Difference between revisions of "Genesys:Tier 1 Talents"
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Revision as of 04:27, 22 November 2018
Tier 1 | ||||
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Name | Activation | Ranked | Text | Source |
Bad Cop | Passive | Yes | May spend aa from a Deception or Coercion check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop. | FHFar Horizons , KTPKeeping the Peace
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Black Market Contacts | Active (Incidental) | 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. | ECRBEdge of the Empire Core Rulebook
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Bought Info | Active (Action) | 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. | GCRBGenesys Core Rulebook
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Brace | Active (Maneuver) | Yes | As a maneuver, the character may Brace himself. This allows a character to remove b 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. | ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook
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Bullrush | Active (Incidental) | No | When your character makes a Brawl, Melee (Light), or Melee (Heavy) combat check after using a maneuver to engage a target, you may spend aaa or t to use this talent to knock the target prone and move them up to one range band away from your character. | ROTRealms of Terrinoth
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Call 'Em | Passive | No | Do not add b to combat checks due to the use of the Aim maneuver. | FCFly Casual
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Catfall | Passive | 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. | CCC-TomCruiseCommunity Created Content
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Clever Retort | Active (Incidental, Out of Turn) | No | Once per encounter, your character may use this talent to add automatic hh to another character's social skill check. | GCRBGenesys Core Rulebook
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Creative Design | Passive | Yes | As part of resolving a successful crafting check, your character may also apply a result equivalent to spending a number of a equal to their ranks in Creative Design. The GM may then apply a result equivalent to the same number of h. | FOFully Operational
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Desperate Recovery | Passive | 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. | GCRBGenesys Core Rulebook
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Duelist | Passive | No | Your character adds b to their melee combat checks while engaged with a single opponent. Your character adds b to their melee combat checks while engaged with three or more opponents. | GCRBGenesys Core Rulebook
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Durable | Passive | Yes | Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01. | GCRBGenesys Core Rulebook
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Extra Ammo | Passive | No | Cannot run out of ammo due to a d. Items with Limited Ammo quality run out of ammo as normal. | ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook
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Familiar Sky | Active (Maneuver) | No | Once per session, may perform a Familiar Sky maneuver; make a Hard (ddd) Knowledge check to reveal the current type of environment and other useful information. | ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook
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Finesse | Active (Incidental) | No | When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn. | ROTRealms of Terrinoth
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Forager | Passive | No | Your character removes up to bb 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. | GCRBGenesys Core Rulebook
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Good Cop | Passive | Yes | May spend aa from a Charm or Negotiation check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in Good Cop. | JOYJewel of Yavin , FHFar Horizons , NDNo Disintegrations
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Grit | Passive | Yes | Each rank of Grit increases your character's strain threshold by one. | GCRBGenesys Core Rulebook
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Hamstring Shot | Active (Action) | 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. | GCRBGenesys Core Rulebook
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Jump Up | Active (Incidental) | 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. | GCRBGenesys Core Rulebook
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Knack for It | Passive | Yes | When you purchase this talent for your character, select one skill. Your character removes bb 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 bb from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent. | GCRBGenesys Core Rulebook
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Know Somebody | Active (Incidental) | 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. | GCRBGenesys Core Rulebook
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Knowledge Specialization | Passive | 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. | ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook , FCRBForce and Destiny Core Rulebook
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Let's Ride | Active (Incidental) | 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. | GCRBGenesys Core Rulebook
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Museum Worthy | Active (Action) | No | Once per session, take Museum Worthy action, make a Hard (ddd) Knowledge check to ascertain information regarding a relic, ruin, or piece of history. | ETUEnter the Unknown
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One with Nature | Active (Incidental) | 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). | GCRBGenesys Core Rulebook
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Painful Blow | Active (Incidental) | 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. | ROTRealms of Terrinoth
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Parry | Active (Incidental, Out of Turn) | 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. | GCRBGenesys Core Rulebook
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Precision | Active (Incidental) | No | When making a Brawl or Ranged check, your character may use Cunning instead of Brawn and Agility. | ROTRealms of Terrinoth
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Proper Upbringing | Active (Incidental) | 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 a to the check. The number may not exceed your character's ranks in Proper Upbringing. | GCRBGenesys Core Rulebook
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Quick Draw | Active (Incidental) | 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. | GCRBGenesys Core Rulebook
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Quick Strike | Passive | 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. | GCRBGenesys Core Rulebook
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Rapid Reaction | Active (Incidental, Out of Turn) | 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. | GCRBGenesys Core Rulebook
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Rapid Recovery | Passive | Yes | When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery. | ABGRAge of Rebellion Beginner Game Rulebook , ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook , FBGRForce and Destiny Beginner Game Rulebook , FCRBForce and Destiny Core Rulebook
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Respected | Passive | 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. | CCC-SavageBobCommunity Created Content
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Second Wind | Active (Incidental) | Yes | Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. | GCRBGenesys Core Rulebook
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Smooth Talker | Active (Incidental) | 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. | ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook , FCRBForce and Destiny Core Rulebook
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Specialist Knowledge | Passive | 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. | CCC-TomCruiseCommunity Created Content
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Street Slang | Active (Incidental) | 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 a to the check. | CCC-KlortCommunity Created Content
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Surgeon | Passive | Yes | When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon. | GCRBGenesys Core Rulebook
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Swift | Passive | 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). | GCRBGenesys Core Rulebook
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Tavern Brawler | Passive | No | Your character adds a to Brawl checks and combat checks using improvised weapons. | ROTRealms of Terrinoth
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Toughened | Passive | Yes | Each rank of Toughened increases your character's wound threshold by two. | GCRBGenesys Core Rulebook
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Tumble | Active (Incidental) | No | Once per round on your character's turn, they may suffer 2 strain to disengage from all engaged adversaries. | ROTRealms of Terrinoth
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Unremarkable | Passive | No | Other characters add f to any checks made to find or identify your character in a crowd. | GCRBGenesys Core Rulebook
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Wheel and Deal | Passive | Yes | When selling good legally, gain 10% more currency per rank of Wheel and Deal. | ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook
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