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A Step Ahead

Tier: 4

Activation: Active (Incidental)

Ranked: No

Once per session, your character may suffer 2 strain in order to count their Cunning as 1 higher than normal for the remainder of the encounter.

Source: CAM

 

Analyze Data

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session, after capturing or stealing data about an opponent, your character may make an Average (◆◆) Knowledge check to determine its value. If successful, once before the end of the session your character may add automatic s equal to their ranks in Knowledge to one check related to the captured data. The GM has the final say on what checks are related to the data.

Source: CAM

 

 

Back-to-Back

Tier: 4

Activation: Passive

Ranked: No

While engaged with one or more allies, your character and allies they are engaged with add to combat checks. If one or more allies engaged with your character also have Back-to-Back, the effects are cumulative to a maximum of ■■.

Source: ROT

 

Better Luck Next Time

Tier: 4

Activation: Active (Action)

Ranked: No

Take a Better Luck Next Time action; make a Hard (◆◆◆) Cool check to force a competitor to suffer a major misfortune.

Source: EV

 

Bodyguard (Improved)

Tier: 4

Activation: Passive

Ranked: No

Your character must have purchased the Bodyguard talent to benefit from this talent. Once per session, when an ally protected by the Bodyguard maneuver suffers a hit, suffer the hit instead.

Sources: LBE, FIB, EBGR, FCRB

 

Bolstered Armor

Tier: 4

Activation: Passive

Ranked: Yes

Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the armor value of Signature Vehicle by 1 per rank of Bolstered Armor.

Source: SOT

 

Brilliant Evasion

Tier: 4

Activation: Active (Action)

Ranked: No

Once per vehicle encounter, your character may take Brilliant Evasion action. Select 1 opponent and make an opposed Driving or Piloting check to stop opponent from attacking character for rounds equal to Agility.

Sources: ACRB, ECRB

 

Burn Through

Tier: 4

Activation: Active (Incidental)

Ranked: No

After making a successful break ice action, your character may suffer 3 strain to use this talent. If they do, they may perform a second override ice action on the same system as an incidental. 

Source: SOTB

 

By the Book

Tier: 4

Activation: Active (Incidental)

Ranked: Yes

Once per encounter, before making a combat check, suffer 2 strain to add a to the results equal to ranks in By the Book.

Source: DOR

 

Can’t We Talk About This?

Tier: 4

Activation: Active (Action)

Ranked: No

Your character can use this talent to make an opposed Charm or Deception versus Discipline check targeting a single non-nemesis adversary within medium range. If the check succeeds, the target cannot attack your character (or perform hostile actions against your character) until the end of their next turn. You may spend aa to increase the length of the effect by one additional turn and spend t to extend the benefits to all of their identified allies within short range. The effect ends immediately if your character or a known ally attacks the target. In addition, your GM may rule that some targets are immune to this ability. An automated sentry turret, for example, has no interest in resolving a conflict through talking, nor would someone consumed by rage and the desire for revenge against your character.

Source: GCRB

 

Capital Sendoff (Improved)

Tier: 4

Activation: Passive

Ranked: No

Your character must have purchased the Capital Sendoff talent to benefit from this talent. When performing a Capital Sendoff, the targets suffer a major collision instead.

Source: SOT

 

Careful Planning

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session, may introduce a "fact" into the narrative as if a Story Point had been spent.

Sources: ACRB, KTP

 

Center of Being (Improved)

Tier: 4

Activation: Passive

Ranked: No

Suffer 1 Strain to use a Center of Being maneuver as an incidental.

Source: FCRB

 

Commanding Presence

Tier: 4

Activation: Passive

Ranked: No

Once per session, may take Commanding Presence action; make an opposed Cool versus Discipline check to force target to leave the encounter.

Source: LBE

 

Comrades in Arms

Tier: 4

Activation: Active (Action)

Ranked: No

Once per encounter, make a Hard (◆◆◆) Discipline Check. If successful, your character plus one ally per s within medium range gains +1 defense for the remainder of the encounter. Effects end if affected targets move beyond medium range.

Source: DOR

 

 

Conduit

Tier: 4

Activation: Active (Maneuver)

Ranked: No

Once per encounter, your character may spend a Story Point to perform a magic action as a maneuver.

Source: ROT

 

Deadeye

Tier: 4

Activation: Active (Incidental)

Ranked: No

After your character inflicts a Critical Injury with a ranged weapon and rolls the result, your character may suffer 2 strain to use this talent. Then, you may select any Critical Injury of the same severity to apply to the target instead.

Source: GCRB

 

Deadly Accuracy

Tier: 4

Activation: Passive

Ranked: Yes

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. May not choose the same skill more than once.

Sources: ABGR, ACRB, ECRB

 

Death Rage

Tier: 4

Activation: Passive

Ranked: No

Your character adds +2 damage to melee attacks for each Critical Injury they are currently suffering. (Your GM may also impost additional penalties on social skill checks your character makes if they are suffering Critical Injuries due to their frenzied behavior.)

Source: ROT

 

Defensive

Tier: 4

Activation: Passive

Ranked: Yes

Each rank of Defensive talent increases your character’s melee defense and ranged defense by one.

Source: GCRB

 

Defensive Driving

Tier: 4

Activation: Passive

Ranked: Yes

Increase the defense of any vehicle your character pilots by one per rank of Defensive Driving. The specifics of this talent require the optional vehicle rules, on page 220. If your game does not use these rules, this talent adds per rank to combat checks targeting your character’s vehicle or your character while piloting it.

Source: GCRB

 

Deflection

Tier: 4

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Reflect talent to benefit from this talent. After using Reflect, may spend 1 Story Point to perform Move maneuver as out-of-turn incidental to close distance with or engage opponent.

Source: FCRB

 

Discredit

Tier: 4

Activation: Active (Action)

Ranked: No

Once per encounter, take the Discredit action, make a Hard (◆◆◆) Deception check to upgrade the difficulty of one character's social checks once, plus one for every aa, until the end of the encounter.

Source: DA

  

 

Distracting Behavior (Improved)

Tier: 4

Activation: Passive

Ranked: No

Your character must have purchased the Distracting Behavior talent to benefit from this talent. The Distracting Behavior maneuver inflicts hh on NPC's checks when NPC's target character's allies.

Source: FH

 

Dodge (Improved)

Tier: 4

Activation: Active (Incidental)

Ranked: No

When the character performs the Dodge incidental, the character may make a Move maneuver as an out of turn incidental after the triggering attack has been resolved.

Source: KOF

 

Don't Shoot!

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session as an action, make a Hard (◆◆◆) Charm check. On a success, cannot be target of combat checks until the end of the encounter or until making a combat check.

Source: FC

 

Double or Nothing (Improved)

Tier: 4

Activation: Passive

Ranked: No

Your character must have purchased the Double or Nothing talent to benefit from this talent. When performing the Double or Nothing incidental, after canceling opposing symbols, also double the amount of remaining s.

Source: FC

 

Double-Talk

Tier: 4

Activation: Passive

Ranked: No

Spend aa or t from a successful Charm or Deception check to disorient a number of opponents within short range equal to your character's Presence for the remainder of the round and the next two rounds.

Source: DOR

 

Elementary

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session, your character may use this talent to make a Hard (◆◆◆) Perception check while present at a crime scene. If they succeed, they identify all prominent physical characteristics of one person who was at the crime scene when the crime was committed (as long as the crime was committed in the past 48 hours). This could include a person's height, weight, body type, clothing, and if they are human or not. Your character may identify all the physical characteristics of one additional person present at the crime scene per additional s.

Source: SOTB

 

Elementalist (Supreme)

Tier: 4

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Elementalist talent to benefit from this talent. When your character casts an Augment, Barrier, or Transform spell, they may use this talent to choose to have the targets of the spell gain the ability your character gained when they purchased the Elementalist (Improved) talent for the duration of the spell.

Sources: GEPG

 

Enduring

Tier: 4

Activation: Passive

Ranked: Yes

Each rank of Enduring increases your character’s soak value by one.

Source: GCRB

 

Field Commander (Improved)

Tier: 4

Activation: Passive

Ranked: No

Your character must have purchased the Field Commander talent to benefit from this talent. When your character uses the Field Commander talent, your character affects a number of allies equal to twice the character’s Presence. In addition, you may spend t to allow one ally to suffer 1 strain to perform an action, instead of a maneuver.

Source: GCRB

 

Flicker Step

Tier: 4

Activation: Active (Incidental)

Ranked: No

When your character casts a spell using the Arcana skill, they may use this talent to spend aaa or t to instantly vanish and reappear at any location within long range.

Source: GEPG

 

Formation Tactics (Improved)

Tier: 4

Activation: Passive

Ranked: No

Reduce the difficulty of Formation Tactics to average. Spend t or aaaaaa to have the effect last until the end of the encounter.

Source: DOR

 

Fortune Favors the Bold

Tier: 4

Activation: Active (Incidental)

Ranked: No

Once per session as an incidental, suffer 2 strain to flip one GM Story Point to a Player Story Point.

Source: FC

 

Full Throttle (Improved)

Tier: 4

Activation: Active (Action)

Ranked: No

Your character must have purchased the Full Throttle talent to benefit from this talent. Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Average (◆◆).

Sources: ABGR, ACRB, EBGR, ECRB, EV

 

Holistic Navigation

Tier: 4

Activation: Active (Incidental)

Ranked: No

When making an Astrocartography skill check, the character may spend one Story Point to remove d, or to remove h equal to his ranks in Perception.

Source: SS

 

How Convenient!

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session, your character may use this talent to make a Hard (◆◆◆) Mechanics check. If successful, one device involved in the current encounter (subject to your GM’s approval) spontaneously fails. This can be because of your character’s actions, or it can simply be incredibly convenient timing!

Source: GCRB

 

Improvised Position

Tier: 4

Activation: Active (Action)

Ranked: No

Your character may make a Hard (◆◆◆) Mechanics check and spends 12 hours constructing a secure position that can contain the group and its vehicles. The sum of its vehicle’s silhouettes must be 4 or less. The position provides cover and can have additional narrative benefits at the GM’s discretion. Your character can spend aa or t from the check to increase the ranged defense the position provides to 2.

Source: FO

 

In the Know

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session, make an opposed Deception vs Vigilance check with the difficulty downgraded a number of times equal to your ranks in deception to have a target NPC believe specific false intelligence.

Source: DA

  

 

Incite Distraction

Tier: 4

Activation: Active (Action)

Ranked: No

While in a crowd or populated area, your character may make an Average (◆◆) Deception check. If successful, enemies treat the area as difficult terrain for the remainder of the encounter. Your character may spend t to make the location impassable terrain to them instead.

Source: CAM

 

Incite Rebellion

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session, may take an Incite Rebellion action; make a Hard (◆◆◆) Coercion check to cause a number of beings up to ranks in Coercion to become rebellious until the end of the encounter.

Source: ACRB

 

Inspiring Rhetoric (Supreme)

Tier: 4

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent. Your character may choose to suffer 1 strain to use the Inspiring Rhetoric talent as a maneuver, instead of as an action.

Source: GCRB

 

It's Not that Bad

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a Hard (◆◆◆) Medicine check to stop the ally from gaining the Critical Injury.

Source: ACRB

 

 

 

Lose Them

Tier: 4

Activation: Active (Action)

Ranked: No

When being followed or chased, your character may make a Hard (◆◆◆) Stealth check. If successful, they add ■■ to checks to follow them for the remainder of the encounter and may spend a t to lose their pursuers completely.

Source: CAM

 

Mad Inventor

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session, your character may use this talent to make a Mechanics check to attempt to cobble together the functional equivalent of any item using spare parts or salvage. The difficulty of the check is based on the item’s rarity; see Table I.4–1: Mad Inventor Item Rarity in the Genesys Core Rulebook. Your GM will modify the check based on the circumstances and might decide that some items simply can’t be created with what’s available (if you are being held in a prison cell, for instance). Your GM may spend d on the check to indicate the item ends up being dangerous to the user and anyone around them in some way. For instance, a pistol might explode instead of running out of ammo, or a breathing mask might make the user light-headed.

Source: GCRB

 

Masterful Casting

Tier: 4

Activation: Active (Incidental)

Ranked: No

When your character casts a spell, they may use this talent to spend t to trigger up to three different qualities or spell effects instead of one. These qualities or spell effects must be the ones that can be triggered by spending a or t.

Source: GEPG

 

 

 

Menace

Tier: 4

Activation: Active (Maneuver)

Ranked: No

Once per round on the character’s turn, the character may spend a maneuver to allow any suitably threatening creature linked through the Animal Companion talent and of Silhouette 2 or greater to perform the Menace maneuver when the creature is at short range with the enemy.  The enemy gains on his next Combat check against the character.

Source: SS

 

Moving Target

Tier: 4

Activation: Passive

Ranked: Yes

If the character has already acted this round, increase ranged defense by 1 per rank of moving target.

Source: FIB

 

Not Today

Tier: 4

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Signature Vehicle talent to benefit from this talent. Once per session, spend a Story Point to save Signature Vehicle from destruction.

Source: SOT

 

Offensive Driving

Tier: 4

Activation: Active (Action)

Ranked: No

While driving or piloting a vehicle, your character may use this talent to select one other vehicle within medium range and make an opposed Driving or Piloting versus Driving or Piloting check (depending on whether your character and their opponent pilot are using Driving or Piloting to control their vehicle) targeting the other vehicle’s driver or pilot. If successful, roll twice on Table III.2–19: Critical Hit Result, on page 230 of the GENESYS Core Rulebook. Choose one Critical Hit result to apply to your character’s vehicle, and the other to apply to the other vehicle. You may spend t to add +20 to one Critical Hit result. Your GM may spend d to add +20 to both Critical Hit results.

Source: SOTB

 

Overbalance

Tier: 4

Activation: Passive

Ranked: No

Whenever an enemy engaged with the character makes a combat check, after the attack is resolved, the character may spend d or hhh to stagger the attacker until the end of the attacker's next turn.

Sources: ND, KTP

 

Overcharge

Tier: 4

Activation: Active (Action)

Ranked: No

Once per encounter, your character may use this talent to make a Hard (◆◆◆) Mechanics check and choose one of their cybernetic implants that grants them one of the following: +1 to a characteristic rating, +1 rank to a skill, +1 rank of a ranked talent. If your character succeeds, until the end of the encounter, the chosen cybernetic instead provides +2 to the affected characteristic rating (to a maximum of 7), skill (to a maximum of 5), or ranked talent. Your GM may spend d or hhh from the check to have the overcharged cybernetic short out at the end of the encounter; it provides no benefit until your character spends several hours making an Average (◆◆) Mechanics check to repair it.

Source: GCRB

  

 

Parkour! (Improved)

Tier: 4

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Parkour! talent to benefit from this talent. Once per round, when using the Parkour! talent, your character may suffer 4 strain instead of 1 strain to move to any location within medium range instead of within short range. All other restrictions of Parkour! apply to this movement.

Source: SOTB

  

Polymorph

Tier: 4

Activation: Passive

Ranked: No

If your character has at least one rank in the Arcana or Divine skill, they can cast the transform spell. However, they can use the spell to only transform into magical or supernatural creatures (such as dragons, angels, demons or elementals).

Sources: GEPG

 

Precise Aim

Tier: 4

Activation: Active (Incidental)

Ranked: Yes

Once per round on the character’s turn, when the character performs an Aim maneuver before attempting a combat check, may suffer a number of strain. The number of strain cannot exceed his ranks in Precise Aim. He then decreases the target’s defense (ranged and melee) by one per strain suffered for that combat check.

Sources: EBGR, ECRB, SS

 

Prey on the Weak

Tier: 4

Activation: Passive

Ranked: Yes

Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak.

Sources: FIB, FCRB

 

Pride and Joy (Supreme)

Tier: 4

Activation: Active (Incidental)

Ranked: No

Once per session while inside your character's Pride and Joy, reduce its silhouette by 2 (to a minimum of 0) for the remainder of the round and the following round.

Source: DOR

 

Prime Positions

Tier: 4

Activation: Passive

Ranked: Yes

When this character or an ally in short range takes cover, he increases soak against ranged attacks by 1 per rank of Prime Positions until he leaves that cover.

Sources: FIB, KTP

  

Prophetic Aim

Tier: 4

Activation: Passive

Ranked: No

While benefiting from an Aim maneuver, d from the character's Ranged checks cannot cause attacks to hit allies engaged with the target.

Source: KTP

 

Push the Specs

Tier: 4

Activation: Active (Action)

Ranked: No

Your character may perform the Push the Specs action when in a ship or vehicle, attempting an Average (◆◆) Knowledge check. If your character is successful, the ships top speed increases by one for a number of rounds equal to their Intellect. May spend a and have the ship suffer two system strain to extend this effect for an additional round and may do so multiple times. The ship still cannot perform actions or maneuvers it could not perform normally.

Source: FO

 

Quick-Witted

Tier: 4

Activation: Active (Incidental, OOT)

Ranked: No

Once per encounter, after another character makes a social skill check, your character may use this talent to make an Average (◆◆) Vigilance check. If successful, you may add a number of s or a (your choice) equal to your character’s ranks in Charm to the other character’s check. If your character fails, your character suffers 3 strain.

Source: SOTB

 

Rain of Death

Tier: 4

Activation: Active (Maneuver)

Ranked: No

Perform the Rain of Death maneuver to ignore the increased difficulty due to the Auto-fire quality of attacks made this turn.

Sources: FIB, DC

 

Reflect (Supreme)

Tier: 4

Activation: Active (Incidental, Out of Turn)

Ranked: No

Your character must have purchased the Reflect Talent to benefit from this talent.  If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect.

Source: FCRB

 

Reinforced Frame

Tier: 4

Activation: Passive

Ranked: No

Your character must have purchased the Signature Vehicle talent to benefit from this talent. Signature Vehicle gains Massive 1: when making an attack targeting the ship or vehicle, the Critical rating of any weapon used counts as 1 higher.

Source: SOT

 

Reroute Processors

Tier: 4

Activation: Active (Action)

Ranked: No

Once per encounter, may take a Reroute Processors action, make an Average (◆◆) Computers check to reduce one of an artificial life form's characteristics by 1 and increase another of its characteristics by 1.

Source: SM

 

Resist Questioning (Improved)

Tier: 4

Activation: Passive

Ranked: No

When one ally within short range is targeted by an opposed social check, your character may use Resist Questioning to affect this check instead. If the check fails, they may spend d to indicate that the ally has provided false or misleading information that the target believes to be truthful.

Source: CAM

Resolve

Tier: 4

Activation: Passive

Ranked: Yes

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve to a minimum of 1.

Sources: ABGR, ACRB, EBGR, ECRB

 

Savvy Negotiator

Tier: 4

Activation: Active (Action)

Ranked: No

While engaged in a debate or argument, make a Hard (◆◆◆) Negotiation check. If successful, a number of bystanders or observers equal to your Presence sees one of the opponent’s points (chosen by your character) as maliciously unreasonable.
            The GM has the final say as to whether bystanders could see a point as unreasonable, based on who those bystanders are and what the point is. In these cases, the GM can suggest a modified version of that argument that would be more believable.

Source: DOH

 

Scathing Tirade (Supreme)

Tier: 4

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the Scathing Tirade talent to benefit from this talent. Your character may choose to suffer 1 strain to use the Scathing Tirade talent as a maneuver, instead of as an action.

Source: GCRB

 

Second Chances

Tier: 4

Activation: Active (Incidental)

Ranked: Yes

Once per encounter choose a number of positive dice equal to ranks in Second Chances and reroll them.

Sources: SOT, FC

 

Seen a Lot of Things

Tier: 4

Activation: Passive

Ranked: No

Whenever your character fails a Knowledge check, they may spend aaa to roll the check again during their next turn.

Source: DOR

 

Showboat

Tier: 4

Activation: Active (Incidental)

Ranked: No

When making a check in a vehicle, may suffer 2 strain to gain t on success or d on failure.

Source: SOT

 

Signature Spell (Improved)

Tier: 4

Activation: Passive

Ranked: No

Your character must have purchased the Signature Spell talent to benefit from this talent. When your character casts their signature spell, reduce the difficulty of the check by two instead of one.

Source: ROT

 

Skilled Slicer

Tier: 4

Activation: Active (Incidental)

Ranked: No

When making a Computers check may spend a t to make further Computers checks within this system as maneuvers.

Sources: ACRB, ECRB

 

Strength of Faith

Tier: 4

Activation: Active (Maneuver)

Ranked: No

Once per session, your character may use this talent to add s equal to ranks in Discipline and a equal to their ranks in Willpower to the results of the next Divine skill check they make during this turn.

Source: GEPG

 

Speaks Binary (Improved)

Tier: 4

Activation: Passive

Ranked: No

Your character must have purchased the Speaks Binary talent to benefit from this talent. When directing non-sentient NPC artificial life forms, those NPCs grant additional in addition to other benefits.

Source: SM

 

Spit Fire

Tier: 4

Activation: Passive

Ranked: No

After a successful combined check with two Ranged (Light) weapons, additional hits can be allocated to other targets within range of the weapon.

Source: FC

 

 

Spur (Improved)

Tier: 4

Activation: Active (Maneuver)

Ranked: No

Your character must have purchased the Spur talent to benefit from this talent. Suffer 1 strain to attempt Spur as a maneuver and decrease its difficulty to Average (◆◆).

Source: SOT

 

Steady Aim

Tier: 4

Activation: Passive

Ranked: No

Your character does not lose the benefits of the aim maneuver if they perform other maneuvers (including moving) or actions. Your character does lose the benefits of the aim maneuver if the encounter ends.

Source: DOR

 

Street Smarts

Tier: 4

Activation: Active (Action)

Ranked: Yes

Once per session, may take a Street Smarts action; make a Formidable (◆◆◆◆◆) Streetwise or Knowledge check to learn one vital clue from the GM. Reduce the difficulty once per rank of Street Smarts.

Sources: ACRB, EBGR, ECRB, FCRB

 

Supporting Evidence

Tier: 4

Activation: Passive

Ranked: Yes

When assisting an ally with a Charm, Deception, Leadership, or Negotiation check, add automatic a per rank of Supporting Evidence.

Source: DA

 

Targeted Firepower

Tier: 4

Activation: Active (Action)

Ranked: No

Once per session, identify one enemy target and make an appropriate Hard (◆◆◆) Knowledge check. If successful, for the rest of the encounter, allies within short range of your character add a to attacks against the target equal to s generated on the check.

Source: DOR

 

Teleportation

Tier: 4

Activation: Active (Action)

Ranked: No

If your character has at least one rank in the Arcana skill, once per session, your character may use this talent to make a Daunting (◆◆◆◆) Arcana check. If they succeed, they instantly vanish and reappear in any other location in the world they already know about.

            Your character may bring up to five allies with them when they teleport, but they must add to the check for each ally. They may also teleport to different worlds or planes of existence; however, they must upgrade the difficulty of the check once (or more, at your GM’s discretion) if they do so. Whenever your character uses this talent, your GM may spend h to have the teleportation miss the location by a range band per h spent, or may spend hhhh or d to have the teleportation go catastrophically wrong (by having a character materialize in a wall, another person, or mid-air, for instance, with the awful consequences to be determined by your GM).

Source: GEPG

 

That's How It's Done

Tier: 4

Activation: Active (Incidental)

Ranked: Yes

May suffer 1 strain on successful skill check to add a to the same skill check made by a number of allies equal to Willpower within short range during the next round. Range increases with ranks.

Source: LBE

 

Trust No One

Tier: 4

Activation: Out-of-turn

Ranked: No

When targeted by a social check, suffer 1 strain to add automatic f to the check. If the check fails with d, your character may immediately perform a maneuver as an out-of-turn incidental.

Source: DOR

 

Unrelenting

Tier: 4

Activation: Active (Incidental)

Ranked: No

Once per round after resolving a successful Brawl, Melee (Light), or Melee (Heavy) combat check, your character may suffer 4 strain to use this talent to make an additional melee attack as an incidental against the same target. Increase the difficulty of the combat check by one if this attack uses a second weapon, or by two if the attack uses the same weapon.

Source: ROT

 

Unrelenting Skeptic

Tier: 4

Activation: Passive

Ranked: No

When targeted by a Deception check, the character automatically adds f to the check equal to ranks in Vigilance.

Sources: FH, EV

 

Unstoppable

Tier: 4

Activation: Passive

Ranked: No

If the percentile roll made when the character receives a Critical Injury is 1 or reduced to 1, the character does not receive the Critical Injury and suffers none of the effects.

Source: ACRB

 

Urban Combatant

Tier: 4

Activation: Active (Incidental, OOT)

Ranked: No

When your character is targeted by a combat check while in an urban environment, you may spend one Story Point to use this talent before the dice pool is rolled. If you do so, your character's opponent removes all added to the check, and instead adds an equal number of f to the results.

Source: SOTB

 

Venom-Soaked Blade

Tier: 4

Activation: Passive

Ranked: No

When making a Melee (Light) combat check using a poisoned weapon, your character treats it as possessing the Burn 2 item quality.

Source: ROT

 

Weak Foundation

Tier: 4

Activation: Active (Action)

Ranked: No

Once per game session, your character may identify one bunker, weapon emplacement, or other fixed combat structure (subject to the GM’s approval) and then take a Weak Foundation action; make a Hard (◆◆◆) Knowledge check. If successful, until the end of the encounter, your character and all allies add automatic aa or s to all combat checks made targeting the structure (your character's choice).

Source: FO

 

You Owe Me One (Improved)

Tier: 4

Activation: Active (Incidental)

Ranked: No

Your character must have purchased the You Owe Me One talent to benefit from this talent. Once per session, you may spend two Story Points to use You Owe Me One to have one NPC in the current encounter owe your character a big favor instead of a favor. If the big favor is not resolved by the end of the encounter, it is forgotten.

Заметки