Talent List - Tier 3
  1. Notes

Talent List - Tier 3

Game Mechanics

Alchemical Arts

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

After making a check to craft a poison, may suffer Strain up to twice ranks in Alchemical Arts. For every two Strain add sa to results.

Source: UP

 

Ambush

Tier: 3

Activation: Active (Maneuver)

Ranked: No

Once per round while benefiting from cover, may make the Ambush maneuver. Add damage equal to Stealth skill to one hit of next successful combat check against a target within short range before the end of the turn.

Source: FIB

 

Animal Companion

Tier: 3

Activation: Passive

Ranked: Yes

Your character creates a bond with a single animal approved by your GM. This animal must be silhouette 0 (no larger than a mid-sized dog). The bond persists as long as your character chooses, although at your GM’s discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal follows your character, and you dictate the animal’s overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, your character may spend one maneuver to direct their animal in performing one action and one maneuver during your character’s turn. The animal must be within hearing and visual range of your character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to you and your GM. For every additional rank of Animal Companion your character has, increase the allowed silhouette of the companion by one (this may mean your character gets a new companion, or their companion grows in size). This talent can also change in flavor depending on the nature of your game setting. While an animal companion may make sense in many settings, in a futuristic setting it may make more sense for the “animal” to be a robot or drone, for example.

Source: GCRB

 

Applied Research

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

Your character may use this talent before making a check to use any knowledge skill and Intellect characteristic instead of the skill and characteristic the check would normally require. Your character may use this talent a number of times per session equal to their ranks in Applied Research.
         When your character uses this talent, you should explain how their mastery of knowledge lets them accomplish this task. In addition, your GM may rule that a particular knowledge skill makes the most sense in a given situation and require your character to use that specific knowledge skill.

Source: SOTB

 

Armor Master (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the Armor Master talent to benefit from this talent. When wearing armor with a soak value of 2 or higher, increase defense by 1.

Sources: ACRB, ECRB, KTP

Backstab

Tier: 3

Activation: Active (Action)

Ranked: No

Your character may use this talent to attack an unaware adversary using a Melee (Light) weapon. A Backstab is a melee attack and follows the normal rules for performing a combat check (see page 101 of the Genesys Core Rulebook), using the character’s Skullduggery skill instead of Melee (Light). If the check succeeds, each uncanceled s adds +2 damage (instead of the normal +1).

Source: ROT

 

Bad Habit

Tier: 3

Activation: Active (Maneuver)

Ranked: No

Your character may use this talent to become disoriented for the remainder of the encounter. At the beginning of each of your character’s turns, if they are still disoriented due to this talent, they heal 2 strain.

Source: SOTB

 

Bad Press

Tier: 3

Activation: Active (Action)

Ranked: No

Once per session, choose an organization and make a Hard (◆◆◆) Deception check. On success, organization members have their strain thresholds reduced by 1, plus 1 per sss, until the end of the session. When he does this, the player must explain how the PC disseminated the propaganda such that it has affected his targets. The chosen organization must be narrow and cohesive enough to be affected by bad publicity.

Source: DA

 

Barrel Roll

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character can only use this talent while piloting a starfighter or airplane of Silhouette 3 or less. When your vehicle suffers a hit from a ranged combat check, after damage is calculated but before armor is applied, your character may have their vehicle suffer 3 system strain to use this talent. Then, reduce the damage suffered by a number equal to their ranks in Piloting.

Source: GCRB

 

Battle Casting

Tier: 3

Activation: Passive

Ranked: No

Your character does not add to magic skill checks for wearing heavy armor (armor with +2 soak or higher), using a shield, or not having at least one hand free (see Table III.2–3: Penalties When Casting Spells, on page 210 of the Genesys Core Rulebook).

Source: ROT

 

Blind Spot

Tier: 3

Activation: Passive

Ranked: No

Your character, and allies within short range, add automatic a to combat checks they make while benefiting from cover.

Sources: FIB, KTP

 

Blooded (Improved)

Tier: 3

Activation: Active (Action)

Ranked: Yes

As an action, make a Hard (◆◆◆) Resilience check to immediately recover from all poisons and side effects of drugs. Reduce difficulty once per rank of Blooded.

Source: UP 

 

Bodyguard

Tier: 3

Activation: Active (Maneuver)

Ranked: Yes

Once per round, your character may suffer a number of strain no greater than their ranks in Bodyguard to use this talent. Choose one ally engaged with your character, until the end of your character's next turn, upgrade the difficulty of all combat checks targeting that ally a number of times equal to the strain suffered.

Source: SOTB

 

Capital Sendoff

Tier: 3

Activation: Active (Action)

Ranked: No

Take a Capital Sendoff action targeting two ships or vehicles at Close range; make a Hard (◆◆◆) Cool check to cause the targets to suffer a minor collision.

Source: SOT

 

Cavalier

Tier: 3

Activation: Active (Maneuver)

Ranked: No

While riding a mount trained for battle (typically a war mount [see page 105] or flying mount [see page 104]), once per round your character may use this talent to direct the mount to perform an action.

Source: ROT

 

Center of Being

Tier: 3

Activation: Active (Maneuver)

Ranked: Yes

While wielding a weapon with the Defensive quality, your character may perform a Center of Being maneuver. Until the beginning of your character's next turn, whenever an enemy makes a melee attack targeting them, the critical rating of the enemy's weapon counts as 1 higher per rank of Center of Being.

Source: FCRB

 

Combat Veteran

Tier: 2

Activation: Passive

Ranked: No

Add to Brawl and Discipline checks.

Source: DOR

 

Confidence (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the Confidence talent to benefit from this talent. May spend a on a fear check to steady the nerves of allies making the same fear check. If the character does so each ally within short range who makes the fear check adds automatic successes equal to the character's rank in confidence.

Source: LBE

 

Congenial

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when target by Charm or Negotiation checks, by an equal number Strain suffered this way cannot exceed ranks in Congenial.

Sources: FH, FC, DOH

 

Constant Vigilance

Tier: 3

Activation: Passive

Ranked: No

May always use Vigilance when making checks to determine initiative.

Source: EV

  

 

Counterattack

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Improved Parry talent to benefit from this talent. When your character uses the Improved Parry talent to hit an attacker, they may also activate an item quality of the weapon they used as if they had generated aa on a combat check using that weapon.

Source: ROT

 

Creative Killer

Tier: 3

Activation: Passive

Ranked: No

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

Source: ACRB

 

Cunning Persona

Tier: 3

Activation: Active (Incidental)

Ranked: No

Your character may suffer 2 strain to make a Charm check using Cunning instead of Presence.

Source: CAM

 

Cunning Snare

Tier: 3

Activation: Active (Action)

Ranked: No

Once per encounter as an action, may create a trap. Any other character who moves to engaged range of the trap must make an Opposed Vigilance vs. Survival check to avoid harm and ill effects.

Source: FIB

 

Customized Cooling Unit

Tier: 3

Activation: Passive

Ranked: Yes

Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the system strain threshold of Signature Vehicle by 2 per rank of Customized Cooling Unit.

Source: SOT

 

Daring Turn

Tier: 3

Activation: Active (Maneuver)

Ranked: No

When an opponent has gained the advantage on a starship or vehicle being piloted, may spend 2 strain to perform a Daring Turn maneuver to remove the effects.

Source: SOT

 

Disarm

Tier: 3

Activation: Passive

Ranked: No

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

Source: FCRB

 

Disarming Smile

Tier: 3

Activation: Active (Action)

Ranked: Yes

Take the Disarming Smile action; succeed at an opposed Charm check against a target within short range to lower all defenses of a target by ranks in Disarming Smile until the end of the encounter.

Source: FC

 

Dissonance

Tier: 3

Activation: Active (Action)

Ranked: No

While wielding a musical instrument, your character may use this talent to make an Average (◆◆) Charm or Verse check. For each s the check generates, one enemy of the player’s choosing within medium range suffers 1 wound. For each a, one enemy affected by Dissonance suffers 1 additional wound.

Source: ROT

 

Distinctive Style

Tier: 3

Activation: Active (Incidental)

Ranked: No

When making a Computers check to hack a system or break into a secured network, before rolling, your character may use this talent to add sshh to the results. If you are using the optional hacking rules on page 232 and your check generates hh, your GM should spend it on the I Know You! option in Table III.2-22 on page 234 of the Genesys Core Rulebook.

Source: GCRB

 

Dockyard Expertise

Tier: 3

Activation: Active (Action)

Ranked: Yes

Your character may make an Average (◆◆) Knowledge check when at a dry dock with suitable personnel and equipment to conduct repairs to a ship, or to add attachments or modifications to one. If successful, the cost and time for repairs is reduced by 20% for each rank of Dockyard Expertise to a minimum of 100 units of currency and one day.

Source: FO

 

Dodge

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: Yes

When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.

Source: GCRB

 

Double or Nothing

Tier: 3

Activation: Active (Incidental)

Ranked: No

Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by one. Then, after canceling opposing symbols, double the amount of remaining a.

Source: FC

 

Druid

Tier: 3

Activation: Passive

Ranked: No

When your character casts a Conjure spell using the Primal skill, they always add the Summon Ally effect without increasing the difficulty, and they must always summon a living animal (such as those on pg. 86). The animal remains for the duration of the encounter even if your character does not use a Concentrate maneuver to maintain the spell. At your GM’s discretion, the animal may have already been nearby rather than summoned from thin air. Likewise, at the end of the encounter, the animal may revert back to its natural behavior instead of vanishing.

Source: GEPG

 

Dual Strike

Tier: 3

Activation: Active (Incidental)

Ranked: No

When resolving a combined check to attack with two weapons in a melee combat, your character may suffer 2 strain to use this talent to hit with the secondary weapon (instead of spending aa).

Source: ROT

 

Dumb Luck

Tier: 3

Activation: Active (Incidental)

Ranked: No

Once per session, you may spend a Story Point to use this talent after your character suffers a Critical Injury but before the result is rolled. Their opponent must roll two results, and you select which applies to your character.

Source: SOTB

 

Eagle Eyes

Tier: 3

Activation: Active (Incidental)

Ranked: No

Once per encounter before making a ranged combat check, you may use this talent to increase your weapon’s range by one range band (to a maximum of extreme range). This lasts for the duration of the combat check.

Source: GCRB

 

Easy Prey

Tier: 3

Activation: Active (Maneuver)

Ranked: No

Your character may suffer 3 strain to use this talent. Until the start of your character’s next turn, your character and allies within short range add ■■ to combat checks against immobilized targets.

Source: ROT

 

Elementalist (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the Elementalist talent to benefit from this talent. When your character purchases this talent, they gain one of the following abilities based on the element selected from Elementalist talent: Immunity to fire – including ignoring damage from attack with the Burn quality and from other fire-based attacks (fire), they cannot be immobilized and can breathe underwater (water), they cannot be knock prone or staggered (earth), or they cannot be disoriented and can fly using the hovering guidelines in the Flying sidebar on page 100 of GCRB (air). Whenever your character casts an Attack spell, they always add the chosen effect to the spell without increasing the difficulty. However, they may never add any of the other three effects to a spell they may cast.

Sources: GEPG

 

Encoded Communique

Tier: 3

Activation: Passive

Ranked: No

Upgrade the difficulty of checks to decrypt this character's coded messages without the proper cipher a number of times equal to ranks in Computers skill.

Source: DA

 

Encouraging Words

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

After an engaged ally fails a check, may suffer 1 strain to assist that ally's next check this encounter as an out of turn incidental.

Sources: DA, LBE, DOH

 

Ensorcelled (Improved)

Tier: 3

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Ensorcelled talent to benefit from this talent. If your character has at least three ranks in a magic skill, once per session they may use this talent to force all enemies within medium range to make a Hard (◆◆◆) Discipline check as an out-of-turn incidental. If they fail, they must spend all  available maneuvers moving away from your character, and they suffer 5 strain, plus 1 additional strain per h (if your group is using the optional Fear rules on page 243 of GCRB, this can be treated as a fear check).

            What form this reveal 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 

 

 

Exhaustive Questioning

Tier: 3

Activation: Active (Incidental)

Ranked: No

Whenever your character makes a successful social check against a captured enemy within short range, they may reduce the enemy's strain threshold by 2 for the remainder of the session and spend 1 a to inflict 1 strain.

Source: CAM

 

Explosive Casting

Tier: 3

Activation: Active (Incidental)

Ranked: No

When your character casts an Attack spell, they treat the spell’s Blast quality as having a rating equal to twice your character’s ranks in Knowledge (instead of their ranks in Knowledge). Additionally, you may spend one Story Point to use this talent to trigger the spell’s Blast quality, instead of spending a (even if the attack misses).

Source: GEPG

 

 

Extended Reach

Tier: 3

Activation: Active (Incidental)

Ranked: No

While armed with a two-handed melee weapon (or Melee (Heavy) weapon), suffer 1 strain to make a Melee combat check with that weapon targeting an enemy at up to short range (rather than engaged range).

Source: DOR

 

Eye for Detail

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

After making a Mechanics or Computers check, may suffer strain up to ranks in Eye for Detail to convert that many s to a.

Source: SM

 

 

Face of the Wild

Tier: 3

Activation: Active (Incidental)

Ranked: No

When your character casts a transform spell on themselves using the Primal skill, you may spend a Story Point to have them use this talent to maintain the effects of the spell until the end of the encounter, without performing concentrate maneuvers.

Source: GEPG

 

Fear the Shadows

Tier: 3

Activation: Active (Action)

Ranked: No

Once per session, may make a Hard (◆◆◆) Deception check to force a single minion group or rival to flee the encounter.

Source: EV

 

Fearsome Rep

Tier: 3

Activation: Passive

Ranked: Yes

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

Source: DOR

 

Feint

Tier: 3

Activation: Passive

Ranked: Yes

Spend t or aaa generated on a missed melee attack to upgrade difficulty of opponent's next attack targeting character by ranks in Feint.

Source: FCRB

 

Feral Strength

Tier: 3

Activation: Passive

Ranked: Yes

Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills.

Sources: ABGR, ACRB, EBGR, ECRB

 

Field Commander

Tier: 3

Activation: Active (Action)

Ranked: No

Your character may use this talent to make an Average (◆◆) Leadership check. If successful, a number of allies equal to your character’s Presence may immediately suffer 1 strain to perform one maneuver (out of turn). If there are any questions as to which allies take their maneuvers first, your character is the final arbiter.

Source: GCRB

 

Fire Control

Tier: 3

Activation: Active (Maneuver)

Ranked: No

Take the Fire Control maneuver; all combat checks made from current starship or vehicle count their target's silhouette as one higher than normal until the beginning of next turn.

Source: ACRB

 

Forgot to Count?

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

When an opponent makes a ranged combat check, you can spend hh from that check to use this talent to cause their weapon to run out of ammo (see page 104), as long as the weapon can normally run out of ammunition.

Source: GCRB

 

Form on Me

Tier: 3

Activation: Passive

Ranked: No

Allies equal to ranks in Leadership in short range gain the benefits of the Gain the Advantage action.

Source: ACRB

 

Formation Tactics

Tier: 3

Activation: Active (Action)

Ranked: No

Make a Hard (◆◆◆) Leadership check. If successful, choose a number of allies within short range equal to s generated. Upgrade the difficulty of attacks against these allies once until the end of your character's next turn.

Source: DOR

 

Fortified Structure

Tier: 3

Activation: Passive

Ranked: Yes

Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the hull trauma threshold of Signature Vehicle by 1 per rank of Fortified Structure.

Source: SOT

 

Frenzied Attack

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack.

Sources: ACRB, ECRB

 

Full Throttle

Tier: 3

Activation: Active (Action)

Ranked: No

While driving or flying, your character may use this talent to make a Hard (◆◆◆) Piloting or Driving check. If successful, the top speed of the vehicle increases by one (to a maximum of 5) for a number of rounds equal to your character’s Cunning. The specifics of this talent require the optional vehicle rules, on page 220. If your game does not use these rules, this talent simply makes the vehicle go much faster than normal, with the specifics up to your GM.

Source: GCRB

  

 

Greased Palms

Tier: 3

Activation: Active (Maneuver)

Ranked: Yes

Before making a social check, may spend up to 50 units of currency per rank of Greased Palms to upgrade the ability of the check once for every 50 spent.

Sources: ACRB, JOY, FH

 

Grenadier

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

When your character makes a ranged combat check with a weapon that has the Blast item quality, you may spend one Story Point to use this talent to trigger the weapon’s Blast quality, instead of spending a (even if the attack misses). In addition, your character treats grenades as having a range of medium.

Source: GCRB

 

Harass

Tier: 3

Activation: Active (Incidental)

Ranked: No

Whenever the character's animal companion makes a successful combat check against a target, it may forgo inflicting damage to upgrade the difficulty of the target's next check once instead.

Source: SS

 

Hard-Boiled

Tier: 3

Activation: Active (Incidental)

Ranked: No

When your character makes a check to recover from strain at the end of an encounter (as described on page 117 of the GENESYS Core Rulebook), your character may make a Simple (–) Resilience check instead of Discipline or Cool. If your character does so, they heal 1 strain per s and 1 wound per a.

Source: SOTB

 

Heroic Resilience

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

Immediately after being hit by an attack but before suffering damage, spend 1 Story Point to increase soak by ranks in Resilience.

Sources: FIB, DC

 

Heroic Will

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

When you purchase this talent for your character, choose two characteristics. You may spend a Story Point to use this talent to have your character ignore the effects of all Critical Injuries on any skill checks using those two characteristics until the end of the current encounter. (Your character still suffers the Critical Injuries; they just ignore the effects. See page 114.)

Source: GCRB

 

Hindering Shot

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

Spend a story point and increase the difficulty of next Gunnery check by 1. If check deals damage, target starship or vehicle suffers system strain equal to speed when it moves for a number of turns equal to ranks in Hindering Shot.

Source: ND

 

Hold It Steady

Tier: 3

Activation: Active (Incidental)

Ranked: No

Before performing a Combat check using a weapon with the Auto-fire quality, your character may use this talent to use the Auto-fire quality without increasing the difficulty of the combat check. If they do so, each time they trigger an additional hit during the attack, they suffer 2 strain.

Source: SOTB

 

Hunter's Quarry (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the Hunter's Quarry talent to benefit from this talent. Suffer 2 strain to perform Hunter's Quarry action as a maneuver.

Sources: ETU, SS

 

Informant

Tier: 3

Activation: Active (Incidental)

Ranked: No

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

Sources: DA, ND

 

Innate Focus

Tier: 3

Activation: Active (Incidental)

Ranked: No

While not using a magic implement, your character increases the base damage of all Attack spells they cast by 2. In addition, when casting a spell while not using a magic implement, your character may use this talent to decrease the difficulty of the check by one. If they do so, they increase the strain suffered for casting the spell by one.

Sources: GEPG

 

Inspiring Rhetoric (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent. Allies affected by your character’s Inspiring Rhetoric add to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership.

Source: GCRB

 

 

Interjection

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

After another character makes a social check, suffer 3 strain to take an interjection incidental make an Average (◆◆) Vigilance check to add s or f equal to s, and a or h equal to a to the check.

Source: DA

 

Intense Focus

Tier: 3

Activation: Active (Maneuver)

Ranked: No

Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

Sources: ABGR, ACRB, ECRB, DOH

 

Intimidating

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: Yes

May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.

Sources: ACRB, ECRB, FBGR, FCRB

 

Iron Body

Tier: 3

Activation: Passive

Ranked: Yes

Remove per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1).

Source: ND

  

Jury Rigged

Tier: 3

Activation: Passive

Ranked: Yes

The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the a cost on its Critical rating, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.

Sources: ACRB, EBGR, ECRB

 

Justice of the Citadel

Tier: 3

Activation: Active (Incidental)

Ranked: No

Once per round on your character’s turn, your character may suffer 3 strain to use this talent to add damage equal to their ranks in Discipline to one hit of a successful melee attack.

Source: ROT

 

Larger Project

Tier: 3

Activation: Passive

Ranked: Yes

Your character must have purchased the Signature Vehicle talent to benefit from this talent. Signature Vehicle can have a silhouette 1 larger per rank of Larger Project

Sources: SOT, SM

 

Laugh It Off

Tier: 3

Activation: Active (Incidental, OOT)

Ranked: No

When your character is targeted by a social skill check they may use this talent to spend hhh or d to reduce any strain the check inflicts by a number equal to their ranks in Charm. If they do so, the character who targeted them suffers an amount of strain equal to the amount of strain reduced.

Source: SOTB

 

Lethal Blows

Tier: 3

Activation: Passive

Ranked: Yes

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

Sources: ACRB, ECRB, SS

 

Made You Talk

Tier: 3

Activation: Active (Action)

Ranked: No

Once per session, your character may make an opposed social check against a captured enemy within short range, adding for every 2 strain the target has suffered in the encounter.

Source: CAM

 

Martial Grace

Tier: 3

Activation: Active (Incidental)

Ranked: No

Once per round, the character may suffer 3 strain to add additional damage equal to ranks in Coordination to one hit of a successful Brawl combat Check.

Source: KOF

 

Martial Weapons Master

Tier: 3

Activation: Active (Action)

Ranked: No

While armed with a Melee weapon, your character may use this talent to make an Average (◆◆) Melee check. If successful, your character may force one engaged target to either drop one weapon they are holding or move up to one range band in a direction of your choosing. 
If your character forces a named rival or nemesis into dangerous terrain (or off a ledge or cliff) using this talent, your GM can spend a Story Point to allow them to catch themselves at the edge and fall prone instead.

Source: SOTB

 

Master of Illusion

Tier: 3

Activation: Active (Incidental)

Ranked: No

After your character makes a successful Mask spell to create an illusion, you may spend a Story Point to have your character use this talent to make the illusion last until the end of the encounter, without performing concentrate maneuvers, and not need to remain within the spell’s range after being cast. You may spend two Story Points to make the illusion last until the end of the session.

Source: GEPG

 

Natural

Tier: 3

Activation: Active (Incidental)

Ranked: No

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills.

Source: GCRB

 

Net Warrior

Tier: 3

Activation: Active (Action)

Ranked: No

While accessing a system using a brain-machine interface (BMI), your character may use this talent to make an opposed Computers (Hacking) versus Computers (Sysops) check targeting one other character on the system that they are aware of. The target suffers 1 strain per s, and if they are using a BMI, they also suffer 1 wound per s

Source: SOTB

 

Nimble

Tier: 3

Activation: Active (Incidental)

Ranked: No

At the start of your character’s turn, you may spend one Story Point to use this talent to allow your character to perform a move maneuver as an incidental. (This does not count against the limit of two maneuvers per turn.) If you use this talent, your character can only perform one additional move maneuver during this turn.

Source: SOTB

 

No Escape

Tier: 3

Activation: Passive

Ranked: No

May spend aa from a Coercion check or hh from a foe's Discipline check; that target cannot perform a free maneuver during his next turn.

Source: KTP

 

Nobody's Fool

Tier: 3

Activation: Passive

Ranked: Yes

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.

Sources: ACRB, ECRB, FCRB

 

Opportunist

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

When your character purchases this talent, choose one non-combat, non-magic skill. When you roll a check using this skill, you may suffer strain up to ranks in Opportunist to convert that many s into a.

Source: SM

 

Outside the Box

Tier: 3

Activation: Passive

Ranked: No

Choose one characteristic when purchasing this talent. Once per session, make one skill check using that characteristic rather than the characteristic linked to that skill.

Source: ACRB

 

Overwhelm Defenses

Tier: 3

Activation: Active (Incidental)

Ranked: Yes

Upon unsuccessful attack with a starship or vehicle weapon, may spend aa per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every aa spent.

Sources: ACRB, ND

 

Painkiller Specialization

Tier: 3

Activation: Passive

Ranked: Yes

When your character uses painkillers (or their equivalent, depending on the setting), the target heals one additional wound per rank of Painkiller Specialization. The sixth painkiller and beyond each day still has no effect.

Source: GCRB

 

Parry (Improved)

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Parry talent to benefit from this talent. When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend d or hhh from the attacker’s check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. Your character can’t use this talent if the original attack incapacitates them.

Source: GCRB

 

Pin

Tier: 3

Activation: Active (Action)

Ranked: No

Take Pin action; make an opposed Athletics check to immobilize an engaged opponent until the end of the character's next turn. Spend t to extend duration one round.

Source: ETU

 

 

Plausible Deniability

Tier: 3

Activation: Active (Action)

Ranked: No

Take a Plausible Deniability action makes a Hard (◆◆◆) Coercion check to convince one bystander equal to your Willpower to depart quietly.

Source: DA

 

Point Blank

Tier: 3

Activation: Passive

Ranked: Yes

Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at short range or engaged.

Sources: ABGR, ACRB, EBGR, ECRB

 

Potent Concoctions

Tier: 3

Activation: Passive

Ranked: No

When your character makes an Alchemy check that generates t, roll an additional l and add its results to the pool, in addition to spending the t normally. When your character makes an Alchemy check that generates d, roll an additional l and add its results to the pool, in addition to spending the d normally. Each of these effects can occur only once per check.

Source: ROT

 

Powerful Blast

Tier: 3

Activation: Passive

Ranked: Yes

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

Sources: ACRB, DC

 

Precise Archery

Tier: 3

Activation: Passive

Ranked: No

When making a Ranged combat check targeting a character engaged with one of your character's allies, downgrade the difficulty of the check once (thus negating the penalty for shooting at engaged targets).

Source: ROT

 

Preemptive Avoidance

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

May spend 1 Story Point to disengage from engaged enemy as an out-of-turn incidental.

Source: FCRB

 

Pressure Point

Tier: 3

Activation: Active (Incidental)

Ranked: No

When your character makes an unarmed Brawl check targeting a living opponent, they may use this talent to deal strain damage instead of wound damage and inflict additional strain damage equal to their ranks in Medicine.

Source: ROT

 

Pride and Joy (Improved)

Tier: 3

Activation: Passive

Ranked: No

While inside your character's Pride and Joy, recover +1 strain whenever recovering strain and spend a on checks made to recover strain to allow an ally also within the vehicle to recover 1 strain.

Source: DOR

 

Rapid Archery

Tier: 3

Activation: Active (Maneuver)

Ranked: No

While your character is armed with a bow (or similar weapon, at your GM’s discretion) they may suffer 2 strain to use this talent. During the next ranged combat check your character makes this turn, the bow gains the Linked quality with a value equal to their ranks in the Ranged skill.

Source: GCRB

 

Reflect (Improved)

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Reflect Talent to benefit from this talent. Your character may use reflect while wielding a melee weapon deemed appropriate by the GM. When reflecting a hit that generated d or hhh may hit one target in medium range with the same damage as the initial hit, after original attack resolves.

Sources: FBGR, FCRB

 

Resist Questioning

Tier: 3

Activation: Active (Out of Turn Incidental)

Ranked: No

When targeted by an opposed social check, your character may suffer 2 strain as an out-of-turn incidental, adding to the check. If the check fails, spend d to indicate that your character has provided false or misleading information that the target believes to be truthful.

Source: CAM

 

Resourceful Refit

Tier: 3

Activation: Active (Action)

Ranked: No

May perform the Resourceful Refit action, make an Average (◆◆) Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment.

Source: SM

  

 

Scathing Tirade (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the Scathing Tirade talent to benefit from this talent. Enemies affected by your character’s Scathing Tirade add to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion.

Source: GCRB

 

Scything Strike

Tier: 3

Activation: Passive

Ranked: Yes

The character’s unarmed Brawl attacks gain the Pierce quality with a rating equal to their ranks in Scything Strike.

Source: KOF

 

Seize the Initiative

Tier: 3

Activation: Active (Maneuver)

Ranked: No

Once per session, as a maneuver, may make a Hard (◆◆◆) Athletics check. On success, other PCs may take their turns immediately.

Source: FIB

 

Sense Advantage

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

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

Sources: FBGR, FCRB

 

Share Pain

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

May perform the Share Pain incidental when animal companion suffers wounds. Reduce wounds suffered to half, then character suffers wounds equal to number reduced.

Source: FCRB

Shockwave

Tier: 3

Activation: Passive

Ranked: No

Your character treats Melee (Heavy) weapons as possessing the Blast item quality with a rating equal to your character’s ranks in Melee (Heavy). Your character does not suffer damage from their weapon's Blast quality (but allies do!).

Source: ROT

 

Shortcut (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the Shortcut talent to benefit from this talent. When engaging in a chase or race, may suffer 2 strain to add s equal to ranks in Shortcut to the check.

Sources: ND, EV, SS

 

Skilled Teacher

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: Yes

Before an ally within short range makes a skill check, if that ally has fewer ranks in that skill than your character does, your character may suffer a number of strain no greater than ranks in Skilled Teacher to add an equal number of s to the ally’s check.

Source: DOH

 

Smart Handling

Tier: 3

Activation: Active (Action)

Ranked: No

Once per session while aboard a ship of silhouette 4 or higher; your character may make a Smart Handling action, making a Hard (◆◆◆) Knowledge check. If successful, until the start of the next round, the ship’s handling increases by two plus one per a scored on the check to a maximum handling of +4. t can be spent to extend the effect until the end of the encounter.

Source: FO

 

Snare

Tier: 3

Activation: Active (Action)

Ranked: No

Once per session, your character may use this talent to make a Hard (◆◆◆) Computers (Sysops) check. If they succeed, once before the end of the encounter, you may spend a Story Point to force one character in the encounter to make a Daunting (◆◆◆◆) Vigilance check as an incidental. If they fail, they are staggered until the end of their next turn, plus one additional turn per hh.

Source: SOTB

 

Sorry About the Mess

Tier: 4

Activation: Passive

Ranked: No

Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter.

Source: FC

 

Sound Investments

Tier: 3

Activation: Passive

Ranked: Yes

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

Sources: ACRB, FH

 

Spur

Tier: 3

Activation: Active (Action)

Ranked: No

Take a Spur action; make a Hard (◆◆◆) Riding check to increase a beast's top speed by 1. The beast suffers 2 strain every round it stays spurred.

Source: SOT

 

 

Studious Plotting

Tier: 3

Activation: Passive

Ranked: No

When making a Streetwise or Survival skill check to navigate, the character may use Intellect instead of Cunning.

Source: SS

 

Stunning Blow (Improved)

Tier: 3

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Stunning Blow talent to benefit from this talent. When dealing strain damage with Melee or Brawl checks, may spend t to stagger target for 1 round per t.

Sources: ACRB, ECRB

 

Sunder Expertise

Tier: 3

Activation: Passive

Ranked: No

Each a your character spends to activate a weapon's Sunder quality damages the target item two steps, instead of one.

Source: DOH

 

Suppressing Fire

Tier: 3

Activation: Active (Maneuver)

Ranked: Yes

If your character does not make a combat check during their turn, they use this talent to target one character (or minion group) within long range. That character must upgrade the difficulty of any ranged combat checks they make once until the end of your character’s next turn. Your character may choose to affect one additional character for each additional rank of Suppressing Fire.
Your character must be holding a ranged weapon to use this talent.

Your GM can also rule that your character can’t use this talent if they have no line of fire or range to the target.

Source: SOTB

 

Takedown

Tier: 3

Activation: Active (Action)

Ranked: No

Your character may use this talent to make an opposed Brawl versus Resilience check targeting one engaged opponent. If the check succeeds, the target is knocked prone and is immobilized until the end of your character’s next turn. If the target is a minion or rival, your character can spend t to incapacitate (but not kill) the target instead.

Source: SOTB

 

Time to Go (Improved)

Tier: 3

Activation: Active (Maneuver)

Ranked: No

Your character must have purchased the Time to Go talent to benefit from this talent. When activating Time to Go, allow 1 engaged ally to also perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.

Sources: ACRB, DC

 

Toughened (Improved)

Tier: 3

Activation: Active (Incidental)

Ranked: No

Once per session, the character may heal a number of wounds equal to their ranks in Toughened.

Source: KOF

 

Tricky Target

Tier: 3

Activation: Passive

Ranked: No

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

Sources: ABGR, ACRB, ECRB, FCRB

 

Trust the Captain

Tier: 3

Activation: Active (Action)

Ranked: Yes

Make a Hard (◆◆◆) Leadership check. If successful, for the rest of the encounter allies within short range increase their ranks in Discipline by an amount equal to ranks in Trust the Captain.

Source: DOR

 

Tuned Maneuvering Thrusters

Tier: 3

Activation: Passive

Ranked: Yes

Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the handling of Signature Vehicle by 1 per rank of Tuned Maneuvering Thrusters.

Source: SOT

 

Twisted Words

Tier: 3

Activation: Active (Incidental, Out of Turn)

Ranked: No

When an incoming social check generates hh or d, may suffer 1 strain as an incidental to inflict strain equal to ranks in Coercion on speaker.

Source: DA

 

Undercity Contacts (Improved)

Tier: 3

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Undercity Contacts talent to benefit from this talent. When you use Undercity Contacts, you may choose to spend two Story Points instead of one. If you do, your character learns the target's specific location. 

Source: SOTB

 

Unremarkable (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character may extend the effects of Unremarkable talent to a number of allies within short range equal to your character's ranks in Deception.

Source: CAM

Up the Ante

Tier: 3

Activation: Passive

Ranked: Yes

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

Source: FC

 

Valuable Facts

Tier: 3

Activation: Active (Action)

Ranked: No

Once per encounter, perform a Valuable Facts action: make an Average (◆◆) Knowledge check. If successful, add t to one ally's skill check during the encounter.

Sources: DA, FBGR, FCRB

 

Well Rounded

Tier: 3

Activation: Passive

Ranked: No

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

Sources: ACRB, EBGR, ECRB, FBGR, FCRB

 

You Owe Me One

Tier: 3

Activation: Active (Incidental)

Ranked: No

Once per session, you may spend two Story Points to use this talent to have one NPC in the current encounter owe your character a favor. If the favor is not resolved by the end of the encounter, it is forgotten.
It’s up to you and your GM to determine exactly why the NPC owes your character a favor.

Source: SOTB

Notes