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## Table of Contents
Character Creation
3
> Background
3
> Metatypes
3
>> Human
3
>> Elf
3
>> Dwarf
4
>> Ork
5
>> Troll
5
> Setting Skills
6
> Careers
7
> Resources (Nuyen)
3
> Talents
8
>> Tier 1
8
>> Tier 2
16
>> Tier 3
26
>> Tier 4
41
>> Tier 5
51
> Gear
57
>> Cyberware
58
>> Bioware
61
>> Gear and Tools
63
>> Armor
65
>> Weapons
65
> Vehicles
68
> Drones
70
>Contacts & Favors
72
Alternate Rules
73
> Hacking
73
>> Technomancers
74
>>> Sprites
75
> Magic
79
>> Spirits
79
>> Enchanting
82
>> Adepts
85
>> Background Count
86
>> Assensing
86
>> Projection
87
\pagebreak # Character Creation ## 1. Determine Background No changes from Genesys rulebook p34 ## 2. Select a Character Archetype or Species The following metatypes replace those in the Genesys rulebook. Any ranks in skills have the following rules: Obtain this rank before spending experience points. These skills may not be increased higher than 2 during character creation. ### Human #### Human
2
2
2
2
2
2
* **Starting Wound Threshold**: 10 + Brawn * **Starting Strain Threshold**: 10 + Willpower * **Starting Experience**: 110 * **Starting Skills**: Start with one rank in each of two different non-career skills. * **Ready for Anything**: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master's pool to the player pool. #### Nartaki
2
2
2
2
2
2
* **Starting Wound Threshold**: 10 + Brawn * **Starting Strain Threshold**: 10 + Willpower * **Starting Experience**: 110 * **Starting Skills**: Start with one rank in each of two different non-career skills. * **Extra Limb**: You do not add an additional difficulty die when using Two-Weapon Fighting. Additionally, once per Encounter, you may activate the second weapon using {ad}. \columnbreak ### Elf #### Elf
1
2
2
2
2
3
* **Starting Wound Threshold**: 10 + Brawn * **Starting Strain Threshold**: 11 + Willpower * **Starting Experience**: 95 * **Starting Skills**: Start with one rank in Charm and Coordination. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. #### Dryad
1
2
2
1
2
4
* **Starting Wound Threshold**: 8 + Brawn * **Starting Strain Threshold**: 10 + Willpower * **Starting Experience**: 80 * **Starting Skills**: Start with one rank in Charm. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. * **Glamour**: Gain an automatic {ad} on Charm, Negotiation, and Deception checks. * **Memorable**: Targets trying to remember or perceive you when they have seen you before gain {b}{b} * **Symbiosis**: You become attuned to the location you spend the most time in (determined by the GM). If the area is healthy, you can a {b} to social skills and Survival checks while in the area. However, if the area is not healthy, gain a {sb} instead.
CHARACTER CREATION
GENESYS-SR
\pagebreakNum #### Nocturna
1
3
2
2
2
2
* **Starting Wound Threshold**: 10 + Brawn * **Starting Strain Threshold**: 11 + Willpower * **Starting Experience**: 95 * **Starting Skills**: Start with one rank in Charm and Coordination. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. * **Keen Hearing**: Add {b} to Perception checks involving hearing. * **Nocturnal**: {sb} to all checks when active during daytime hours. Additional {sb} if in direct sunlight. #### Wakyambi
2
2
3
1
2
2
* **Starting Wound Threshold**: 12 + Brawn * **Starting Strain Threshold**: 11 + Willpower * **Starting Experience**: 95 * **Starting Skills**: Start with one rank in Survival. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. * **Celerity**: When taking the Move maneuver as your second maneuver, reduce the Strain you suffer by 1. #### Xapiri Thëpë
2
3
2
1
2
2
* **Starting Wound Threshold**: 10 + Brawn * **Starting Strain Threshold**: 11 + Willpower * **Starting Experience**: 100 * **Starting Skills**: Start with one rank in Survival. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. * **Photosynthesis**: You are uncomfortable at night. Add {sb} to all checks when the sun is down. {b} to all checks if in direct sunlight. \columnbreak ### Dwarf #### Dwarf
2
1
2
2
3
2
* **Starting Wound Threshold**: 11 + Brawn * **Starting Strain Threshold**: 10 + Willpower * **Starting Experience**: 100 * **Starting Skills**: Start with one rank in Resilience. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Sturdy**: Add a {b} to any Resilience check involving resisting a poison or toxin. #### Gnome
2
1
2
2
3
2
* **Starting Wound Threshold**: 8 + Brawn * **Starting Strain Threshold**: 11 + Willpower * **Starting Experience**: 95 * **Starting Skills**: Start with one rank in Discipline and Vigilance. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Magic Resistance**: Add a {sb} to any magic check targeting you (both positive and negative effects) #### Hanuman
2
3
2
2
2
1
* **Starting Wound Threshold**: 10 + Brawn * **Starting Strain Threshold**: 10 + Willpower * **Starting Experience**: 95 * **Starting Skills**: Start with one rank in Coordination. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Prehensile Tail**: Once per session, may add {b}{b} to a Coordination check. #### Koborokuru
2
2
2
2
2
2
* **Starting Wound Threshold**: 13 + Brawn * **Starting Strain Threshold**: 11 + Willpower * **Starting Experience**: 95 * **Starting Skills**: Start with one rank in Resilience. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Celerity**: When taking the Move maneuver as your second maneuver, reduce the Strain you suffer by 1.
RACES
GENESYS-SR
\pagebreakNum #### Menehune
3
1
2
2
2
2
* **Starting Wound Threshold**: 11 + Brawn * **Starting Strain Threshold**: 11 + Willpower * **Starting Experience**: 90 * **Starting Skills**: Start with one rank in Athletics. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Sea Legs**: Add a {b} to any Athletics check involving swimming. ### Ork #### Ork
3
2
2
2
2
1
* **Starting Wound Threshold**: 12 + Brawn * **Starting Strain Threshold**: 9 + Willpower * **Starting Experience**: 100 * **Starting Skills**: Start with one rank in Streetwise. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. * **Tough as Nails**: Once per session, change the result of the dice rolled for a Critical Injury on you to 01. #### Hobgoblin
2
2
1
2
3
2
* **Starting Wound Threshold**: 13 + Brawn * **Starting Strain Threshold**: 12 + Willpower * **Starting Experience**: 95 * **Starting Skills**: Start with one rank in Survival and Perception. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. * **Quick to Anger**: If insulted or your honor slighted (GM discretion) in a social encounter, add {sb} to all further checks this encounter or until your honor is redeemed. #### Ogre
3
1
2
1
3
2
* **Starting Wound Threshold**: 13 + Brawn * **Starting Strain Threshold**: 11 + Willpower * **Starting Experience**: 80 * **Starting Skills**: Start with one rank in Resilience. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. * **Ogre Stomach**: You are able to digest almost anything. Reduce the difficulty once of any check to resist ingested toxins. \columnbreak #### Oni
3
3
1
1
2
2
* **Starting Wound Threshold**: 11 + Brawn * **Starting Strain Threshold**: 10 + Willpower * **Starting Experience**: 85 * **Starting Skills**: Start with one rank in Discipline and Streetwise. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. * **Hard to Hit**: Once per encounter, as an out-of-turn incidental may suffer strain (up to your Agility attribute) to add an equal number of Ranged and Melee defense until the end of the current turn. #### Satyr
3
2
2
2
2
1
* **Starting Wound Threshold**: 12 + Brawn * **Starting Strain Threshold**: 10 + Willpower * **Starting Experience**: 95 * **Starting Skills**: Start with one rank in Vigilance and Perception. * **Low-light Vision**: Remove {sb}{sb} from any check incurred by dim light. * **Hooves**: Impose {sb} on all Stealth checks. Once per encounter, may add an additional damage to a Brawl check and trigger Knockdown with {ad}. ### Troll #### Troll
4
1
2
2
2
1
* **Starting Wound Threshold**: 14 + Brawn * **Starting Strain Threshold**: 8 + Willpower * **Starting Experience**: 75 * **Starting Skills**: Start with one rank in Athletics. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Dermal Deposits**: Increase Soak value by 1.
RACES
GENESYS-SR
\pagebreakNum #### Cyclopean
4
2
2
1
2
1
* **Starting Wound Threshold**: 14 + Brawn * **Starting Strain Threshold**: 10 + Willpower * **Starting Experience**: 75 * **Starting Skills**: Start with one rank in Vigilance. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Long Reach**: May make Melee attacks at Short Range without moving into Engaged. * **Cyclopean Eye**: Lacks depth perception. Add {sb} to all Coordination checks. #### Fomorian
3
2
1
2
2
2
* **Starting Wound Threshold**: 12 + Brawn * **Starting Strain Threshold**: 10 + Willpower * **Starting Experience**: 95 * **Starting Skills**: Start with one rank in Vigilance. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Magic Resistance**: Add a {sb} to any magic check targeting you (both positive and negative effects) #### Giant
4
2
1
2
1
2
* **Starting Wound Threshold**: 13 + Brawn * **Starting Strain Threshold**: 9 + Willpower * **Starting Experience**: 70 * **Starting Skills**: Start with one rank in Athletics. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Barkskin**: Your skin gains toughened fibers that gives it a bark-like appearance. +1 Soak, +1 Melee Defense #### Minotaur
4
2
1
2
1
2
* **Starting Wound Threshold**: 16 + Brawn * **Starting Strain Threshold**: 9 + Willpower * **Starting Experience**: 70 * **Starting Skills**: Start with one rank in Athletics. * **Thermographic Vision**: Remove {sb}{sb} from any check incurred by dim or no light. * **Bullrush**: After taking a Move maneuver to move into Engaged with a target that is one Silhouette larger or less than yourself, your Melee attack gains the Knockdown quality. * **Colorblind**: When making a Perception check, if it involves discerning colors (GM discretion), add a {sb}. ## Setting Skills Shadowrun contains the following skills:
| General | General | General | Combat | Social | Knowledge | Magic |:-------:|:------:|:------:|:---------:|:----:|:-:|:-: | Athletics (BR) | Driving (AG) | Resilience (BR) | Brawl (BR) | Charm (PR) | Street (CUN) | Primal (CUN) | Computers (INT) | Mechanics (INT) | Skulduggery (CUN) | Gunnery (AG) | Coercion (WIL) | Academic (INT) | Arcana (INT) | Cool (PR) | Medicine (INT) | Stealth (AG) | Melee (BR) | Deception (CUN) | Professional (INT) | Qi (WIL) | Coordination (AG) | Perception (CUN) | Streetwise (CUN) | Ranged - Heavy (AG) | Leadership (PR) | Interests (CUN) | Resonance (CUN) | Discipline (WIL) | Piloting (AG) | Survival (CUN) | Ranged - Light (AG) | Negotiation (PR) | Magic (INT) | | Operating (INT) | Vigilance (INT)
SKILLS
GENESYS-SR
\pagebreakNum ## 3. Choose a Career #### Brawler Adept **Career Skills**: Athletics, Brawl, Coordination, Discipline, Qi, Resilience, Streetwise, Survival #### Social Adept **Career Skills**: Charm, Cool, Coercion, Coordination, Deception, Discipline, Negotiation, Qi #### Gunslinger Adept **Career Skills**: Athletics, Coordination, Discipline, Perception, Qi, Ranged - Light, Resilience, Vigilance #### Melee Adept **Career Skills**: Athletics, Coordination, Discipline, Melee, Qi, Resilience, Survival, Vigilance #### Mystic Adept **Career Skills**: Athletics, Discipline, Perception, Qi, Stealth, Survival. Choose one: Arcana or Primal. Choose one: Melee, Ranged - Light, Brawl *Special rule for Mystic Adepts*: At character creation, your combined Qi and Primal/Arcana skill ranks may not exceed 2. #### Street Mage **Career Skills**: Arcana, Cool, Discipline, Knowledge - Magic, Medicine, Perception, Streetwise, Vigilance #### Shaman **Career Skills**: Discipline, Knowledge - Magic, Medicine, Perception, Primal, Skulduggery, Streetwise, Survival #### Decker **Career Skills**: Computers, Cool, Discipline, Knowledge - Interests, Mechanics, Perception, Stealth, Vigilance #### Technomancer **Career Skills**: Computers, Deception, Discipline, Knowledge - Academic, Resonance, Skulduggery, Streetwise, Vigilance \columnbreak #### Drone Rigger **Career Skills**: Computers, Gunnery, Mechanics, Operating, Perception, Piloting, Ranged - Heavy, Vigilance #### Vehicle Rigger **Career Skills**: Computers, Driving, Gunnery, Mechanics, Operating, Piloting, Ranged - Light, Resilience #### Bounty Hunter **Career Skills**: Athletics, Cool, Driving, Melee, Perception, Ranged - Light, Stealth, Streetwise #### Street Samurai **Career Skills**: Athletics, Brawl, Gunnery, Perception, Ranged - Heavy, Ranged - Light, Resilience, Survival #### Face **Career Skills**: Charm, Cool, Deception, Discipline, Leadership, Negotiation, Skulduggery, Streetwise #### Street Doc **Career Skills**: Cool, Discipline, Knowledge - Professional, Mechanics, Medicine, Negotiation, Streetwise, Vigilance #### Infiltration Specialist **Career Skills**: Athletics, Coordination, Melee, Perception, Ranged - Light, Skulduggery, Stealth, Vigilance #### Smuggler **Career Skills**: Cool, Discipline, Driving, Gunnery, Mechanics, Perception, Skulduggery, Stealth #### Operative **Career Skills**: Athletics, Coordination, Coercion, Perception, Ranged - Light, Skulduggery, Stealth, Vigilance
CAREERS
GENESYS-SR
\pagebreakNum ## 4. Invest Experience ### Resources In Character Creation, players start with 5000 nuyen to purchase gear. As this is not nearly enough for characters such as Deckers and Riggers, you may expend up to 20 XP at a rate of 5000 nuyen per 5 xp. At character creation, you may not purchase gear that is Rarity 6 or higher. After you’ve finished purchasing starting gear, roll a d1000. Add the value of the die roll to any remaining starting funds. Since you generated it after you purchased starting gear, you can’t use this currency to buy more starting gear! ### Languages Your character starts with one native language. You may purchase additional languages for 5 XP. Please refer to Shadowrun source materials for lists of languages to use in your campaign. ### Talents #### Tier 1 ##### All-Terrain Driver *Tier*: 1
*Activation*: Passive
*Ranked*: No
Do not suffer usual penalties for driving through difficult terrain when using Driving. ##### Street Clinic *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When a patient under your character’s care heals wounds from natural rest, they heal additional wounds equal to twice your character’s ranks in Street Clinic. ##### Black Market Contacts *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: Yes
When purchasing illegal goods, may reduce rarity by 1 per rank of Black Market Contacts, increasing cost by 50 percent of base cost per reduction. \columnbreak ##### Bought Info *Tier*: 1
*Activation*: Active (Action)
*Ranked*: No
When making any knowledge skill check, your character can instead use this talent to spend an amount of currency equal to fifty times the difficulty of the check and automatically succeed on the knowledge check with one uncanceled {s} (instead of rolling). At your GM’s discretion, your character may not be able to use Bought Info if the information is particularly sensitive or difficult to find, or buying it doesn’t make narrative sense. ##### Brace *Tier*: 1
*Activation*: Active (Maneuver)
*Ranked*: Yes
As a maneuver, the character may Brace himself. This allows a character to remove {sb} per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult. ##### Bullrush *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
When your character makes a Brawl or Melee combat check after using a maneuver to engage a target, you may spend {ad}{ad}{ad} or {t} to use this talent to knock the target prone and move them up to one range band away from your character. ##### Call 'Em *Tier*: 1
*Activation*: Passive
*Ranked*: No
Do not add {sb} to combat checks due to the use of the Aim maneuver. ##### Catfall *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When rolling Athletics or Coordination to reduce damage from falling, add {b}. In addition, reduce damage and strain suffered from a fall by 1 per rank of Catfall.
CAREERS
GENESYS-SR
\pagebreakNum ##### Challenge! *Tier*: 1
*Activation*: Active (Maneuver)
*Ranked*: Yes
Once per encounter, your character may use this talent to choose a number of adversaries within short range no greater than your character’s ranks in Challenge! (a minion group counts as a single adversary for this purpose). Until the encounter ends or your character is incapacitated, these adversaries add {b} to combat checks targeting your character and {sb}{sb} to combat checks targeting other characters. ##### Clever Retort *Tier*: 1
*Activation*: Active (Incidental, Out of Turn)
*Ranked*: No
Once per encounter, your character may use this talent to add automatic {th}{th} to another character’s social skill check. ##### Construction Specialist *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
Your character removes one {sb} per rank of Construction Specialist from checks made to construct bases, defense works, positions, fortifications, tunnels, bunkers, and similar combat engineering projects . ##### Corporate Drone *Tier*: 1
*Activation*: Passive
*Ranked*: No
When you take this talent, your character gains Knowledge (Professional) or Negotiation as a career skill. In addition, once per session, your character may collect a small favor from any other member of a single corporation (chosen when you take this talent), even if they do not owe your character a favor. ##### Creative Design *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
As part of resolving a successful crafting check, your character may also apply a result equivalent to spending a number of {ad} equal to their ranks in Creative Design. The GM may then apply a result equivalent to the same number of {th}. \columnbreak ##### Custom Code *Tier*: 1
*Activation*: Passive
*Ranked*: No
When your character selects this talent they choose one icebreaker or piece of ice that they own. If they choose an icebreaker, whenever they use that icebreaker to override ice, they add {ad} to the results. If they choose a piece of ice, whenever someone else attempts to override it, they add {th} to the results. ##### Custom Rig *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When your character selects this talent they choose one cyberdeck that they own. The amount of ice or icebreakers (your character's choice) that they can have on that cyberdeck is increased by 1 per rank of Custom Rig. (This may be a mix of ice and icebreakers, as long as the combined total increase does not exceed your character's ranks in Custom Rig). If your character loses their affected cyberdeck, they may choose a new cyberdeck to be affected by this talent. ##### Customer Service Experience *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: Yes
After your character makes a Charm check, they may suffer 1 strain use this talent to cancel {th} equal to your character’s ranks in Customer Service Experience. ##### Deep Pockets *Tier*: 1
*Activation*: Active (Maneuver)
*Ranked*: No
Once per session, your character may use this talent to produce a small but narratively useful item from their pockets, backpack, or similar receptacle (it turns out the item had been there the whole time). Your GM has final say as to what items can be produced with Deep Pockets, but generally the item should cost less than 100 credits and have an encumbrance of 0 or 1.
CAREERS
GENESYS-SR
\pagebreakNum ##### Defensive Sysops *Tier*: 1
*Activation*: Passive
*Ranked*: No
When attempting to defend a computer system against intrusion (or when someone attempts to hack a computer owned or programmed by your character) your character adds {sb}{sb} to their opponent’s checks. If your character has access to the computer system when the intrusion takes place, they are automatically aware of the intrusion. ##### Deflect Spell *Tier*: 1
*Activation*: Active (Incidental, Out of Turn)
*Ranked*: Yes
When your character suffers a hit from a magic based combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Deflect Spell. This talent can only be used once per hit. ##### Desperate Recovery *Tier*: 1
*Activation*: Passive
*Ranked*: No
Before your character heals strain at the end of an encounter, if their strain is more than half of their strain threshold, they heal two additional strain. ##### Disenfrancisto *Tier*: 1
*Activation*: Passive
*Ranked*: No
When you take this talent, your character gains Streetwise or Survival (your choice) as a career skill. In addition, once per session, your character may collect a small favor from any other disenfrancisto, even if they do not owe your character a favor. ##### Duelist *Tier*: 1
*Activation*: Passive
*Ranked*: No
Your character adds {b} to their melee combat checks while engaged with a single opponent. Your character adds {sb} to their melee combat checks while engaged with three or more opponents. \columnbreak ##### Durable *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01. ##### Elementalist *Tier*: 1
*Activation*: Passive
*Ranked*: No
When your character purchases this talent, choose one of the following attack spell effects (and the element associated with it): Fire (fire), Ice (water), Impact (earth), or Lightning (air). Whenever your character casts an Attack spell, they always add the chosen effect to the spell without increasing the difficulty. However, they may never add any of the other three effects to a spell they cast. ##### Ensorcelled *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No If your character has at least one rank in a magic skill, once per encounter, they may use this talent to add {ad} to the result their next social skill check. Additionally, this has a passive narrative effect; your character’s appearance is subtly enhanced by their magic. Others do not note it as supernatural, but may be slightly put off. 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 their backstory). A character with the Divine skill may always be flushed with good health, or their eyes may flash red momentarily. A character with the Primal skill may be surrounded by the scent of fresh pine, or their voice may have an intimidating growl. A character with the Arcana skill may have their hair tousled by undetectable winds, or when they wear a hat or hood, their face might be obscured by strangely deep shadows. ##### Extra Ammo *Tier*: 1
*Activation*: Passive
*Ranked*: No
Cannot run out of ammo due to a {dis}. Items with Limited Ammo quality run out of ammo as normal.
CAREERS
GENESYS-SR
\pagebreakNum ##### Familiar Sky *Tier*: 1
*Activation*: Active (Maneuver)
*Ranked*: No
Once per session, may perform a Familiar Sky maneuver; make a Hard ({dif}{dif}{dif}) Knowledge check to reveal the current type of environment and other useful information. ##### Finesse *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
When making a Brawl or Melee check, your character may use Agility instead of Brawn. ##### Forager *Tier*: 1
*Activation*: Passive
*Ranked*: No
Your character removes up to {sb}{sb} from any skill checks they make to find food, water, or shelter. Checks to forage or search the area that your character makes take half the time they would normally. ##### Former Professor *Tier*: 1
*Activation*: Passive
*Ranked*: No
When you take this talent, your character gains Knowledge (Academic) as a career skill. In addition, once per session, your character may collect a small favor from a member of an institute of higher learning, even if they do not owe your character a favor. ##### Grit *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
Each rank of Grit increases your character’s strain threshold by one. ##### Hamstring Shot *Tier*: 1
*Activation*: Active (Action)
*Ranked*: No
Once per round, your character may use this talent to perform a ranged combat check against one non-vehicle target within range of the weapon used. If the check is successful, halve the damage inflicted by the attack (before reducing damage by the target’s soak). The target is immobilized until the end of its next turn. \columnbreak ##### Hand On The Throttle *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
Once per round while driving or piloting a vehicle, your character may use this talent to increase or decrease its speed by 1, to a minimum of 0 or a maximum of the vehicle’s max speed. ##### Hidden Storage *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage. ##### Iaijutsu Training *Tier*: 1
*Activation*: Passive
*Ranked*: No
The first time during an encounter that your character draws a Melee weapon, increase the weapon's damage by 2 for the remainder of the turn. ##### Intuitive Casting *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
Add {b} per rank of Intuitive Casting to a spell-casting skill check when your character is the first PC to act in the current encounter. ##### Jump Up *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
Once per round during your character’s turn, your character may use this talent to stand from a prone or seated position as an incidental.
CAREERS
GENESYS-SR
\pagebreakNum ##### Knack for It *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When you purchase this talent for your character, select one skill. Your character removes {sb}{sb} from any checks they make using this skill. Each additional time you purchase this talent for your character, select two additional skills. Your character also removes {sb}{sb} from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent. ##### Knockout Punch *Tier*: 1
*Activation*: Passive
*Ranked*: No
Your character adds the Stun quality to their Brawl combat checks, with a rating equal to two plus your character’s ranks in Coordination (this does not stack with other instances of the Stun quality). ##### Know Somebody *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: Yes
Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody. ##### Knowledge Specialization *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When acquired, choose 1 Knowledge skill. When making that skill check, may spend a {t} result to gain additional {s} equal to ranks in Knowledge Specialization. ##### Let’s Ride *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
Once per round during your character's turn, your character can use this talent to mount or dismount from a vehicle or animal, or move from one position in a vehicle to another (such as from the cockpit to a gun turret) as an incidental. In addition, if your character suffers a short-range fall (see page 112) from a vehicle or animal, they suffer no damage and land on their feet. \columnbreak ##### Museum Worthy *Tier*: 1
*Activation*: Active (Action)
*Ranked*: No
Once per session, take Museum Worthy action, make a Hard ({dif}{dif}{dif}) Knowledge check to ascertain information regarding a relic, ruin, or piece of history. ##### Matrix Search *Tier*: 1
*Activation*: Active (Maneuver)
*Ranked*: No
If your character has access to the Matrix, they may use this talent to upgrade the ability of the next Knowledge check they make during their turn twice and the difficulty of that check once. Your GM must spend a {dis} to have your character learn some seemingly relevant and believable information that turns out to be completely (and possibly maliciously) false. ##### One with Nature *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
When in the wilderness, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter (see page 117). ##### Overchannel *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: Yes
When casting a spell, your character may select a number of additional effect in ({dif}) up to their ranks in Overchannel. The effect must be limited to single ({dif}) effects. The character gains {th}{th} per ({dif}) added in this way rather than increase the difficulty of the check. This is in addition to any Threat rolled. Threat added by this talent can be cancelled by rolled advantages. ##### Painful Blow *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
When your character makes a combat check, you may voluntarily increase the difficulty by one to use this talent. If the target suffers one or more wounds from the combat check, the target suffers 2 strain each time they perform a maneuver until the end of the encounter.
CAREERS
GENESYS-SR
\pagebreakNum ##### Parry *Tier*: 1
*Activation*: Active (Incidental, Out of Turn)
*Ranked*: Yes
When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon. ##### Physician *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician. ##### Precision *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
When making a Brawl or Ranged check, your character may use Cunning instead of Brawn and Agility. ##### Proper Upbringing *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: Yes
When your character makes a social skill check in polite company (as determined by your GM), they may suffer a number of strain to use this talent to add an equal number of {ad} to the check. The number may not exceed your character’s ranks in Proper Upbringing. ##### Quick Draw *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one. \columnbreak ##### Quick Strike *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
Your character adds {b} for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter. ##### Rapid Reaction *Tier*: 1
*Activation*: Active (Incidental, Out of Turn)
*Ranked*: Yes
Your character may suffer a number of strain to use this talent to add an equal number of {s} to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction. ##### Rapid Recovery *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery. ##### Redundant Systems *Tier*: 1
*Activation*: Active (Action)
*Ranked*: No
Once per session, may take a Redundant Systems action; make an Easy ({dif}) Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device. ##### Reflect *Tier*: 1
*Activation*: Active (Incidental, Out of Turn)
*Ranked*: Yes
When your character suffers a hit from a Ranged combat check, after damage is calculated but before soak is applied, your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Reflect. This talent can only be used once per hit, and your character needs to be wielding a Shield deemed appropriate by the GM.
CAREERS
GENESYS-SR
\pagebreakNum ##### Resourceful Mechanic *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When your character makes a Mechanics check to repair system strain or hull trauma on a vehicle, they repair one additional system strain or hull trauma per rank of Resourceful Mechanic. ##### Respected *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When first acquired, choose one social group. The character downgrades the difficulty of checks to interact with members of that social group a number of times equal to his ranks in Respected. The social group affected must be approved by the GM, but possibilities include institutions of higher learning, law-enforcement agencies, the thieves' guild, etc. ##### Second Wind *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: Yes
Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. ##### Shield Slam *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
When your character uses a shield to attack a minion or rival, you may spend {ad}{ad}{ad}{ad} or {t} to stagger the target until the end of the target's next turn. ##### Signature Vehicle *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
Choose one vehicle with a silhouette of 3 or lower that your character owns. This vehicle is your character's "Signature Vehicle." Upgrade the ability of all Mechanics checks made to work on the vehicle once. If the vehicle ever lost or destroyed, the character may apply Signature Vehicle to a new vehicle that meets the requirements. \columnbreak ##### Smooth Talker *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: Yes
When first acquired choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill spend {t} to gain additional {s} equal to ranks in Smooth Talker. ##### Solid Repairs *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
The character repairs +1 hull trauma per rank of Solid Repairs whenever he repairs a vehicle. ##### Soothing Tone *Tier*: 1
*Activation*: Active (Action)
*Ranked*: No
Once per encounter, take a Soothing Tone action; make an Average ({dif}{dif}) Knowledge check to allow a beast to recover strain equal to {s}. ##### Specialist Knowledge *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When you purchase this talent, select a specific area of expertise for your character. When making a Knowledge check which pertains to that area of knowledge, reduce the difficulty of the check once. ##### Street Fighter *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
When your character disorients or knocks their target prone while making a Brawl combat check, they may use this talent to cause the target to suffer wounds equal to your character’s ranks in Skulduggery. ##### Street Slang *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: Yes
When making a social skill check in criminal or dubious company, may suffer a number of strain no greater than ranks in Street Slang to add an equal number of {ad} to the check.
CAREERS
GENESYS-SR
\pagebreakNum ##### Surgeon *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon. ##### Swift *Tier*: 1
*Activation*: Passive
*Ranked*: No
Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers). ##### Tavern Brawler *Tier*: 1
*Activation*: Passive
*Ranked*: No
Your character adds {ad} to Brawl checks and combat checks using improvised weapons. ##### Toughened *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
Each rank of Toughened increases your character’s wound threshold by two. ##### Shady Contact *Tier*: 1
*Activation*: Passive
*Ranked*: No
When you take this talent, your character gains Melee or Skulduggery (your choice) as a career skill. In addition, once per session, your character may collect a small favor from a member of a single orgcrime group (chosen when you take this talent), even if they do not owe your character a favor. ##### Tumble *Tier*: 1
*Activation*: Active (Incidental)
*Ranked*: No
Once per round on your character's turn, they may suffer 2 strain to disengage from all engaged adversaries. \columnbreak ##### Union Member *Tier*: 1
*Activation*: Passive
*Ranked*: No
When you take this talent, your character gains Athletics, Mechanics, or Operating (your choice) as a career skill. In addition, once per session, your character may collect a small favor from a member of the Dockworker's Union or Teamster, even if they do not owe your character a favor. ##### Unremarkable *Tier*: 1
*Activation*: Passive
*Ranked*: No
Other characters add {f} to any checks made to find or identify your character in a crowd. ##### Wheel and Deal *Tier*: 1
*Activation*: Passive
*Ranked*: Yes
When selling good legally, gain 10% more currency per rank of Wheel and Deal. ##### Veteran *Tier*: 1
*Activation*: Passive
*Ranked*: No
When you take this talent, your character gains Ranged (Heavy) or Resilience as a career skill. In addition, once per session, your character may collect a small favor from a current or former member of a single country's military (chosen when you take this talent), even if they do not owe your character a favor. ##### Years On The Force *Tier*: 1
*Activation*: Passive
*Ranked*: No
When you take this talent, your character gains Perception or Ranged (Light) as a career skill. In addition, once per session, your character may collect a small favor from a current or former member of a private security or public police force, even if they do not owe your character a favor.
CAREERS
GENESYS-SR
\pagebreakNum #### 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. ##### Street Rat *Tier*: 2
*Activation*: Passive
*Ranked*: No
Athletics and Knowledge (Street) are now career skills for your character. ##### 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 {ad}{ad} 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. \columnbreak ##### 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 {s}{ad}{ad} 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.
CAREERS
GENESYS-SR
\pagebreakNum ##### 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 {ad} equal to your character’s ranks in Knowledge - Magic 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. \columnbreak ##### 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 ({dif}). ##### Containment *Tier*: 2
*Activation*: Passive
*Ranked*: Yes
The character and each ally within short range may spend {ad} 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.
CAREERS
GENESYS-SR
\pagebreakNum ##### 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 {ad} 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 {th} 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 {ad}{ad} to reduce the maximum speed of the target by 1 until the end of the next round. \columnbreak ##### 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 {sb}{sb} from Defensive Sysops to a check, use this talent to add {f}{th} 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.
CAREERS
GENESYS-SR
\pagebreakNum ##### Disorient *Tier*: 2
*Activation*: Passive
*Ranked*: Yes
After hitting with combat check, may spend {ad}{ad} 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 {th} 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. \columnbreak ##### Ensorcelled (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 {s}{ad} to their next social skill check (instead of {ad}). 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. Once per round, your character may use a maneuver to direct the familiar to take specific maneuvers during your character's turn. As long as the familiar is in short range, it may use the Assist maneuver to give {b} to all magic checks. This range increases with ranks in Familiar.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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. \columnbreak ##### 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 {b}{b} 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### Good Cop *Tier*: 2
*Activation*: Active (Incidental)
*Ranked*: Yes
Your character may spend {ad}{ad} 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 ({dif}{dif}{dif}{dif}) Discipline check to remove status. Difficulty reduced per rank of Hard Headed. ##### Haughty Demeanor *Tier*: 2
*Activation*: Passive
*Ranked*: No
Other characters add {th} 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. \columnbreak ##### 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 {b}{b} 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 ({dif}{dif}{dif}) 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 ({dif}{dif}) 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 {ad}{ad}or {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 ({dif}{dif}) Leadership check. For each {s} the check generates, one ally within short range heals one strain. For each {ad}, 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. \columnbreak ##### 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 ({dif}{dif}{dif}) 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 {ad} per rank in Coercion to the ally's check.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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. ##### 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. ##### 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. ##### 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. ##### Matrix Hunter *Tier*: 2
*Activation*: No
*Ranked*: Passive
When your character successfully traces another character during a Matrix encounter, your character gains one additional trace. ##### 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. \columnbreak ##### 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 {th}{th} 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. This includes locations that are vertically distant or have no easy access route, but there must be an object to move across or path to move along. Your GM may rule some locations cannot be reached (such as ones behind locked doors or walls). ##### 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 {s}{s}{th}{th} 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 ({dif}{dif}{dif}) Perception check to identify the physical characteristics of person present at the scene within 24 hours. \columnbreak ##### Researcher *Tier*: 2
*Activation*: Passive
*Ranked*: Yes
On a successful Knowledge (Academic) check, character and allies gain automatic {ad} 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 ({dif}{dif}) Coercion check. For each {s} the check generates, one enemy within short range suffers 1 strain. For each {ad}, 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 {ad} 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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. ##### Stalker *Tier*: 2
*Activation*: Passive
*Ranked*: Yes
Add {b} per rank of Stalker to all Stealth and Coordination checks. ##### 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. \columnbreak ##### 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 {ad} to the results. ##### Technical Aptitude *Tier*: 2
*Activation*: Passive
*Ranked*: No
When making a Computer skill check may spend {ad}{ad} 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 {b}{b} to any 1 check.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 {ad} 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 {b}{b} 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. \columnbreak ##### 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. #### 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 {s}{ad} 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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. \columnbreak ##### 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 ({dif}{dif}{dif}) Deception check. On success, organization members have their strain thresholds reduced by 1, plus 1 per {s}{s}{s}, 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### Battle Casting *Tier*: 3
*Activation*: Passive
*Ranked*: No
Your character does not add {sb} 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 {ad} 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 ({dif}{dif}{dif}) Resilience check to immediately recover from all poisons and side effects of drugs. Reduce difficulty once per rank of Blooded. \columnbreak ##### 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 ({dif}{dif}{dif}) 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 ({dif}{dif}{dif}) 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 {ad} 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 {ad}{ad} 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). \columnbreak ##### 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 {ad}{ad} 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 {s}{s}{th}{th} to the results. If you are using the optional hacking rules on page 232 and your check generates {th}{th}, 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 ({dif}{dif}) 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 {ad} \columnbreak ##### 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 {ad}{ad}). ##### 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 {b}{b} 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 Rulebook (air), or they are immune to fire—including ignoring damage from attacks with the Burn item quality and from other fire-based attacks (fire).
TALENTS
GENESYS-SR
\pagebreakNum ##### 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. ##### Ensorcelled (Supreme) *Tier*: 3
*Activation*: Active (Incidental)
*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 ({dif}{dif}{dif}) 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 {th}. 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 {ad} to inflict 1 strain. \columnbreak ##### 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 - Magic (instead of their ranks in Knowledge - Magic). 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 {ad} (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 {ad}. ##### Face of the Wild *Tier*: 3
*Activation*: Active (Incidental)
*Ranked*: No
When your character casts a transform spell on themself 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 ({dif}) 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. In addition, when the Familiar uses the Assist maneuver with the Character's Arcana or Primal check, the Assist maneuver provides {b}{b}. The familiar must be within the range granted by ranks in the Familiar talent for your character to use the Familiar (Improved) talent. ##### Fear the Shadows *Tier*: 3
*Activation*: Active (Action)
*Ranked*: No
Once per session, may make a Hard ({dif}{dif}{dif}) Deception check to force a single minion group or rival to flee the encounter. ##### Fearsome Rep *Tier*: 3
*Activation*: Passive
*Ranked*: Yes
Add {ad} to results of Coercion checks equal to ranks in Fearsome Rep. ##### Feint *Tier*: 3
*Activation*: Passive
*Ranked*: Yes
Spend {t} or {ad}{ad}{ad} 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. \columnbreak ##### Field Commander *Tier*: 3
*Activation*: Active (Action)
*Ranked*: No
Your character may use this talent to make an Average ({dif}{dif}) 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### Forgot to Count? *Tier*: 3
*Activation*: Active (Incidental, Out of Turn)
*Ranked*: No
When an opponent makes a ranged combat check, you can spend {th}{th} 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 ({dif}{dif}{dif}) 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. \columnbreak ##### Full Throttle *Tier*: 3
*Activation*: Active (Action)
*Ranked*: No
While driving or flying, your character may use this talent to make a Hard ({dif}{dif}{dif}) 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 {ad} (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 {ad}.
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GENESYS-SR
\pagebreakNum ##### 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 \columnbreak ##### 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 ({dif}{dif}) Vigilance check to add {s} or {f} equal to {s}, and {ad} or {th} equal to {ad} 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### Iron Body *Tier*: 3
*Activation*: Passive
*Ranked*: Yes
Remove {sb} 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 {th}{th}{th} or {dis} 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. \columnbreak ##### 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 {sb} 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 ({dif}{dif}) 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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. ##### 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. ##### 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}. ##### 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. \columnbreak ##### No Escape *Tier*: 3
*Activation*: Passive
*Ranked*: No
May spend {ad}{ad} from a Coercion check or {th}{th} 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 {ad}. ##### 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 ({dif}{dif}) effects. The character gains one {dis} (including the associated failure) per ({dif}{dif}) effect added in this way rather than increase the difficultly of the check. This is in addition to any {dis} rolled.
TALENTS
GENESYS-SR
\pagebreakNum ##### Overwhelm Defenses *Tier*: 3
*Activation*: Active (Incidental)
*Ranked*: Yes
Upon unsuccessful attack with a vehicle weapon, may spend {ad}{ad} per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every {ad}{ad} 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 {dis} or {th}{th}{th} 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 {sb} to their checks for each rank of Pinning Fire, and suffers 1 strain. \columnbreak ##### Plausible Deniability *Tier*: 3
*Activation*: Active (Action)
*Ranked*: No
Take a Plausible Deniability action makes a Hard ({dif}{dif}{dif}) 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.
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GENESYS-SR
\pagebreakNum ##### 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 {ad} 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 {dis} or {th}{th}{th} 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 {sb} to the check. If the check fails, spend {dis} 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 ({dif}{dif}) Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment. \columnbreak ##### 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 {sb} 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 ({dif}{dif}{dif}) 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 {sb}{sb} to 1 NPC's skill check. ##### Shape Spell *Tier*: 3
*Activation*: Active (Incidental)
*Ranked*: Yes
When casting a spell with the Blast quality spend {ad} 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 ({dif}{dif}{dif}) Knowledge check. If successful, until the start of the next round, the ship’s handling increases by two plus one per {ad} scored on the check to a maximum handling of +4. {t} can be spent to extend the effect until the end of the encounter. \columnbreak ##### Snare *Tier*: 3
*Activation*: Active (Action)
*Ranked*: No
Once per session, your character may use this talent to make a Hard ({dif}{dif}{dif}) 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 ({dif}{dif}{dif}{dif}) Vigilance check as an incidental. If they fail, they are staggered until the end of their next turn, plus one additional turn per {th}{th}. ##### 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}.
TALENTS
GENESYS-SR
\pagebreakNum ##### Sunder Expertise *Tier*: 3
*Activation*: Passive
*Ranked*: No
Each {ad} 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*: Yes
If your character does not make a combat check during their turn, they use this talent to target one character (or minion group) within long range. That character must upgrade the difficulty of any ranged combat checks they make once until the end of your character’s next turn. Your character may choose to affect one additional character for each additional rank of Suppressing Fire. Your character must be holding a ranged weapon to use this talent. Your GM can also rule that your character can’t use this talent if they have no line of fire or range to the target. ##### 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. \columnbreak ##### 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 ({dif}{dif}{dif}) 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 {th}{th} or {dis}, 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.
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GENESYS-SR
\pagebreakNum ##### 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 ({dif}{dif}) 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. #### Tier 4 ##### 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. \columnbreak ##### 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 ({dif}{dif}) 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. ##### Armor Master (Improved) *Tier*: 4
*Activation*: Passive
*Ranked*: No
Your character must have purchased the Armor Master talent to benefit from this talent. When wearing armor with a soak value of 2 or higher, increase defense by 1. ##### Assassin Strike *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: No
After making a successful melee check, may spend a Story Point to disengage from an opponent as an incidental. ##### 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 {b} 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 {b}{b}. ##### Better Luck Next Time *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Take a Better Luck Next Time action; make a Hard ({dif}{dif}{dif}) Cool check to force a competitor to suffer a major misfortune.
TALENTS
GENESYS-SR
\pagebreakNum ##### Blood Magic (Improved) *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: No
Your character must have purchased the Blood Magic talent to benefit from this talent. Once per encounter, suffer an additional 2 wounds while using Blood Magic and add one additional effect with a Difficulty Mod +{dif} to a spell without increasing the difficulty. ##### Body Guard (Improved) *Tier*: 4
*Activation*: Passive
*Ranked*: No
Your character must have purchased the Body Guard talent to benefit from this talent. Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead. ##### 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. ##### 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 Opposed Driving or Piloting check to stop opponent from attacking character for rounds equal to Agility. ##### 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. \columnbreak ##### By the Book *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: Yes
Once per encounter, before making a combat check, suffer 2 strain to add {ad} to the results equal to ranks in By the Book. ##### 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 {ad}{ad} 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. ##### 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. ##### 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. ##### Center of Being (Improved) *Tier*: 4
*Activation*: Passive
*Ranked*: No
Suffer 1 Strain to use a Center of Being maneuver as an incidental.
TALENTS
GENESYS-SR
\pagebreakNum ##### Commanding Presence *Tier*: 4
*Activation*: Passive
*Ranked*: No
Once per session, may take Commanding Presence action; make an opposed Cool vs. Discipline check to force target to leave the encounter. ##### Comrades in Arms *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per encounter, make a Hard ({dif}{dif}{dif}) 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. ##### Conduit *Tier*: 4
*Activation*: Active (Maneuver)
*Ranked*: No
Once per encounter, your character may spend a Story Point to perform an Arcana, Primal, or Qi action as a maneuver. ##### 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. ##### 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. \columnbreak ##### 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 impose additional penalties on social skill checks your character makes if they are suffering Critical Injuries due to their frenzied behavior.) ##### Defensive *Tier*: 4
*Activation*: Passive
*Ranked*: Yes
Each rank of Defensive increases your character’s melee defense and ranged defense by one. ##### 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 {sb} per rank to combat checks targeting your character’s vehicle or your character while piloting it. ##### 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. ##### Discredit *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per encounter, take the Discredit action, make a Hard ({dif}{dif}{dif}) Deception check to upgrade the difficulty of one character's social checks once, plus once for every {ad}{ad}, until the end of the encounter.
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\pagebreakNum ##### 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 {th}{th} on NPC's checks when NPC's target character's allies. ##### 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. ##### Don't Shoot! *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per session as an action, make a Hard ({dif}{dif}{dif}) Charm check. On a success, cannot be target of combat checks until the end of the encounter or until making a combat check. ##### 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}. ##### Double-Talk *Tier*: 4
*Activation*: Passive
*Ranked*: No
Spend {ad}{ad} 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. \columnbreak ##### Elementalist (Supreme) *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: No
*Your character must have purchased the Improved 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 Improved Elementalist for the spell’s duration. ##### Elementary *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per session, your character may use this talent to make a Hard ({dif}{dif}{dif}) 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}. ##### Enduring *Tier*: 4
*Activation*: Passive
*Ranked*: Yes
Each rank of Enduring increases your character’s soak value by one. ##### Faith Healing *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: Yes
After making a skill check to cast a Heal spell, may choose to change one {s} to {ad} per rank of Faith Healing. ##### Familiar (Supreme) *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: No
Your character must have purchased the Familiar talent to benefit from this talent. You may spend a Story Point and use your Familiar as the point of origin for casting a spell. The familiar must be within the range granted by ranks in the Familiar talent for your character to use the Familiar (Supreme) talent.
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\pagebreakNum ##### 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. ##### Finesse (Improved) *Tier*: 4
*Activation*: Passive
*Ranked*: No
Your character must have purchased the Finesse talent to benefit from this talent. Because you can rapidly strike with surgical precision, use Agility instead of Brawn for determining base damage for Brawl and Melee attacks. ##### Flurry of Blows *Tier*: 4
*Activation*: Active (Maneuver)
*Ranked*: No
Perform the Flurry of Blows maneuver, suffering strain up to your ranks in Coordination to gain the Linked quality with a rating equal to the amount of strain suffered on your next Melee or Brawl combat check this turn. ##### Formation Tactics (Improved) *Tier*: 4
*Activation*: Passive
*Ranked*: No
Reduce the difficulty of Formation Tactics to average. Spend {t} or {ad}{ad}{ad}{ad}{ad}{ad} to have the effect last until the end of the encounter. ##### 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. \columnbreak ##### 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 ({dif}{dif}). ##### How Convenient! *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per session, your character may use this talent to make a Hard ({dif}{dif}{dif}) 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! ##### Improvised Position *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Your character may make a Hard ({dif}{dif}{dif}) Mechanics check and spends 12 hours constructing a secure position that can contain the group and it’s vehicles. The sum of it’s vehicles 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 {ad}{ad} or {t} from the check to increase the ranged defense the position provides to 2. ##### 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. ##### Incite Distraction *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
While in a crowd or populated area, your character may make an average ({dif}{dif}) Deception check. If successful, enemies treat the area as difficul terrain for the remainder of the encounter. Your character may spend {t} to make the location impassable terrain to them instead.
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\pagebreakNum ##### Incite Rebellion *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per session, may take an Incite Rebellion action; make a Hard ({dif}{dif}{dif}) Coercion check to cause a number of beings up to ranks in Coercion to become rebellious until the end of the encounter. ##### 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. ##### It's Not that Bad *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per session when an ally has suffered a Critical Injury since your last action, may take an It's Not That Bad action; make a Hard ({dif}{dif}{dif}) Medicine check to remove the Critical Injury. ##### Jury Rigged *Tier*: 4
*Activation*: Passive
*Ranked*: Yes
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the {ad} cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor. ##### Life or Death (Improved) *Tier*: 4
*Activation*: Passive
*Ranked*: No
Your character must have purchased the Life or Death talent to benefit from this talent. When your character suffers wounds equal to half of their wound threshold or greater, upgrade the ability of all combat checks they make once. This replaces the normal effects of Life or Death. \columnbreak ##### Lose Them *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
When being followed or chased, your character may make a hard ({dif}{dif}{dif}) Stealth check. If successful, they add {sb}{sb} to checks to follow them for the remainder of the encounter and may spend a {t} to lose their pursuers completely. ##### 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 {dis} 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. ##### Mage Hunter *Tier*: 4
*Activation*: Active (Action)
*Ranked*: Yes
When targeted by a successful curse spell, perform the Mage Hunter action; make a Daunting ({dif}{dif}{dif}{dif}) Discipline check to remove status. Difficulty reduced per rank of Mage Hunter. ##### 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 ones that can be triggered by spending {ad} or {t}.
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\pagebreakNum ##### 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 {sb} on his next Combat check against the character. ##### 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. ##### Magic Initiate (Improved) *Tier*: 4
*Activation*: Passive
*Ranked*: No
Mystic Theurge no longer limits use of the Arcana or Primal skill to once per encounter. ##### 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. ##### Evasive Driving *Tier*: 4
*Activation*: Active (Maneuver)
*Ranked*: No
As a maneuver, suffer system strain up to vehicle's highest defense to upgrade the difficulty of target's next Piloting check that many times. \columnbreak ##### 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 Criti-cal Hit result. Your GM may spend {dis} to add +20 to both Critical Hit results. ##### 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 {dis} or {th}{th}{th} to stagger the attacker until the end of the attacker's next turn. ##### Overcharge *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per encounter, your character may use this talent to make a Hard ({dif}{dif}{dif}) 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 5), skill (to a maximum of 5), or ranked talent. Your GM may spend {dis} or {th}{th}{th} 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 ({dif}{dif}) Mechanics check to repair it.
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\pagebreakNum ##### 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. ##### Pinning Fire (Improved) *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Your character must have the Pinning Fire talent to benefit from this talent. When making a Pinning Fire action, you may affect a number of targets equal to ranks of Pinning Fire. ##### Polymorph *Tier*: 4
*Activation*: Passive
*Ranked*: No
If your character has at least one rank in the Arcana 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). ##### 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. ##### 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. \columnbreak ##### 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. ##### 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. ##### Prophetic Aim *Tier*: 4
*Activation*: Passive
*Ranked*: No
While benefiting from an Aim maneuver, {dis} from the character's Ranged checks cannot cause attacks to hit allies engaged with the target. ##### Push the Specs *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Your character may perform the Push the Specs action when in a ship, attempting an Average ({dif}{dif}) 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 {ad} 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 couldn't perform normally.
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\pagebreakNum ##### 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 ({dif}{dif}) Vigilance check. If successful, you may add a number of {s} or {ad} (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. ##### Quickened Spell *Tier*: 4
*Activation*: Active (Maneuver)
*Ranked*: No
Once per session, spend 2 strain to make an Arcana, Primal, or Qi skill check as a maneuver. ##### 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. ##### 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. ##### Reflexive Barrier *Tier*: 4
*Activation*: Active (Incidental, Out of Turn)
*Ranked*: No
Once per session, when your character is targeted by an attack, you may cast Barrier as an out of turn incidental. ##### 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. \columnbreak ##### Reroute Processors *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per encounter, may take a Reroute Processors action, make an Average ({dif}{dif}) Computers check to reduce one of an artificial life form's characteristics by 1 and increase another of its characteristics by 1. ##### 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 {dis} to indicate that the ally has provided false or misleading information that the target believes to be truthful. ##### 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. ##### Savvy Negotiator *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
While engaged in a debate or argument, make a Hard ({dif}{dif}{dif}) 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. ##### 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.
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\pagebreakNum ##### 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. ##### Seen a Lot of Things *Tier*: 4
*Activation*: Passive
*Ranked*: No
Whenever your character fails a Knowledge check, they may spend {ad}{ad}{ad} to roll the check again during their next turn. ##### 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 {dis} on failure. ##### 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. ##### 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. ##### Sneak Attack (Improved) *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: No
Your character must have purchased the Sneak Attack Talent to benefit from this talent. Once per round when performing the Aim maneuver, you may choose to suffer 1 Strain to add Vicious 2, or increase your weapon's Vicious rating by 1, for your next combat check this round. This may be instead of, or in addition to the benefits of Sneak Attack's Pierce option. \columnbreak ##### Sorry About the Mess *Tier*: 4
*Activation*: Passive
*Ranked*: No
Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter. ##### Spitfire *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. ##### 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. ##### Street Smarts *Tier*: 4
*Activation*: Active (Action)
*Ranked*: Yes
Once per session, may take a Street Smarts action; make a Formidable ({dif}{dif}{dif}{dif}{dif}) Streetwise or Knowledge check to learn one vital clue from the GM. Reduce the difficulty once per rank of Street Smarts. ##### Supporting Evidence *Tier*: 4
*Activation*: Passive
*Ranked*: Yes
When assisting an ally with a Charm, Deception, Leadership, or Negotiation check, add automatic {ad} per rank of Supporting Evidence. ##### Targeted Firepower *Tier*: 4
*Activation*: Active (Action)
*Ranked*: No
Once per session, identify one enemy target and make a hard appropriate Knowledge check. If successful, for the rest of the encounter, allies within short range of your character add 1 {ad} to attacks against the target equal to {s} generated on the check.
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\pagebreakNum ##### That's How It's Done *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: Yes
May suffer 1 strain on successful skill check to add {ad} to the same skill check made by a number of allies equally to Willpower within short range during the next round. Range increases with ranks. ##### 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 {dis}, your character may immediately perform a maneuver as an out-of-turn incidental. ##### Unrelenting *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: No
Once per round after resolving a successful Brawl or Melee 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. ##### 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. ##### 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 {sb} added to the check, and instead adds an equal number of {f} to the results. \columnbreak ##### 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. ##### Vision of the Future *Tier*: 4
*Activation*: Active (Incidental)
*Ranked*: No
Once per session, after successfully casting a spell, you may spend {ad}{ad} or {t} to add one additional effect to the cast spell, which would normally have increased the difficulty by 1. ##### 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 ({dif}{dif}{dif}) Knowledge check. If successful, until the end of the encounter, your character and all allies add automatic {ad}{ad} or {s} to all combat checks made targeting the structure (your character's choice). ##### 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. #### Tier 5 ##### Altered Deal *Tier*: 5
*Activation*: Active (Action)
*Ranked*: No
Once per session, make a Hard ({dif}{dif}{dif}) Coercion check to radically change a previously made deal or bargain to your character's advantage.
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\pagebreakNum ##### 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 ({dif}{dif}{dif}) 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 ({dif}{dif}). \columnbreak ##### 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 {ad}{ad}{ad} to immediately reroll the attempted spell with a new target. ##### Comrades in Arms (Improved) *Tier*: 5
*Activation*: Passive
*Ranked*: No
Spend {t} or {ad}{ad}{ad} 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.
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\pagebreakNum ##### 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 character 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 {dis}. \columnbreak ##### 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 ({dif}{dif}{dif}) 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 {ad}{ad}{ad} 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 ({dif}{dif}{dif}) 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 {ad}{ad} 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 ({dif}{dif}{dif}) Leadership check. If successful, a number of allies not exceeding your character's Presence within short range add {s} to their next skill check. \columnbreak ##### 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 {dis} 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 ({dif}{dif}{dif}{dif}) 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 ({dif}).
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 {ad} 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 {ad} 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. \columnbreak ##### Master Plan *Tier*: 5
*Activation*: Active (Action)
*Ranked*: No
Once per session, your character may use this talent to make a Hard ({dif}{dif}{dif}) 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 {ad} 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 {ad}{ad} 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.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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 {ad}{ad}{ad}{ad} 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}. \columnbreak ##### Superhuman Reflexes *Tier*: 5
*Activation*: Active (Incidental)
*Ranked*: No
Once per session, after generating {dis} on a Piloting or Driving check cancel the {dis} and add {s} equal to ranks in Cool. ##### Thorough Assessment *Tier*: 5
*Activation*: Active (Action)
*Ranked*: No
Once per session, take a Thorough Assessment action: make a Hard ({dif}{dif}{dif}) 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 {ad} 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 {dis} to results. ##### Web Of Knowledge *Tier*: 5
*Activation*: Active (Action)
*Ranked*: No
Once per session your character may make an Average ({dif}{dif}) 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. Your character may spend {ad}{ad}{ad} or {t} from this check (whether or not they succeeded) to add {s} to all Computer checks involving that system that they make for the remainder of the encounter.
TALENTS
GENESYS-SR
\pagebreakNum ##### 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. ## 5. Gear # Cyberware and Bioware Each skill or characteristic may only be increased by +1 due to cyberware/bioware (or other gear), no matter how many different cybernetics your character has that would otherwise increase that number. Keeping with the +1 limitation above, each skill can only have one source of {b} (but may have more than one {b} per source). No 'ware should provide automatic {s} without some other limitation (once per session/encounter, take strain, add {th}, etc.) #### Essence Essence ranges from 0-6 (a character with no 'ware has 6 Essence) and is a general gauge of how much humanity is left in you. If at any point your Essence drops to 0, hand your character sheet to your GM. You may be dead or you may become a killer robot bent on wreaking havoc across the Metroplex. Replacing your natural body with metal and grown parts reduces your humanity and makes it more difficult to channel magic through you. The following penalties apply based on your remaining Essence to all uses of any Magic skill. This also applies to magical and non-magical healing attempts directed at you, as well as Augment magic attempts directed at you. \columnbreak | Essence | Penalty |:---:|:-----------:| | 6 | No Penalty | | 5 | Add {sb} | | 4 | Add {sb}{sb} | | 3 | Upgrade the check | | 2 | Upgrade the check twice | | 1 | Upgrade the check three times | | 0 | Game over, man. Game over. | Cyberware and Bioware will be built with the following formulae: #### Multipliers | Type | Cost | |:---:|:-----------:|:-:|:-:| | Cyberware | 1x | | Bioware | 4x | #### Costs | Type | Cost | |:-:|:-:| | Characteristic | 2,500¥ | Skill | 1,000¥ | Attribute | 700¥ | {b} | 700¥ | -{sb} | 700¥ | Other | Varies
GEAR
GENESYS-SR
\pagebreakNum ## Cyberware
Each Mod takes up one Hard Point. For Suites that could be duplicated, such as cyberlimbs, cyberears, and cybereyes, the player may flavor it as one side or the other, or both. If choosing both, player does not double the number of hard points or Essence, unles they decide to purchase the same suite twice. In these cases, the Essence and hard points are doubled. #### Headware Suites | Name | Essence | Hard Points | Rarity | Price | Compatible Mods |:---:|:-----------:|:-:|:-:|:-:|:--:| | Matrix Suite | 1 | 3 | 5 | 1000¥ | Commlink, Control Rig, Cyberdeck, Datajack, Neural Processor | Mind Suite | 1 | 3 | 4 | 1000¥ | Attention Coprocessor, Commlink, Datajack, Neural Processor, Skilljack | Impersonation Suite | 1 | 3 | 6 | 1000¥ | False Face, Hair Optics, Olfactory Booster, Skilljack, Voice Mask, Voice Modulator #### Headware Mods | Name | Rarity | Price | Effects |:-----------:|:-:|:-:|:-:| | Attention Coprocessor | 4 | 700¥ | {b} to Perception. | Commlink | 2 | 200¥ + Commlink| Allows for hot-sim and DNI | Control Rig 1 | 5 | 1500¥ | Add 1 rank in Driving skill. Add 1 to Handling of vehicle when Jumped In | Control Rig 2 | 7 | 2500¥ | Add 1 rank and {b} in Driving skill. Add 2 to Handling of vehicle when Jumped In | Control Rig 3 | 9 | 3500¥ | Add 1 rank and {b} in Driving skill. Add 3 to Handling of vehicle when Jumped In. May suffer 1 strain to add {s} to a Driving check | Cyberdeck | 4 | 200¥ + Cyberdeck | Allows for hot-sim and DNI | Datajack | 2 | 200¥ | Allows for DNI. Can connect to any device using a data cable. | False Face | 7 | 1700¥ | Allows user to change their face to any possible version of their metatype. +1 Deception and {b} to Deception checks. | Hair Optics | 1 | 1000¥ | +1 Charm | Neural Processor | 4 | 1000¥ | +1 Computers | Olfactory Booster | 4 | 1400¥ | {b}{b} to Perception tests involving scent | Skilljack | 5 | 1000¥ | May load a knowsoft or linguasoft. May hold up to 7 'softs in memory. Only 1 may be active at a time. It takes an Incidental Action to switch, but does not become active until start of your next turn. | Voice Mask | 4 | 500¥ | {sb}{sb} to checks to identify user’s voice | Voice Modulator | 5 | 1000¥ | +1 Deception #### Cybereyes | Name | Essence | Hard Points | Rarity | Price | Effects |:---:|:-----------:|:-:|:-:|:-:|:-: | Cybereyes Suite | 1 | 3 | 3 | 1000¥ | Perception +1 (Visual)
CYBERWARE
GENESYS-SR
\pagebreakNum
#### Cyberears | Name | Essence | Hard Points | Rarity | Price | Effects |:---:|:-----------:|:-:|:-:|:-:|:-: | Cyberears Suite | 1 | 3 | 3 | 1000¥ | Perception +1 (Audio) #### Vision Mods | Name | Rarity | Price | Effects |:---:|:-----------:|:-:|:-: | Image Link | 2 | 250¥ | Allows for use of AR | Microscopic Lenses | 3 | 900¥ | Allow for magnification of an item 1000x. Focal point is 30cm. Add {b}{b} to Perception when examining the material in question. | Facial Analyzer | 4 | 1000¥ | +1 Negotiation | Targeting Laser | 4 | 700¥ | May take the aim maneuver without suffering strain. Maximum of two maneuvers still applies. | Ultrasound Sensor | 4 | 700¥ | Uses ultrasound to map out a room. Cannot go through physical objects, but can ‘see’ things others cannot (such as people affected by Invisibility). Switch between ultrasound and true vision with a Maneuver | Vision Enhancement | 2 | 700¥ | Add {b} to Perception dealing with vision | Vision Magnification | 2 | 750¥ | If user takes the Aim maneuver, increase the effective range of a ranged weapon by one band. #### Audio Mods | Name | Rarity | Price | Effects |:---:|:-----------:|:-:|:-: | Audio Enhancement | 2 | 1000¥ | {b}{b} to Perception (Audio) | Balance Augmenter | 3 | 1000¥ | +1 Coordination | Damper | 3 | 1200¥ | +2 Soak for damage inflicted by sonic-style weapons (such as flashbangs) | Increased Hearing Spectrum | 3 | 500¥ | Allows user to hear in higher and lower frequencies than human hearing | Select Sound Filter | 3 | 500¥ | Allow user to focus on a specific sound group | Spatial Recognizer | 3 | 1000¥ | {b}{b} to checks to determine where a sound came from | Translate-Ear | 2 | 600¥ | When a linguasoft is loaded, automatically translate speech you hear to your preferred language. #### Bodyware Suites | Name | Essence | Hard Points | Rarity | Price | Compatible Mods |:---:|:-----------:|:-:|:-:|:-:|:--:| | Strength Suite | 1 | 3 | 5 | 1000¥ | Adrenaline Filter, Biomonitor, Bone Lacing (all), Dermal Plating, Muscle Replacement | Dexterity Suite | 1 | 3 | 5 | 1000¥ | Balance Tail, Reaction Enhancers, Retractable Climbing Claws, Skillwires, Wired Reflexes (all) | Coyote Suite | 1 | 3 | 6 | 1000¥ | Adrenaline Filter, Skillwires, Smuggling Compartment, Wired Reflexes (all)
CYBERWARE
GENESYS-SR
\pagebreakNum
#### Bodyware Mods | Name | Rarity | Price | Effects |:---:|:-----------:|:-:|:-:|:-:| | Adrenaline Filter | 5 | 1000¥ | +1 Cool | Balance Tail | 4 | 1000¥ | +1 Coordination | Biomonitor | 2 | 700¥ | Able to show your vitals on image link and broadcast to team. Add {b} to Medicine checks to heal you. | Bone Lacing (Plastic) | 5 | 1000¥ | +1 Brawl damage, +1 Soak | Bone Lacing (Aluminum) | 5 | 2000¥ | +2 Brawl damage, +1 Soak | Bone Lacing (Titanium) | 6 | 3000¥ | +2 Brawl damage, +1 Soak. When suffering a critical strike, may roll the dice twice and choose which result to take. | Dermal Plating | 6 | 700¥ | +1 Ranged/Melee defense | Muscle Replacement | 7 | 2500¥ | +1 Brawn | Reaction Enhancers | 7 | 2500¥ | +1 Agility | Retractable Climbing Claws (Feet or Hands) | 6 | 1000¥ | +1 Athletics when climbing. If have both feet and hands, add a {b}. If used as a weapon, treat as Retractable Hand Razors, but add a {sb} | Skillwires | 7 | 1500¥ | Allows for use of Skillsofts. May hold up to 5 skillsofts in memory. Only 1 may be active at a time. It takes an Incidental Action to switch, but does not become active until start of your next turn. | Smuggling Compartment | 7 | 200¥ | Can store objects up to Encumbrance 1. Anything stored will upgrade a perception check trying to find it. | Wired Reflexes 1 | 6 | 3000¥ | +1 Agility, may suffer 1 strain to add {s} to your initiative check | Wired Reflexes 2 | 6 | 3700¥ | +1 Agility, +1 Ranged and Melee Defense, may suffer 1 strain to add {s}{s} to your initiative check | Wired Reflexes 3 | 7 | 4400¥ | +1 Agility, +1 Ranged/Melee Defense, may suffer 1 strain to add {s}{s}{s} to your initiative check
#### Cyberlimbs - Obvious | Name | Essence | Hard Points | Rarity | Price | Effects |:---:|:-----------:|:-:|:-:|:-:|:-: | Cyberarm Suite | 1 | 4 | 3 | 1500¥ | +1 Wound Threshold | Cyberleg Suite | 1 | 4 | 3 | 1500¥ | +1 Wound Threshold | Torso Suite | 1 | 3 | 4 | 1500¥ | +1 Wound Threshold #### Cyberlimbs - Synthetic | Name | Essence | Hard Points | Rarity | Price | Effects |:---:|:-----------:|:-:|:-:|:-:|:-: | Cyberarm Suite | 1 | 3 | 4 | 2000¥ | +1 Wound Threshold | Cyberleg Suite | 1 | 3 | 4 | 2000¥ | +1 Wound Threshold | Torso Suite | 1 | 2 | 5 | 2000¥ | +1 Wound Threshold
#### Cyberweapons | Name | Compatibility | Rarity | Price | Effects |:---:|:-----------:|:-:|:-:|:-:| | Gun (Pistol) | Arm, Leg | 5 | Gun + 300¥ | GM may spend {th}{th} to make you run out ammo. | Gun (SMG) | Arm, Leg | 6 | Gun + 300¥ | GM may spend {th}{th} to make you run out ammo. | Gun (Shotgun) | Arm, Leg | 6 | Gun + 300¥ | GM may spend {th}{th} to make you run out ammo. | Grenade Launcher | Arm, Leg | 7 | Gun + 300¥ | Limited Ammo 1 | Hand razors (retractable) | Arm, Hand | 5 | 600¥ | Brawl; Damage +2; Crit 4; Range: Engaged; Vicious 2
BALANCING
GENESYS-SR
\pagebreakNum
#### Cyberlimb Mods Each limb may only have one mod that increases a characteristic (may not have Agility + Brawn mod in the same limb) | Name | Compatibility | Rarity | Price | Effects |:---:|:-----------:|:-:|:-:|:-:| | Agility | Legs, Arms | 5 | 2500¥ | +1 Agility | Brawn | Legs, Arms | 5 | 2500¥ | +1 Brawn | Armor | Torso | 5 | 700¥ | +1 Soak | Gyromount | Arms, Torso | 4 | 700¥ | Ranged weapon attached to the gyromount gains the Accurate 1 quality, or increases the Accurate quality by 1. | Slide | Arms | 4 | 500¥ | Weapon or item attached to the slide can be drawn as an incidental | Holster | Torso | 4 | 200¥ | May holster a pistol with Encumbrance of 0 or 1. Compartment is concealed and adds {sb}{sb} to Perception checks to spot. | Hydraulic Jacks | Legs | 5 | 1000¥ | +1 Athletics | Large Smuggling Compartment | Torso | 5 | 500¥ | Can hold 2 Encumbrance of objects. Anything stored will upgrade a perception check trying to find it | Telescopic Limbs | Legs, Arms | 5 | 500¥ | Limb may extend 3x normal length. May make Melee attacks at Short range. | Grapple Gun | Arms | 5 | 400¥ | 50’ of coiled nylon, able to support total encumbrance and Brawn of 14. If used as a weapon: Damage 4, Crit: 5. Range: Medium. Inaccurate 1, Knockdown | Skimmers | Feet | 5 | 1000¥ | +1 Stealth | Nonconductive Material | Torso | 6 | 1400¥ | +1 Strain Threshold | Skates | Legs, Feet | 4 | 300¥ | May take the Move maneuver as your second maneuver without suffering strain. GM may spend {th}{th} on your attacks to knock you prone. May spend {ad}{ad} on attacks made against you to knock you prone. ## Bioware #### Basic Suites | Name | Essence | Hard Points | Rarity | Price | Compatible Mods |:---:|:-----------:|:-:|:-:|:-:|:-: | Brawn Suite | 1 | 5 | 6 | 4000¥ | Bone Density Augmentation, Cat's Eyes, Enhanced Articulation, Fangs, Horns, Muscle Augmentation, Stinger, Suprathyroid Gland, Synthacardium | Agility Suite | 1 | 5 | 5 | 4000¥ | Adrenaline Pump, Cat's Claws, Cat's Eyes, Enhanced Articulation, Fangs, Muscle Toner, Suprathyroid Gland, Synthacardium | Defense Suite | 1 | 6 | 4 | 4500¥ | Orthoskin (1&2), Skin Pocket, Tailored Pheromones, Bone Density Augmentation, Pathogenic Defense, Platelet Factories, Symbiotes, Toxin Extractor, Cat Claws, Horns, Fangs, Stinger
BIOWARE
GENESYS-SR
\pagebreakNum
#### Basic Mods | Name | Rarity | Price | Effects |:---:|:-----------:|:-:|:-:|:-:| | Adrenaline Pump | 4 | 6000¥ | May suffer up to 3 strain to add as many {s} to initiative checks. | Bone Density Augmentation | 6 | 12,500¥ | +1 Soak, +1 to Brawl damage. Requires extra {th} to add Knockdown effect. | Cat Claws | 6 | 400¥ | May suffer 1 strain to make unarmed Brawl attacks have: Brawl; Damage: +1; Crit: 3; Range: Engaged; until the end of the encounter | Cat’s Eyes | 3 | 5000¥ | Remove {sb}{sb} imposed by dim light. | Enhanced Articulation | 3 | 2800¥ | Add {b} to checks to escape grapples or bonds. | Fangs | 6 | 300¥ | Brawl; Damage: +1; Crit: 5; Range: Engaged; Pierce 1 | Horns | 6 | 750¥ | Brawl; Damage: +3; Crit: 2; Range: Engaged; Pierce 1, Vicious 1, Inaccurate 1 | Muscle Augmentation | 5 | 10,000¥ | +1 Brawn | Muscle Toner | 5 | 10,000¥ | +1 Agility | Orthoskin 1 | 5 | 2800¥ | +1 Soak | Orthoskin 2 | 5 | 5600¥ | +1 Soak, +1 Ranged/Melee Defense | Pathogenic Defense | 6 | 4000¥ | +1 Resilience | Platelet Factories | 5 | 2800¥ | When recovering strain at the end of an encounter, recover 2 per {s} | Skin Pocket | 5 | 800¥ | May conceal an item of encumbrance 1 or lower. Upgrade any check to perceive this twice. | Stinger | 6 | 1000¥ | Brawl; Damage: +5; Crit: 4; Range: Engaged; Pierce 1, Unwieldy 3, Disorient 4 | Suprathyroid Gland | 7 | 20,000¥ | +1 Agility, +1 Brawn. Must pay 100¥ per session for extra food. This mod is incompatible with Muscle Augmentation and Muscle Toner. | Symbiotes | 7 | 4000¥ | Upgrade any check once to heal you (stun or physical), including at the end of an encounter. | Synthacardium | 5 | 4000¥ | +1 Athletics | Tailored Pheromones | 6 | 10,000¥ | +1 Presence | Toxin Extractor | 5 | 4000¥ | Upgrade any Resilience check to fight off poisons or toxins #### Cultured Suites | Name | Essence | Hard Points | Rarity | Price | Compatible Mods |:---:|:-----------:|:-:|:-:|:-:|:-: | Intelligence Suite | 1 | 5 | 6 | 5000¥ | Cerebellum Booster, Dopamine blocker, Mnemonic Enhancer, Reflex Recorder, Sleep Regulator | Cunning Suite | 1 | 5 | 6 | 5000¥ | Dopamine Blocker, Mnemonic Enhancer, Reception Enhancer, Reflex Recorder, Sleep Regulator | Resilience Suite | 1 | 5 | 6 | 5000¥ | Cerebral Booster, Damage Compensator, Dopamine Blocker, Pain Editor, Sleep Regulator | Combat Suite | 1 | 5 | 7 | 5000¥ | Damage Compensator, Dopamine Blocker, Pain Editor, Reflex Recorder, Synaptic Booster
BIOWARE
GENESYS-SR
\pagebreakNum
#### Cultured Mods | Name | Rarity | Price | Effects |:---:|:-----------:|:-:|:-:|:-:| | Cerebellum Booster | 6 | 10,000¥ | +1 Intellect | Reception Enhancer | 6 | 10,000¥ | +1 Cunning | Cerebral Booster | 7 | 10,000¥ | +1 Willpower | Damage Compensator | 6 | 2800¥ | +1 Wound Threshold | Mnemonic Enhancer | 6 | 2800¥ | Add {b} to all Knowledge checks | Pain Editor | 6 | 5600¥ | Once per encounter when your character suffers a Critical Injury, they may activate the pain editor as an out-of-turn incidental. Until the end of the encounter, they ignore any penalties that Critical Injury would otherwise impose on skill checks they make. (At your GM’s discretion, this may not apply to penalties inflicted by certain Critical Injuries, such as blindness or loss of a limb.) At the end of the encounter, your character no longer ignores those penalties and suffers the effects of the Critical Injuries. | Dopamine Blocker | 5 | 4000¥ | +1 Discipline | Reflex Recorder | 7 | 4000¥ | Choose 1: +1 to Athletics, Coordination, Driving, Piloting, Brawl, Melee, Ranged (Light), Ranged (Heavy), Gunnery. 'May have multiple reflex recorders, but only one per skill. | Sleep Regulator | 5 | 2800¥ | Remove {sb}{sb} imposed by lack of sleep | Synaptic Booster | 6 | 17,600¥ | +1 Agility, +1 Ranged/Melee Defense, may suffer 1 strain to add {s}{s}{s} to your initiative check ## Gear and Tools #### Electronics | Name | Hard Points | Encumbrance | Price | Rarity | Effects |:---:|:-----------:|:-:|:-:|:-:|:-: | Commlink | | 0 | 25¥ | 4 | May contain 1 icebreaker and one IC | Cyberdeck (Rating 1) | | 2 | 750¥ | 5 | May contain 2 icebreakers and two IC | Cyberdeck (Rating 2) | | 3 | 2000¥ | 7 | May contain 4 icebreakers and six IC | Linguasoft | | 0 | 200¥ | 4 | Contains a language, used to translate from one language to another. | Knowsoft | | 0 | 1000¥ | 4 | Contains information about a specific Knowledge skill topic. Loading this into a skilljack will increase the rating of that Knowledge skill by 1, up to a maximum of 5. | Skillsoft | | 0 | 1000¥ | 6 | May be loaded into skillwires to increase rank in a specific skill (determined at purchase) by 1, up to a maximum of 5. | Agent | | 0 | 800¥ | 5 | | Glasses | 2 | 0 | 100¥ | 3 | Uses Vision Mods (p56) | Contacts | 1 | 0 | 90¥ | 3 | Uses Vision Mods (p56) | Earbuds | 2 | 0 | 90¥ | 3 | Uses Audio Mods (p56) | Goggles | 3 | 1 | 120¥ | 3 | Uses Vision Mods (p56)
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#### Biotech | Name | Encumbrance | Price | Rarity | Effects |:---:|:-----------:|:-:|:-:|:-: | Medkit | 1 | 100¥ | 2 | Add {b} to medicine checks to do first aid. Medkit may make it’s own medicine check at {p}{ab}{ab} | | Slap-patch | 0 | 25¥ | 2 | Same as Painkillers in Genesys CRB p94 | | Stim Patch | 0 | 5¥ | 1 | Recovers all strain immediately. At the end of the encounter, take 10 strain. May make an Average ({dif}{dif})Resilience check to reduce strain suffered by 1 per {s} or {ad}{ad} | | Trauma Patch | 0 | 20¥ | 3 | If applied to a subject that is over their Wound Threshold within 2 rounds, that character reduces the severity level of the critical injury by 1 (does not apply to **Dead**.) | #### Drugs Optional rules for addiction may be found on page 100 of Shadow of the Beanstalk. Drugs last until the end of the encounter or for 1 hour of narrative time. Taking a drug takes an Action and user must suffer 1 unsoakable strain to do so. | Name | Encumbrance | Price | Rarity | Effects |:---:|:-----------:|:-:|:-:|:-: | Bliss | 0 | 50¥ | 2 | Your character loses their free maneuver on their turn for the next five rounds (or five minutes of narrative time). In addition, your character adds {th}{th} to any checks they make during that time. | | Cram | 0 | 50¥ | 3 | +1 Agility | | Deepweed | 0 | 50¥ | 3 | +1 Willpower | | Jazz | 0 | 75¥ | 4 | +1 Agility, +1 Vigilance | | Kamikaze | 0 | 75¥ | 4 | +1 Brawn, +1 Brawl | | Long Haul | 0 | 50¥ | 2 | Remove {sb}{sb} imposed by exhaustion. | | Nitro | 0 | 75¥ | 3 | +1 Cunning, +1 Perception | | Novacoke | 0 | 50¥ | 3 | +1 Presence | | Psyche | 0 | 50¥ | 3 | +1 Intellect | | Zen | 0 | 50¥ | 2 | -1 Agility | #### Licenses | Name | Price | Rarity | Effects |:---:|:-----------:|:-:|:-: | Fake SIN | 500¥ | 7 | Must make a **Daunting** ({dif}{dif}{dif}{dif}) Perception check to determine SIN is a fake. | Fake License | 300¥ | 5 | Must make a **Daunting** ({dif}{dif}{dif}{dif}) Perception check to determine License is a fake.
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GENESYS-SR
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#### Armor | Name | Encumbrance | Price | Rarity | Soak | Defense (R/M) | Special |:---:|:-----------:|:-:|:-:|:-:|:-:|:-:| | Clothing | 0 | Varies | - | 0 | 0 | | Armored Clothing | 1 | 200¥ | 5 | 1 | 0 | | Armor Vest | 1 | 300¥ | 5 | 0 | 1 | | Armored Jacket | 1 | 350¥ | 5 | 1 | 1 | | Chameleon Suit | 1 | 350¥ | 6 | 0 | 1 | Add {b} to Stealth checks | Full Body Armor | 2 | 500¥ | 5 | 2 | 0 | | Environmental Suit | 4 | 260¥ | 4 | 1 | 0 | Add {b} to Resilience checks to resist environmental effects | Lined Coat | 1 | 250¥ | 5 | 1 | 0 | Add {sb} on checks to find items hidden in the coat | Form-Fitting Body Armor | 1 | 350¥ | 5 | 1 | 2 | | Mil-spec, Light | 2 | 600¥ | 7 | 2 | 1 | Reinforced | Mil-spec, Medium | 3 | 750¥ | 7 | 2 | 2 | Reinforced | Mil-spec, Heavy | 4 | 1000¥ | 8 | 3 | 2 | Add {b} to Coercion checks, Reinforced | Security Armor, Light | 1 | 300¥ | 6 | 1 | 1 | | Security Armor, Medium | 2 | 450¥ | 6 | 2 | 1 | | Security Armor, Heavy | 3 | 600¥ | 7 | 2 | 2 | Add {b} to Coercion checks | Riot Control Armor | 3 | 850¥ | 7 | 2 | 3 | | SWAT Armor | 5 | 900¥ | 7 | 3 | 2 | #### Weapons ##### Ranged - Light ###### Firearms | Name | Damage | Crit | Range | Encumbrance | Price | Rarity | Special |:---:|:-----------:|:-:|:-:|:-:|:-:|:-:|:-:| | Hold-out Pistol | 4 | 5 | Short | 1 | 100¥ | 3 | | Light Pistol | 5 | 4 | Short | 1 | 150¥ | 3 | | Heavy Pistol | 6 | 3 | Medium | 1 | 600¥ | 4 | Vicious 1 | SMG | 5 | 3 | Medium | 1 | 450¥ | 4 | Auto-fire | Taser | 5 | 5 | Short | 1 | 350¥ | 3 | Stun Damage, Stun 3
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###### Projectile/Throwing Weapons | Name | Damage | Crit | Range | Encumbrance | Price | Rarity | Special |:---:|:-----------:|:-:|:-:|:-:|:-:|:-:|:-:| | Boomerang | +0 | 5 | Short | 1 | 50¥ | 5 | | Throwing Knife/Shuriken | +1 | 4 | Short | 1 | 150¥ | 4 | Limited Ammo 6 | Bow | +3 | 3 | Medium | 2 | 300¥ | 3 | Unwieldy 2 ###### Grenades All grenades have **Limited Ammo 1**. May set to explode immediately or set time up to 3 rounds. Setting timer is an Incidental action. | Name | Damage | Crit | Range | Encumbrance | Price | Rarity | Special |:---:|:-----------:|:-:|:-:|:-:|:-:|:-:|:-:| | Flashbang | 8 | 5 | Short | 1 | 70¥ | 4 | Blast 8, Disorient 3, Stun Damage | Fragmentation | 7 | 3 | Short | 1 | 85¥ | 4 | Blast 7, Vicious 2 | High Explosive | 6 | 4 | Short | 1 | 70¥ | 5 | Blast 6, Concussive 1 | Tear Gas | 0 | N/A | Short | 1 | 60¥ | 6 | Disorient 5 | Incendiary | 6 | 4 | Short | 1 | 50¥ | 6 | Burn 3 | Smoke | 0 | N/A | Short | 1 | 20¥ | 4 | Adds to {sb}{sb} Visual based checks | Thermal Smoke | 0 | N/A | Short | 1 | 30¥ | 5 | Adds {sb}{sb} to Visual based checks, including thermo ##### Ranged - Heavy | Name | Damage | Crit | Range | Encumbrance | Price | Rarity | Special |:---:|:-----------:|:-:|:-:|:-:|:-:|:-:|:-:| | Assault Rifle | 7 | 3 | Long | 2 | 800¥ | 7 | Auto-fire | Shotgun | 8 | 3 | Medium | 2 | 850¥ | 5 | Pierce 1 | Sniper Rifle | 10 | 2 | Extreme | 5 | 1950¥ | 7 | Accurate 1 | Light Machine Gun | 8 | 3 | Long | 6 | 1000¥ | 7 | Auto-fire, Cumbersome 3, Pierce 1 | Heavy Machine Gun | 10 | 3 | Long | 8 | 1500¥ | 8 | Auto-fire, Cumbersome 4, Pierce 2 | Gauss Rifle | 10 | 2 | Extreme | 7 | 2100¥ | 8 | Cumbersome 3, Pierce 4, Knockdown ##### Gunnery | Name | Damage | Crit | Range | Encumbrance | Price | Rarity | Special |:---:|:-----------:|:-:|:-:|:-:|:-:|:-:|:-:| | Assault Cannon | 13 | 2 | Extreme | 9 | 3750¥ | 9 | Cumbersome 5, Vicious 4, Slow-Firing 2 | Mounted Machine Guns | 12 | 3 | Long | 6 | 1100¥ | 8 | Auto-fire, Cumbersome 5, Pierce 1 | Missile Launcher | 15 | 2 | Extreme | 7 | 4450¥ | 9 | Limited Ammo 1, Breach 1, Guided 1, Prepare 3 | Grenade Launcher | * | * | Long | 5 | 2450¥ | 7 | Cumbersome 2, Limited Ammo 6 ##### Ammo | Name | Price | Rarity | Special | :--: | :---: | :----: | :-----: | | Grenade Launcher | *| * | By type. Refer to *Grenades* above | Missile Launcher | 500¥ | 9 |
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##### Melee | Name | Damage | Crit | Range | Encumbrance | Price | Rarity | Special |:---:|:-----------:|:-:|:-:|:-:|:-:|:-:|:-:| | Club | +2 | 4 | Engaged | 1 | 150¥ | 3 | Stun 1 | Combat Axe | +4 | 3 | Engaged | 2 | 200¥ | 4 | Cumbersome 3, Pierce 1, Vicious 1 | Extendable Baton | +2 | 3 | Engaged | 1 | 125¥ | 3 | Stun 1 | Forearm Snap Blades | +3 | 3 | Engaged | 0 | 200¥ | 4 | | Katana | +4 | 2 | Engaged | 2 | 400¥ | 5 | Pierce 1, Vicious 1, Defensive | Knife | +1 | 3 | Engaged | 1 | 175¥ | 2 | Pierce 1 | Monofilament Whip | +5 | 2 | Short | 1 | 900¥ | 7 | Pierce 2, Sunder, Vicious 3. If roll includes {th}{th}{th} or {dis}: Damage yourself. If roll includes {dis}{dis}: Damage and critical yourself. If your attack is still successful, you deal damage to the target, too. | Polearm | +4 | 3 | Engaged | 3 | 325¥ | 5 | Defensive, Pierce 2 | Staff | +3 | 4 | Engaged | 2 | 175¥ | 3 | Stun 2, Defensive | Stun Baton | +3 | 5 | Engaged | 1 | 400¥ | 4 | Stun 2, Stun Damage | Sword | +3 | 4 | Engaged | 2 | 225¥ | 4 | Pierce 1, Defensive | Tonfa | +2 | 4 | Engaged | 1 | 125¥ | 4 | Stun 2 | Improvised Weapon | +0 | 6 | Engaged | 0 | N/A | 0 | Inaccurate 1, Inferior 1 | Riot Shield | +0 | 6 | Engaged | 1 | 150¥ | 5 | Unwieldy 3, Defensive 1, Deflective 1,Inaccurate 1, Knockdown | Ballistic Shield | +1 | 5 | Engaged | 2 | 300¥ | 8 | Cumbersome 3, Defensive 2, Deflective 2, Inaccurate 1, Knockdown ##### Brawl | Name | Damage | Crit | Range | Encumbrance | Price | Rarity | Special |:---:|:-----------:|:-:|:-:|:-:|:-:|:-:|:-:| | Hardliner Gloves | +2 | 4 | Engaged | 0 | 125¥ | 4 | Disorient 2 | Brass Knuckles | +1 | 3 | Engaged | 0 | 175¥ | 3 | Stun 2 | Shock Gloves | +0 | 5 | Engaged | 1 | 150¥ | 4 | Stun Damage, Stun 3 ##### Weapon and Armor Modifications In addition to the ones found in the Genesys rulebook (page 207) and Shadow of the Beanstalk (page 109). | Name | Hardpoints | For | Price | Rarity | Special |:---:|:-----------:|:-:|:-:|:-:|:-:|:-:|:-:| |Smartlink | 1 | Any ranged weapon | 1000¥ | 3 | Gain the Accurate 1 quality or increase Accurate by 1, as long as the user has Image Link active in their vision. #### Tools Instead of a list of all the various tools, GM should allow players to buy what they would like for their character within reason. If a situation requires a specific tool and no one has it, they could use a story point! If someone has the right tool for the job, reward that player with a boost die.
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\pagebreakNum ## Vehicles All vehicles come with rigger connectivity unless GM specifies otherwise. ### Racing Bike
1
5
+0
0
0
2
4
**Control Skill**: Driving
**Complement**: 1 Driver
**Passenger Capacity**: 1 Passenger
**Consumables**: None
**Encumbrance Capacity**: 2
**Price/Rarity**: 1800¥ / 3
**Weapons**: None
**Hard Points**: 1
### Street Bike
1
4
-1
0
0
3
4
**Control Skill**: Driving
**Complement**: 1 Driver
**Passenger Capacity**: 1 Passenger
**Consumables**: None
**Encumbrance Capacity**: 3
**Price/Rarity**: 1900¥ / 3
**Weapons**: None
**Hard Points**: 1
### Economy Car
2
4
+0
0
0
4
5
**Control Skill**: Driving
**Complement**: 1 Driver
**Passenger Capacity**: 3 Passengers (5 uncomfortably)
**Consumables**: None
**Encumbrance Capacity**: 15
**Price/Rarity**: 2000¥ / 3
**Weapons**: None
**Hard Points**: 3
### Sedan
2
4
+0
0
0
4
5
**Control Skill**: Driving
**Complement**: 1 Driver
**Passenger Capacity**: 4 Passengers (6 uncomfortably)
**Consumables**: None
**Encumbrance Capacity**: 20
**Price/Rarity**: 4000¥ / 3
**Weapons**: None
**Hard Points**: 4
### Truck
2
3
-1
0
0
6
5
**Control Skill**: Driving
**Complement**: 1 Driver
**Passenger Capacity**: 3 Passengers (5 uncomfortably)
**Consumables**: None
**Encumbrance Capacity**: 30
**Price/Rarity**: 6000¥ / 3
**Weapons**: None
**Hard Points**: 5
### Van
2
3
-1
0
0
5
5
**Control Skill**: Driving
**Complement**: 1 Driver
**Passenger Capacity**: 8 Passengers (10 uncomfortably)
**Consumables**: None
**Encumbrance Capacity**: 40
**Price/Rarity**: 7000¥ / 3
**Weapons**: None
**Hard Points**: 6
VEHICLES
GENESYS-SR
\pagebreakNum ### Semi
3
3
-1
0
0
10
8
**Control Skill**: Driving
**Complement**: 1 Driver
**Passenger Capacity**: 2 Passengers
**Consumables**: None
**Encumbrance Capacity**: 10 (in cab), 80 (in trailer)
**Price/Rarity**: 10,000¥ / 4
**Weapons**: None
**Hard Points**: 6
### Helicopter
3
4
+1
1
0
9
7
**Control Skill**: Piloting
**Complement**: 1 Pilot, 1 Co-pilot
**Passenger Capacity**: 4 Passengers
**Consumables**: None
**Encumbrance Capacity**: 20
**Price/Rarity**: 100,000¥ / 8
**Weapons**: None
**Hard Points**: 5
### VTOL
3
4
+2
1
0
10
9
**Control Skill**: Piloting
**Complement**: 1 Pilot, 1 Co-pilot
**Passenger Capacity**: 3 Passengers
**Consumables**: None
**Encumbrance Capacity**: 40
**Price/Rarity**: 120,000¥ / 8
**Weapons**: None
**Hard Points**: 7
\columnbreak ### Commuter Plane
4
5
-2
1
0
15
13
**Control Skill**: Piloting
**Complement**: 1 Pilot, 1 Co-pilot
**Passenger Capacity**: 180 Passengers
**Consumables**: 1 day
**Encumbrance Capacity**: 150
**Price/Rarity**: 300,000¥ / 7
**Weapons**: None
**Hard Points**: 10
### Speedboat
2
4
+2
0
0
5
4
**Control Skill**: Operating
**Complement**: 1 Operator
**Passenger Capacity**: 3 Passengers
**Consumables**: None
**Encumbrance Capacity**: 20
**Price/Rarity**: 15000¥ / 3
**Weapons**: None
**Hard Points**: 3
### Yacht
3
3
+1
1
0
10
8
**Control Skill**: Operating
**Complement**: 1 Operator
**Passenger Capacity**: 12 Passengers
**Consumables**: 3 days
**Encumbrance Capacity**: 35
**Price/Rarity**: 100,000¥ / 4
**Weapons**: None
**Hard Points**: 8
VEHICLES
GENESYS-SR
\pagebreakNum ## Drones Drones can act on their own through Pilot programs. They all come with a default ‘dog-brain’ set of instructions. They can follow simple instructions from their owner, such as “Stay here and alert me if there is movement.” Without modifications, treat all checks as being unskilled with a 2 attribute. Default sensors may only perceive audio and visual data up to Medium range. ### Micro
0
2
+1
0
0
1
1
**Control Skill**: Varies (Jumped In)
**Complement**: None
**Passenger Capacity**: None
**Consumables**: None
**Encumbrance Capacity**: 1
**Price/Rarity**: 500¥ / 4
**Weapons**: Can use Hold-out Pistol types only
**Hard Points**: 1
### Mini
0
2
+1
0
0
2
1
**Control Skill**: Varies (Jumped In)
**Complement**: None
**Passenger Capacity**: None
**Consumables**: None
**Encumbrance Capacity**: 1
**Price/Rarity**: 500¥ / 4
**Weapons**: Can use up to Light Pistol
**Hard Points**: 1
\columnbreak ### Standard
1
3
+0
0
0
2
2
**Control Skill**: Varies (Jumped In)
**Complement**: None
**Passenger Capacity**: None
**Consumables**: None
**Encumbrance Capacity**: 3
**Price/Rarity**: 700¥ / 4
**Weapons**: Can use all ranged-light weapons
**Hard Points**: 1
### Medium
1
3
+0
0
0
3
2
**Control Skill**: Varies (Jumped In)
**Complement**: None
**Passenger Capacity**: None
**Consumables**: None
**Encumbrance Capacity**: 5
**Price/Rarity**: 1000¥ / 5
**Weapons**: Can use up to Ranged - Heavy
**Hard Points**: 2
### Large
2
2
+0
0
0
4
3
**Control Skill**: Varies (Jumped In)
**Complement**: None
**Passenger Capacity**: None
**Consumables**: None
**Encumbrance Capacity**: 10
**Price/Rarity**: 5500¥ / 6
**Weapons**: Can use all weapons
**Hard Points**: 6
DRONES
GENESYS-SR
\pagebreakNum ## Vehicle and Drone Modifications
### Pilot Programs Each vehicle/drone may have a single Pilot Program running at any given time. They may hold up to 3 programs in memory. Switching programs requires an Action. | Name | Rating | Price | Rarity | Effects |:---:|:-----------:|:-:|:-:|:-: | Pilot | 1-4 | Rating x 200¥ | 3 | Gives vehicle applicable skill equal to Rating to operate. (Driving, Piloting, Operating) | | Navigation | 1-4 | Rating x 200¥ | 3 | Gives vehicle skill equal to the rating on checks to chart a path to a destination. | | Combat | 1-4 | Rating x 300¥ | 4 | Choose a combat skill at purchase. Gives vehicle ranks equal to rating in chosen combat skill. | | Healing | 1-4 | Rating x 200¥ | 3 | Gives vehicle the Medicine skill equal to the rating. | | Labor | 1-4 | Rating x 200¥ | 3 | Choose a general skill at purchase. Gives vehicle ranks equal to rating in chosen general skill. | ### Body Mods | Name | Hard Points | Price | Rarity | Effects |:---:|:-----------:|:-:|:-:|:-: | Armor | 1 | 600¥ | 5 | +1 Armor | | Handling | 1 | 450¥ | 4 | +1 Handling | | Speed | 1 | 450¥ | 4 | +1 Speed | | Amphibious | 3 | 900¥ | 5 | Allows for adaptations to submerse in water. | | Chameleon Coating | 1 | 1000¥ | 6 | Perception checks to spot the vehicle add {sb}{sb} | | Electronic Countermeasures | 1 | 350¥ | 4 | Allows for loading of a single IC program | | Sensors | 1 | 300¥ | 3 | Improves range of Perception to Far range | | Reinforced Frame | 1 | 650¥ | 4 | +1 Hull Trauma Threshold | | Smuggling Compartment | 1 | 750¥ | 6 | Compartment in the vehicle can hold up to 5 encumbrance. Any attempt to locate this compartment imposes {sb}{sb} | | Spoof Chip | 1 | 500¥ | 6 | May change the identifier broadcasted with a Maneuver | | Nitro! | 1 | 450¥ | 5 | Decrease the System Strain suffered by accelerating by 1 | | Oil Slick | 1 | 400¥ | 4 | Dump some oil behind you to give your pursuers the slip. | | Rigger Cocoon | 1 | 800¥ | 5 | Cocoon has 1 Armor, HT: 8. If there is a crash, reduce damage to the occupant by 5. | | Extra Entry/Exit Point | 1 | 750¥ | 4 | Hidden entrance/exit! |
DRONES
GENESYS-SR
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### Weapon Mounts Standard price for the mounts have the following properties: * Obvious: The mount is not concealed and weapon is obvious to observers. * Facing: May only fire in one direction (about a 45 degree arc. Up to GM whether target is able to be hit) * Manual Control: Weapon can only be fired manually. | Name | Hard Points | Price | Rarity | Effects |:---:|:-----------:|:-:|:-:|:-: | Ranged - Light | 1 | 500¥ | 5 | | | Ranged - Heavy | 1 | 750¥ | 6 | | | Gunnery | 2 | 1000¥ | 7 | | | Concealed | +1 | 750¥ | 6 | Weapon can be revealed with an Incidental action either by the owner of the vehicle, or by a button at the gunner position. | | Free Rotation | +0 | 500¥ | 5 | Turret can rotate any direction. Can attack any target within range. | | Rigger control | 0 | 800¥ | 3 | A jumped in rigger can fire the weapons. | | Drone Control | 0 | 800¥ | 6 | Allow the vehicle to fire the weapons. | ## Contacts & Favors Players receive 2 contacts at character creation. They also receive bonus contacts equal to their Presence characteristic. Contacts can range from street gang members to powerful politicians. GM has final discretion on whether a contact meets the character's background/career. Additional contacts may be purchased for 5 xp during character creation. After this, contacts may only be granted by the GM. While contacts have no ratings, they can open up legwork options, do favors for you, but may ask favors from you in return. This will open up plot hooks for the GM. ### Favors The Shadowrun setting uses the **Favor Economy** rules found in *Shadow of the Beanstalk* (page 80). Character creation rules (SotB page 53) are modified to provide 1,000¥ / 5,000¥ / 15,000¥. #### Sample Factions This is a sampling of factions possible that the players will deal with and/or belong to. This list is not exhaustive and should be tailored to the setting the GM will be running the campaign in. If a player belongs to a faction: * Once per session, you may spend a Story Point to have someone else in your faction perform a small favor or regular favor for you. * Once per session, your GM may spend a Story Point to have someone else in your faction request you perform a small favor or regular favor; this must be completed by the end of the session.
CONTACTS & FAVORS
GENESYS-SR
\pagebreakNum
| Big Ten | Organized Crime | Street Gangs | Government | Law Enforcement | Others | |:-:|:-:|:-:|:-:|:-:|:-:| | Mitsuhama Computer Technologies | Yakuza | Halloweeners | Local | Lone Star | Humanis Policlub | Saeder-Krupp | Triads | Cutters | City | Knight Errant | TerraFirst! | Renraku | Mafia | Ancients | Federal | NeoTokyo Metropolitan Police | Ork Rights Commission | Aztechnology | Native American Koshari | 162s | | | | Shiawase | Vory | Crimson Crush | | | | Wuxing | Laesa | 405 Hellhounds | | | | Evo | Seoulpa Ring | Ragers | | | | Spinrad Global | | Skraacha | | | | Ares | | Spikes | | | | Horizon | | Troll Killers | | |
# Alternate Rules ## Hacking Hacking uses the rules from Shadow of the Beanstalk with a few changes. Cyberdecks replace Rigs and Commlinks replace PADs. Unlike Rigs, Cyberdecks may be used portably. Replace company names mentioned with Shadowrun company names. Only one Computer skill. Limit the actions based on whether you are an intruder or defender. ### Matrix Search The wageslaves are always tied to their commlinks, looking up the latest Urban Brawl score or watching the latest trid stars. But a Shadowrunner can look into the seedy depths of the matrix to find hidden information. To do so, make a **Computers** check, but tied to *Cunning* instead of *Intellect*. The difficulty is set by the GM as to how hidden the data is. Your generic drek, like subway schedules, is **Simple (-)** up to classified data being **Formidable ({dif}{dif}{dif}{dif}{dif})**. Since this hidden data is, well, hidden, it takes 30 minutes per difficulty to attempt the search. \columnbreak ### Access Modes | Mode | Bonus | Special | |:----:|:-----:|:-------:| | Device Only | None | May access certain functions through the matrix without experiencing AR/VR. | AR | Add {sb} to all non-matrix actions due to being distracted. | Experience the matrix in an Augmented Reality overlay atop the real world. Personas in this mode usually appear slower and ‘laggy’ compared to those in VR. Accessing a host requires being in at least AR. | Cold-Sim VR | Add {b} to Computers checks | Access through a DNI. Your meat world body goes limp and you experience the Matrix through vibrant Virtual Reality. The Cold-sim filters data incoming to prevent your fragile brain from getting fried. | Hot-Sim VR | Add {b} and upgrade Computers checks once | The only way to fly. No filters, just pure fast data. May take a second maneuver without suffering strain. May be subject to damage from malicious attacks.
MATRIX
GENESYS-SR
\pagebreakNum ### Noise Accessing the matrix wirelessly is very powerful. However, illegal actions require a stronger connection that can be affected by large amounts of data. | Effect | Example |:-:|:-:| | {sb} {sb} | Spam zone. Urban area during rush hour. More than 100km from host. | {sb} | Between 1-100km from host. In an area with high foot traffic. | No effect | Direct connection. Within 1km of host with low traffic. ### Technomancers Technomancers have access to the **Resonance** skill, which they may use to thread Complex Forms with the same rules as Magic. These Complex Forms may only affect the Matrix. All Technomancers have **Skin Link** allowing them to access a device as if plugged in through a Data Jack just by touching the device. They must still do the test to gain access to the device. Technomancers gain access to the **Attack, Augment, Conjure, Curse**, and **Utility** spell trees. #### Complex Forms ##### Attack (Resonance Spike) The Attack Complex Form is used to break IC. The base Strength for this action is the Technomancer’s Cunning characteristic. The base difficulty is **Easy**({dif}) | Attack Sample Effect | Difficulty Mod |:-:|:-:| | **Silence**: The attack temporarily severs outside connections. If this attack fails to break IC, any attempt by the IC to alert SysOps fails this turn. | +{dif} | **Corrosive**: Runner may spend {ad}{ad}{ad} or {t} to reduce the Strength of the IC by 1 for the rest of the Encounter. | +{dif} | **Empowered**: The attack deals base damage equal to twice the Technomancer’s Cunning | +{dif}{dif} | **Brute Force**: Runner may spend {ad}{ad}{ad} or {t} to bypass this IC. If the check does not break the IC, any additional effects of the IC still occurs. | +{dif}{dif} \columnbreak ##### Augment (Infusion) The Augment Complex Form is used to boost yourself and those around you. The base difficulty is **Average**({dif}{dif}) . Affected targets increase their ability once on any skill check made until the end of your next turn. | Augment Sample Effect | Difficulty Mod |:-:|:-:| | **Infusion**: Target adds damage equal to the technomancer’s ranks in Resonance to Break Ice actions. | +{dif} | **Elusive**: Target is elusive. If the Lockout action is taken against the target, treat the number of Traces as one less. | +{dif} | **Additional Targets**: The complex form affects one additional target in the same subsystem as you. You may spend {ad} to affect one additional target. (This may trigger multiple times, spending {ad} each time.) | +{dif}{dif} ##### Conjure (Compiling) The Conjure Complex Form is used to summon Sprites. The base difficulty is **Easy**({dif}) . If cast at this level, a lesser sprite of the caster’s choice will appear, but will not be friendly to any target. | Conjure Sample Effect | Difficulty Mod |:-:|:-:| | **Additional Compile**: You may compile an Average Sprite | +{dif} | **Medium Compile**: Target is elusive. If the Lockout action is taken against the target, treat the number of Traces as one less. | +{dif} | **Compile Ally**: The sprite you compile is friendly to you and obeys your commands. You may spend a maneuver to direct the sprite, allowing them to determine its action and maneuver. If you summoned multiple sprites, you may spend one maneuver to direct the turns of all summoned sprites.| +{dif} | **Grand Compile**: You may compile a Greater Sprite. | +{dif}{dif}
MATRIX
GENESYS-SR
\pagebreakNum ##### Curse (Diffusion) The Curse Complex Form is used to weaken IC and the Host. The base difficulty is **Average**({dif}{dif}) . Affected IC decrease their strength by 1. Affected Hosts will decrease their ability on any skill checks by 1. These affects last until the end of your next turn. | Curse Sample Effect | Difficulty Mod |:-:|:-:| | **Misfortune**: After a SysOps makes a check, you may change one {sb} to {f}. | +{dif} | **Additional Target**: If there are multiple IC protecting this subsystem, you may affect one additional IC. You may spend {ad} to affect an additional IC (and may repeat this, spending {ad} each time.) | +{dif}{dif} | **Compile Ally**: If a SysOps runs a Lockout command from an affected host, you may change any one die in the pool not displaying a {t} or {dis} to a different face. | +{dif}{dif} #### Sprites If the Technomancer rolls a {t} on the Compiling roll, the Sprite is **Empowered** and gains the **Empowered** trait listed. ##### Courier ###### Lesser
1
2
3
2
2
1
1
4
0
0
**Skills (Group Only)**: Computers, Perception
**Icebreaker**: *Affects*: Code Gate *Override Strength*: 2
**Special**: Add {b} on Trace User action.
**Empowered**: *Hash*: Protect a file with a unique algorithm that only the sprite can decrypt. If sprite is destroyed while carrying the file, file is irreversibly corrupted.
\columnbreak ###### Average
2
2
3
2
2
2
2
12
0
0
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 2
**Icebreaker**: *Affects*: Code Gate *Override Strength*: 4
**Special**: Add {b} on Trace User action.
**Empowered**: *Hash*: Protect a file with a unique algorithm that only the sprite can decrypt. If sprite is destroyed while carrying the file, file is irreversibly corrupted.
###### Greater
2
2
3
2
3
2
3
18
1
1
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 3
**Icebreaker**: *Affects*: Code Gate *Override Strength*: 6
**Special**: Add {b} on Trace User action.
**Empowered**: *Hash*: Protect a file with a unique algorithm that only the sprite can decrypt. If sprite is destroyed while carrying the file, file is irreversibly corrupted.
##### Crack ###### Lesser
1
2
3
2
2
1
1
4
0
0
**Skills (Group Only)**: Computers, Perception
**Icebreaker**: *Affects*: Barrier *Override Strength*: 2
**Special**: Immune to Trace User.
**Empowered**: *Phantom*: Sprite may use an Action to conceal a persona and itself from detection from the next Sweep this encounter. Does not work if target has previously had Trace from the defender.
SPRITES
GENESYS-SR
\pagebreakNum ###### Average
2
2
3
2
2
2
2
12
0
0
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 2
**Icebreaker**: *Affects*: Barrier *Override Strength*: 4
**Special**: Immune to Trace User.
**Empowered**: *Phantom*: Sprite may use an Action to conceal a persona and itself from detection from the next Sweep this encounter. Does not work if target has previously had Trace from the defender.
###### Greater
2
2
3
2
3
2
3
18
1
1
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 3
**Icebreaker**: *Affects*: Barrier *Override Strength*: 6
**Special**: Immune to Trace User.
**Empowered**: *Phantom*: Sprite may use an Action to conceal a persona and itself from detection from the next Sweep this encounter. Does not work if target has previously had Trace from the defender.
\columnbreak ##### Data ###### Lesser
1
2
3
2
2
1
1
4
0
0
**Skills (Group Only)**: Computers, Perception
**Icebreaker**: *Affects*: Code Gate *Override Strength*: 2
**Special**: Reduce time for Matrix Search by 50%.
**Empowered**: *Camoflage*: Sprite conceals a file within another file in such a way as to make it invisible to Matrix searches. Concealed files can only be found with a Matrix Perception test that is specifically looking for the hidden file.
###### Average
2
2
3
2
2
2
2
12
0
0
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 2
**Icebreaker**: *Affects*: Code Gate *Override Strength*: 4
**Special**: Reduce time for Matrix Search by 50%.
**Empowered**: *Camoflage*: Sprite conceals a file within another file in such a way as to make it invisible to Matrix searches. Concealed files can only be found with a Matrix Perception test that is specifically looking for the hidden file.
SPRITES
GENESYS-SR
\pagebreakNum ###### Greater
2
2
3
2
3
2
3
18
1
1
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 3
**Icebreaker**: *Affects*: Code Gate *Override Strength*: 6
**Special**: Reduce time for Matrix Search by 50%.
**Empowered**: *Camoflage*: Sprite conceals a file within another file in such a way as to make it invisible to Matrix searches. Concealed files can only be found with a Matrix Perception test that is specifically looking for the hidden file.
##### Fault ###### Lesser
1
2
3
2
2
1
1
4
0
0
**Skills (Group Only)**: Computers, Perception
**Icebreaker**: *Affects*: Code Gate, Sentry *Override Strength*: 5
**Special**: Improved Icebreaker.
**Empowered**: *Electron Storm*: Sprite may make an **Average**({dif}{dif}) Computers check. For each net {s} reduce strength of a piece of IC by 1, to a minimum of 1. Sprite can sustain this.
\columnbreak ###### Average
2
2
3
2
2
2
2
12
0
0
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 2
**Icebreaker**: *Affects*: Code Gate, Sentry *Override Strength*: 7
**Special**: Improved Icebreaker.
**Empowered**: *Electron Storm*: Sprite may make an **Average**({dif}{dif}) Computers check. For each net {s} reduce strength of a piece of IC by 1, to a minimum of 1. Sprite can sustain this.
###### Greater
2
2
3
2
3
2
3
18
1
1
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 3
**Icebreaker**: *Affects*: Code Gate, Sentry *Override Strength*: 3
**Special**: Improved Icebreaker.
**Empowered**: *Electron Storm*: Sprite may make an **Average**({dif}{dif}) Computers check. For each net {s} reduce strength of a piece of IC by 1, to a minimum of 1. Sprite can sustain this.
SPRITES
GENESYS-SR
\pagebreakNum ##### Machine ###### Lesser
1
2
3
2
2
1
1
4
0
0
**Skills (Group Only)**: Computers, Perception
**Icebreaker**: *Affects*: Sentry *Override Strength*: 2
**Special**: Sprite can be loaded into an electronic device. Gives anyone attempting to repair or use (Computers, Mechanics, or Driving only) the device a {b}.
**Empowered**: *Override*: Sprite may use an Action to make a **Hard**({dif}{dif}{dif}) Computers check against a device operating on auto-pilot. If successful, the Sprite gains control of the device.
###### Average
2
2
3
2
2
2
2
12
0
0
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 2
**Icebreaker**: *Affects*: Sentry *Override Strength*: 4
**Special**: Sprite can be loaded into an electronic device. Gives anyone attempting to repair or use (Computers, Mechanics, or Driving only) the device a {b}.
**Empowered**: *Override*: Sprite may use an Action to make a **Hard**({dif}{dif}{dif}) Computers check against a device operating on auto-pilot. If successful, the Sprite gains control of the device.
\columnbreak ###### Greater
2
2
3
2
3
2
3
18
1
1
**Skills**: Computers 3, Perception 2, Resilience 2, Vigilance 3
**Icebreaker**: *Affects*: Sentry *Override Strength*: 6
**Special**: Sprite can be loaded into an electronic device. Gives anyone attempting to repair or use (Computers, Mechanics, or Driving only) the device a {b}.
**Empowered**: *Override*: Sprite may use an Action to make a **Hard**({dif}{dif}{dif}) Computers check against a device operating on auto-pilot. If successful, the Sprite gains control of the device.
SPRITES
GENESYS-SR
\pagebreakNum ## Magic ### Spellcasting No changes to core rulebook for Arcana and Primal skills. Shamans use Primal, Mages use Arcana. Divine, Runes, and Verse skills are not used in this system. ### Summoning If the Magician rolls a {t} on the Conjure roll, the Spirit is **Empowered** and gains the **Empowered** trait listed. ##### Fire ###### Lesser
3
2
1
2
2
1
3
4
0
0
**Skills (Group Only)**: Brawl, Resilience, Vigilance
**Attack**: Brawl; Damage: 5; Critical: 4; Range: Engaged, Burn 1
**Special**: Immune to fire damage.
**Empowered**: Blast 4
###### Average
3
2
2
2
2
2
4
12
0
0
**Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 2
**Attack**: Brawl; Damage: 7; Critical: 3; Range: Engaged, Burn 1
**Special**: Immune to fire damage.
**Empowered**: Blast 4
\columnbreak ###### Greater
3
2
2
2
3
2
5
18
1
1
**Silhouette**: 2 **Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 3
**Attack**: Brawl; Damage: 9; Critical: 3; Range: Engaged, Burn 1, Vicious 1
**Special**: Immune to fire damage.
**Empowered**: Blast 4
##### Earth ###### Lesser
3
2
1
2
2
1
3
6
0
0
**Skills (Group Only)**: Brawl, Resilience, Vigilance
**Attack**: Brawl; Damage: 4; Critical: 4; Range: Engaged, Knockdown
**Special**: Immune to Knockdown.
**Empowered**: Concussive 1
###### Average
3
2
2
2
2
2
4
14
0
0
**Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 2
**Attack**: Brawl; Damage: 6; Critical: 3; Range: Engaged, Knockdown
**Special**: Immune to Knockdown.
**Empowered**: Concussive 1
SPIRITS
GENESYS-SR
\pagebreakNum ###### Greater
3
2
2
2
3
2
5
20
1
1
**Silhouette**: 2 **Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 3
**Attack**: Brawl; Damage: 8; Critical: 3; Range: Engaged, Knockdown, Vicious 1
**Special**: Immune to Knockdown.
**Empowered**: Concussive 1
##### Air ###### Lesser
2
3
1
2
2
1
3
4
1
1
**Skills (Group Only)**: Ranged - Light, Resilience, Vigilance
**Attack**: Ranged - Light; Damage: 4; Critical: 4; Range: Medium, Manipulative
**Special**: Immune to Immobilize, Flying (Hovering).
**Empowered**: Disorient 2, Stun 4 (Lightning)
###### Average
2
3
2
2
2
2
4
12
1
1
**Skills**: Ranged - Light 3, Perception 2, Resilience 2, Vigilance 2
**Attack**: Ranged - Light; Damage: 6; Critical: 3; Range: Medium, Manipulative
**Special**: Immune to Immobilize, Flying (Hovering).
**Empowered**: Disorient 2, Stun 4 (Lightning)
\columnbreak ###### Greater
2
3
2
2
3
2
5
18
2
2
**Silhouette**: 2 **Skills**: Ranged - Light 3, Perception 2, Resilience 2, Vigilance 3
**Attack**: Ranged - Light; Damage: 8; Critical: 3; Range: Medium, Manipulative, Vicious 1
**Special**: Immune to Immobilize, Flying (Hovering).
**Empowered**: Disorient 2, Stun 4 (Lightning)
##### Water ###### Lesser
3
2
1
2
2
1
3
4
0
0
**Skills (Group Only)**: Brawl, Resilience, Vigilance
**Attack**: Brawl; Damage: 4; Critical: 4; Range: Engaged, Ensnare 2
**Special**: Immune to Immobilize.
**Empowered**: Disorient 2, Ensnare 4
###### Average
3
2
2
2
2
2
4
12
0
0
**Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 2
**Attack**: Brawl; Damage: 6; Critical: 3; Range: Engaged, Ensnare 2
**Special**: Immune to Immobilize.
**Empowered**: Disorient 2, Ensnare 4
SPIRITS
GENESYS-SR
\pagebreakNum ###### Greater
3
2
2
2
3
2
5
18
1
1
**Silhouette**: 2 **Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 3
**Attack**: Brawl; Damage: 8; Critical: 3; Range: Engaged, Vicious 1, Ensnare 2
**Special**: Immune to Immobilize.
**Empowered**: Disorient 2, Ensnare 4
##### Kin ###### Lesser
3
2
1
2
2
1
3
5
0
0
**Skills (Group Only)**: Brawl, Resilience, Vigilance, Primal
**Attack**: Brawl; Damage: 4; Critical: 4; Range: Engaged, Stun Damage
**Special**: Can use the Augment tree of Primal magic.
**Empowered**: Grants a {b} to all Magic checks by the Conjurer.
###### Average
3
2
2
2
2
2
4
13
0
0
**Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 2, Primal 2
**Attack**: Brawl; Damage: 6; Critical: 3; Range: Engaged, Stun Damage
**Special**: Can use the Augment tree of Primal magic.
**Empowered**: Grants a {b} to all Magic checks by the Conjurer.
\columnbreak ###### Greater
3
2
2
2
3
2
5
19
1
1
**Silhouette**: 2 **Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 3, Primal 3
**Attack**: Brawl; Damage: 8; Critical: 3; Range: Engaged, Vicious 1, Stun Damage
**Special**: Can use the Augment tree of Primal magic.
**Empowered**: Grants a {b} to all Magic checks by the Conjurer.
##### Beast ###### Lesser
3
2
1
2
2
1
3
6
0
0
**Skills (Group Only)**: Brawl, Resilience, Vigilance
**Attack**: Brawl; Damage: 4; Critical: 4; Range: Engaged, Vicious 2
**Special**: Immune to Disorient.
**Empowered**: Savage (+2 Damage, Pierce 1, Vicious +2)
###### Average
3
2
2
2
2
2
4
14
0
0
**Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 2
**Attack**: Brawl; Damage: 6; Critical: 3; Range: Engaged, Vicious 2
**Special**: Immune to Disorient.
**Empowered**: Savage (+2 Damage, Pierce 1, Vicious +2)
SPIRITS
GENESYS-SR
\pagebreakNum ###### Greater
3
2
2
2
3
2
5
20
1
1
**Silhouette**: 2 **Skills**: Brawl 3, Perception 2, Resilience 2, Vigilance 3
**Attack**: Brawl; Damage: 8; Critical: 3; Range: Engaged, Vicious 3
**Special**: Immune to Disorient.
**Empowered**: Savage (+2 Damage, Pierce 1, Vicious +2) ### Enchanting Enchanting is the creation of magical implements and artifacts. Crafting will use either the Arcana or Primal skill and only certain implements and artifacts can be created with either. The difficulty is listed in the table. To make a crafting check, you must have magical reagents and the item to be enchanted worth at least 50% of the cost of the item and have the *Superior* quality—only the most masterfully crafted items have the potential to hold the magic required. The process of crafting an item takes one day, plus a number of days equal to the rarity of the item. This does not include any time spent gathering tools or supplies. Your GM may decide that some items take significantly more or less time, depending on the nature of the item and its construction. #### Magical Foci and Charms Magic users may have as many foci bound to them equal to their Intellect (for Mages) or Cunning (Primal). For Mystical Adepts, this equals their Intellect or Cunning (depending on their chosen skill), plus one (the additional one must be a Qi Focus). You may only benefit from one implement at a time. When casting a spell, choose which focus to use. Charms can be worn by anybody. You may only wear one Charm at a time.
ENCHANTING
GENESYS-SR
\pagebreakNum ##### Using Dice Results when Enchanting | Result | Sample Effects | |:-:|:-:| | {ad} | Add {sb} to any check to determine the item’s true purpose.
Reduce the time to craft the item by one day, to a minimum of one. (You may select this option multiple times.)
Gain insight into crafting. Gain {b} on your next Enchanting attempt within 24 hours.| | {ad}{ad} | When the user uses the Charm, they regain 1 Strain.
Your character saves enough materials to reduce the cost of the next similar item they craft by half.
Once per encounter, when using the Focus, you can cast with suffering only 1 strain.
You find a shortcut and create two charms instead of one. | {ad}{ad}{ad} | If this Focus grants additional damage using Attack spells, increase that value by 1.
You thoroughly document the process and create a blueprint. You are able to reduce the difficulty when making this particular focus or charm in the future by 1 (to a minimum of **Simple**(~) ). | {t} | Any of the above.
If the focus has a GM determine an effect, you as the crafter can choose instead.
The item gains the Superior quality.
Increase the value of one numerical benefit of the item by one or increase the rating of one quality the item possesses by one, excluding damage, critical rating, soak, and defense.
Increase the narrative benefit of the item, or add a new narrative effect, as approved by your GM. | {t}{t} | The item gains one other item quality, subject to your GM’s approval. (You may only select this option once.)
If the focus includes decreasing the difficulty, decrease by an additional, to a minimum of **Simple**(~). \columnbreak | Result | Sample Effects | |:-:|:-:| | {th} | Increase the time to craft the item by one day. (You may select this option multiple times.)
It is more obvious this focus or charm is magical. Add {b} to checks to determine its’ true purpose.
Add {sb} to the next Enchanting check the character makes. | {th}{th} | User suffers 2 Strain when using the charm.
Increase the Encumbrance of the item by 1.
Underestimated the reagents required. Your character must purchase additional materials worth half of the original component cost. | {th}{th}{th} | As part of activating the Charm, the user must succeed at an **Average({dif}{dif}) Discipline check**, or the Charm fails to activate.
User suffers an additional Strain when casting a spell through this focus.
If this Focus grants additional damage using Attack spells, decrease that value by 1. | {dis} | Any of the above effects.
Using this Focus or Charm for the first time causes the user to suffer 8 strain.
The item gains the Inferior quality.
Whenever the item is damage, it is damaged one additional step. | {dis}{dis} | User must spend a Story Point to activate the charm or gain benefit of the Focus.
Item seems cursed. When the user wants to use the Talisman or Focus, the GM may spend 2 Story Points to cause it to fail to work.
If you used a Blueprint during this check, it is proven useless and it resets back to the base difficulty.
There is a terrible accident, and your character suffers a Critical Injury or, at the GM's discretion, some related narrative event can occur of equal distress.
SPIRITS
GENESYS-SR
\pagebreakNum
##### Magical Implements | Name | Difficulty | Price | Rarity | Effects |:-:|:-:|:-:|:-:|:-:| | Spellcasting Focus | {dif}{dif} | 400¥ | 4 | Choose a spell type. When casting a spell of that type, reduce the difficulty by 1. In addition, Attack spells cast by the user increase their damage by 2. | | Qi Focus | {dif}{dif} | 500¥ | 4 | (Adepts/Mystic Adepts Only) Pick two effects from the Augment tree. One effect can normally only increase the difficulty of the spell by one; the second can normally only increase the difficulty of the spell by two. When the user casts a spell, adding these effects do not increase the spell’s difficulty. | | Power Focus | {dif}{dif}{dif} | 10,000¥ | 8 | Upgrade any magic skill check you make. When the Power Focus is created, the GM determines one effect that the focus lets users add to any appropriate spell without increasing the difficulty. The difficulty of the effect must be one that without the focus only increases the difficulty by one. In addition, Attack spells cast by the user increase their damage by 4. | | Weapon Focus | {dif}{dif} | 750¥ | 6 | When applied to a melee weapon, either adds +1 damage or applies an elemental effect. (GM determines at creation) | | Sustaining Focus | {dif}{dif} | 800¥ | 6 | May take the Sustain maneuver without suffering strain. Max of 2 maneuvers still applies. | | Summoning Focus | {dif}{dif}{dif} | 1000¥ | 5 | Spirits summoned do not need to be Sustained. They will stay until the end of the encounter. When conjuring, the Summon Ally effect is added automatically without increasing the difficulty. At creation, GM determines a type of spirit that the focus has an affinity towards. When summoning that type of spirit, reduce the difficulty by 1. | | Counterspelling Focus | {dif}{dif}{dif} | 800¥ | 6 | May take the Counterspell maneuver without suffering strain. Max of 2 maneuvers still applies. | | Shield Charm | {dif}{dif} | 400¥ | 4 | Once per session, you may reduce the damage of an attack directed at you by half (rounded down). This happens prior to Soak. | | Healing Charm | {dif}{dif} | 400¥ | 4 | While wearing this charm, when you recover Wounds or Strain from the Heal spell, at the end of an encounter, through rest, or via Medicine check, you recover 1 additional. | | Luck Charm | {dif}{dif} | 500¥ | 5 | Once per session, you may reroll a single dice pool on a check. | | Resistance Charm | {dif}{dif} | 400¥ | 4 | Once per session, when the wearer is targeted by an opposed Social skill check where magic was used either to perform or augment the check, they may choose to have the opposing character downgrade his skill check as part of the check. If this means that there are not enough dice for the check, the check automatically fails. |
MAGICAL IMPLEMENTS
GENESYS-SR
\pagebreakNum
### Adepts Adepts have access to the Augment tree of magic, but can only cast on themselves. Reduce difficulty of the cast by 1. (This makes the base cast for Augment an **Easy**({dif}) Qi check). On top of the skill increase effect (which does not stack), the Adept may add one or more Powers to their Qi check. Powers cast by an Adept last until the end of the encounter, unless indicated otherwise in the text. Adepts do not need to use the Sustain maneuver. Adepts and Mystic Adepts may sustain a number of Powers equal to their Qi skill rating + 1. If already sustaining that number of Powers, the next cast will replace one (or more) of the sustained Powers. Mystic Adepts can use the Augment tree like an Adept. If they have access to the Augment tree from their other magic skill, they may cast Augment on others, as well, but do not get the difficulty reduction when casting on others. #### Adept Powers | Sample Effect | Difficulty Mod | |:-:|:-:| | **Haste**: May take a second maneuver without suffering strain. | +{dif} | | **Animal Empathy**: Gain {b} to Charm checks with creatures. | +{dif} | **Attribute Boost**: Boost either Brawn or Agility by 1 for a number of turns equal to net {s}. After this time, suffer an additional strain. | +{dif}{dif} | **Authoritative Tone**: Spend {ad}{ad}{ad} on a Leadership check to succeed even if you have net {f}. | +{dif} | **Berserk**: Adept may enter a berserker rage, increasing Agility and Brawn by 1 (max is still 5), but Willpower, Cunning, Intellect, and Presence are reduced by 1 (to a minimum of 1). Attacks targeting you gain {b}. | +{dif} | **Combat Sense**: Instinctive sense of potential threats nearby. Gain +1 Melee and Ranged defense. | +{dif} | **Cool Resolve**: {b} to all social skills. | +{dif} | **Counterstrike**: May spend {th}{th}{th} or {dis} from a Melee or Brawl attack targeting you to immediately take a single Melee or Brawl attack against the attacker. | +{dif} | **Critical Strike**: Reduce critical rating by 1 on your Melee or Brawl attacks. | +{dif} | **Elemental Strike**: Add Fire (Burn), Ice (Ensnare), or Electric (Disorient 1) quality to your Brawl attacks. | +{dif} | **Enhanced Accuracy**: Your attacks gain the Accurate 1 quality, or increases Accurate quality by 1. | +{dif} | **Enhanced Perception**: Upgrade your Perception checks. | +{dif} | **Flexibility**: Immune to the Ensnare quality. | +{dif} | **Improved Reflexes**: +1 Agility, +1 Melee/Ranged Defense, may suffer 1 strain to add {s}{s}{s} to your initiative check. | +{dif}{dif}{dif} | **Indomitable Will**: Upgrade checks to resist intimidation and fear inducing effects. | +{dif} | **Inertia Strike**: Add Knockdown quality to your Melee attacks. Also, reduces the number of {ad} you need to activate Knockdown on Brawl attacks by 1 to a minimum of {ad}. | +{dif} | **Kinesics**: Impose {sb} to attempts to read your emotions. | +{dif} | **Light Body**: May jump over gaps up to Medium range as long as you can get 3m of a run before the jump. | +{dif} | **Light Touch**: Impose {sb}{sb} on Perception checks to notice the Adept palming or pickpocketing. | +{dif} | **Missile Parry**: Gain +2 Ranged defense. If the ranged attack is a slow moving projectile (arrows, throwing knives, grenades, etc), may spend {th}{th} to pluck missile out of the air. | +{dif}
ADEPTS
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| Sample Effect | Difficulty Mod | |:-:|:-:| | **Mystic Armor**: Gain +1 Soak. | +{dif} | **Nerve Strike**: When making an unarmed Brawl check, may spend {ad}{ad}{ad} or {t} to give an organic creature the Staggered condition. | +{dif} | **Penetrating Strike**: Add the Breach quality with rating to number of {s} generated on the Qi skill check.| +{dif} | **Rapid Draw**: May draw a weapon that is properly holstered (GM discretion) as an incidental. | +{dif} | **Rapid Healing**: Upgrade any check intended to heal you once. | +{dif} | **Traceless Walk**: Make no noise through contact with the floor. Leaves no visible traces (even snow, sand, etc). Upgrade any relevant Perception check to notice you twice. | +{dif}{dif} | **Wall Running**: May move to any spot within short range with your Move action. | +{dif}
### Background Count In certain areas of your campaign, there may be areas with extreme emotion or magical energies. Background count can range between -2 to +2. Resonance is not affected by background count. | Effect | Example |:-:|:-:| | {sb} {sb} | Site of a massacre. Mana void. Space. | {sb} | Places of misery (prison, factory). Violent crime scene. | No effect | Most places. | {b} | Places of positive emotions (concerts, festivals, etc.) | {b}{b} | Leyline ### Assensing Street Mage and Street Shaman get access to the Astral Plane. Adepts may purchase the ability for 10 xp. Assensing is an **Average**({dif}{dif}) Perception check. Increase difficulty by one for every hour that has passed since the aura was created. Caster may spend {s} to learn information about the aura. | Result | Information | |:-:|:-:| | {s} or {t} | State of subject’s health.
Current emotional state.
Mundane or Awakened.
Presence and location of Cyberware.
Spell type of active magic. | | {s}{s} or {t} | General diagnosis of health issue.
Location of bioware.
Amount of Essence left.
Technomancer. | | {s}{s}{s} or {t} | Accurate diagnosis of malady or disease. | | {ad} or {t} | Learn astral signature of a spell/spirit/Awakened aura. | {ad}{ad} or {t}| Analyze the signature.
Gain {b} when tracking the signature for the rest of the session, or the next 24 hours in narrative time. | {ad}{ad}{ad} or {t} | Upgrade your checks for tracking or Assensing for the rest of the session, or for the next 24 hours of narrative time.
Gain a permanent {b} when tracking or recognizing this signature. | {t} | Upgrade all checks related to tracking or recognizing this signature. | {th} or {dis} | Suffer 1 strain.
Gain {sb} on your next Assensing or tracking check. | {th}{th} or {dis} | If aura is viewing Astrally, they notice your interest. | {th}{th}{th} or {dis} | Downgrade your next Astral action.
An astral entity determines your own signature. | {dis} | Gain a permanent {sb} when tracking or recognizing this signature.
Downgrade all checks related to tracking or recognizing this signature for the rest of the session, or 24 hours narrative time.
ASSENSING
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\pagebreakNum ### Projection Only Mages and Shaman may astrally project. Adepts and Mystic Adepts may not. While projecting: * One movement action may be taken to move up to Far range. * Your attached Characteristics change: * Brawn = Charisma for Shaman \ Intellect for Mage * Agility = Cunning for Shaman \ Logic for Mage * Foci travel with you. * Your base Brawl damage is equal to your Astral Brawn (see above) characteristic. If you are using a Brawl Weapon Foci, then use that weapon’s damage instead. * Melee is only available if you have a Weapon Foci. If so, use that weapon’s damage. * You may only cast spells and attack other entities that are active on the Astral Plane. * You may use the Dispel tree on active magical effects even if the caster is on the physical plane * You may pass through most objects, but cannot pass through Barrier spells or solid earth. * You may project yourself onto the physical plane. You appear similar to a ghost to those around you. You still only see Astrally, but you may communicate normally with those around. One benefit is that you are invisible to technology this way. (So anyone with cybereyes is blind to you!) * You may only project up to a number of hours equal to your tied magic Characteristic. As soon as this time hits, you lose 1 Essence. You lose an additional Essence for every additional hour you spend away from your body. If you drop to Essence 0, your physical body dies and your Astral projection vanishes. * Once returning to your body, you regain Essence up to your normal amount at a rate of 1 per Hour. * If your body should be moved while projecting, it is possible to sense it. Make a Primal/Arcana check (with the tied attribute being changed to Logic). The difficulty is set by the GM based on distance the body has traveled. * Same neighborhood: {dif} * Within 20km: {dif}{dif} * Within 100km {dif}{dif}{dif} * Within 500km: {dif}{dif}{dif}{dif} * 500km+: {dif}{dif}{dif}{dif}{dif}
PROJECTION
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\pagebreakNum # Feedback
### Feedback Posts **Reddit**: https://www.reddit.com/r/genesysrpg/comments/dbngvm/shadowrun_conversion/
### Authors
Rob "Chaithi" Thayer
* **Twitter**: @The_Chaithi * **Reddit**: /u/kitsucoon * **GM Binder**: Chaithi ### Special Thanks * /u/defunctdeity for feedback on Cyberware * Loki Lysmith for feedback on Mystic Adepts * Paul M N Haakonsen for his massive conversion of Shadowrun to Genesys that helped inspire this document. ### Updates 01/16/2020 - Updated Enchanting rules to more line up with Realms of Terrinoth. However, difficulty is easier as Talismongering is a thing in Shadowrun! Also added Matrix Search rules (p 73). Also updated Assensing table to be cleared on ways to spend successes. 01/13/2020 - Added Extended Player Guide talents. Also added section on Languages.