Tier 2 in Shadowrun: Genesys | World Anvil
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Tier 2

Adroitness
Tier: 2
Activation: Passive
Ranked: No
When first acquired, choose a general skill. When making a check with that skill, reduce the time required by 25%. The GM may determine that this talent may not be used with certain skills or activities.

Animal Expertise
Tier: 2
Activation: Passive
Ranked: Yes
Add b 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.

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.

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.

Basic Military Training
Tier: 2
Activation: Passive
Ranked: No
Athletics, Ranged (Heavy), and Resilience are now career skills for your character.

Beast Wrangler
Tier: 2
Activation: Passive
Ranked: Yes
Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.

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.

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. 

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.

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.

Blood Sacrifice
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
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.

Blooded
Tier: 2
Activation: Passive
Ranked: Yes
Add b 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.

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 characters ranks in Knowledge to the results.

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.

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.

Codeslinger
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.

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.

Command
Tier: 2
Activation: Passive
Ranked: Yes
Add b per rank of Command when making Leadership checks. Affected targets add b to Discipline checks for next 24 hours.

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 (d).

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.

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.

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!

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.

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.

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.

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.

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.

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 bb from Defensive Sysops to a check, use this talent to add fh to the results of the check instead.

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).

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.

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.

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.

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.

Dual Wielder
Tier: 2
Activation: Active (Maneuver)
Ranked: No
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.

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.

Enscrolled (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 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 your GM’s approval, but it should be based on the magic skill your character possesses as well as the enhancement they originally possessed with the Ensorcelled talent.



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.

Familiar
Tier: 2
Activation: Passive
Ranked: Yes
When your character purchases this talent, choose a silhouette 0 creature (approved by your GM). This creature becomes your character's familiar. Your character is bonded to this familiar as long as you choose, though the GM may decide to remove it due to mistreatment or other conditions. You instruct the familiar how to act telepathically. However, the only action a familiar may take is Exchange an Action for a Maneuver. It cannot fight except in self-defense, under the GM's direction.

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).

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.

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.

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.

Fighter’s Stance
Tier: 2
Activation: Active (Incidental)
Ranked: No
When making a combat check, if your character has performed the Guarded Stance maneuver this turn, you may suffer 1 strain to ignore the penalties of the Guarded Stance maneuver.

Fine Tuning
Tier: 2
Activation: Passive
Ranked: Yes
When reducing the amount of system strain a vehicle suffers, reduce 1 additional strain per rank of Fine Tuning.

Fire Aspected
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.

Flash of Insight
Tier: 2
Activation: Passive
Ranked: No
When your character generates t on a knowledge skill check, roll bb and add the results to the check, in addition to spending the t as usual.

Frost Aspected
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character cannot take this talent if they have taken the Fire Aspected 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.

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.

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.

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.

Hard Headed
Tier: 2
Activation: Active (Action)
Ranked: Yes
When staggered or disoriented, perform the Hard Headed action; make a Daunting (dddd) Discipline check to remove status. Difficulty reduced per rank of Hard Headed.

Haughty Demeanor
Tier: 2
Activation: Passive
Ranked: No
Other characters add h to social skill checks targeting your character.

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 character’s. The target is knocked prone and is disoriented until the end of the next round.

Heightened Awareness
Tier: 2
Activation: Passive
Ranked: No
Allies within short range of your character add b to their Perception and Vigilance checks. Allies engaged with your character add bb instead.

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.

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 cybernetcs, surgery, or prosthetic replacements).

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 takes damage to turn it into system strain.

Hunter
Tier: 2
Activation: Passive
Ranked: No
Knowledge (Street), Ranged - Heavy, and Survival are now career skills for your character.

Hunter’s Quarry
Tier: 2
Activation: Active (Action)
Ranked: No
Take Hunter's Quarry action, make a Hard (ddd) 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.

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).

Improvised Defenses
Tier: 2
Activation: Active (Action)
Ranked: No
Your character may attempt an Average (dd) 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 aaor t from the check to increase the ranged defense the structure provides to 2.

Inspiring Rhetoric
Tier: 2
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an Average (dd) 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.

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 b 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.

Knockdown
Tier: 2
Activation: Passive
Ranked: No
After hitting with a melee attack, may spend a t to knock the target prone.

Know the Enemy
Tier: 2
Activation: Passive
Ranked: No
May use an appropriate Knowledge skill when making checks to determine initiative.

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.

Known Schematic
Tier: 2
Activation: Active (Maneuver)
Ranked: No
Once per session, may perform the Known Schematic maneuver; make a Hard (ddd) Knowledge check. Success grants familiarity with a building or ship's design.

Knows the Ropes
Tier: 2
Activation: Passive
Ranked: No
Add b to checks made to escape from restraints equal to ranks in Skullduggery. Spend t to free all other allies within short range.

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.

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.

Magic Initiate
Tier: 2
Activation: Passive
Ranked: No
When purchasing this talent, choose either Primal or Arcana. That skill becomes a career skill but your character may only use it for one check per encounter.

Matrix Hunter
Tier: 2
Activation: No
Ranked: No
When your character successfully traces another character during a Matrix encounter, your character gains one additional trace.

Multiple Opponents
Tier: 2
Activation: Passive
Ranked: No
Your character adds b to his Brawl and Melee combat checks when engaged with multiple opponents. This includes single groups of multiple minions.

Overstocked Ammo
Tier: 2
Activation: Passive
Ranked: Yes
Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the value of the Limited Ammo quality of any weapons mounted on Signature Vehicle by 1 per rank of Overstocked Ammo.

Pact Magic
Tier: 2
Activation: Passive
Ranked: No
You have entered into a Pact with a powerful otherworldly being. When you purchase this Talent, choose one spell type your character can not normally cast. Once per encounter, you may cast this spell using any magic skill you possess. The GM may spend hh to make your character suffer one wound.

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.

Physical Training
Tier: 2
Activation: Passive
Ranked: Yes
Add b per rank of Physical Training to Athletics and Resilience checks.

Prepared Spell
Tier: 2
Activation: Active (Action)
Ranked: No
Once per session, your character may make a skill check to cast a spell without suffering strain.

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.

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.

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.

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.

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 or Melee combat check they make this turn.

Reconstruct the Scene
Tier: 2
Activation: Active (Action)
Ranked: No
Perform the Reconstruct the Scene action; make a Hard (ddd) Perception check to identify the physical characteristics of person present at the scene within 24 hours.

Researcher
Tier: 2
Activation: Passive
Ranked: Yes
On a successful Knowledge (Academic) 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.

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.

Scathing Tirade
Tier: 2
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an Average (dd) 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.

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.

Sense Emotions
Tier: 2
Activation: Passive
Ranked: No
Add b to all Charm, Coercion, and Deception checks.

Shortcut
Tier: 2
Activation: Passive
Ranked: Yes
During a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

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.

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 Arcana or Primal 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.

Special Use Permit
Tier: 2
Activation: Passive
Ranked: No
Your character does not treat any Ranged (Heavy) weapons as restricted.
This 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.

Spirit Affinity
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.

Stalker
Tier: 2
Activation: Passive
Ranked: Yes
Add b per rank of Stalker to all Stealth and Coordination checks.

Street Rat
Tier: 2
Activation: Passive
Ranked: No
Athletics and Knowledge (Street) are now career skills for your character.

Strong Arm
Tier: 2
Activation: Passive
Ranked: No
Treat thrown weapons as if they had 1 greater range.

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. This does not apply to the Monofilament Whip weapon.

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. 

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%

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.

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.

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.

Touch of Fate
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per session, add bb to any 1 check.

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. 

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).

Uncanny Senses
Tier: 2
Activation: Passive
Ranked: Yes
Add bb per rank of Uncanny Senses to all Perception and Vigilance checks.

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 the city (chosen when you take this talent), and if so, what district.
At your GM’s discretion, the information may take up to an hour to come back to your character.

Unstoppable
Tier: 2
Activation: Passive
Ranked: No
If a Critical Injury roll is 1 or reduced to 1, do not receive the critical injury.

Vehicle Combat Training
Tier: 2
Activation: Passive
Ranked: No
Gunnery, Driving, and Piloting become career skills.

Well Read
Tier: 2
Activation: Passive
Ranked: No
Choose any 3 Knowledge skills. They permanently become career skills.

Well-Travelled
Tier: 2
Activation: Passive
Ranked: No
Knowledge (Academic), Negotiation, and Vigilance are now career skills for your character.


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