Genesys:Tier 2 Talents

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Cost to purchase: 10 xp

Rows marked in blue are unique to Starlight

🡐Tier 1 Tier 3🡒
Tier 2
Name Activation Ranked Text Source
Barrage Passive 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.
ABGRAge of Rebellion Beginner Game Rulebook
,
FIBForged in Battle
,
EBGREdge of the Empire Beginner Game Rulebook
,
ECRBEdge of the Empire Core Rulebook
Basic Military Training Passive No Athletics, Ranged (Heavy), and Resilience are now career skills for your character.
GCRBGenesys Core Rulebook
Blackmail Active (Incidental, Out of Turn) 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.
DADesperate Allies
Blooded Passive 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.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Burly Passive Yes Reduce any wielded weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.
FIBForged in Battle
,
DCDangerous Covenants
Command Passive Yes Add b per rank of Command when making Leadership checks. Affected targets add b to Discipline checks for next 24 hours.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FCRBForce and Destiny Core Rulebook
Computing Nano-Augmentation Active (Incidental, Out-of-Turn) No In order to take Computer Nano-Augmentation, a character must have Nanomachine Infusion and not have any other Nano-Augmentation. Once per encounter, a character with Computer Nano-Augmentation using a computer with a nanointerface can upgrade their next Computer skill check.
StarlightStarlight
Confidence Passive Yes May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence, to a minimum of Easy (d).
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FCRBForce and Destiny Core Rulebook
Coordinated Assault Active (Maneuver) Yes Once per turn, your character may use this talent to have a number of allies engaged with your character equal to your ranks in Leadership add a to all combat checks they make until the end of your character's next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first.
GCRBGenesys Core Rulebook
Counteroffer Active (Action) 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!
GCRBGenesys Core Rulebook
Cutting Question Active (Incidental) No Once per encounter, when making a Coercion skill check, the character may use Deception skill instead.
DADesperate Allies
Daring Aviator Active (Incidental) Yes Before your character makes a Driving or Piloting check, they may add a number of h to the results to use this talent to add an equal number of s. The number may not exceed your character's ranks in Daring Aviator.
GCRBGenesys Core Rulebook
Debilitating Shot Active (Incidental) No Upon successful attack with a starship or vehicle weapon, may spend aa to reduce the maximum speed of the target by 1 until the end of the next round.
ACRBAge of Rebellion Core Rulebook
,
NDNo Disintegrations
Deceptive Taunt Active (Action) 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.
FHFar Horizons
Defensive Stance Active (Maneuver) 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.
GCRBGenesys Core Rulebook
Defensive Sysops (Improved) Active (Incidental) No Your character must have purchased the Defensive Sysops talent to benefit from this talent. Before adding bb from Defensive Sysops to a check, use this talent to add fh to the results of the check instead.
GCRBGenesys Core Rulebook
Dirty Tricks Active (Incidental) 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.
ROTRealms of Terrinoth
Disorient Passive Yes After hitting with combat check, may spend aa to disorient target for number of rounds equal to ranks in Disorient.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Distracting Behavior Active (Maneuver) Yes Make a Distracting Behavior maneuver and suffer strain no greater than ranks in Cunning. Until the beginning of next turn, equal number of engaged NPC's suffer h on checks. Range increases with additional ranks.
FHFar Horizons
Dual Wielder Active (Maneuver) 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.
GCRBGenesys Core Rulebook
Dynamic Fire Active (Incidental) No When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.
ACRBAge of Rebellion Core Rulebook
Fancy Paint Job Passive 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.
SOTStay on Target
,
SMSpecial Modifications
Fighter's Stance Active (Incidental) 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.
CCC-ESP77Community Created Content
Fine Tuning Passive Yes When reducing the amount of system strain a starship or vehicle suffers, reduce 1 additional strain per rank of Fine Tuning.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FCRBForce and Destiny Core Rulebook
Flash of Insight Passive No When your character generates t on a knowledge skill check, roll bb and add the results to the check, in addition to spending the t as usual.
ROTRealms of Terrinoth
Fortification Nano-Augmentation Passive No In order to take Fortification Nano-Augmentation, a character must have Nanomachine Infusion and not have any other Nano-Augmentation. Add + 1 to Wound Threshold and Strain Threshold
StarlightStarlight
Freerunning Active (Incidental) No Suffer 1 strain when making a Move maneuver to move to any location within short range.
EVEndless Vigil
Go Without Active (Incidental) No Once per session, count as having the right tools for the job when performing the next skill check this turn.
DOHDisciples of Harmony
Grapple Active (Incidental) 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.
ROTRealms of Terrinoth
Hard Headed Active (Action) Yes When staggered or disoriented, perform the Hard Headed action; make a Daunting (dddd) Discipline check to remove status. Difficulty reduced per rank of Hard Headed.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Heightened Awareness Passive No Allies within short range of your character add b to their Perception and Vigilance checks. Allies engaged with your character add bb instead.
GCRBGenesys Core Rulebook
Heroic Recovery Active (Incidental) 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.
ROTRealms of Terrinoth
Hold Together Active (Incidental, Out of Turn) No Spend 1 Story Point to perform a Hold Together incidental immediately after vehicle or starship takes damage to turn it into system strain.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Impaling Strike Active (Incidental) 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).
ROTRealms of Terrinoth
Improvised Defenses Active (Action) No Your character may attempt an Average (dd) Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. Your character may spend aaor t from the check to increase the ranged defense the structure provides to 2.
FOFully Operational
Inspiring Rhetoric Active (Action) No Your character may use this talent to make an Average (dd) Leadership check. For each s the check generates, one ally within short range heals one strain. For each a, one ally benefiting from Inspiring Rhetoric heals one additional strain.
GCRBGenesys Core Rulebook
Inventor Active (Incidental) 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.
GCRBGenesys Core Rulebook
Knockdown Passive No After hitting with a melee attack, may spend a t to knock the target prone.
ABGRAge of Rebellion Beginner Game Rulebook
,
ACRBAge of Rebellion Core Rulebook
,
EBGREdge of the Empire Beginner Game Rulebook
,
ECRBEdge of the Empire Core Rulebook
Know the Enemy Passive No May use an appropriate Knowledge skill when making checks to determine initiative.
DORDawn of Rebellion
Know-It-All Active (Incidental) No Once per session, perfectly recall an important fact previously learned as if a Story Point had been spent.
DADesperate Allies
Known Schematic Active (Maneuver) No Once per session, may perform the Known Schematic maneuver; make a Hard (ddd) Knowledge check. Success grants familiarity with a building or ship's design.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Knows the Ropes Passive 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.
DORDawn of Rebellion
Loom Passive No When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds a per rank in Coercion to the ally's check.
DCDangerous Covenants
Lucky Strike Active (Incidental) 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.
GCRBGenesys Core Rulebook
Multiple Opponents Passive No Your character adds b to his Brawl and Melee combat checks when engaged with multiple opponents. This includes single groups of multiple minions.
FCRBForce and Destiny Core Rulebook
Overstocked Ammo Passive 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.
SOTStay on Target
Physical Training Passive Yes Add b per rank of Physical Training to Athletics and Resilience checks.
ACRBAge of Rebellion Core Rulebook
,
DOHDisciples of Harmony
Pride and Joy Passive 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.
DORDawn of Rebellion
Quick Draw (Improved) Passive 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.
FCFly Casual
Reckless Charge Active (Incidental) No After using a maneuver to move engage an adversary, your character may suffer 2 strain to use this talent. They then add sshh to the results of the next Brawl, Melee (Light), or Melee (Heavy) combat check they make this turn.
ROTRealms of Terrinoth
Reconstruct the Scene Active (Action) No Perform the Reconstruct the Scene action; make a Hard (ddd) Perception check to identify the physical characteristics of person present at the scene within 24 hours.
NDNo Disintegrations
,
EVEndless Vigil
Researcher Passive Yes On a successful Knowledge check, character and allies gain automatic a per rank of Researcher on checks to act on those facts until the end of his next turn.
DADesperate Allies
,
LBELead by Example
Resist Disarm Active (Incidental, Out of Turn) No Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
FCRBForce and Destiny Core Rulebook
Scathing Tirade Active (Action) No Your character may use this talent to make an Average (dd) Coercion check. For each s the check generates, one enemy within short range suffers 1 strain. For each a, one enemy affected by Scathing Tirade suffers 1 additional strain.
GCRBGenesys Core Rulebook
Selective Detonation Active (Incidental) Yes When using a weapon with the Blast quality spend a to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
ACRBAge of Rebellion Core Rulebook
,
DCDangerous Covenants
Sense Emotions Passive No Add b to all Charm, Coercion, and Deception checks.
ECRBEdge of the Empire Core Rulebook
,
FBGRForce and Destiny Beginner Game Rulebook
,
FCRBForce and Destiny Core Rulebook
Sensory Nano-Augmentation Active (Incidental, Out-of-Turn) No In order to take Sensory Nano-Augmentation, a character must have Nano-machine Infusion and not have any other Nano-Augmentation. Once per encounter, a character with Sensory Nano-Augmentation can upgrade their next Perception or Vigilance skill check.
StarlightStarlight
Shortcut Passive Yes During a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
EVEndless Vigil
,
SSSavage Spirits
Side Step Active (Maneuver) 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.
GCRBGenesys Core Rulebook
Speaks Binary Passive Yes When directing non-sentient NPC artificial life forms, may grant them b per rank of Speaks Binary on checks.
ABGRAge of Rebellion Beginner Game Rulebook
,
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Stalker Passive Yes Add b per rank of Stalker to all Stealth and Coordination checks.
ABGRAge of Rebellion Beginner Game Rulebook
,
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Strong Arm Passive No Treat thrown weapons as if they had 1 greater range.
ACRBAge of Rebellion Core Rulebook
,
EBGREdge of the Empire Beginner Game Rulebook
,
ECRBEdge of the Empire Core Rulebook
Stunning Blow Active (Incidental) No While making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
Suppressing Fire Passive Yes The character and each ally within short range may spend a on their failed combat checks to inflict one strain on the target per rank of Suppressing Fire. Each character can only activate this effect once per round.
FIBForged in Battle
,
KTPKeeping the Peace
Targeting Nano-Augmentation Active (Incidental, Out-of-Turn) No In order to take Targeting Nano-Augmentation, a character must have Nano-machine Infusion and not have any other Nano-Augmentation. Once per encounter, a character with Targeting Nano-Augmentation using a weapon with the nano-interface weapon attachment can upgrade their next Ranged (Light), Ranged (Heavy), Gunnery, or Melee skill check.
StarlightStarlight
Technical Aptitude Passive No When making a Computer skill check may spend aa or t to reduce the time spent to complete the task by 50%
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FCRBForce and Destiny Core Rulebook
Threaten Active (Incidental, Out of Turn) 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.
ROTRealms of Terrinoth
Time to Go Active (Maneuver) 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.
ACRBAge of Rebellion Core Rulebook
,
DCDangerous Covenants
Tinkerer Passive Yes May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
KTPKeeping the Peace
Touch of Fate Active (Incidental) No Once per session, add bb to any 1 check.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FCRBForce and Destiny Core Rulebook
Unarmed Parry Passive No May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1).
NDNo Disintegrations
Uncanny Senses Passive Yes Add bb per rank of Uncanny Senses to all Perception and Vigilance checks.
ACRBAge of Rebellion Core Rulebook
,
ECRBEdge of the Empire Core Rulebook
,
FCRBForce and Destiny Core Rulebook
Unstoppable Passive No If a Critical Injury roll is 1 or reduced to 1, do not receive the critical injury.
ACRBAge of Rebellion Core Rulebook
Vehicle Combat Training Passive No Gunnery, Driving, and Piloting become career skills.
ACRBAge of Rebellion Core Rulebook
Well Read Passive No Choose any 3 Knowledge skills. They permanently become career skills.
LBELead by Example
Zero G Training (Improved) Passive No A character with Zero G Training (Improved) knows tactics and methods for reducing damage while exposed to a vacuum (
GCRBGenesys Core Rulebook
111). They suffer 1 wound per round instead of 3.
StarlightStarlight