Tier 5 in Shadowrun: Genesys | World Anvil
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Tier 5

Altered Deal
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, make a Hard (ddd) Coercion check to radically change a previously made deal or bargain to your character's advantage.

Armor Master (Supreme)
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Armor Master talent to benefit from this talent. Once per round, when the character suffers a Critical Injury, he may suffer 3 strain to take the Armor Master incidental. If he does he reduces the Critical Injury result that he suffers by 10 per point of his soak, to a minimum of 1.

Baleful Gaze
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
When targeted by combat check from within medium range, may spend a Story Point to upgrade the difficulty of the check a number of times equal to ranks in Coercion.

Barbaric Strength
Tier: 5
Activation: Passive
Ranked: No
May use two-handed Melee weapons one-handed.

Biggest Fan
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, may take a Biggest Fan action; make a Hard (ddd) Charm check to turn one NPC into the character's biggest fan. The exact effects of this vary depending on the NPC and the situation. They can include drastically decreasing the difficulty of Social Interaction skill checks the character makes targeting his biggest fan, the fan being willing to perform minor or even significant favors for the character, or the character even becoming a reoccurring ally in the narrative. At the CM’s discretion, this talent may not be able to target certain NPCs whose adversarial nature is vital to the plot, or NPCs who would be unable to appreciate the character’s work

Blood Magic (Supreme)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session while using Blood Magic, suffer a critical. You may decrease the difficulty of the next spell skill check you make by three to a minimum of Average (dd).

Body Guard (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Body Guard talent to benefit from this talent. Body Guard maneuver may protect a number of engaged characters up to ranks in Resilience.

Bouncing Spell
Tier: 5
Activation: Active (Incidental)
Ranked: No
When your character fails a spell casting skill check that targets another character or NPC, may spend t or aaa to immediately reroll the attempted spell with a new target.

Comrades in Arms (Improved)
Tier: 5
Activation: Passive
Ranked: No
Spend t or aaa when performing Comrades in Arms to also gain +1 soak or give one affected ally +1 soak.

Coordination Dodge
Tier: 5
Activation: Active (Incidental)
Ranked: No
When targeted by a combat check, may spend 1 Story Point to add f equal to ranks in Coordination to check.

Crucial Point
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, your character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain.

Crushing Blow
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session after rolling a melee attack but before resolving the check, your character may suffer 4 strain to use this talent. While resolving the check, the weapon gains the Breach 1 and Knockdown item qualities, and destroys one item the target is wielding that does not have the Reinforced quality.

Custom Loadout
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Signature Vehicle talent to benefit from this talent. May add one mount for a weapon or piece of equipment (approved by the GM).

Dedication
Tier: 5
Activation: Passive
Ranked: Yes
Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.

Dire Animal Companion
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Animal Companion talent to benefit from this talent. If your charac-ter has at least one rank in the Primal skill, the animal companion they have bonded with through the Animal Companion talent increases its Brawn by one, to a maximum of 5, and its wound threshold by four. If it is a nemesis, it increases its strain threshold by four. If it is a minion or rival, it becomes a nemesis and gains a strain threshold of 6. If it is silhouette 0, it becomes silhouette 1. Your character also chooses to increase either its Agility or its Willpower by one, to a maximum of 5, and its Brawl, Discipline, Perception, or Survival by one, to a maximum of 5.

Double or Nothing (Supreme)
Tier: 5
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, also double the number of t and d.

Drone Master
Tier: 5
Activation: Passive
Ranked: No
Your character may control two drones or minion groups of drones no larger than your character's Willpower (either via the rules found on page 233 or via the Animal Companion talent, found on page 77 of the GENESYS Core Rulebook). Your character resolves each drone’s (or minion group's) turn individually, choosing the order in which they activate.

Full Throttle (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Full Throttle talent to benefit from this talent. When performing Full Throttle, top speed increases by 2 instead of 1.

Ghost In The Machine
Tier: 5
Activation: Active (Action)
Ranked: No
As long as they have some sort of access point to the Matrix, your character may use this talent to make a Hard (ddd) Computers check. If they succeed, they may select one drone, vehicle, or piece of equipment involved in the current encounter and dictate its actions until the start of your character’s next turn.
Alternatively, your character can select someone with cybernetic implants or who is wearing powered armor or an exosuit and manipulate it until the beginning of your character’s next turn. This must be approved by your GM but could include shutting off cybereyes, directing the movements of cyberlimbs, or causing an exosuit to eject its occupant.
Your character may spend aaa on the check to extend the effects for one additional round, or they may spend t to extend the effects for the remainder of the encounter.

Heavy Hitter
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, spend t on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.

Indomitable
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, when your character would be incapacitated due to exceeding their wound or strain threshold, you may spend a Story Point to use this talent. Then, your character is not incapacitated until the end of their next turn. If your character reduces their strain or wounds to below their threshold before the end of their next turn, they are not incapacitated.

Inside Knowledge
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, your character may make a hard (ddd) Skulduggery check while within an enemy facility or vessel. If successful, they can then find a single personal scale weapon or item they previously stashed there with a rarity no greater than their Cunning + 2. Alternatively, they can gain a narrative benefit such as knowing the codes to open sealed doors, the location of the commanders office, personality quirks or weaknesses amongst personnel, which security devices have been deactivated or broken, secret or concealed rooms, or some other equivalent type of information.

Inside Person
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, your character may spend a Story Point to establish they have previously been undercover gathering information in an identified enemy base or large vehicle. For the remainder of the session, add aa checks your character or their allies make that are associated with that location (such as checks to attack it or social checks targeting personnel in it).

Inspiring Leadership
Tier: 5
Activation: Active (Action)
Ranked: No
Make a Hard (ddd) Leadership check. If successful, a number of allies not exceeding your character's Presence within short range add s to their next skill check.

Intense Focus
Tier: 5
Activation: Active (Maneuver)
Ranked: No
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

Just Kidding!
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per round as an incidental spend 1 Story Point to ignore d generated on a social check by the character or any ally in short range.

Let’s Talk This Over
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per game session, when a combat encounter against one or more sentient beings is about to begin, the character make a Daunting (dddd) Charm check. If successful, the combat encounter instead becomes a social encounter, with the PCs attempting to convince their opposition to back down, come around to their viewpoint, or accept a compromise. The GM is the final arbiter of how the situation resolves without violence (or how the combat encounter continues if the character’s check is unsuccessful).

Life or Death (Supreme)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Life or Death talent to benefit from this talent. The effects of Life or Death activate when your character takes wounds equal to one quarter of their wound threshold, instead of half.

Master
Tier: 5
Activation: Active (Incidental)
Ranked: No
When you purchase this talent for your character, choose one skill. Once per round, your character may suffer 2 strain to use this talent to reduce the difficulty of the next check they make using that skill by two, to a minimum of Easy (d).

Master Demolitionist
Tier: 5
Activation: Active (Incidental)
Ranked: No
When resolving an attack from a personal scale explosive or ordinance weapon, your character may spend a or t to have the weapon’s Blast quality affect all characters within short range (rather than engaged). If the weapon normally affects all characters within short range, then the range of the effect is increased to medium range instead.

Master Driver/Pilot
Tier: 5
Activation: Passive
Ranked: No
Once per round when driving, piloting, or operating a vehicle, may suffer 2 strain to perform any action as a maneuver.

Master Grenadier
Tier: 5
Activation: Passive
Ranked: No
Decrease the a cost to activate the Blast quality on any attack by 1 to a minimum of 1.

Master Instructor
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per round, suffer 2 strain to allow an ally within short range to count as having the same number of ranks in Discipline as your character for the next Discipline check the ally makes.

Master Merchant
Tier: 5
Activation: Active (Incidental)
Ranked: No
When buying or selling goods, may suffer 2 strain to sell for 25% more or buy for 25% less.

Master Plan
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to make a Hard (ddd) Discipline check. If they succeed, they reveal that whatever terrible circumstances they currently find themselves in are all part of a brilliant plan that they established at an earlier point. They then choose one non-nemesis adversary in the encounter and reveal them to be a close friend or ally who has positioned themselves to help your character at this exact moment.
The details of which character turns out to be an ally depend on the type of encounter and your GM’s approval. However, the ally could also have done their work before-hand, such as loading a squadron of drones with blank ammunition, shutting down power to a security system, or planting a tracer in an opponent’s vehicle.

Most Impressive
Tier: 5
Activation: Active (Incidental)
Ranked: No
Spend t from any skill check to allow a number of allies not exceeding your character's Presence within short range add a to their next check.

Overcharge (Improved)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Overcharge talent to benefit from this talent. When using the Overcharge talent, your character may spend aa or t from the Mechanics check to immediately take one additional action. This talent can only be used once per check.

Power of Darkness
Tier: 5
Activation: Active (Maneuver)
Ranked: No
Once per session, may perform the Power of Darkness maneuver. Increase Wound Threshold and Strain Threshold by 1 per GM story point until the end of the encounter.

Prepare to be Boarded
Tier: 5
Activation: Active (Action)
Ranked: No
Once per encounter, make an opposed Coercion vs Discipline check against an enemy ship captain. If successful, the enemy suffers 1 strain per s and surrenders their ship if they exceed their strain threshold. Spend t or aaaa to inflict strain equal to your character's ranks in Coercion.

Retribution
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per round when an adversary attacks an ally within medium range, your character may spend one Story Point to use this talent to automatically hit that enemy once with a weapon your character is wielding, if the enemy is within the weapon’s range. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities.

Ruinous Repartee
Tier: 5
Activation: Active (Action)
Ranked: No
Once per encounter, your character may use this talent to make an opposed Charm or Coercion versus Discipline check targeting one character within medium range (or within earshot). If successful, the target suffers strain equal to twice your character’s Presence, plus one additional strain per s. Your character heals strain equal to the strain inflicted. If incapacitated due to this talent, the target could flee the scene in shame, collapse in a dejected heap, or throw themself at your character in fury, depending on your GM and the nature of your character’s witty barbs.

Sneak Attack (Supreme)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Sneak Attack Talent to benefit from this talent. Once per encounter you may spend a story point to add t to the results of an Attack Action. This does not include the s usually associated with t.

Superhuman Reflexes
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, after generating d on a Piloting or Driving check cancel the d and add s equal to ranks in Cool.

Teleporation (Improved)
Tier: 5
Activation: Active (Action)
Ranked: Yes
Your character must have purchased the Teleportation talent to benefit from this talent. Your character may use this talent to make a Hard (ddd) Arcana check to create a permanent beacon, glyph, or teleportation circle in a location (how it appears is up to you and your GM, but it should be large and noticeable).  

When your character uses the Teleportation talent, if they choose to teleport to the location of their beacon, glyph, or teleportation circle, the difficulty of the check is Average (dd) and they do not add b¸ for teleporting additional allies. They also do not upgrade the difficulty of the check to teleport to a different world or plane of existence.

 

Your character can have two glyphs, beacons, or circles established at any one time per rank of Improved Teleportation. If they create any over this limit, one of the originals of your character's choice is destroyed.



Thorough Assessment
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, take a Thorough Assessment action: make a Hard (ddd) Knowledge check (GM choice) to gain b equal to s that can be distributed during the encounter.

Trick Of The Light
Tier: 5
Activation: Active (Incidental)
Ranked: No
When making a combat check with a laser or maser weapon, your character may use this talent to spend a to inflict one additional hit with this weapon, dealing base damage plus damage equal to the total number of s scored on the check. This hit may target the original target or another target within short range of the original target.

Unrelenting Skeptic (Improved)
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Unrelenting Skeptic talent to benefit from this talent. When targeted by a Deception check that fails, may spend 1 Story Point to add d to results.

Web Of Knowledge
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session your character may make an Average (dd) Knowledge (Professional) check during a Matrix encounter. If you succeed, your character knows the names, strengths, and other qualities of all ice (active or deactivated) on one system that you currently have access to, as well as all other characters that currently are accessing that system.


Whirlwind
Tier: 5
Activation: Active (Action)
Ranked: No
Your character may suffer 4 strain to use this talent to make a Brawl or Melee attack against the engaged adversary who is hardest to hit (as determined by the GM), increasing the difficulty by one. If the combat check succeeds, each adversary engaged with the character suffers one hit from the attack, that deals base damage plus damage equal to the total s scored on the check.

Zealous Fire
Tier: 5
Activation: Passive
Ranked: No
Each time your Game Master spends a Story Point, your character heals 2 strain.


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