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