Tier 3 in Shadowrun: Genesys | World Anvil
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Tier 3

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.

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.

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.

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 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.

Armor Master
Tier: 3
Activation: Passive
Ranked: No
When wearing armor, increase total soak value by 1.

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).

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

Bad Press
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, choose an organization and make a Hard (ddd) 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.

Barrel Roll
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character can only use this talent while piloting an 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.

Battle Casting
Tier: 3
Activation: Passive
Ranked: No
Your character does not add b 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).

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.

Blindsense
Tier: 3
Activation: Passive
Ranked: Yes
As long as your character can hear, you may ignore setback imposed by darkness or blindness within short range. Each additional rank increases range.

Blood Magic
Tier: 3
Activation: Active (Incidental)
Ranked: No
When casting a spell your character may take two wounds instead of two strain.

Blooded (Improved)
Tier: 3
Activation: Active (Action)
Ranked: Yes
As an action, make a Hard (ddd) Resilience check to immediately recover from all poisons and side effects of drugs. Reduce difficulty once per rank of Blooded.

Body Guard
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
Once per round, your character may suffer a number of strain no greater than their ranks in Body Guard 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.

Bonded Implement
Tier: 3
Activation: Active (Action)
Ranked: No
Choose one magical implement your character owns when taking this talent. Your character becomes bonded to this implement, and no other person may use it. Your character may attempt to summon it by making a Hard (ddd) Arcana, Primal, or Qi Skill check. If your chosen implement is ever permanently lost or destroyed, you may select a new one of the same value.

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 (ddd) Cool check to cause the targets to suffer a minor collision.

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.

Combat Caster
Tier: 3
Activation: Passive
Ranked: No
Once per session your character may add the Deadly quality to a spell without increasing the difficulty.

Combat Veteran
Tier: 3
Activation: Passive
Ranked: No
Add b to Brawl and Discipline checks.

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.

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.

Constant Vigilance
Tier: 3
Activation: Passive
Ranked: No
May always use Vigilance when making checks to determine initiative.

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.

Creative Killer
Tier: 3
Activation: Passive
Ranked: No
Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).

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.

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.

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.

Daring Turn
Tier: 3
Activation: Active (Maneuver)
Ranked: No
When an opponent has gained the advantage on a vehicle being piloted, may spent 2 strain perform a Daring Turn maneuver to remove the effects.

Disarm
Tier: 3
Activation: Passive
Ranked: No
May spend t or aa with a successful Brawl or Melee check to disarm opponent.

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.

Distant Spell
Tier: 3
Activation: Passive
Ranked: No
Once per session, when casting a spell the first range enhancement does not increase the difficulty of the spell.

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.

Dockyard Expertise
Tier: 3
Activation: Active (Action)
Ranked: Yes
Your character may make an Average (dd) 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 nuyen and one day.

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.

Double or Nothing
Tier: 3
Activation: Passive
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

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 starting on page EPG 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.

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).

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.

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.

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 bb to combat checks against immobilized targets.

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 they selected when they purchased Elementalist: they cannot be knocked prone or staggered (earth), they cannot be immobilized and can breathe underwater (water), they cannot be disoriented and can fly using the hovering guidelines in the Flying sidebar on page 100 of the Genesys Core Rule-book (air), or they are immune to fire—including ignoring damage from attacks with the Burn item quality and from other fire-based attacks (fire).

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 Computers skill.

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.

Enscrolled (Supreme)
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Improved 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 (dd[di[) 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 .. (if your group is using the optional Fear rules in the CRB on page 243, this can be treated as a fear check).

What form this reveal takes is up to you, with your GM’s approval, but is should be based on your character’s magic skill and the enhancement they possess from the Improved Ensorcelled talent. Some possibilities include growing golden wings of light, manifesting demonic horns and glowing red eyes, rising into the air on a tornado, becoming a figure of pure shadow, or transforming into a massive treelike humanoid.



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.

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). When your character casts an Attack spell with the Blast effect, 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).

Extended Reach
Tier: 3
Activation: Active (Incidental)
Ranked: No
While armed with a two-handed melee 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).

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.

Faces of the Wild
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character casts a transform spell on them-self 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.

Familiar (Improved)
Tier: 3
Activation: Active (Action)
Ranked: No
Your character must have purchased the Familiar talent to benefit from this talent. Your character may suffer 2 strain and make an Easy (d) Arcana or Primal Skill check; if successful, see and hear using your familiar's senses for one round, and you may suffer 1 strain per round to extend the duration.

Fear the Shadows
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, may make a Hard (ddd) Deception check to force a single minion group or rival to flee the encounter.

Fearsome Rep
Tier: 3
Activation: Passive
Ranked: Yes
Add a to results of Coercion checks equal to ranks in Fearsome Rep.

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.

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.

Field Commander
Tier: 3
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an Average (dd) 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.

Fire Control
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Take the Fire Control maneuver; all combat checks made from current vehicle count their target's silhouette as one higher than normal until the beginning of next turn.

Forbidden Knowledge
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Once per session, suffer strain no greater than ranks in Knowledge to increase your ranks in Knowledge (Magic) by an equal number for the purpose of determining the strength of additional effects for the next spell cast during that round. In this case, your temporary ranks in Knowledge (Magic) may exceed the usual limit of 5.

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.

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.

Formation Tactics
Tier: 3
Activation: Active (Action)
Ranked: No
Make a Hard (ddd) 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.

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.

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.

Full Throttle
Tier: 3
Activation: Active (Action)
Ranked: No
While driving or flying, your character may use this talent to make a Hard (ddd) 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.

Greased Palms
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
Before making a social check, may spend up to 50 nuyen per rank of Greased Palms to upgrade the ability of the check once for every 50 spent.

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.

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.

Hard-Boiled
Tier: 3
Activation: Passive
Ranked: Yes
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.

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.

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.)

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 vehicle suffers system strain equal to speed when it moves for a number of turns equal to ranks in Hindering Shot.

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.

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

Informant
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per session, may reveal a contact who can shed light on a chosen subject.

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 two. 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.

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 b to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership.

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 (dd) Vigilance check to add s or f equal to s, and a or h equal to a to the check.

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.

Iron Body
Tier: 3
Activation: Passive
Ranked: Yes
Remove b 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).

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.

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

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.

Lethal Blows
Tier: 3
Activation: Passive
Ranked: Yes
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.

Life or Death
Tier: 3
Activation: Passive
Ranked: No
When your character suffers wounds equal to half of their wound threshold or greater, add b to all combat checks they make.

Lingering Spell
Tier: 3
Activation: Active (Incidental)
Ranked: No
Spend a Story Point and your character may make concentration maneuver as an incidental.

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 b for every 2 strain the target has suffered in the encounter.

Magic Resistance
Tier: 3
Activation: Passive
Ranked: Yes
Whenever you are being targeted by an enemy's spell, the caster adds b to the check. When making a check to resist a negative magic effect, may add b to the check.

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.

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 (dd) 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.

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 instead.

Matrix Warrior
Tier: 3
Activation: Active (Action)
Ranked: No
While accessing a system using a Virtual Reality, your character may use this talent to make an opposed Computers versus Computers 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 Hot-Sim Virtual Reality, they also suffer 1 wound per s

Maximize Spell
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
Once per session, your character may add b to the skill check to cast a spell once per rank in Maximize Spell.

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.

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.

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.

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.

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.

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.

Overchannel (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Overchannel talent to benefit from this talent. In addition to the effects of Overchannel, you may also add (dd) effects. The character gains one d (including the associated failure) per (dd) effect added in this way rather than increase the difficultly of the check. This is in addition to any d rolled.

Overwhelm Defenses
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
Upon unsuccessful attack with a vehicle weapon, may spend aa per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every aa spent.

Painkiller Specialization
Tier: 3
Activation: Passive
Ranked: Yes
When your character uses painkillers, the target heals one additional wound per rank of Painkiller Specialization. The sixth painkiller and beyond each day still has no effect.

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.

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.

Pinning Fire
Tier: 3
Activation: Active (Action)
Ranked: Yes
Select a target within range of your currently wielded ranged weapon and make a Pinning Fire action. Until the start of your next turn, the targeted character adds b to their checks for each rank of Pinning Fire, and suffers 1 strain.

Plausible Deniability
Tier: 3
Activation: Active (Action)
Ranked: No
Take a Plausible Deniability action makes a Hard (ddd) Coercion check to convince one bystander equal to your Willpower to depart quietly.

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.

Powerful Blast
Tier: 3
Activation: Passive
Ranked: Yes
Increase Blast damage dealt by +1 per rank of Powerful Blast.

Precise
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).

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.

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.

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.

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.

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.

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 b 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.

Resourceful Refit
Tier: 3
Activation: Active (Action)
Ranked: No
May perform the Resourceful Refit action, make an Average (dd) Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment.

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 b to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion.

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.

Seize the Initiative
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Once per session, as a maneuver, may make a Hard (ddd) Athletics check. On success, other PCs may take their turns immediately.

Sense Advantage
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per session, may add bb to 1 NPC's skill check.

Shape Spell
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
When casting a spell with the Blast quality spend a to exclude 1 target that would be affected by the explosion, up to ranks in Shape Spell.

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.

Shield Master
Tier: 3
Activation: Active (Maneuver)
Ranked: No
While wielding a shield, your character may take the Shield Master maneuver, suffering 1 Strain. Your shield's Defensive and Deflection qualities increase by one each until the end of your next turn.

Shockwave
Tier: 3
Activation: Passive
Ranked: No
Your character treats two-handed Melee weapons as possessing the Blast item quality with a rating equal to your character’s ranks in Melee. Your character does not suffer damage from their weapon's Blast quality (but allies do!).

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.

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.

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 (ddd) 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.

Snare
Tier: 3
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to make a Hard (ddd) Computers 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 (dddd) Vigilance check as an incidental. If they fail, they are staggered until the end of their next turn, plus one additional turn per hh.

Sneak Attack
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per round when performing the Aim maneuver you may suffer 1 Strain to also add Piece 2 to the Attack, or Increase Pierce of your weapon by 1, for the next Combat check you make this round.

Sound Investments
Tier: 3
Activation: Passive
Ranked: Yes
At the start of each session, gain 100 nuyen for each rank of Sound Investments.

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.

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.

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.

Suppressing Fire
Tier: 3
Activation: Active (Maneuver)
Ranked: No
f 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.

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.

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.

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.

Tricky Target
Tier: 3
Activation: Passive
Ranked: No
Count vehicle piloted as having a silhouette 1 lower when being attacked.

Trust the Captain
Tier: 3
Activation: Active (Action)
Ranked: Yes
Make a Hard (ddd) 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.

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.

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.

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 Under-city Contacts, you may choose to spend two Story Points instead of one. If you do, your character learns the target's specific location. 

Unremarkable (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character may extend the effects of Indistinguishable to a number of allies within short range equal to your character's ranks in Deception.

Up the Ante
Tier: 3
Activation: Passive
Ranked: Yes
When gambling win 10% more credits per rank of Up the Ante.

Valuable Facts
Tier: 3
Activation: Active (Action)
Ranked: No
Once per encounter, perform a Valuable Facts action: make an Average (dd) Knowledge check. If successful, add t to one ally's skill check during the encounter.

Well Rounded
Tier: 3
Activation: Passive
Ranked: No
Choose any 2 non-magic skills. They permanently become career skills.

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.


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