatic 1 Advantage to all skill checks
made with Magic skill per rank of Magical
Aptitude.
Magical Initiate Net Warrior
Tier 2 Tier 2
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
Mage: At the beginning of every “day” the Mage When your character successfully Attacks a
can choose an additional spell to be affected by target during a Matrix encounter, your character
"Specialized Formulas" can suffer 2 Strain to add an additional Attack to
the target.
Alternatively, the Mage can choose 1 Formula to
have 2 difficulty of effects with increasing the One with the Shadows
Difficulty of the casting.
Tier 2
Shaman: The Bonus dice provided by Totemic
Mentor increase by 1. The Setback die provided Activation: Passive
by Totemic Mentor also increase by 1.
Ranked: No
Mighty Thews You are adept at fighting in darkness. Whenever
Tier 2 you begin combat within an area of darkness or
shadowy illumination, you gain a 1 Bonus die on
Activation: Passive your Initiative check.
Ranked: Yes When in shadowy illumination or low-light
Increase your Encumbrance threshold value by conditions, all attacks against you have a 1
Melee and Ranged Defense on all combat
2 per rank of Mighty Thews
checks.
Multiple Foes
Opening Tap
Tier 2
Tier 2
Activation: Passive
Activation: Active (Action)
Ranked: No
Ranked: No
Your character adds 1 Bonus die to his Brawl
As an Action, you can make a Skullduggery
and Melee combat checks when engaged with
multiple opponents. This includes single groups check with an upgraded twice difficulty (which is
determined by the lock) by tapping a lock with a
of multiple minions.
hard, blunt object such as the pommel of a
Net-Hunter weapon. You don't take any additional penalty
for making the check without tools.
Tier 2
You can use this trick any number of times per
Activation: Passive day until you fail a Skullduggery check made in
this way. After a failure, you can't use Opening
Ranked: No
Tap again until after you have rested for 8 hours.
When your character successfully Marks a
target during a Matrix encounter, your character
can suffer 2 Strain to add an additional Mark to
the target.
Outdoorsman some locations cannot be reached (such as
ones behind locked doors or walls).
Tier 2
Physical Training
Activation: Passive
Tier 2
Ranked: Yes
Activation: Passive
You remove 1 Setback die per rank of
Outdoorsman from your checks to move through Ranked: Yes
terrain or to manage terrain or environmental
Add 1 Bonus die per rank of Physical Training to
effects. Decrease overland travel times by 10%
Athletics and Resilience skill checks.
per rank of Outdoorsman.
Overstocked Ammo Pride and Joy
Tier 2 Tier 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
Your character must have purchased the
Your character must have purchased the
Signature Vehicle talent to benefit from this
Signature Vehicle talent to benefit from this
talent.
talent.
Your character's Signature Vehicle, with a
Increase the value of the Limited Ammo quality
Silhouette of 4 or greater, becomes their “Pride
of any weapons mounted on Signature Vehicle
and Joy” vehicle. Upgrade the ability of all Social
by 1 per rank of Overstocked Ammo.
skill checks your character makes while within
Pack Initiative Short range of the Signature Vehicle once.
Tier 2 Probing Question
Activation: Passive Tier 2
Ranked: No Activation: Passive
You can coordinate your Initiative with your Ranked: No
allies. If you and an ally both have the Pack
If your character knows an opponent’s Flaw or
Initiative talent, you add an automatic Success
Fear motivation, when your character inflicts
to your Initiative check (applying to both Cool or
strain on that opponent using a social skill, the
Vigilance checks for Initiative) per ally that has
opponent suffers 3 additional strain.
the Pack Initiative talent, not including yourself.
Parkour! Quick Draw (Improved)
Tier 2 Tier 2
Activation: Active (Maneuver) Activation: Passive
Ranked: No Ranked: No
Your character must have purchased the Quick
Once per round, your character may suffer 1
Draw Talent to benefit from this talent.
strain to use this talent and move to any location
within short range. This includes locations that May use Quick Draw twice per turn. This also
are vertically distant or have no easy access allows you to reduce the prepare rating by 1
route, but there must be an object to move additional point, to a minimum of one.
across or path to move along. Your GM may rule
Quick Fix Resist Disarm
Tier 2 Tier 2
Activation: Active (Maneuver) Activation: Passive
Ranked: No Ranked: No
You may spend a Story Point to use this talent Disarms require one additional Threat to Disarm
to have your character temporarily repair one you. (Normally 2 threat is needed)
damaged item they are engaged with. For a
number of rounds equal to your character's Respected
ranks in Mechanics, the item may be used Tier 2
without penalty (see page 89 of the Genesys
Core Rulebook), even if it is unusable. When the Activation: Passive
effect ends, the item is damaged one additional
Ranked: Yes
step; if it was already suffering from major
damage, it is destroyed and cannot be repaired. When first acquired, choose one social group.
The character downgrades the difficulty of Social
Rapid Reload skill checks to interact with members of that
Tier 2 social group a number of times equal to his
ranks in Respected. The social group affected
Activation: Passive must be approved by the GM, but possibilities
include institutions of higher learning, law-
Ranked: Yes enforcement agencies, a specific biker gang,
Every rank of Rapid Reload reduces the Prepare etc.
quality of a weapon by 1, to a minimum of 0.
Scarring Spell
Reckless Charge
Tier 2
Tier 2
Activation: Active (Maneuver)
Activation: Active (Incidental)
Ranked: No
Ranked: No Your character must have at least one rank in
After using a Maneuver to engage an adversary, Arcana or Primal to benefit from this talent.
your character may suffer 2 strain to use this
Your emotion-affecting magic causes psychic
talent. They then add 2 Successes and 2 Threat
trauma in your opponents. When you
to the results of the next Brawl or Melee combat successfully attack a creature with a scarring
check they make this turn.
spell, for the next 24 hours all spells targeting
Reconstruct the Scene that creature gains 1 Bonus Die to spell skill
checks. The effect from multiple scarring spells
Tier 2 don't stack.
Activation: Active (Action) You suffer 3 strain when you apply the Scarring
Spell talent to your spells.
Ranked: No
Perform the Reconstruct the Scene Action;
make a Hard (3 Purple Dice) Perception check
to identify the physical characteristics of person
present at the scene within 24 hours.
Scathing Tirade Sense Danger
Tier 2 Tier 2
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Your character may use this talent to make an Once per game session, the character may
Average (2 Purple Dice) Coercion check. For remove 2 Setback Dice from any one skill check.
each Success the check generates, one enemy
within short range suffers 1 strain. For each Shortcut
Advantage, one enemy affected by Scathing Tier 2
Tirade suffers 1 additional strain.
Activation: Passive
Scavenger
Ranked: Yes
Tier 2
During a chase, add 1 Bonus die per rank in
Activation: Passive Shortcut to any checks made to catch or escape
an opponent.
Ranked: Yes
The character removes 1 Setback die equal to Side Step
the character's ranks in Scavenger from checks Tier 2
made to find or scavenge items or gear. These
checks could include Negotiation, Perception, or Activation: Active (Action)
other checks, depending on circumstances and
Ranked: Yes
the GM's discretion.
Once per round, your character may suffer a
Second Circle Summoning number of strain no greater than their ranks in
Tier 2 Side Step to use this talent. Until the end of your
character’s next turn, upgrade the difficulty of all
Activation: Passive ranged combat checks targeting your character
a number of times equal to the strain suffered.
Ranked: No
You can now summon Spirits of Power 5 Stalker
through 8. Tier 2
Selective Detonation Activation: Passive
Tier 2 Ranked: Yes
Activation: Active (Incidental) Add 1 Bonus die per rank of Stalker to all
Coordination and Stealth checks.
Ranked: Yes
When using a weapon with the Blast quality Steel Nerves
spend 1 Advantage to exclude 1 target that Tier 2
would be affected by the explosion, up to ranks
in Selective Detonation. Activation: Passive
Ranked: Yes
May decrease difficulty of Discipline checks to
avoid fear by 1 per rank of Confidence, to a
minimum of Easy (1 Purple die).
Stunning Blow Tactical Focus
Tier 2 Tier 2
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
When making a Melee combat check, may inflict When performing a combat check with a
damage as strain instead of wounds. However, Ranged (Heavy) weapon, if your character did
Soak does still apply. not perform a maneuver to ready or stow a
weapon or item during this turn, they add 1
Special Use Permit Advantage to the results.
Tier 2 Technical Aptitude
Activation: Passive Tier 2
Ranked: Yes Activation: Passive
Your character does not treat any Ranged
(Light), Ranged (Heavy) or Gunnery (choose
Ranked: Yes
one) weapons as restricted (R). Add 1 Bonus die per rank of Technical Aptitude
This also means your character can carry the to all Computer (Programing) and Mechanics
checks.
chosen weapons that normally would be
restricted in public without being arrested. Tinkerer
However, they can still be arrested for using
such a weapon in an unlawful manner. Tier 2
Sundering Strike Activation: Passive
Tier 2 Ranked: Yes
Activation: Active (Incidental) May add 1 additional hard point to a number of
items you own equal to ranks in Tinkerer. Each
Ranked: No item may only be modified once.
Whenever you attempt to active a Sunder effect Touch of Fate
as part of a combat check, you require one less
Threat to activate the effect, to a minimum of 1 Tier 2
Threat.
Activation: Activate (Incidental)
Suppressive Fire Ranked: No
Tier 2 When your character is using a Story Point for A
Activation: Passive Helping Hand, you may add 1 Bonus die per
rank of Touch of Fate to the effected roll.
Ranked: Yes
Unarmed Parry
You may spend 1 Threat on a failed combat
check to inflict one strain on the target per rank Tier 2
of Suppressing Fire. Each character can only
Activation: Passive
activate this effect once per turn.
Ranked: No
Your character must have purchased the Parry
talent to benefit from this talent.
You may Parry while Unarmed.
Undercity Contacts Assault Rifle, Bow, Crossbow, Grenades, Heavy
Pistol, Light Pistols, Machine Pistol, Rifles,
Tier 2 Shotgun, Sniper Rifle, Submachine Guns or
Activation: Active (Incidental) Thrown Weapons.
Assault Cannons, Grenade Launchers, Machine
Ranked: No Guns, Missile Launcher or Rocket Launchers.
Once per session, you may spend one Story
Point to use this talent to let your character learn Weapon Kata
if a character of your choice is in Seattle, and if Tier 2
so, what district.
Activation: Passive
At your GM’s discretion, the information may
take up to an hour to come back to your Ranked: Yes
character.
Chose a Characteristic when this Talent is
Unstoppable purchased. When making a check using the
Brawl or Melee skill, the character may use the
Tier 2 chosen Characteristic instead of Brawn.
Activation: Passive Weaver’s Stance
Ranked: No Tier 2
If a Critical Injury roll against you is 1 or lower,
Activation: Passive
then you do not receive the Critical Injury.
Ranked: No
Vehicle Combat Training
When performing a combat check with a
Tier 2 Ranged (Light) weapon, if your character has
Activation: Passive nothing in their other hand, they add 1
Advantage to the results.
Ranked: No
Widow-Maker
Driving, Gunnery and Piloting become career
skills. Tier 2
Weapon Specialization Activation: Active (Incidental)
Tier 2 Ranked: Yes
Activation: Passive Nemesis adversaries suffer an additional wound
in combat whenever you deal damage per Rank
Ranked: Yes of Widow-Maker, and you can remove a 1
Setback die from Charm, Coercion, Deception,
Choose a Weapon from the list below, when
Leadership and Negotiation checks when
using weapons of that type, add 1 Bonus die to
dealing with the nemesis adversaries per Rank
the check per rank of Weapon Specialization.
of Widow-Maker.
Axes, Blades, Blunt Weapons, Brawling
Weapons, Cyber-Implant Weapons or Exotic
Weapon (Specific).
Tier 3
Acrobatic Strike maneuver to direct their animal in performing
one action and one maneuver during your
Tier 3 character’s turn. The animal must be within
Activation: Active (Maneuver) hearing and visual range of your character
(generally medium range) to do this. Otherwise,
Ranked: No the animal does not contribute to the encounter.
The specifics of its behavior are up to you and
You must attempt at a Hard (3 Purple Dice)
your GM.
Coordination check as part of your attack.
Whether or not this Coordination check For every additional rank of Animal Companion
succeeds or fails, you suffer 3 strain. If you your character has, increase the allowed
succeed, you gain a bb bonus on the Brawl or silhouette of the companion by one (this may
Melee combat check that you make against that mean your character gets a new companion, or
foe as long as the attack occurs before the end their companion grows in size).
of your current turn.
Applied Research
Ambush
Tier 3
Tier 3
Activation: Active (Incidental)
Activation: Active (Maneuver)
Ranked: Yes
Ranked: No Your character may use this talent before
Once per turn while benefiting from cover, may making a check to use any knowledge skill and
make the Ambush Maneuver. Add damage Intellect instead of the skill and characteristic the
equal to Stealth skill to one hit of next successful check would normally require. Your character
combat check against a target within Short may use this talent a number of times per
range before the end of the turn. session equal to their ranks in Applied
Research.
Animal Companion
When your character uses this talent, you
Tier 3 should explain how their mastery of knowledge
lets them accomplish this task. In addition, your
Activation: Passive
GM may rule that a particular knowledge skill
Ranked: Yes makes the most sense in a given situation, and
require your character to use that specific
Your character creates a bond with a single
knowledge skill.
animal approved by your GM. This animal must
be silhouette 0 (no larger than a mid-sized dog). Armor Master
The bond persists as long as your character
chooses, although at your GM’s discretion, the Tier 3
bond may also be broken due to abusive Activation: Passive
treatment or other extenuating circumstances.
As long as the bond persists, the animal follows
Ranked: No
your character, and you dictate the animal’s When wearing armor, increase total Soak value
overall behavior (although, since the animal is 1.
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
Bad Habit Barrel Roll
Tier 3 Tier 3
Activation: Active (Maneuver) Activation: Active (Incidental, Out-of-
Ranked: No Turn)
Your character may use this talent to become Ranked: No
disoriented for the remainder of the encounter. Your character can only use this talent while
At the beginning of each of your character’s piloting an airplane, GEV or helicopter of
turns, if they are still disoriented due to this Silhouette 3 or less. When your vehicle suffers a
talent, they heal 2 strain. hit from a ranged combat check, after damage is
calculated but before armor is applied, your
Backstab
character may have their vehicle suffer 3 system
Tier 3 strain to use this talent. Then, reduce the
damage suffered by a number equal to their
Activation: Active (Action) ranks in Piloting.
Ranked: No Bleeding Strike
A Backstab is a Melee attack, and follows the
normal rules for performing a combat check (see
Tier 3
page 101 of the GENESYS core rulebook), Activation: Active (Incidental)
using the character's Skullduggery skill instead
of Melee. If the check succeeds, each Ranked: No
uncanceled Success adds +2 damage (instead You can choose to take a 2 Setback dice
of the normal +1). penalty on all Melee or Ranged combat checks
to inflict 1 wound of bleed damage with your
Bad Press
attack, in addition to the normal damage dealt by
Tier 3 the weapon. A creature continues to take bleed
damage every turn at the start of its turn, and
Activation: Active (Action) cannot soak this bleed damage. Bleed damage
Ranked: No can be stopped by an Average (2 Purple Dice)
Medicine check or through any magical healing.
Once per session, choose an organization and Bleed damage from this talent does not stack
make a Hard (3 Purple Dice) Deception check. with itself. You must choose to use this talent
On success, organization members have their before making the combat check, and its effects
strain thresholds reduced by 1, plus 1 per every last until your next turn (although the bleeding
3 Successes, until the end of the session. When lasts until healed, as normal).
he does this, the player must explain how the
PC disseminated the propaganda such that it Blind Spot
has affected his targets. The chosen
organization must be narrow and cohesive
Tier 3
enough to be affected by bad publicity. Activation: Passive
Ranked: No
Your character, and allies within Short range,
add automatic 1 Advantage to combat checks
they make while benefiting from cover.
Blind-Sense Counter Attack
Tier 3 Tier 3
Activation: Passive Activation: Active (Incidental, Out-of-
Ranked: Yes Turn)
As long as your character can hear, you may Ranked: No
ignore 1 Setback die imposed by darkness or Your character must have purchased the
blindness within Short range. Each additional Improved Parry talent to benefit from this talent.
rank increases range.
When your character uses the Improved Parry
Body Guard talent to hit an attacker, they may also activate
an item quality of the weapon they used as if
Tier 3 they had generated 2 Advantage on a combat
Activation: Active (Maneuver) check using that weapon.
Ranked: Yes Chop-Shop Expertise
Once per round, your character may suffer a Tier 3
number of strain no greater than their ranks in
Body Guard to use this talent. Choose one ally
Activation: Passive
engaged with your character, until the end of Ranked: Yes
your character's next turn, upgrade the difficulty
of all combat checks targeting that ally a number When your character has access to a dry dock,
of times equal to the strain suffered. mechanics garage, etc with suitable personnel
and equipment to conduct repairs to a vehicle,
Bullheaded or to add attachments or modifications to one,
reduced the cost of any repair by 10% for each
Tier 3 rank of Chop-Shop Expertise.
Activation: Passive Chosen Foe
Ranked: Yes Tier 3
Whenever you become Disoriented, you reduce
the number of rounds by the number of rank of
Activation: Active (Incidental)
Bullheaded. Ranked: Yes
Cool Dude Once during your turn, as an Incidental, you can
designate a single opponent. You gain on 1
Tier 3 Bonus die per rank of Chosen Foe on all combat
Activation: Passive checks you make against this opponent. You
also gain 1 Melee Defense and 1 Ranged
Ranked: No Defense against this opponent, this doesn't
May always use Cool when making checks to increase with ranks in Chosen Foe, however.
determine Initiative. The effects last until the end of your next turn.
In exchange, you take 2 Setback dice on combat
checks against other opponents, and other
opponents gain a 1 Bonus die on combat checks
against you.
Combat Veteran Customized Cooling Unit
Tier 3 Tier 3
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
Add 1 Bonus die to all Brawl and Discipline skill Your character must have purchased the
checks per rank of Combat Veteran. Signature Vehicle talent to benefit from this
talent.
Congenial
Increase the system strain threshold of
Tier 3 Signature Vehicle by 2 per rank of Customized
Cooling Unit.
Activation: Active (Incidental)
Ranked: Yes Daredevil
May suffer a number of strain to downgrade Tier 3
difficulty of Charm or Negotiation checks or Activation: Active (Incidental)
upgrade the difficulty of Charm or Negotiation
checks that target this character, by an equal Ranked: Yes
number Strain suffered this way cannot exceed Once per session, when performing a skill check
ranks in Congenial.
of Hard (3 Purple Dice) or higher difficulty, you
Constant Vigilance add 1 Bonus Die to your roll for every rank of
Daredevil your character has.
Tier 3
Defensive Sysops (Improved)
Activation: Passive
Tier 3
Ranked: No
Activation: Active (Incidental)
May always use Vigilance when making checks
to determine Initiative. Ranked: Yes
Creative Killer Your character must have purchased the
Defensive Sysops talent to benefit from this
Tier 3 talent.
Activation: Passive Before adding 2 Setback dice from Defensive
Sysops to a check, choose I device to add 1
Ranked: No Failure and 1 Threat to the results of the check
Reduce the critical rating of improvised weapons instead.
by 2 (to a minimum of 1).
Disarming Smile
Tier 3
Activation: Active (Action)
Ranked: Yes
Take the Disarming Smile action; succeed at an
opposed Charm check against a target within
Short range to lower all defenses of a target by
ranks in Disarming Smile until the end of the
encounter.
Distinctive Style Dumb Luck
Tier 3 Tier 3
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
When making a Computers check to hack a Once per session, you may spend a Story Point
system or break into a secured network, before to use this talent after your character suffers a
rolling, your character may use this talent to add Critical Injury but before the result is rolled. Their
2 Success and 2 Threat to the results. opponent must roll two results, and you select
which applies to your character.
Dodge
Durable Magic
Tier 3
Tier 3
Activation: Active (Incidental, Out-of-
Turn) Activation: Active (Maneuver)
Ranked: Yes Ranked: Yes
When your character is targeted by a combat Your character must have at least one rank in
check (ranged or melee), they may suffer a Arcana or Primal to benefit from this talent.
number of strain no greater than their ranks in Your spells are much harder to counter or
Dodge to use this talent. Then, upgrade the destroy than normal. When an opponent
difficulty of the combat check targeting your attempts to dispel magic that has been cast by
character a number of times equal to the strain you, you increase the difficulty once per rank of
suffered. Durable Magic.
Double or Nothing You suffer 3 strain when you apply this talent to
the magic that you cast.
Tier 3
Easy Prey
Activation: Active (Incidental)
Tier 3
Ranked: No
Suffer 2 strain to perform the Double or Nothing
Activation: Active (Maneuver)
Incidental to increase the difficulty of the next Ranked: Yes
check by one. Then, after canceling opposing
symbols, double the amount of remaining Your character add 1 Success and 1 Advantage
Advantage. per rank of Easy Prey to combat checks against
Immobilized targets.
Dual Strike
Eagle Eyes
Tier 3
Tier 3
Activation: Active (Incidental)
Activation: Active (Incidental)
Ranked: No
Ranked:
When resolving a combined check to attack with
two weapons in combat, your character may Once per encounter before making a ranged
suffer 2 strain to use this talent to hit with the combat check, you may use this talent to
secondary weapon (instead of spending 2 increase your weapon’s range by one range
Advantage) band (to a maximum of extreme range). This
lasts for the duration of the combat check.
Elementalist (Improved) Expert Disarm
Tier 3 Tier 3
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
Your character must have at least one rank in While armed with a Melee weapon, your
Arcana or Primal to benefit from this talent. character may use this talent to make a Hard (3
Purple Dice) Melee check. If successful, your
When your character purchases this talent, they
character may force one engaged target to
gain one of the following abilities based on the
element they selected when they purchased the either drop one item or weapon they are holding.
Elementalist talent : they cannot be knocked Explosive Casting
prone or staggered (earth), they cannot be
immobilized and can breathe underwater Tier 3
(water), they cannot be disoriented and can fly
Activation: Active (Incidental)
using the hovering guidelines in the Flying
sidebar on page 100 of the Genesys Core Ranked: No
Rulebook (air), or they are immune to fire—
Your character must have at least one rank in
including ignoring damage from attacks with the
Arcana or Primal to benefit from this talent.
Burn item quality and from other fire-based
attacks (fire). The character must spend 2 strain When your character casts an attack spell, they
as an Incidental to activate this Talent for the treat the spell’s Blast quality as having a rating
Encounter. equal to twice your character’s ranks in
Knowledge (Magic) (instead of their ranks in
Encouraging Words Knowledge). When your character casts an
Tier 3 Attack spell with the Blast effect, you may spend
one Story Point to use this talent to trigger the
Activation: Active (Incidental, Out-of- spell’s Blast quality, instead of spending
Turn) Advantage (even if the attack misses).
Ranked: Yes Eye for Detail
After an Engaged ally fails a check, may suffer Tier 3
may suffer strain up to ranks of Encouraging
Words to add a Bonus die per strain suffered to Activation: Active (Incidental)
that ally’s check this as an out-of-turn Incidental. Ranked: Yes
Evasive Maneuvers After making a Mechanics, Medicine or
Computers (Programming) check, may suffer
Tier 3 strain up to ranks in Eye for Detail to convert
Activation: Active (Maneuver) that many Success to Advantage.
Ranked: No
When an opponent has Gained the Advantage
on a vehicle being piloted, may spend 2 strain
perform a Evasive Maneuver to remove the
effects.
Face the Wild Field Commander
Tier 3 Tier 3
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
Your character must have at least one rank in Your character may use this talent to make an
Primal to benefit from this talent. Average (2 Purple Dice) Leadership check. If
successful, a number of allies equal to your
When your character casts a transform spell on
character’s Presence may immediately suffer 1
themselves using the Primal skill, you may
spend a Story Point to have them use this talent strain to perform one maneuver (out of turn). If
there are any questions as to which allies take
to maintain the effects of the spell until the end
of the encounter, without performing concentrate their maneuvers first, your character is the final
arbiter.
maneuvers.
Fear of the Shadows Fire Control
Tier 3 Tier 3
Activation: Active (Action) Activation: Active (Maneuver)
Ranked: No Ranked: No
Once per session, may make a Hard (3 Purple Take the Fire Control Maneuver; all combat
checks made from current vehicle count their
Dice) Deception check to force a single Minion
target’s Silhouette as one higher than normal
group or Rival to flee the encounter.
until the beginning of next turn.
Fearsome Reputation
Flick of the Wrist
Tier 3
Tier 3
Activation: Passive
Activation: Passive
Ranked: Yes
Ranked: No
Add 1 Advantage to results of Coercion checks
equal to ranks in Fearsome Reputation. The first time during an encounter that your
character draws a weapon, add 1 Advantage per
Feint rank of Flick of the Wrist to any attack with that
weapon for the remainder of the turn.
Tier 3
Forgot to Count?
Activation: Passive
Tier 3
Ranked: Yes
Spend 1 Triumph or 3 Advantage generated on
Activation: Active (Incidental, Out-of-
a missed Brawl or Melee attack to upgrade Turn)
difficulty of opponent’s next attack targeting your Ranked: No
character by ranks in Feint.
When an opponent makes a ranged combat
check, you can spend 2 Threat 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.
Formation Tactics talent simply makes the vehicle go much faster
than normal, with the specifics up to your GM.
Tier 3
Greased Palms
Activation: Active (Action)
Tier 3
Ranked: No
Activation: Active (Maneuver)
Make a Hard (3 Purple Dice) Leadership check.
If successful, choose a number of allies within Ranked: Yes
Short range equal the number of Successes
Before making a Social skill check, may spend
generated. Upgrade the difficulty of attacks
up to 100 Nuyen of per rank of Greased Palms
against these allies once until the end of your
to upgrade the ability of the check once for every
character’s next turn.
100 spent.
Fortified Structure
Grenadier
Tier 3
Tier 3
Activation: Passive
Activation: Active (Incidental)
Ranked: Yes
Ranked: Yes
Your character must have purchased the
When your character makes a ranged combat
Signature Vehicle talent to benefit from this
check with a weapon that has the Blast item
talent.
quality, you may spend one Story Point to use
Increase the hull trauma threshold of Signature this talent to trigger the weapon’s Blast quality,
Vehicle by 1 per rank of Fortified Structure. instead of spending Advantage (even if the
attack misses). In addition, your character treats
Full Stop grenades as having a range of medium.
Tier 3
Hack Cyberware
Activation: Active (Maneuver)
Tier 3
Ranked: No
Activation: Active (Action)
When piloting a vehicle, the character may take
the Full Stop Maneuver to immediately reduce Ranked: No
the speed of the vehicle to zero. The vehicle Once per session, your character may use this
then suffers 1 point of system strain for every talent to make a Hard (3 Purple Dice)
point of speed it had before stopping. Computers (Hacking) check. If they succeed,
once before the end of the encounter, you may
Full Throttle spend a Story Point to force one character in the
Tier 3 encounter to make a Vigilance check with a
difficulty equal the number of successes rolled
Activation: Active (Action) on the Computers (Hacking) check as an
Ranked: No incidental. If they fail, one of the targets
cyberware shuts off until the end of their next
While driving or flying, your character may use turn, plus one additional turn per 2 Threat.
this talent to make a Hard (3 Purple Dice)
Piloting or Driving check. If successful, the top
speed of the vehicle increases by one (to a
maximum of 5) for a number of rounds equal to
your character’s Cunning. The specifics of this
talent require the optional vehicle rules, on page
220. If your game does not use these rules, this
Harass characteristics until the end of the current
encounter. (Your character still suffers the
Tier 3 Critical Injuries; they just ignore the effects. See
Activation: Active (Incidental) page 114.)
Ranked: No Hindering Shot
Your character must have purchased the Animal Tier 3
Companion talent to benefit from this talent.
Activation: Active (Incidental)
Whenever the character’s animal companion
makes a successful combat check against a Ranked: Yes
target, it may forgo inflicting damage to upgrade Increase the difficulty of next Gunnery check by
the difficulty of the target’s next check once 1. If check deals damage, target vehicle suffers
instead. system strain equal to speed when it moves for
a number of turns equal to ranks in Hindering
Hard Boiled Shot.
Tier 3
Hit the Deck
Activation: Active (Incidental)
Tier 3
Ranked: No
Activation: Passive
When your character makes a check to recover
from strain at the end of an encounter (as Ranked: Yes
described on page 117 of the Genesys Core Your extensive familiarity with explosives allows
Rulebook), your character may make a Simple you to ignore a portion of their damage. You
(–) Resilience check instead of Discipline or increase your Soak rating by 1 against all Blast
Cool. If your character does so, they heal 1 weapons per rank of Hit the Deck.
strain per Success and 1 wound per Advantage.
Hold It Steady
Heroic Resilience
Tier 3
Tier 3
Activation: Active (Incidental)
Activation: Active (Incidental, Out-of-
Turn) Ranked: No
Before performing a combat check using a
Ranked: Yes weapon with the Auto-fire quality, your character
Immediately after being hit by an attack but may use this talent to use the Auto-fire quality
before suffering damage, spend 1 Story Point to without increasing the difficulty of the combat
increase Soak by ranks in Heroic Resilience. check. If they do so, each time they trigger an
additional hit during the attack, they suffer 2
Heroic Will strain.
Tier 3
Activation: Active (Incidental, Out-of-
Turn)
Ranked: No
When you purchase this talent for your
character, choose two characteristics. You may
spend a Story Point to use this talent to have
your character ignore the effects of all Critical
Injuries on any skill checks using those two
Hunter’s Quarry (Improved) Interjection
Tier 3 Tier 3
Activation: Passive Activation: Active (Incidental, Out-of-
Ranked: No Turn)
Your character must have purchased the Ranked: No
Hunter’s Quarry talent to benefit from this talent. After another character makes a Social skill
Suffer 2 strain to perform Hunter’s Quarry Action check, suffer 3 strain to take an Interjection
as a Maneuver. Incidental make an Average (2 Purple Dice)
Vigilance check to add Success or Failure equal
Innate Focus to Success, and Advantage or Threat equal to
Advantage rolled on the check.
Tier 3
Activation: Active (Incidental) Intimidating
Ranked: No Tier 3
Your character must have at least one rank in Activation: Active (Incidental, Out-of-
Arcana or Primal to benefit from this talent. Turn)
While not using a magic implement, your Ranked: Yes
character increases the base damage of all
May suffer a number of strain to downgrade
Attack spells they cast by two. In addition, when
difficulty of Coercion checks, or upgrade
casting a spell while not using a magic
difficulty when targeted by Coercion checks, by
implement, your character may use this talent to
an equal number. Strain suffered this way
decrease the difficulty of the check by one. If
cannot exceed ranks in Intimidating.
they do so, they increase the strain suffered for
casting the spell by one. Iron Body
Inspiring Rhetoric (Improved) Tier 3
Tier 3 Activation: Passive
Activation: Passive Ranked: Yes
Ranked: No Remove 1 Setback die per rank of Iron Body
Your character must have purchased the from Coordination and Resilience checks.
Inspiring Rhetoric talent to benefit from this Reduce the critical rating of Brawl attacks by 1
talent. per rank of Iron Body (to a minimum of 1).
Allies affected by your character’s Inspiring Lady Killer/ Man-Eater
Rhetoric add 1 Bonus Die to all skill checks they
Tier 3
make for a number of rounds equal to your
character’s ranks in Leadership. Activation: Active (Incidental)
Ranked: No
This talent allows you to deal increase any
damage dealt to the opposite sex of whatever
gender your character is by one point.
Furthermore, you also gain a 1 Bonus die to all
Charm, Coercion, Deception, Leadership and
Negotiation checks you make against members
of the opposite sex.
Larger Project Lucky Start
Tier 3 Tier 3
Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: No
Your character must have purchased the Sometimes your luck overcomes a slow natural
Signature Vehicle talent to benefit from this reaction. At the expenditure of 3 strain, you can
talent. re-roll your Initiative check (Cool or Vigilance
according to the situation and dictated by the
Signature Vehicle can have a Silhouette 1 larger
per rank of Larger Project. GM). You must keep the result of the re-rolled
Initiative check.
Laugh It Off
Magical Consumption
Tier 3
Tier 3
Activation: Active (Incidental, Out-of-
Activation: Active (Incidental)
Turn)
Ranked: No
Ranked: No
Your character must have at least one rank in
When your character is targeted by a social skill Arcana or Primal to benefit from this talent.
check they may use this talent to spend 3 Threat
or 1 Despair to reduce any strain the check Once per day as an Incidental, you can grant the
inflicts by a number equal to their ranks in next spell you cast an automatic 1 Success and
Charm. If they do so, the character who targeted 1 Advantage. You must cast and complete this
them suffers an amount of strain equal to the spell on the same turn that you use an Incidental
amount of strain reduced. to activate this talent. In return, you take a -1
penalty to your Brawn characteristic for 12 hours
Life or Death and instantly suffer 4 strain.
Tier 3 Magical Expert
Activation: Passive Tier 3
Ranked: No Activation: Passive
When your character suffers wounds equal to Ranked: No
half of their wound threshold or greater, add 1
Bonus die to all combat checks they make. Mage: At the beginning of every “day” the Mage
can choose an additional spell to be affected by
Lone Wolf "Specialized Formulas"
Tier 3 Alternatively, the Mage can choose 1 Formula to
have up to 3 difficulty of effects with increasing
Activation: Passive the Difficulty of the casting.
Ranked: No Shaman: The Bonus dice provided by Totemic
When you are by yourself (no allies within Short Mentor increase by another 1 (Total 2). The
range) all attacks against you suffer 1 Melee and Setback die provided by Totemic Mentor also
1 Ranged Defense. increase by another 1 (Total 2).
Masterful Strike Nimble
Tier 3 Tier 3
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: Yes Ranked: No
When making a Brawl or Melee combat check, At the start of your character’s turn, you may
suffer a number of strain to upgrade the attack spend one Story Point to use this talent to allow
an equal number of times. The strain suffered your character to perform a move maneuver as
may not exceed ranks in Masterful Strike. an incidental. (This does not count against the
limit of two maneuvers per turn.) If you use this
Martial Caster talent, your character can only perform one
Tier 3 additional move maneuver during this turn.
Activation: Active (Incidental) Nobody’s Fool
Ranked: No Tier 3
Your character must have at least one rank in Activation: Passive
Arcana or Primal to benefit from this talent.
Ranked: Yes
Whenever you make a successful Brawl or
You may suffer a number of strain to upgrade
Melee combat check, you add an automatic
Advantage to the roll per rank of Arcana or the difficulty of incoming Charm or Deception
checks, by an equal number. Strain suffered this
Primal that you have.
way cannot exceed ranks in Nobody’s Fool.
Mind of Matter
Opportunist
Tier 3
Tier 3
Activation: Active (Incidental)
Activation: Active (Incidental)
Ranked: No
Ranked: Yes
You may spend 1 Story Point to recover strain
When your character purchases this talent,
equal to your Willpower rating.
choose one non-combat skill. When you roll a
Natural check using this skill, you may suffer strain up to
ranks in Opportunist to convert that many
Tier 3 Successes into Advantage.
Activation: Active (Incidental) Outside the Box
Ranked: No Tier 3
When your character purchases this talent,
choose two skills. Once per session, your
Activation: Passive
character may use this talent to reroll one skill Ranked: No
check that uses one of those two skills.
Choose one characteristic when purchasing this
talent. Once per session, make one skill check
using that characteristic rather than the
characteristic linked to that skill.
Pack Rat can’t use this talent if the original attack
incapacitates them.
Tier 3
Pin
Activation: Passive
Tier 3
Ranked: No
Activation: Active (Action)
Any items that have an Encumbrance of 2 or
less now weighs half their normal weight for you. Ranked: No
Painkiller Specialization Take Pin Action; make an opposed Athletics
check to Immobilize an Engaged opponent until
Tier 3 the end of the character’s next turn. Spend 1
Activation: Passive Triumph or 3 Advantage to extend duration one
turn.
Ranked: Yes
Pinning Fire
When your character uses Stim-Patch, the
target heals one additional wound per rank of Tier 3
Painkiller Specialization. The sixth painkiller and
Activation: Active (Action)
beyond each day still has no effect.
Ranked: Yes
Parkour! (Improved)
Select a target within range of your currently
Tier 3 wielded ranged weapon and make a Pinning
Activation: Active (Incidental) Fire Action. Until the start of your next turn, the
targeted character adds 1 Setback die to their
Ranked: No checks and suffers 1 strain for each rank of
Your character must have purchased the Pinning Fire.
Parkour! talent to benefit from this talent. Point Blank
Suffer 4 strain when making a move Maneuver
Tier 3
to move to any location within Medium range
Activation: Passive
Parry (Improved)
Ranked: Yes
Tier 3
Add 1 damage per rank of Point Blank to
Activation: Active (Incidental, Out-of- damage of one hit of successful attack while
Turn) using Ranged [Heavy] or Ranged [Light] skills at
Short range or Engaged
Ranked: No
Your character must have purchased the Parry Point Blank Shot
talent to benefit from this talent. Tier 3
When your character suffers a hit from a melee
Activation: Passive
combat check and uses Parry to reduce the
damage from that hit, after the attack is Ranked: Yes
resolved, you may spend 3 Threat or 1 Despair
You are adept at firing against opponents at
from the attacker’s check to use this talent.
Engaged range. Ignore one difficulty increase to
Then, your character automatically hits the
your ranged combat check when Engaged with
attacker once with a Brawl or Melee weapon
opponents per rank of Point Blank Shot
your character is wielding. The hit deals the
weapon’s base damage, plus any damage from
applicable talents or abilities. Your character
Powerful Blast Pride and Joy (Improved)
Tier 3 Tier 3
Activation: Passive Activation:
Ranked: Yes Ranked:
Increase damage dealt by Blast quality by +1 Your character must have purchased the
per rank of Powerful Blast. Signature Vehicle talent to benefit from this
talent.
Precision Strike
While inside your character’s Signature Vehicle,
Tier 3 you recover +1 strain whenever recovering
strain and spend on checks made to recover
Activation: Active (Incidental, Out-of-
strain to allow an ally also within the vehicle to
Turn) recover 1 strain.
Ranked: Pyromaniac
When you inflict a Critical Injury with a Brawl or
Melee attack, you may suffer 1 strain to change
Tier 3
the result to any Easy (1 Purple die) Critical Activation: Passive
Injury result.
Ranked: No
Additionally, whenever you defeat a minion or
rival NPC, you may always choose to do so by Your attacks with weapons that possess the
nonlethal means, even if the environment or Burn quality increase its Burn rating quality by
exceptional circumstances would normally make +1.
that very difficult or impossible.
Redirect Opponent
Preemptive Avoidance Tier 3
Tier 3 Activation: Active (Action)
Activation: Active (Incidental, Out-of- Ranked: No
Turn)
While armed with a Melee weapon, your
Ranked: No character may use this talent to make a Hard (3
May spend 1 Story Point to disengage from Purple Dice) Melee check. If successful, your
Engaged enemy as an out-of-turn Incidental. character may force one engaged target move
up to one range band in a direction of your
Pressure Point choosing.
Tier 3 If your character forces a named rival or
nemesis into dangerous terrain (or off a ledge or
Activation: Active (Incidental) cliff) using this talent, your GM can spend a
Story Point to allow them to catch themselves at
Ranked: No
the edge and fall prone instead.
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.
Resourceful Refit Share Pain
Tier 3 Tier 3
Activation: Active (Action) Activation: Active (Incidental, Out-of-
Ranked: No Turn)
May perform the Resourceful Refit Action, make Ranked: No
an Average (2 Purple dice) Mechanics check to Your character must have purchased the Animal
scavenge an old attachment to construct a new Companion talent to benefit from this talent.
one, reducing its price by that of the dismantled
attachment. May perform the Share Pain Incidental when
animal companion suffers wounds. Reduce
Scathing Tirade (Improved) wounds suffered to half, then character suffers
wounds equal to number reduced.
Tier 3
Shield Wall
Activation: Passive
Tier 3
Ranked: No
Your character must have purchased the
Activation: Active (Maneuver)
Scathing Tirade talent to benefit from this talent. Ranked: Yes
Enemies affected by your character’s Scathing While wielding a weapon with the Defensive
Tirade add 1 Setback die to all skill checks they quality, your character may perform a Shield
make for a number of rounds equal to your Wall maneuver. Until the beginning of your
character’s ranks in Coercion. character’s next turn, whenever an enemy
makes a melee attack targeting them, the critical
Sense Advantage
rating of the enemy’s weapon counts as 1 higher
Tier 3 per rank of Shield Wall.
Activation: Active (Incidental, Out-of- Shortcut (Improved)
Turn) Tier 3
Ranked: No Activation: Passive
Once per game session, the character may
remove 2 Setback dice from any one skill check.
Ranked: Yes
Your character must have purchased the
Serpentine Shortcut talent to benefit from this talent.
Tier 3 When engaging in a chase or race, may suffer 2
strain to add 1 Success per rank in Shortcut to
Activation: Passive
the check.
Ranked: No
Shotgun Surgeon
The character gains +1 Ranged Defense.
Tier 3
Activation: Passive
Ranked: No
When using shotguns, regardless of ammunition
used, treat the shotgun as if it had the Pierce 1
quality.
Skilled Teacher Stalwart
Tier 3 Tier 3
Activation: Active (Incidental, Out-of- Activation: Active (Incidental, Out-of-
Turn) Turn)
Ranked: Yes Ranked: No
Before an ally within Short range makes a skill When you are the target of a combat check, but
check, if that ally has fewer ranks in that skill before the dice are rolled and the result
than your character does, your character may calculated, you can opt to forfeit your Defense
suffer a number of strain no greater than ranks Rating and instead add it to your Soak instead.
in Skilled Teacher to add an equal number of For example, if you have Melee Defense rating
Successes to the ally’s check. of 2 you can negate this and increase your Soak
by 2 points against a Brawl or Melee attack. Or if
Slam you have Ranged Defense 1, you could negate
Tier 3 this to improve your Soak value by 1 against
ranged attacks. You may suffer 1 strain per
Activation: Passive Soak gained.
Ranked: No Steel Nerves (Improved)
All Brawl and Melee weapons you wield that Tier 3
have the Knockdown quality require one less
Advantage to activate on a combat check, to a Activation: Passive
minimum of 1.
Ranked: No
Smart Handling Your character must have purchased the Steel
Tier 3 Nerves talent to benefit from this talent.
May spend a on a fear check to steady the
Activation: Active (Action)
nerves of allies making the same fear check. If
Ranked: No the character does so each ally within Short
range who makes the fear check adds automatic
Once per session, while driving/piloting a
1 Success equal to the character’s rank in Steel
vehicle, your character may make a Smart
Nerves.
Handling Action; making a Hard (3 Purple Dice)
Mechanics check. If successful, until the start of Stim Application
the next turn, the vehicle’s handling increases by
two plus one per a scored on the check to a Tier 3
maximum handling of +4. 1 Triumph can be Activation: Active (Action)
spent to extend the effect until the end of the
encounter. Ranked: No
Staggering Critical You may take the Stim Application Action. To
perform this Action, you must have access to
Tier 3 drugs, a medpac, or painkillers. You make an
Hard (3 Purple Dice) Medicine check. If
Activation: Passive
successful, one ally you are Engaged with
Ranked: No (including yourself) increases one characteristic
of your choice by one for the remainder of the
When you successfully inflict a Critical Injury, the
encounter, and suffers 4 strain. A single
target is also Staggered for 1 turn.
character's individual characteristic may each
only be increased once by Stim Application
during an encounter.
Stonewall Suppressing Fire
Tier 3 Tier 3
Activation: Passive Activation: Active (Maneuver)
Ranked: No Ranked: Yes
The character gains +1 Melee Defense. Also it If your character does not make a combat check
requires 1 additional Advantage to knock your during their turn, they use this talent to target
character Prone. one character (or minion group) within long
range. That character must upgrade the difficulty
Strong Back of any ranged combat checks they make once
Tier 3 until the end of your character’s next turn. Your
character may choose to affect one additional
Activation: Passive character for each additional rank of
Suppressing Fire.
Ranked: No
Your character must be holding a ranged
Your character’s encumbrance threshold is 10
weapon to use this talent.
plus their Brawn, instead of 5 plus their Brawn.
Takedown
Studious Plotting
Tier 3
Tier 3
Activation: Active (Action)
Activation: Passive
Ranked: No
Ranked: No
Your character may use this talent to make an
When making a Streetwise or Survival skill
opposed Brawl versus Resilience check
check to navigate, the character may use
targeting one engaged opponent. If the check
Intellect instead of Cunning.
succeeds, the target is knocked prone and is
Stunning Blow (Improved) immobilized until the end of your character’s
next turn. If the target is a minion or rival, your
Tier 3 character can spend Despair to incapacitate (but
not kill) the target instead.
Activation: Active (Incidental)
Ranked: No Talk the Talk
Your character must have purchased the Tier 3
Stunning Blow talent to benefit from this talent. Activation: Active (Incidental)
When dealing strain damage with Brawl or
Melee combat checks, may spend Triumph to
Ranked: No
Stagger target for 1 turn per Triumph. When about to make a Knowledge skill check,
the character may spend one Story Point to
Sunder Expertise substitute Knowledge with Streetwise. The GM
Tier 3 may suitable embellish any information gathered
due to a success on the check to reflect its
Activation: Passive possible criminal and underworld origins.
Ranked: No
Each 2 Advantage your character spends to
activate a weapon’s Sunder quality damages the
target item two steps, instead of one.
Tricky Target Twisted Words
Tier 3 Tier 3
Activation: Passive Activation: Active (Incidental, Out-of-
Ranked: No Turn)
Count any vehicle piloted by your character as Ranked: No
having a Silhouette 1 lower when being When an incoming Social skill check generates
attacked. 2 Threat or 1 Despair, may suffer 1 strain as an
Incidental to inflict strain equal to ranks in
Trust the Leader
Deception on the speaker.
Tier 3
Undercity Contacts (Improved)
Activation: Active (Action)
Tier 3
Ranked: Yes
Activation: Active (Incidental)
Make a Hard (3 Purple Dice) Leadership check.
If successful, for the rest of the encounter allies Ranked: No
within Short range increase their ranks in Your character must have purchased the
Discipline by an amount equal to ranks in Trust Undercity Contacts talent to benefit from this
the Captain. talent.
Tuned Maneuvering Parts When you use Undercity Contacts, you may
choose to spend two Story Points instead of
Tier 3 one. If you do, your character learns the target's
Activation: Passive specific location.
Ranked: Yes Up the Ante
Your character must have purchased the Tier 3
Signature Vehicle talent to benefit from this
talent.
Activation: Passive
Increase the Handling of Signature Vehicle by 1 Ranked: Yes
per rank of Tuned Maneuvering Parts. Add 1 Bonus Die to any checks involving
gambling per rank of Up the Ante.
Twin Warriors
Tier 3 Utility Belt
Activation: Passive Tier 3
Ranked: No Activation: Active (Incidental)
For each ally, to a maximum of two, who Ranked: No
possess this talent, is fighting using the Brawl Spend 1 Story Point to perform a Utility Belt
skill and is within Short range of you, you benefit Incidental; produce an undocumented item
from a +1 bonus to Melee Defense and also add (maximum 1 encumbrance) or weapon (with
a 1 Bonus Die to Brawl and Melee combat Limited Ammo One quality) from a tool belt or a
checks. No two characters may benefit from the satchel.
same bonus simultaneously but any character
can change the bonuses (including the bonuses
of their allies) on their turn as a Maneuver.
Well Rounded Valuable Facts
Tier 3 Tier 3
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
Choose any two skills. They permanently Once per encounter, the character may make a
become career skills for your character. Hard (3 Purple Dice) Knowledge check. If
successful, the character may add 1 Triumph to
any one check made by an allied character
during the encounter. The subsequent check
should relate in some way to the facts the
character learned, or the player should come up
with an explanation for why the information the
character learned is instrumental in the success
of the ally’s check.
Tier 4
Action Boost Body Guard (Improved)
Tier 4 Tier 4
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No
Spend one Story Point to flip a positive dice to Your character must have purchased the Body
any adjacent side. For each rank beyond the Guard talent to benefit from this talent.
first, Action Boost applies to an additional Once per round, when an ally protected by the
positive die.
Body Guard Maneuver suffers a hit, suffer the hit
Armor Master (Improved) instead.
Tier 4 Bolstered Armor
Activation: Passive Tier 4
Ranked: No Activation: Passive
Your character must have purchased the Armor Ranked: Yes
Master talent to benefit from this talent.
Your character must have purchased the
When wearing armor with a Soak value of 2 or Signature Vehicle talent to benefit from this
higher, increase Defense by 1. talent.
Assassin Strike Increase the Armor value of Signature Vehicle
by 1 per rank of Bolstered Armor.
Tier 4
Brilliant Evasion
Activation: Active (Incidental)
Tier 4
Ranked: No
Activation: Active (Action)
After making a successful Brawl or Melee check,
may spend a Story Point to disengage from an Ranked: No
opponent as an Incidental.
Once per vehicle encounter, your character may
Back-to-Back take Brilliant Evasion Action. Select 1 opponent
and make Opposed Driving or Piloting check to
Tier 4 stop opponent from attacking character for
rounds equal to Agility.
Activation: Passive
Ranked: No
While engaged with one or more allies, your
character and allies they are engaged with add 1
Bonus die to combat checks. If one or more
allies Engaged with your character also have the
Back-to-Back talent, the effects are cumulative
to a maximum of 2 Bonus dice.
Burn Through Comrades in Arms
Tier 4 Tier 4
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
After making a successful Matrix Attack that Once per encounter, make a Hard (3 Purple
defeats an IC program, your character may Dice) Discipline check. If successful, you plus
suffer 3 strain to use this talent. If they do, they one ally per Success within Medium range gains
may perform an Action or Maneuver as an +1 Defense for the remainder of the encounter.
incidental. Effects end if affected targets move beyond
Medium range.
Can’t We Talk About This?
Cull the Weak
Tier 4
Tier 4
Activation: Active (Action)
Activation: Passive
Ranked: No
Your character can use this talent to make an
Ranked: Yes
opposed Charm or Deception versus Discipline Add +1 damage to one hit of successful combat
check targeting a single non-nemesis adversary checks against Disoriented targets per rank of
within medium range. If the check succeeds, the Cull on the Weak.
target cannot attack your character (or perform
hostile actions against your character) until the Dazing Spell
end of their next turn. You may spend 2 Tier 4
Advantage to increase the length of the effect by
one additional turn, and spend 1 Triumph to Activation: Active (Maneuver)
extend the benefits to all of their identified allies
Ranked: No
within short range.
Your character must have at least one rank in
The effect ends immediately if your character or
Arcana or Primal to benefit from this talent.
a known ally attacks the target. In addition, your
GM may rule that some targets are immune to You can modify a spell to daze a creature
this ability. An automated sentry turret, for damaged by the spell. When a creature takes
example, has no interest in resolving a conflict damage from this spell, you can change the
through talking, nor would someone consumed wound damage to strain damage instead. Spells
by rage and the desire for revenge against your that do not inflict damage do not benefit from
character. this talent.
Commanding Presence You suffer 3 strain when you apply Dazing Spell
talent to a spell.
Tier 4
Deadeye
Activation: Active (Action)
Tier 4
Ranked: No
Activation: Active (Incidental)
Once per session, may take Commanding
Presence Action; make an opposed Cool vs. Ranked: No
Discipline check to force target within Short After your character inflicts a Critical Injury with
range to leave the encounter. a ranged weapon and rolls the result, your
character may suffer 2 strain to use this talent.
Then, you may select any Critical Injury of the
same severity to apply to the target instead.
Deadly Accuracy Delay Spell
Tier 4 Tier 4
Activation: Passive Activation: Active (Maneuver)
Ranked: No Ranked: No
Choose one combat skill. The character may Your character must have at least one rank in
add his ranks in that combat skill as additional Arcana or Primal to benefit from this talent.
damage to one hit of a successful attack made
You can cast spells that go off up to 5 turns
with that skill made with non-vehicle weapons.
later. You can cast spells as a delayed spell. A
Death Rage delayed spell doesn't activate immediately.
When you cast the spell, you choose one of
Tier 4 three trigger mechanisms:
Activation: Passive • The spell activates when you take a Maneuver
to activate it.
Ranked: No
• It activates when a creature enters the area
Your character adds +2 damage to Brawl and that the spell will affect (only spells that affect
Melee attacks for each Critical Injury they are areas can use this trigger condition).
currently suffering. (Your GM may also impose
additional penalties on Social skill checks your • It activates on your turn after 5 turns pass.
character makes if they are suffering Critical If you choose one of the first two triggers and
Injuries due to their frenzied behavior.) the conditions are not met within 5 turns, the
spell activates automatically on the fifth turn.
Defensive Only area and personal spells can be delayed.
Tier 4 Any decisions you would make about the
delayed spell, including combat checks,
Activation: designating targets, or determining or shaping
an area, are decided when the spell is cast. Any
Ranked: Yes
effects resolved by those affected by the spell,
Each rank of Defensive increases your are decided when the delay period ends.
character’s melee defense and ranged defense
You suffer 3 strain when you empower a spell
by one.
with the Delay Spell talent.
Defensive Driving
Discredit
Tier 4
Tier 4
Activation: Passive
Activation: Active (Action)
Ranked: Yes
Ranked: No
Increase the defense of any vehicle your
Once per encounter, take the Discredit Action,
character pilots by one per rank of Defensive
make a Hard (3 Purple Dice) Deception check to
Driving.
upgrade the difficulty of one character’s social
The specifics of this talent require the optional checks once, plus once for every 2 Advantage,
vehicle rules, on page 220. If your game does until the end of the encounter.
not use these rules, this talent adds 1 Setback
die per rank to combat checks targeting your
character’s vehicle or your character while
piloting it.
Distracting Behavior (Improved) crime scene when the crime was committed (as
long as the crime was committed in the past 48
Tier 4 hours). This could include a person's height,
Activation: Passive weight, body type, clothing, and if they are
human or not. Your character may identify all the
Ranked: No physical characteristics of one additional person
present at the crime scene per additional
Your character must have purchased the
Distracting Behavior talent to benefit from this Success.
talent. Elementalist (Supreme)
The Distracting Behavior Maneuver inflicts 2
Tier 4
Threat on NPC’s checks when NPC’s target
character’s allies. Activation: Active (Incidental)
Double or Nothing (Improved) Ranked: No
Tier 4 Your character must have at least one rank in
Arcana or Primal to benefit from this talent. Your
Activation: Passive character must have purchased the Improved
Ranked: No Elementalist talent to benefit from this talent.
Your character must have purchased the Double When your character casts an augment, barrier,
or transform spell, they may use this talent and
or Nothing talent to benefit from this talent.
spend an additional 2 strain to choose to have
When performing the Double or Nothing the targets of the spell also gain the ability your
Incidental, after canceling opposing symbols, character gained when they purchased
also double the amount of remaining Success. Improved Elementalist for the spell’s duration.
Dreadful Carnage Enduring
Tier 4 Tier 4
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: Yes
Incapacitating or slaying an enemy demoralizes Each rank of Enduring increases your
your other nearby foes. Whenever you cause an character’s soak value by one.
enemy to exceed his wound threshold, you can
make a Hard (3 Purple Dice) Coercion check to Extend Spell
stagger all enemies Short range as an
Tier 4
Incidental. Enemies that cannot see both you
and the enemy you incapacitated are Activation: Active (Maneuver)
unaffected.
Ranked: No
Elementary Your character must have at least one rank in
Tier 4 Arcana or Primal to benefit from this talent.
Activation: Active (Action) You can cast your spells farther than normal.
You can alter a spell to increase one range band
Ranked: No without having to upgrade the difficulty.
Once per session, your character may use this However, you suffer 3 strain when you empower
talent to make a Hard (3 Purple Dice) Perception a spell with the Extend Spell talent
check while present at a crime scene. If they
succeed, they identify all prominent physical
characteristics of one person who was at the
Fearsome Spell Formation Tactics
Tier 4 Tier 4
Activation: Active (Maneuver) Activation: Active (Action)
Ranked: No Ranked: No
Your character must have at least one rank in Make a Hard (3 Purple Dice) Leadership check.
Arcana or Primal to benefit from this talent. If successful, choose a number of allies within
Short range equal to Successes generated.
Your spells inspire great fear in those harmed by
Upgrade the difficulty of attacks against these
them. When a creature takes damage from a
Fearsome Spell, you can spend 2 Advantage allies once until the end of your character’s next
turn.
from your spell combat check to force anyone
affected by the spell to make a fear check. The Full Throttle (Improved)
difficulty of the fear check is determined by
Advantage spent on your Magic check, not Tier 4
including the 2 Advantage required to trigger the
Activation: Active (Action)
fear check, to a minimum of Easy (1 Purple die)
difficulty. Ranked: No
You suffer 3 strain when you active the Your character must have purchased the Full
Fearsome Spell talent. Throttle talent to benefit from this talent.
Field Commander (Improved) Suffer 1 strain to attempt Full Throttle as a
Maneuver and decrease its difficulty to Average
Tier 4 (2 Purple Dice).
Activation: How Convenient!
Ranked: No Tier 4
Your character must have purchased the Field
Activation: Active (Action)
Commander talent to benefit from this talent.
When your character uses the Field Commander Ranked: No
talent, your character affects a number of allies Once per session, your character may use this
equal to twice the character’s Presence. talent to make a Hard (3 Purple Dice) Mechanics
In addition, you may spend 1 Triumph to allow check. If successful, one device involved in the
one ally to suffer 1 strain to perform an action, current encounter (subject to your GM’s
instead of a maneuver. approval) spontaneously fails. This can be
because of your character’s actions, or it can
Flurry of Blows simply be incredibly convenient timing!
Tier 4 In the Know
Activation: Active (Maneuver) Tier 4
Ranked: No Activation: Active (Action)
Perform the Flurry of Blows Maneuver, suffering Ranked: No
strain up to your ranks in Coordination to gain
the Linked quality with a rating equal to the Once per session, make an opposed Deception
amount of strain suffered on your next Brawl or vs Vigilance check with the difficulty
Melee combat check this turn. downgraded a number of times equal to your
ranks in Deception to have a target NPC believe
specific false intelligence.
Incite Rebellion the Encumbrance of the item by two to a
minimum of one. The bonus only applies so long
Tier 4 as the character is using the item. If the item is
Activation: Active (Action) ever lost or destroyed, the character may apply
Jury Rigged to a new personal weapon or piece
Ranked: No or armor.
Once per session, may take an Incite Rebellion Knockdown Spell
Action; make a Hard (3 Purple Dice) Coercion
check to cause a number of minions or rivals up Tier 4
to ranks in Coercion to become rebellious until
Activation: Active (Maneuver)
the end of the encounter.
Ranked: No
Inspiring Rhetoric (Supreme)
Your character must have at least one rank in
Tier 4 Arcana or Primal to benefit from this talent.
Activation: Active (Incidental) Knockdown Spell knocks any creature caught in
its area prone if you spend 2 Advantage from
Ranked: No your Magic check. Flying creatures affected by a
Your character must have purchased the successful knockdown spell are forced down
Inspiring Rhetoric talent to benefit from this one range band.
talent. You suffer 3 strain when you empower a spell
Your character may choose to suffer 2 strain to with Knockdown Spell.
use the Inspiring Rhetoric talent as a maneuver,
instead of as an action. Life or Death
It’s Not That Bad Tier 4
Tier 4 Activation: Passive
Activation: Active (Incidental, Out-of- Ranked: No
Turn) Your character must have purchased the Life or
Death talent to benefit from this talent.
Ranked: No
When your character suffers wounds equal to
Once per session when an ally would suffer a half of their wound threshold or greater, upgrade
Critical Injury, may take an It’s Not That Bad the ability of all combat checks they make once.
action; make a Hard (4 Purple Dice) Medicine This replaces the normal effects of Life or Death.
check to stop the ally from gaining the Critical
Injury when you are within Engaged range. Mad Inventor
Jury Rigged Tier 4
Tier 4 Activation: Active (Action)
Activation: Passive Ranked: No
Ranked: Yes Once per session, your character may use this
talent to make a Mechanics check to attempt to
The character chooses one personal weapon or cobble together the functional equivalent of any
piece of armor per rank of Jury Rigged. He may item using spare parts or salvage. The difficulty
increase the damage of the weapon by one; of the check is based on the item’s rarity; see
decrease the Advantage cost on its Critical, or the table below.
any single other effect by one to a minimum of
one; or increase armor’s Ranged or Melee Your GM will modify the check based on the
circumstances and might decide that some
Defense by one. Alternatively, he can decrease
items simply can’t be created with what’s Moving Target
available (if you are being held in a prison cell,
for instance). Your GM may spend 1 Despair on Tier 4
the check to indicate the item ends up being Activation: Passive
dangerous to the user and anyone around them
in some way. For instance, a pistol might Ranked: Yes
explode instead of running out of ammo, or a
If you have already acted this turn, increase
breathing mask might make the user light-
Ranged Defense by 1 per rank of Moving
headed.
Target.
Not Today
0-2 Easy (Purple Die)
Tier 4
3-4 Average (2 Purple Dice)
5-6 Hard (3 Purple Dice) Activation: Active (Incidental)
7 Daunting (4 Purple Dice) Ranked: No
8 Formidable (5 Purple Dice) Your character must have purchased the
Signature Vehicle talent to benefit from this
9+ Impossible
talent.
Magical Master Once per session, spend a Story Point to save
Tier 4 Signature Vehicle from destruction.
Activation: Passive Offensive Driving
Ranked: No Tier 4
Mage: At the beginning of every “day” the Mage Activation: Active (Action)
can choose an additional spell to be affected by
Ranked: No
"Specialized Formulas"
While driving or piloting a vehicle, your character
Alternatively, the Mage can choose 1 additional
may use this talent to select one other vehicle
Formula to have up to 3 difficulty of effects with
within medium range and make an opposed
increasing the Difficulty of the casting.
Driving or Piloting versus Driving or Piloting
Shaman: The Bonus dice provided by Totemic check (depending on whether your character
Mentor increase by another 1 (Total 3). The and their opponent pilot are using Driving or
Setback die provided by Totemic Mentor also Piloting to control their vehicle) targeting the
increase by another 1 (Total 3). other vehicle’s driver or pilot. If successful, roll
twice on Table III.2–19: Critical Hit Result, on
Masterful Casting page 230 of the Genesys Core Rulebook.
Tier 4 Choose one Critical Hit result to apply to your
character’s vehicle, and the other to apply to the
Activation: Active (Incidental) other vehicle. You may spend 1 Triumph to add
Ranked: No +20 to one Critical Hit result. Your GM may
spend 1 Despair to add +20 to both Critical Hit
Your character must have at least one rank in results.
Arcana or Primal to benefit from this talent.
When your character casts a spell, they may use
this talent to spend 1 Triumph to trigger up to 2
different qualities or spell effects instead of one.
These qualities or spell effects must be ones
that can be triggered by spending Advantage or
Triumph.
Overbalance Persistent Attacker
Tier 4 Tier 4
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
Whenever an enemy Engaged with the Once you find a target's weak point, you can
character makes a combat check, after the easily strike it again. If your attack successfully
attack is resolved, the character may spend 1 hits your intended target, you can spend 2
Despair or 3 Threat to Stagger the attacker until Advantage from your attack to upgrade your
the end of the attacker’s next turn. next attack against the same target, as long as
the attack is within the following turn. You can
Overcharge upgrade the next combat check once per rank of
Tier 4 Persistent Attacker
Activation: Active (Action) Pinning Fire (Improved)
Ranked: No Tier 4
Once per encounter, your character may use Activation: Active (Action)
this talent to make a Hard (3 Purple Dice)
Mechanics check and choose one cybernetic
Ranked: No
implant within Engaged Range that grants one Your character must have the Pinning Fire talent
of the following: +1 Upgrade to a check, +1 to benefit from this talent.
Bonus Die to a check, +1 Defense Rating. If
When making a Pinning Fire Action, you may
your character succeeds, until the end of the
affect a number of targets equal to ranks of
encounter, the chosen cybernetic instead
Pinning Fire.
provides +2 to the affected +1 Upgrade to a
check, +1 Bonus Die to a check, +1 Defense Precise Aim
Rating. Your GM may spend 1 Despair or 3
Threat from the check to have the overcharged Tier 4
cybernetic short out at the end of the encounter; Activation: Active (Maneuver)
it provides no benefit until your character spends
several hours making an Average (2 Purple Ranked: Yes
Dice) Mechanics check to repair it. Once per turn, may perform Precise Aim
Parkour! (Improved) Maneuver. Suffer a number of strain no greater
than ranks in Precise Aim, then reduce target’s
Tier 4 Melee and Ranged Defense by that number.
Activation: Active (Incidental) Precision Strike (Improved)
Ranked: No Tier 4
Your character must have purchased the Activation: Active (Incidental, Out-of-
Parkour! Talent to benefit from this talent.
Turn)
Once per round, when using the Parkour!
Talent, your character may suffer 4 strain Ranked: No
instead of 1 strain to move to any location within Your character must have purchased the
medium range instead of within short range. All Precision Strike talent to benefit from this talent.
other restrictions of Parkour! apply to this
Once per turn, when the character inflicts a
movement.
Critical Injury with a Brawl or Melee weapon, she
may suffer 2 strain to change the result to any to the other character’s check. If your character
Average (2 Purple Dice) Critical Injury result. fails, your character suffers 3 strain.
Pride and Joy (Supreme) Rain of Death
Tier 4 Tier 4
Activation: Active (Incidental) Activation: Active (Maneuver)
Ranked: No Ranked: No
Your character must have purchased the Pride Perform the Rain of Death Maneuver to ignore
and Joy (Improved) talent to benefit from this the increased difficulty due to the Auto-fire
talent. quality of attacks made this turn.
Once per session while inside your character’s Reinforced Frame
Pride and Joy, reduce its Silhouette by 2 (to a
minimum of 0) for the remainder of the turn and Tier 4
the following turn.
Activation: Passive
Prime Positions Ranked: No
Tier 4 Your character must have purchased the
Activation: Passive Signature Vehicle talent to benefit from this
talent.
Ranked: Yes Signature Vehicle gains Massive 1: when
When this character takes cover, they increases making an attack targeting the vehicle, the
their Soak against ranged attacks by 1 per rank Critical rating of any weapon used counts as 1
of Prime Positions until he leaves that cover. higher.
Prophetic Aim Resolve
Tier 4 Tier 4
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
While benefiting from an Aim Maneuver, Despair When a character involuntarily suffers strain,
from the character’s Ranged checks cannot they suffers 1 less strain per rank of Resolve to
cause attacks to hit allies Engaged with the a minimum of 1.
target
Savage Sweep
Quick Witted
Tier 4
Tier 4
Activation: Active (Incidental)
Activation: Active (Incidental, Out-of-
Ranked: No
Turn)
Increase difficulty of Brawl or Melee check once
Ranked: No to perform Savage Sweep Action. May spend 2
Once per encounter, after another character Advantage to hit an additional Engaged target
makes a social skill check, your character may (you cannot strike the same target twice with
use this talent to make an Average (2 Purple Savage Sweep).
Dice) Vigilance check. If successful, you may
add a number of Successes or Advantage (your
choice) equal to your character’s ranks in Charm
Savvy Negotiator Shield Wall (Improved)
Tier 4 Tier 4
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: No
While engaged in a debate or argument, make a Your character must have purchased the Shield
Hard (3 Purple Dice) Negotiation check. If Wall talent to benefit from this talent.
successful, a number of bystanders or observers
Suffer 1 Strain to use a Shield Wall Maneuver as
equal to your Presence sees one of the
an Incidental.
opponent’s points (chosen by your character) as
maliciously unreasonable. Shoot First
The GM has the final say as to whether Tier 4
bystanders could see a point as unreasonable,
based on who those bystanders are and what Activation: Passive
the point is. In these cases, the GM can suggest
Ranked: No
a modified version of that argument that would
be more believable. Decrease the Critical Rating of a weapon by 1
(to a minimum of 1) against targets that have not
Scathing Tirade (Supreme) yet acted this encounter.
Tier 4 Showboat
Activation: Active (Incidental) Tier 4
Ranked: No Activation: Active (Incidental)
Your character must have purchased the
Ranked: No
Scathing Tirade talent to benefit from this talent.
When making a check in a vehicle, may suffer 2
Your character may choose to suffer 1 strain to
strain to gain 1 Triumph on success or 1 Despair
use the Scathing Tirade talent as a maneuver,
on failure. You must declare that you use this
instead of as an action.
talent before rolling your check.
Second Chance
Sniper Shot
Tier 4
Tier 4
Activation: Active (Incidental)
Activation: Active (Maneuver)
Ranked: Yes
Ranked: Yes
Once per encounter choose a number of
Once per turn before making a Ranged attack,
positive dice equal to ranks in Second Chances
the character may perform the Sniper Shot
and re-roll them.
Maneuver. Sniper Shot increases the maximum
Seen a Lot of Things range of his ranged weapon up to one range
band per rank. For each rank beyond the normal
Tier 4 maximum of the weapon, upgrade the difficulty
Activation: Active (Maneuver) of the check by one (this is in addition to the
increased difficulty of the shot due to longer
Ranked: No range).
Once per session, as a Maneuver, may make a
Hard (3 Purple Dice) Vigilance check. On
success, all other PCs may take their turns
immediately.
Spitfire Street Smarts
Tier 4 Tier 4
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: Yes
After a successful combined check with two Once per session, may take a Street Smarts
Ranged [Light] weapons, additional hits can be Action; make a Formidable (4 Purple Dice)
allocated to other targets within range of the Streetwise check to learn one vital clue from the
weapon. GM. Reduce the difficulty once per rank of
Street Smarts.
Spray and Pay
Supporting Evidence
Tier 4
Tier 4
Activation: Active (Incidental)
Activation: Passive
Ranked: No
Spray and Pray reduces the damage you do to
Ranked: Yes
your companions by 50% - rounded down. In When assisting an ally with a Charm, Deception,
other words, you only do half of your normal Leadership, or Negotiation check, add 1
damage to allies that you accidentally or actively Advantage per rank of Supporting Evidence to
hit in combat situations, from a Despair result, the assisted ally.
for example.
Targeted Firepower
Steady Aim
Tier 4
Tier 4
Activation: Active (Action)
Activation: Passive
Ranked: No
Ranked: No Once per session, identify one enemy target and
Your character does not lose the benefits of the make a Hard (3 Purple Dice) Knowledge check.
Aim Maneuver if they perform other Maneuvers If successful, for the rest of the encounter, allies
(including moving) or Actions. Your character within Short range of your character add one
does lose the benefits of the Aim Maneuver if Advantage to attacks against the target equal to
the encounter ends. Success generated on the check.
Stim Application (Improved) That’s How It’s Done
Tier 4 Tier 4
Activation: Active (Maneuiver) Activation: Active (Incidental)
Ranked: No Ranked: Yes
Your character must have purchased the Stim May suffer 1 strain on successful skill check to
Application talent to benefit from this talent. add 1 Advantage to the same skill check made
by a number of allies equally to your Willpower
When performing the Stim Application it
within Short range during the next turn. Range
becomes a Maneuver instead of an Action. You
may increase the difficulty of the Medicine check increases with ranks.
to Daunting (4 Purple Dice) as an Incidental. If
you do so, the target of the talent suffers 2 strain
instead of 4.
Third Circle Summoning True Aim
Tier 4 Tier 4
Activation: Passive Activation: Active (Maneuver)
Ranked: No Ranked: Yes
You can now summon Spirits of Power 9 Once per turn, before the character makes a
through 12. ranged combat check, he may perform a True
Aim Maneuver. By performing this Maneuver,
Third Time’s a Charm the character gains all the benefits for aiming
Tier 4 and also upgrades his attack roll once per rank
of True Aim.
Activation: Active (Incidental)
Trust No One
Ranked: No
Tier 4
Once per encounter you can select one negative
die and re-roll it. You must keep the result of the Activation: Active (Incidental, Out-of-
re-roll, even if it is not as good as the first roll. Turn)
You suffer 3 strain when you activate the Third Ranked: No
Time's the Charm talent.
When targeted by a Social skill check, suffer 1
Traumatic Spell strain to add automatic 1 Failure to the check. If
the check fails with 1 Despair, your character
Tier 4
may immediately perform a Maneuver as an out-
Activation: Active (Maneuver) of-turn Incidental.
Ranked: No Unbelievable Luck
Your character must have at least one rank in Tier 4
Arcana or Primal to benefit from this talent.
Activation: Passive
When a creature is successfully affected by your
spell, the next time it sleeps it must make a Ranked: No
Discipline check (difficulty equals your ranks in As long as there are at least Story Points equal
Magic skill) or be affected by nightmares. Each to the number of player characters excluding
time the target fails its check, it must check yourself in the player pool, you gain a 1 Bonus
again the following night or be affected by die bonus on all skill checks that you make.
another nightmare, though it adds 1 Setback die
to its Discipline check each night after the first. A For example a gaming group with 5 player
creature troubled by nightmares in this manner characters (obviously not including the GM)
does not recover wounds or strain from natural require a minimum of 4 Story Points in the
rest. A successful Discipline check negates player's pool for you to benefit from the
further nightmares and ends the effect. Unbelievable Luck talent.
You suffer 3 strain when you apply Traumatic
Spell talent to a spell.
Unrelenting Assault Weak Foundation
Tier 4 Tier 4
Activation: Active (Incidental) Activation: Active (Action)
Ranked: Ranked: No
Once per turn after resolving a successful Brawl Once per game session, your character may
or Melee combat check, your character may identify one bunker, weapon emplacement, or
suffer 4 strain to use this talent to make an other fixed combat structure (subject to the GM’s
additional attack as an incidental against the approval) and then take a Weak Foundation
same target. Increase the difficulty of the combat Action; make a Hard (3 Purple Dice) Mechanics
check once if this attack uses a secondary check. If successful, until the end of the
weapon, or by two if the attack uses the same encounter, your character and all allies add
weapon. automatic 1 Success or 2 Advantage to all
combat checks made targeting the structure
Unrelenting Skeptic (your character’s choice).
Tier 4 Wilderness Combatant
Activation: Passive Tier 4
Ranked: No Activation: Active (Incidental, Out-of-
When targeted by a Deception check, the Turn)
deceiver automatically suffer a number of strain
to add an equal number of Failures to the check. Ranked: No
The number of strain cannot exceed your ranks When your character is targeted by a combat
in Vigilance. check while in an wilderness environment, you
may spend one Story Point to use this talent
Urban Combatant
before the dice pool is rolled. If you do so, your
Tier 4 character's opponent removes all Setback die
added to the check, and instead adds an equal
Activation: Active (Incidental, Out-of- number of Failure to the results.
Turn)
Wise Warrior
Ranked: No
Tier 4
When your character is targeted by a combat
check while in an urban environment, you may Activation: Active (Incidental)
spend one Story Point to use this talent before
the dice pool is rolled. If you do so, your
Ranked: No
character's opponent removes all Setback die Once per turn when making a combat check,
added to the check, and instead adds an equal you may perform a Wise Warrior Incidental to
number of Failure to the results. spend 1 Story Point and use any characteristic
for the check.
Tier 5
Absorb Spell Armor Master (Supreme)
Tier 5 Tier 5
Activation: Active (Incidental, Out-of- Activation: Active (Incidental, Out-of-
Turn) Turn)
Ranked: No Ranked: No
Your character must have at least one rank in Your character must have purchased the Armor
Arcana or Primal to benefit from this talent. Master (Improved) talent to benefit from this
talent.
You can absorb magical energy and use it to
power your own spells. This is one of the most Once per turn, when the character suffers a
powerful and dangerous abilities a student of the Critical Injury, he may suffer 3 strain to take the
arcane arts can learn. It is the ability to take pure Armor Master incidental. If he does he reduces
magical power and reshape it, bending it to your the Critical Injury result that he suffers by 10 per
will in a way no few wizards could ever truly point of his Soak, to a minimum of 1.
understand.
Baleful Gaze
When a character with this talent is affected by a
spell, he may choose to spend 1 Story Point and Tier 5
suffer 3 strain as an out-of-turn Incidental to
Activation: Active (Incidental, Out-of-
absorb the spell instead. The character must
attempt a Discipline check with a difficulty Turn)
determined by the opposing spellcaster's Magic Ranked: No
skill. Furthermore, for every uncanceled 2
Advantage generated on the opponent's When targeted by combat check from within
spellcasting check, 1 Setback die is added to Medium range, may spend a Story Point to
your check to absorb the spell. If your Discipline upgrade the difficulty of the check a number of
check is successful you absorb the magical times equal to ranks in Coercion.
force of the spell without it taking effect, and you
Biggest Fan
can harness it to upgrade your own spellcasting
ability that you perform before the end of your Tier 5
next turn.
Activation: Active (Action)
Action Surge
Ranked: No
Tier 5 Once per session, may take a Biggest Fan
Activation: Active (Incidental) Action; make a Hard (3 Purple Dice) Charm
check to turn one NPC into the character’s
Ranked: No biggest fan. The exact effects of this vary
You can spend 1 Story Point to take an extra depending on the NPC and the situation. They
Action or Maneuver in a turn, either before or can include drastically decreasing the difficulty
after your regular actions. This would allow you of Social Interaction skill checks the character
to surpass the limitation of 2 Maneuvers per makes targeting his biggest fan, the fan being
turn. willing to perform minor or even significant
favors for the character, or the character even
becoming a reoccurring ally in the narrative. At
the CM’s discretion, this talent may not be able
to target certain NPCs whose adversarial nature damage dealt. You must roll twice to determine
is vital to the plot, or NPCs who would be unable the effects of the Critical Injuries. Note that you
to appreciate the character’s work. do not add +10 to the second Critical Injury from
the first determined result when using this talent.
Body Guard (Supreme)
Crushing Blow
Tier 5
Tier 5
Activation: Passive
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Body
Ranked: No
Guard (Improved) talent to benefit from this Once per session after rolling a Melee attack but
talent. before resolving the check, your character may
Body Guard Maneuver may protect a number of suffer 4 strain to use this talent. While resolving
the check, the weapon gains the Breach 1 and
Engaged characters up to ranks in Resilience.
Knockdown item qualities.
Comrade in Arms (Improved)
Dedication
Tier 5
Tier 5
Activation: Passive
Activation: Passive
Ranked: No
Ranked: Yes
Your character must have purchased the
Comrades in Arms talent to benefit from this Each rank of Dedication increases one of your
talent. character’s characteristics by one. This talent
cannot increase a characteristic starting
Spend 1 Triumph or 3 Advantage when archetype value +4.
performing Comrades in Arms to also gain +1
Soak or give one affected ally +1 Soak. Double or Nothing (Supreme)
Coordinated Dodge Tier 5
Tier 5 Activation: Passive
Activation: Active (Incidental) Ranked: No
Ranked: No Your character must have purchased the Double
or Nothing (Improved) talent to benefit from this
Your character must have purchased the Dodge talent.
talent to benefit from this talent.
When performing the Double or Nothing
When targeted by a combat check, may spend 1 Incidental, also double the number of Triumph.
Story Point to add 1 Failure per ranks in
Coordination to the combat check. Dumb Luck
Critical Mastery Tier 5
Tier 5 Activation: Active (Maneuver)
Activation: Active (Incidental) Ranked: No
Ranked: No When you roll a Despair result on any skill
check, you can spend 3 Advantage from the
Your Critical Injuries cause two additional same skill check to change the 1 Despair result
effects. When you score a Critical Injury, you to a 1 Failure result. Using this talent is taxing on
can spend a Story Point, and you can apply the
effects of two Critical Injuries in addition to the
your system and costs you 3 strain, and you can When performing Full Throttle, top speed
only use once per session. increases by 2 instead of 1.
Evasion Furious Spell
Tier 5 Tier 5
Activation: Active (Incidental, Out-of- Activation: Active (Maneuver)
Turn) Ranked: No
Ranked: No Your character must have at least one rank in
While in Guarded Stance, you can attempt to Arcana or Primal to benefit from this talent.
negate a single Brawl or Melee attack, as an A Furious Spell that deals additional wound
Incidental. To do so, you must make a Brawl or damage equal your rank in your Magic skill.
Melee attack (depending on if you are unarmed
or armed) attack roll and beat the attacker's You suffer 3 strain when you activate this talent
result. A tie falls in favor of the attacker to empower your spell.
Finish Him! Ghost in the Machine
Tier 5 Tier 5
Activation: Active (Action) Activation: Active (Action)
Ranked: No Ranked:
You can deliver a Finish Him! Action to coup de As long as they have some sort of access point
grace a Staggered opponent and instantly put to the Matrix, your character may use this talent
the target 1 wound above its wound threshold. to make a Hard (3 Purple Dice) Computers
Note that the GM may overrule the use of this (Hacking) check. If they succeed, they may
talent on certain Nemesis characters vital to the select one drone, vehicle, or piece of equipment
plot. involved in the current encounter and dictate its
actions until the start of your character’s next
Friendly Foe turn.
Tier 5 Alternatively, your character can select someone
with cybernetic implants or who is wearing
Activation: Active (Incidental) powered armor or an exosuit and manipulate it
until the beginning of your character’s next turn.
Ranked: No
This must be approved by your GM but could
Your knack for picking foe from friend in frantic include shutting off cybereyes, directing the
ranged combat allows you to spend 1 Story movements of cyberlimbs, or causing an exosuit
Point to downgrade a Despair to Failure and to eject its occupant.
thus avoid accidentally hitting your allies
Your character may spend 3 Advantage on the
Engaged with your allies.
check to extend the effects for one additional
Full Throttle (Supreme) round, or they may spend 1 Triumph to extend
the effects for the remainder of the encounter
Tier 5
Activation: Passive
Ranked: No
Your character must have purchased the Full
Throttle (Improved) talent to benefit from this
talent.
Heavy Hitter J/K
Tier 5 Tier 5
Activation: Active (Incidental) Activation: Active (Incidental, Out-of-
Ranked: No Turn)
Spend 1 Story Point on a successful Ranged Ranked: No
[Heavy] or Gunnery check to add the Breach 1 Once per turn as an incidental spend 1 Story
quality to the attack, or increase an existing Point to ignore 1 Despair generated on a Social
Breach rating by 1. skill check by your character or any ally in Short
range.
Indomitable
Tier 5 Let’s Talk This Over
Activation: Active (Incidental, Out-of- Tier 5
Turn) Activation: Active (Incidental, Out-of-
Ranked: No Turn)
Once per encounter, when your character would Ranked: No
be incapacitated due to exceeding their wound Once per game session, when a combat
or strain threshold, you may spend a Story Point encounter against one or more sentient beings
to use this talent. Then, your character is not is about to begin, the character make a Daunting
incapacitated until the end of their next turn. If (4 Purple Dice) Charm check. If successful, the
your character reduces their strain or wounds to combat encounter instead becomes a Social
below their threshold before the end of their next encounter, with the PCs attempting to convince
turn, they are not incapacitated. their opposition to back down, come around to
their viewpoint, or accept a compromise. The
Inspiring Leadership
GM is the final arbiter of how the situation
Tier 5 resolves without violence (or how the combat
encounter continues if the character’s check is
Activation: Active (Action) unsuccessful).
Ranked: No Life or Death (Supreme)
Make a Hard (3 Purple Dice) Leadership check.
If successful, a number of allies not exceeding
Tier 5
your character’s Presence within Short range Activation: Passive
add 1 Success to their next skill check.
Ranked: No
Intense Focus
Your character must have purchased the Life or
Tier 5 Death (Improved) talent to benefit from this
talent.
Activation: Active (Maneuver)
The effects of Life or Death activate when your
Ranked: No character takes wounds equal to one quarter of
Before making a skill check, may perform the their wound threshold, instead of half.
Intense Focus maneuver. Suffer 1 strain and
upgrade the ability of the skill check once.
Master Demolitionist Master Merchant
Tier 5 Tier 5
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
When resolving an attack from a personal scale When buying or selling goods, may suffer 2
explosive or ordinance weapon, your character strain to sell for 25% more or buy for 25% less.
may spend Advantage or Triumph to have the
weapon’s Blast quality affect all characters Master Plan
within Short range (rather than Engaged). If the Tier 5
weapon normally affects all characters within
Short range, then the range of the effect is Activation: Active (Action)
increased to Medium range instead.
Ranked: No
Master Driver/Pilot Once per session, your character may use this
Tier 5 talent to make a Hard (3 Purple Dice) Discipline
check. If they succeed, they reveal that
Activation: Passive whatever terrible circumstances they currently
find themselves in are all part of a brilliant plan
Ranked: No that they established at an earlier point. They
Once per turn when driving, piloting, or then choose one non-nemesis adversary in the
operating a vehicle, may suffer 2 strain to encounter and reveal them to be a close friend
perform any vehicle Action as a Maneuver. or ally who has positioned themselves to help
your character at this exact moment.
Master Grenadier
The details of which character turns out to be an
Tier 5 ally depend on the type of encounter and your
GM’s approval. However, the ally could also
Activation: Passive
have done their work beforehand, such as
Ranked: No loading a squadron of drones with blank
ammunition, shutting down power to a security
Decrease the Advantage cost to activate the
system, or planting a tracer in an opponent’s
Blast quality on any attack by 1 to a minimum of
vehicle.
1.
Now I am the Master
Master Instructor
Tier 5
Tier 5
Activation: Active (Incidental)
Activation: Active (Incidental, Out-of-
Turn) Ranked: No
Ranked: No Once per session, you spend 1 Story Point and
choose any one character in the current
Once per turn, suffer 2 strain to allow an ally encounter and one talent that the target
within Short range to count as having the same character possesses. For the remainder of the
number of ranks in Discipline as your character encounter, you count as having that talent. If you
for the next Discipline check the ally makes. select a ranked talent, you count as having
ranks in that talent equal to the number of ranks
in that talent that the target possesses.
Overcharge (Improved) another spell, in the same turn as you cast a
quickened spell.
Tier 5
You suffer 4 strain when you empower a spell
Activation: Passive with the Quicken Spell talent.
Ranked: No Retribution
Your character must have purchased the Tier 5
Overcharge talent to benefit from this talent.
Activation: Active (Incidental, Out-of-
When using the Overcharge talent, your
character may spend 2 Advantage or 1 Triumph Turn)
from the Mechanics check to immediately take Ranked: No
one additional action. This talent can only be
used once per check. Once per turn when an adversary attacks an ally
within Medium range, your character may spend
Precision Strike (Supreme) 1 Story Point to use this talent to automatically
hit that enemy once with a weapon your
Tier 5 character is wielding, if the enemy is within the
Activation: Active (Incidental, Out-of- weapon’s range. The hit deals the weapon’s
Turn) base damage, plus any damage from applicable
talents or abilities.
Ranked: No
Ricochet
Your character must have purchased the
Precision Strike (Improved) talent to benefit from Tier 5
this talent.
Activation: Active (Incidental, Out-of-
Once per game session, when the character Turn)
inflicts a Critical Injury with a Brawl or Melee
attack, she may suffer 3 strain to change the Ranked: No
result to any Hard (3 Purple Dice) Critical Injury You may spend Despair from an enemy's attack
result. pool to have the attack ricochet back to the
Prime Runner shooter and resolve the attack normally.
Tier 5 Ruinous Repartee
Activation: Tier 5
Ranked: Activation: Active (Action)
Your character may add an additional Story Ranked: No
Point to the player pool. Once per encounter, your character may use
Quicken Spell this talent to make an opposed Charm or
Coercion versus Discipline check targeting one
Tier 5 character within medium range (or within
earshot). If successful, the target suffers strain
Activation: Active (Incidental) equal to twice your character’s Presence, plus
Ranked: No one additional strain per Success. Your
character heals strain equal to the strain
Your character must have at least one rank in inflicted.
Arcana or Primal to benefit from this talent.
If incapacitated due to this talent, the target
Cast a quickened spell is an Incidental. You can could flee the scene in shame, collapse in a
perform an Action normally, even casting dejected heap, or throw themselves at your
character in fury, depending on your GM and the Strike of the Ninja
nature of your character’s witty barbs.
Tier 5
Sinister Magical Heritage
Activation: Active (Incidental)
Tier 5
Ranked: No
Activation: Active (Incidental)
Whenever you score a Critical Injury with an
Ranked: No attack while you are hidden, you may roll twice
for a Critical Injury effect and select whichever
Your character must have at least one rank in
you prefer.
Arcana or Primal to benefit from this talent.
Once per turn, as an Incidental, when you Superhuman Skill
attempt a Knowledge or Magic skill check, you Tier 5
may suffer 3 strain to delve into your Sinister
Magical Heritage. If the Knowledge or Magic skill Activation: Active (Incidental)
check succeeds, you add 1 Triumph to the
result. However, if the check fails, you add 1
Ranked: No
Despair instead. The Triumph or Despair added When purchased, choose a skill. When rolling a
this way do not include the usual Success or Triumph on a check with that skill, you may pick
Failure that are a part of them, only the up another Yellow die, roll it and add it the
beneficial or negative effects of the symbol. current roll. If that roll is a Triumph, you may roll
another Yellow die until a Triumph is not rolled.
Skill Mastery
The Spheres Are Aligned!
Tier 5
Tier 5
Activation: Active (Incidental)
Activation: Active (Action)
Ranked: No
When you purchase this talent for your
Ranked: No
character, choose one skill. Once per round, Your character must have at least one rank in
your character may suffer 2 strain to use this Arcana or Primal to benefit from this talent.
talent to reduce the difficulty of the next check
Once per session, you may attempt a Daunting
they make using that skill by two, to a minimum
(4 Purple Dice) Knowledge (Magic) check. You
of Easy (1 Purple Die).
can then upgrade any one Magic skill checks
Stim Application (Supreme) once during the next 24 hour period.
Tier 5 Thorough Assessment
Activation: Tier 5
Ranked: Activation: Active (Action)
Your character must have purchased the Stim Ranked: No
Application (Improved) talent to benefit from this
Once per session, take a Thorough Assessment
talent.
Action and make a Hard (3 Purple Dice)
When performing the Stim Application Knowledge check to gain a number of
Maneuver, each 1 Triumph may be spent to Successes equal to that can be distributed
increase an additional characteristic by one. during the session.
Unrelenting Skeptic (Improved) Reap the Whirlwind
Tier 5 Tier 5
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
Your character must have purchased the Your character may suffer 4 strain to use this
Unrelenting Skeptic talent to benefit from this talent to make a Brawl or Melee attack against
talent. the engaged adversary who is hardest to hit (as
determined by the GM), increasing the difficulty
When targeted by a Deception check that fails,
may spend 1 Story Point to add 1 Despair to by one. If the combat check succeeds, each
adversary Engaged with the character suffers
results.
one hit from the attack, that deals base damage
Web of Knowledge plus damage equal to the total Successes
scored on the check.
Tier 5
Wise Warrior (Improved)
Activation: Active (Action)
Tier 5
Ranked: No
Once per session your character may make an
Activation: Passive
Average (2 Purple Dice) Knowledge (Matrix) Ranked: No
check during a Matrix encounter. If you succeed,
Your character must have purchased the Wise
your character knows the names, strengths, and
Warrior talent to benefit from this talent.
other qualities of all IC (active or deactivated) on
one system that you currently have access to, When you perform the Wise Warrior Incidental,
as well as all other characters (sysops and one ally at Short range may use the same
runners) that currently are accessing that characteristic that you used in the Wise Warrior
system. Incidental for the next combat check the ally
makes before the end of your next turn.
Your character may spend 3 Advantage or 1
Triumph from this check (whether or not they Zealous Fire
succeeded) to add 1 Success to all Computer
checks involving that system that they make for Tier 5
the remainder of the encounter.
Activation: Passive
Ranked: No
Each time your Game Master spends a Story
Point, your character heals 2 strain.