Talents List - Tier 2
  1. Notes

Talents List - Tier 2

Game Mechanics

Adventurer

Tier: 2

Activation: Passive

Ranked: No

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

Source: ROT 

Animal Expertise (Hunter)

Tier: 2

Activation: Passive

Ranked: Yes

Add per rank of Animal Expertise to all checks when interacting with beast or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Animal Expertise.

Sources: ECRB, FCRB

 

Bad Cop

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

Your character may spend aa from a Coercion or Deception check to use this talent to upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character’s ranks in Bad Cop. The check must target the same character as your character’s initial check, and it must take place during the same encounter. 
Only one character may affect a check with this talent.

Source: SOTB

 

Bard

Tier: 2

Activation: Passive

Ranked: No

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

Source: ROT

 

Barrage

Tier: 2

Activation: Passive

Ranked: Yes

Add 1 damage per rank of Barrage to 1 hit of successful attack while using Ranged (Heavy) or Gunnery skills at long or extreme range.

Sources: ABGR, FIB, EBGR, ECRB

 

Basic Military Training

Tier: 2

Activation: Passive

Ranked: No

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

Source: GCRB

 

Beast Wrangler

Tier: 2

Activation: Passive

Ranked: Yes

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

Source: SOT

 

Berserk

Tier: 2

Activation: Active (Maneuver)

Ranked: No

Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds saa to all melee combat checks they make. However, opponents add s to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks. At the end of the encounter (or when they are incapacitated), your character suffers 6 strain.

Source: GCRB

  

Big Guns

Tier: 2

Activation: Passive

Ranked: No

Your character’s encumbrance threshold is 10 plus their Brawn, instead of 5 plus their Brawn. Your character reduces the Cumbersome rating of any weapon they carry by 1, to a minimum of 3. 

Source: SOTB

 

Blackmail

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: No

When an NPC exceeds his strain threshold, may spend 1 Story Point to convince that NPC to perform a single task of choice instead.

Source: DA

 

Block

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Parry talent to benefit from this talent. While wielding a shield, your character may use the Parry talent to reduce damage from ranged attacks as well as melee attacks targeting your character.

Source: ROT

 

Blood Sacrifice

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

Your character must have purchased the Dark Insight talent to benefit from this talent. Before your character makes a magic skill check, they may suffer a number of wounds to use this talent to add an equal number of s to the check. The number cannot exceed your character’s ranks in Blood Sacrifice.

Source: ROT

 

Blooded

Tier: 2

Activation: Passive

Ranked: Yes

Add per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1.

Sources: ACRB, ECRB

 

Brilliant Casting

Tier: 2

Activation: Active (Incidental)

Ranked: No

When your character casts a spell, you may spend one Story Point to use this talent to add a equal to your character’s ranks in Knowledge to the results.

Source: GEPG

 

Bulwark

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Parry talent to benefit from this talent. While wielding a weapon with the Defensive quality, your character may use Parry to reduce the damage of an attack targeting an engaged ally.

Source: ROT

 

Burly

Tier: 2

Activation: Passive

Ranked: Yes

Reduce any wielded weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.

Sources: FIB, DC

 

Chill of Nordros

Tier: 2

Activation: Active (Incidental)

Ranked: No

Your character cannot take this talent if they have taken the Flames of Kellos talent. When casting an Attack spell, your character may add the Ice effect without increasing the difficulty. Your character can never add the Fire effect.

Source: ROT

Code Slinger

Tier: 2

Activation: Passive

Ranked: No

When your character performs the activate program maneuver (page 132) in a hacking encounter, they can choose not to deactivate one other active icebreaker. They may have two icebreakers active at once.

Source: SOTB

 

Combat Medicine

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

Before making a Medicine check, your character may use this talent to add s equal to their ranks in Combat Medicine to the results. After the check is resolved, the target suffers 2 strain for each rank your character has in Combat Medicine.

Source: SOTB

 

Command

Tier: 2

Activation: Passive

Ranked: Yes

Add per rank of Command when making Leadership checks. Affected targets add to Discipline checks for next 24 hours.

Sources: ACRB, ECRB, FCRB

 

Confidence

Tier: 2

Activation: Passive

Ranked: Yes

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence, to a minimum of Easy ().

Sources: ACRB, ECRB, FCRB

 

Containment

Tier: 2

Activation: Passive

Ranked: Yes

The character and each ally within short range may spend a on their failed combat checks to inflict one strain on the target per rank of Containment. Each character can only activate this effect once per round.

Sources: FIB, KTP

 

Coordinated Assault

Tier: 2

Activation: Active (Maneuver)

Ranked: Yes

Once per turn, your character may use this talent to have a number of allies engaged with your character equal to your ranks in Leadership add a to all combat checks they make until the end of your character’s next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first.

Source: GCRB

 

Counteroffer

Tier: 2

Activation: Active (Action)

Ranked: No

Once per session, your character may use this talent to choose one non-nemesis adversary within medium range and make an opposed Negotiation versus Discipline check. If successful, the target becomes staggered until the end of their next turn. At your GM’s discretion, you may spend t on this check to have the adversary become an ally until the end of the encounter. However, the duration of this may be shortened or extended depending on whether your GM feels your offer is appealing to the adversary and whether your character follows through on their offer!

Source: GCRB

 

Cutting Question

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per encounter, when making a Coercion skill check, the character may use Deception skill instead.

Source: DA

 

Daring Aviator

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

Before your character makes a Driving or Piloting check, they may add a number of h to the results to use this talent to add an equal number of s. The number may not exceed your character’s ranks in Daring Aviator.

Source: GCRB

 

Debilitating Shot

Tier: 2

Activation: Active (Incidental)

Ranked: No

Upon successful attack with a starship or vehicle weapon, may spend aa to reduce the maximum speed of the target by 1 until the end of the next round.

Sources: ACRB, ND

 

Deceptive Taunt

Tier: 2

Activation: Active (Action)

Ranked: No

Once per session, may make Deceptive Taunt action. Make opposed Deception check. If successful, one adversary must attack the character during adversary's next turn.

Source: FH

 

Defensive Stance

Tier: 2

Activation: Active (Maneuver)

Ranked: Yes

Once per round, your character may suffer a number of strain no greater than their ranks in Defensive Stance to use this talent. Then, until the end of your character’s next turn, upgrade the difficulty of all melee combat checks targeting your character a number of times equal to the strain suffered.

Source: GCRB

 

 

Defensive Sysops (Improved)

Tier: 2

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Defensive Sysops talent to benefit from this talent. Before adding ■■ from Defensive Sysops to a check, use this talent to add fh to the results of the check instead.

Source: GCRB

 

Determined Driver

Tier: 2

Activation: Active (Incidental)

Ranked: No

You may spend a Story Point to use this talent to have your character heal system strain on a vehicle they are currently driving, piloting, or operating equal to their ranks in Driving, Piloting, or Operating (choose the skill used to direct the vehicle).

Source: SOTB

 

Dirty Tricks

Tier: 2

Activation: Active (Incidental)

Ranked: No

After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary’s next check.

Source: ROT

 

Disorient

Tier: 2

Activation: Passive

Ranked: Yes

After hitting with combat check, may spend aa to disorient target for number of rounds equal to ranks in Disorient.

Sources: ACRB, ECRB 

 

Distracting Behavior

Tier: 2

Activation: Active (Maneuver)

Ranked: Yes

Make a Distracting Behavior maneuver and suffer strain no greater than ranks in Cunning. Until the beginning of next turn, equal number of engaged NPC's suffer h on checks. Range increases with additional ranks.

Source: FH

 

Dominion of the Dimora

Tier: 2

Activation: Active (Incidental)

Ranked: No

Your character cannot take this talent if they have taken the Favor of the Fae talent. When casting an Attack spell, your character may add the Impact effect without increasing the difficulty. Your character can never add the Manipulative effect.

Source: ROT

 

Dual Wielder

Tier: 2

Activation: Active (Maneuver)

Ranked: No

Once per round, your character may use this talent to decrease the difficulty of the next combined combat check (see Two- Weapon Combat, on page 108) they make during the same turn by one.

Source: GCRB

 

Dynamic Fire

Tier: 2

Activation: Active (Incidental)

Ranked: No

When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.

Source: ACRB

 

Encouraging Song

Tier: 2

Activation: Active (Action)

Ranked: No

While equipped with a musical instrument, your character may use this talent to make an Average (◆◆) Charm or Verse check. For each s the check generates, one ally within medium range adds to their next skill check. For each a, one ally benefiting from Encouraging Song heals 1 strain.

Source: ROT

 

Ensorcelled (Improved)

Tier: 2

Activation: Passive

Ranked: No

Your character must have purchased the Ensorcelled talent to benefit from this talent. If your character has at least two ranks in a magic skill, when using the Ensorcelled talent, they may add sa to the result of their next social skill check (instead of a).

            After purchasing this talent, your character’s appearance is now noticeably changed by their magic. What form this enhancement takes is up to you, with GM’s approval, but should be based on the magic skill your character possesses (as well as their backstory).

Sources: GEPG

 

Exploit

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

When your character makes a combat check with a Ranged or Melee (Light) weapon, they may suffer 2 strain to use this talent to add the Ensnare quality to the attack. The rating of the Ensnare quality is equal to your character’s ranks in Exploit.

Source: ROT 

 

Fan the Hammer

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per encounter before making a combat check with a pistol (your GM has the final say on whether a weapon is a pistol or not), your character may use this talent to add the Auto-fire quality to the pistol when resolving the check. If your character does, the weapon runs out of ammo exactly as with an Out of Ammo result (see page 104).

Source: GCRB

 

Fancy Paint Job

Tier: 2

Activation: Passive

Ranked: No

Your character must have purchased the Signature Vehicle talent to benefit from this talent. Upgrade all Charm, Deception, and Negotiation checks made in the presence of Signature Vehicle once.

Sources: SOT, SM

 

Favor of the Fae

Tier: 2

Activation: Active (Incidental)

Ranked: No

Your character cannot take this talent if they have taken the Dominion of the Dimora talent. When casting an Attack spell, your character may add the Manipulative effect without increasing the difficulty. Your character can never add the Impact effect.

Source: ROT

 

Fearsome

Tier: 2

Activation: Passive

Ranked: Yes

When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome.

Sources: DC, FCRB

 

Fine Tuning

Tier: 2

Activation: Passive

Ranked: Yes

When reducing the amount of system strain a starship or vehicle suffers, reduce 1 additional strain per rank of Fine Tuning.

Sources: ACRB, ECRB, FCRB

 

Flames of Kellos

Tier: 2

Activation: Active (Incidental)

Ranked: No

Your character cannot take this talent if they have taken the Chill of Nordros talent. When casting an Attack spell, your character may add the Fire effect without increasing the difficulty. Your character can never add the Ice effect.

Source: ROT

 

Flash of Insight

Tier: 2

Activation: Passive

Ranked: No

When your character generates t on a knowledge skill check, roll ■■ and add the results to the check, in addition to spending the t as usual.

Source: ROT

 

Go Without

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per session, count as having the right tools for the job when performing the next skill check this turn.

Source: DOH 

 

 

Good Cop

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

Your character may spend aa from a Charm or Negotiation check to use this talent to upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character’s ranks in Good Cop. The check must target the same character as your character’s initial check, and it must take place during the same encounter. 
Only one character may affect a check with this talent.

Source: SOTB

 

Grapple

Tier: 2

Activation: Active (Incidental)

Ranked: No

Your character may suffer 2 strain to use this talent. Until the start of your character's next turn, enemies must spend two maneuvers to disengage from your character.

Source: ROT

 

Hard-Headed

Tier: 2

Activation: Active (Action)

Ranked: Yes

When staggered or disoriented, perform the Hard-Headed action; make a Daunting (◆◆◆◆) Discipline check to remove status. Reduce the difficulty per rank of Hard-Headed.

Sources: ACRB, ECRB

 

Haughty Demeanor

Tier: 2

Activation: Passive

Ranked: No

Other characters add h to social skill checks targeting your character.

Source: SOTB

 

Headbutt

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per encounter, the character may perform the Headbutt incidental. The character suffers two wounds and selects one engaged non-vehicle target with a silhouette of up to one higher than the characters. The target is knocked prone and is disoriented until the end of the next round.

Source: KOF

 

Heightened Awareness

Tier: 2

Activation: Passive

Ranked: No

Allies within short range of your character add to their Perception and Vigilance checks. Allies engaged with your character add ■■ instead.

Source: GCRB

 

Heroic Recovery

Tier: 2

Activation: Active (Incidental)

Ranked: No

When your character acquires this talent, choose one characteristic. Once per encounter, you may spend one Story Point to use this talent to have your character heal strain equal to the rating of the chosen characteristic.

Source: ROT

 

Hidden Storage (Improved)

Tier: 2

Activation: Passive

Ranked: No

Your character may use Hidden Storage to store an item within their own suitably modified body (such as through cybernetics, surgery, or prosthetic replacements).

Source: CAM

 

Hold Together

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: No

Spend 1 Story Point to perform a Hold Together incidental immediately after vehicle or starship takes damage to turn it into system strain.

Sources: ACRB, ECRB

 

Hunter

Tier: 2

Activation: Passive

Ranked: No

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

Source: ROT

 

Hunter's Quarry

Tier: 2

Activation: Active (Action)

Ranked: No

Take Hunter's Quarry action, make a Hard (◆◆◆) Survival check to upgrade the ability of all attacks made against a target within long range until the end of the character's next turn.

Sources: ETU, SS

 

Impaling Strike

Tier: 2

Activation: Active (Incidental)

Ranked: No

When your character inflicts a Critical Injury with a melee weapon, until the end of the target's next turn they may use this talent to immobilize the target (in addition to the other effects of the Critical Injury).

Source: ROT

 

Improvised Defenses

Tier: 2

Activation: Active (Action)

Ranked: No

Your character may attempt an Average (◆◆) Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. Your character may spend aa or t from the check to increase the ranged defense the structure provides to 2.

Source: FO

 

Inspiring Rhetoric

Tier: 2

Activation: Active (Action)

Ranked: No

Your character may use this talent to make an Average (◆◆) Leadership check. For each s the check generates, one ally within short range heals one strain. For each a, one ally benefiting from Inspiring Rhetoric heals one additional strain.

Source: GCRB

 

Inventor

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

When your character makes a check to construct new items or modify existing ones, use this talent to add a number of to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.

Source: GCRB

 

Knockdown

Tier: 2

Activation: Passive

Ranked: No

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

Sources: ABGR, ACRB, EBGR, ECRB

 

Know the Enemy

Tier: 2

Activation: Passive

Ranked: No

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

Source: DOR

 

Know-It-All

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per session, perfectly recall an important fact previously learned as if a Story Point had been spent.

Source: DA

 

Known Schematic

Tier: 2

Activation: Active (Maneuver)

Ranked: No

Once per session, may perform the Known Schematic maneuver; make an appropriate Hard (◆◆◆) Knowledge check. Success grants familiarity with a building or ship's design.

Sources: ACRB, ECRB

 

Knows the Ropes

Tier: 2

Activation: Passive

Ranked: No

Add to checks made to escape from restraints equal to ranks in Skullduggery. Spend t to free all other allies within short range.

Source: DOR

 

Loom

Tier: 2

Activation: Passive

Ranked: No

When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds a per rank in Coercion to the ally's check.

Source: DC

 

Lucky Strike

Tier: 2

Activation: Active (Incidental)

Ranked: No

When your character purchases this talent, choose one characteristic. After your character makes a successful combat check, you may spend one Story Point to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check.

Source: GCRB

 

Multiple Opponents

Tier: 2

Activation: Passive

Ranked: No

Your character adds to his Brawl and Melee combat checks when engaged with multiple opponents. This includes single groups of multiple minions.

Source: FCRB

 

Mystic Theurge

Tier: 2

Activation: Passive

Ranked: No

When purchasing this talent, choose one magic skill.  That skill becomes a career skill, but your character may only use it for one check per encounter.

Source: GHC

 

Natural Communion

Tier: 2

Activation: Passive

Ranked: No

When your character uses the Conjure magic action, the spell gains the Summon Ally effect without increasing the difficulty. All creatures your character summons must be naturally occurring animals native to the area.

Source: ROT

 

Net hunter

Tier: 2

Activation: No

Ranked: Passive

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

Source: SOTB

 

Overstocked Ammo

Tier: 2

Activation: Passive

Ranked: Yes

Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the Limited Ammo quality of any weapons mounted on Signature Vehicle by 1 per rank of Overstocked Ammo.

Source: SOT

 

Parkour!

Tier: 2

Activation: Active (Maneuver)

Ranked: No

Once per round, your character may suffer 1 strain to use this talent and move to any location within short range.
            This includes locations that are vertically distant or have no easy access route, but there must be an object to move across or path to move along. Your GM may rule some locations cannot be reached (such as ones behind locked doors or walls).

Source: SOTB

 

Physical Training

Tier: 2

Activation: Passive

Ranked: Yes

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

Sources: ACRB, DOH

Pride and Joy

Tier: 2

Activation: Passive

Ranked: No

Choose one vehicle your character owns with a silhouette of 4 or greater; it becomes their "Pride and Joy" vehicle. Upgrade the ability of all social checks your character makes while within short range of the vehicle once.

Source: DOR

 

Probing Question

Tier: 2

Activation: Passive

Ranked: No

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain.

Source: SOTB

 

Quick Draw (Improved)

Tier: 2

Activation: Passive

Ranked: No

Your character must have purchased the Quick Draw Talent to benefit from this talent. May use Quick Draw twice per round. This also allows you to reduce the prepare rating by 2 to a minimum of one.

Source: FC

 

Quick Fix

Tier: 2

Activation: Active (Maneuver)

Ranked: No

You may spend a Story Point to use this talent to have your character temporarily repair one damaged item they are engaged with. For a number of rounds equal to your character's ranks in Mechanics, the item may be used without penalty (see page 89 of the GENESYS Core Rulebook), even if it is unusable. When the effect ends, the item is damaged one additional step; if it was already suffering from major damage, it is destroyed and cannot be repaired.

Source: SOTB

 

Reckless Charge

Tier: 2

Activation: Active (Incidental)

Ranked: No

After using a maneuver to move engage an adversary, your character may suffer 2 strain to use this talent. They then add sshh to the results of the next Brawl, Melee (Light), or Melee (Heavy) combat check they make this turn.

Source: ROT

 

Reconstruct the Scene

Tier: 2

Activation: Active (Action)

Ranked: No

Perform the Reconstruct the Scene action; make a Hard (◆◆◆) Perception check to identify the physical characteristics of person present at the scene within 24 hours.

Sources: ND, EV

 

 

Researcher

Tier: 2

Activation: Passive

Ranked: Yes

On a successful Knowledge check, character and allies gain automatic a per rank of Researcher on checks to act on those facts until the end of his next turn.

Sources: DA, LBE

 

Resist Disarm

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: No

Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.

Source: FCRB

 

Runic Lore

Tier: 2

Activation: Passive

Ranked: No

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

Source: ROT

 

Scathing Tirade

Tier: 2

Activation: Active (Action)

Ranked: No

Your character may use this talent to make an Average (◆◆) Coercion check. For each s the check generates, one enemy within short range suffers 1 strain. For each a, one enemy affected by Scathing Tirade suffers 1 additional strain.

Source: GCRB

 

Selective Detonation

Tier: 2

Activation: Active (Incidental)

Ranked: Yes

When using a weapon with the Blast quality spend a to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.

Sources: ACRB, DC

 

Sense Emotions

Tier: 2

Activation: Passive

Ranked: No

Add to all Charm, Coercion, and Deception checks.

Sources: ECRB, FBGR, FCRB

 

Shapeshifter (Improved)

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per session, your character may make a Hard (◆◆◆) Discipline check as an out-of-turn incidental either to trigger Shapeshifter or to avoid triggering it when they exceed their strain threshold.

Source: ROT

 

Shortcut

Tier: 2

Activation: Passive

Ranked: Yes

During a chase, add per rank in Shortcut to any checks made to catch or escape an opponent.

Sources: ACRB, ECRB, EV, SS

 

Side-Step

Tier: 2

Activation: Active (Maneuver)

Ranked: Yes

Once per round, your character may suffer a number of strain no greater than their ranks in Side-Step to use this talent. Until the end of your character’s next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the strain suffered.

Source: GCRB 

 

 

Signature Spell

Tier: 2

Activation: Passive

Ranked: No

When your character gains this talent, decide on a signature spell for them, consisting of a particular magic action and a specific set of one or more effects. When your character casts their signature spell (consisting of the exact combination of action and effects previously chosen), reduce the difficulty of the check by one.

Source: ROT

 

Speaks Binary

Tier: 2

Activation: Passive

Ranked: Yes

When directing non-sentient NPC artificial life forms, may grant them per rank of Speaks Binary on checks.

Sources: ABGR, ACRB, ECRB

 

Special Use Permit

Tier: 2

Activation: Passive

Ranked: No

Your character does not treat any Ranged (Heavy) weapons as restricted (R).
This also means your character can carry a Ranged (Heavy) weapon that normally would be restricted in public without being arrested. However, they can still be arrested for using such a weapon in an unlawful manner.

Source: SOTB

 

Stalker

Tier: 2

Activation: Passive

Ranked: Yes

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

Sources: ABGR, ACRB, ECRB

 

Strong Arm

Tier: 2

Activation: Passive

Ranked: No

Treat thrown weapons as if they had 1 greater range.

Sources: ACRB, EBGR, ECRB

 

Stunning Blow

Tier: 2

Activation: Active (Incidental)

Ranked: No

While making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

Sources: ACRB, ECRB

 

Tactical Focus

Tier: 2

Activation: Passive

Ranked: No

When performing a combat check with a Ranged (Heavy) weapon, if your character did not perform a maneuver to ready or stow a weapon or item during this turn, they add a to the results. 

Source: SOTB

 

Technical Aptitude

Tier: 2

Activation: Passive

Ranked: No

When making a Computer skill check may spend aa or t to reduce the time spent to complete the task by 50%.

Sources: ACRB, ECRB, FCRB

 

Templar (Improved)

Tier: 2

Activation: Passive

Ranked: No

Your character must have purchased the Templar talent to benefit from this talent. When your character casts the single Divine spell per encounter granted by the Templar talent, they do not add for wearing heavy armor (armor with +2 soak or higher), using a shield, or not having at least one hand free (see Table III.2–3: Penalties When Casting Spells, on page 210 of the Genesys Core Rulebook).

Source: ROT

 

Threaten

Tier: 2

Activation: Active (Incidental, Out of Turn)

Ranked: Yes

After an adversary within short range of your character resolves a combat check that deals damage to one of your character’s allies, your character may suffer 3 strain to use this talent to inflict a number of strain on the adversary equal to your character’s ranks in Coercion. The range of this talent increases by one band per rank of Threaten beyond the first.

Source: ROT

 

Time to Go

Tier: 2

Activation: Active (Maneuver)

Ranked: No

The character may spend 1 Story Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.

Sources: ACRB, DC

 

Tinkerer

Tier: 2

Activation: Passive

Ranked: Yes

May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.

Sources: ACRB, ECRB, KTP

 

Touch of Fate

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per session, add ■■ to any 1 check.

Sources: ACRB, ECRB, FCRB

 

Two-Handed Stance

Tier: 2

Activation: Passive

Ranked: No

When performing a combat check with a Ranged (Light) weapon, if your character has nothing in their other hand, they add a to the results. 

Source: SOTB

 

Unarmed Parry

Tier: 2

Activation: Passive

Ranked: No

May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1).

The character may be considered to be using a shield for purposes of the Reflect talent at the GM’s discretion.

Source: ND

 

Uncanny Senses

Tier: 2

Activation: Passive

Ranked: Yes

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

Sources: ACRB, ECRB, FCRB

 

Undercity Contacts

Tier: 2

Activation: Active (Incidental)

Ranked: No

Once per session, you may spend one Story Point to use this talent to let your character learn if a character of your choice is in New Angeles, and if so, what district.
      At your GM’s discretion, the information may take up to an hour to come back to your character. 

Source: SOTB

 

Vehicle Combat Training

Tier: 2

Activation: Passive

Ranked: No

Gunnery, and Driving become career skills.

Source: ACRB


 

Well Read

Tier: 2

Activation: Passive

Ranked: No

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

Source: LBE

 

Well-Travelled

Tier: 2

Activation: Passive

Ranked: No

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

Source: ROT

 

Wraithbane

Tier: 2

Activation: Passive

Ranked: No

Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting an undead adversary.

Source: ROT

Notes