Genesys:Tier 4 Talents
Cost to purchase: 20 xp
Rows marked in blue are unique to Starlight
🡐Tier 3 | Tier 5🡒 |
Tier 4 | ||||
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Name | Activation | Ranked | Text | Source |
Armor Master (Improved) | Passive | 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. | ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook , KTPKeeping the Peace
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Assassin Strike | Active (Incidental) | No | After making a successful melee check, may spend a Story Point to disengage from an opponent as an incidental. | CCC-TomCruiseCommunity Created Content
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Back-to-Back | Passive | 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 bb. | ROTRealms of Terrinoth
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Better Luck Next Time | Active (Action) | No | Take a Better Luck Next Time action; make a Hard (ddd) Cool check to force a competitor to suffer a major misfortune. | EVEndless Vigil
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Body Guard (Improved) | Passive | 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. | LBELead by Example , FIBForged in Battle , EBGREdge of the Empire Beginner Game Rulebook , FCRBForce and Destiny Core Rulebook
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Bolstered Armor | Passive | 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. | SOTStay on Target
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Brilliant Evasion | Active (Action) | 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. | ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook
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By the Book | Active (Incidental) | Yes | Once per encounter, before making a combat check, suffer 2 strain to add a to the results equal to ranks in By the Book. | DORDawn of Rebellion
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Can't We Talk About This? | Active (Action) | 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 aa 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. | GCRBGenesys Core Rulebook
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Capital Sendoff (Improved) | Passive | 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. | SOTStay on Target
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Careful Planning | Active (Action) | No | Once per session, may introduce a "fact" into the narrative as if a Story Point had been spent. | ACRBAge of Rebellion Core Rulebook , KTPKeeping the Peace
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Center of Being (Improved) | Passive | No | Suffer 1 Strain to use a Center of Being maneuver as an incidental. | FCRBForce and Destiny Core Rulebook
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Commanding Presence | Passive | No | Once per session, may take Commanding Presence action; make an opposed Cool vs. Discipline check to force target to leave the encounter. | LBELead by Example
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Comrades in Arms | Active (Action) | No | Once per encounter, make a Hard (ddd) 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. | DORDawn of Rebellion
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Deadeye | Active (Incidental) | 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. | GCRBGenesys Core Rulebook
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Deadly Accuracy | Passive | 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. | ABGRAge of Rebellion Beginner Game Rulebook , ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook
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Defensive | Passive | Yes | Each rank of Defensive increases your character's melee defense and ranged defense by one. | GCRBGenesys Core Rulebook
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Defensive Driving | Passive | 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 b per rank to combat checks targeting your character's vehicle or your character while piloting it. | GCRBGenesys Core Rulebook
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Discredit | Active (Action) | No | Once per encounter, take the Discredit action, make a Hard (ddd) Deception check to upgrade the difficulty of one character's social checks once, plus once for every aa, until the end of the encounter. | DADesperate Allies
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Distracting Behavior (Improved) | Passive | No | Your character must have purchased the Distracting Behavior talent to benefit from this talent. The Distracting Behavior maneuver inflicts hh on NPC's checks when NPC's target character's allies. | FHFar Horizons
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Don't Shoot! | Active (Action) | No | Once per session as an action, make a Hard (ddd) Charm check. On a success, cannot be target of combat checks until the end of the encounter or until making a combat check. | FCFly Casual
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Double or Nothing (Improved) | Passive | 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. | FCFly Casual
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Double-Talk | Passive | No | Spend aa 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. | DORDawn of Rebellion
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Enduring | Passive | Yes | Each rank of Enduring increases your character's soak value by one. | GCRBGenesys Core Rulebook
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Field Commander (Improved) | Passive | 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. | GCRBGenesys Core Rulebook
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Finesse (Improved) | Passive | 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 (Light) attacks. | CCC-DragonshadowCommunity Created Content
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Flurry of Blows | Active (Maneuver) | 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. | CCC-KlortCommunity Created Content
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Formation Tactics (Improved) | Passive | No | Reduce the difficulty of Formation Tactics to average. Spend t or aaaaaa to have the effect last until the end of the encounter. | DORDawn of Rebellion
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Fortune Favors the Bold | Active (Incidental) | No | Once per session as an incidental, suffer 2 strain to flip one GM Story Point to a Player Story Point. | FCFly Casual
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Full Throttle (Improved) | Active (Action) | 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 (dd). | ABGRAge of Rebellion Beginner Game Rulebook , ACRBAge of Rebellion Core Rulebook , EBGREdge of the Empire Beginner Game Rulebook , ECRBEdge of the Empire Core Rulebook , EVEndless Vigil
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Holistic Navigation | Active (Incidental) | No | When making an Astrocartography skill check, the character may spend one Story Point to remove d, or to remove h equal to his ranks in Perception. | SSSavage Spirits
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How Convenient! | Active (Action) | No | Once per session, your character may use this talent to make a Hard (ddd) 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! | GCRBGenesys Core Rulebook
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Improvised Position | Active (Action) | No | Your character may make a Hard (ddd) 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 aa or t from the check to increase the ranged defense the position provides to 2. | FOFully Operational
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In The Know | Active (Action) | 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. | DADesperate Allies
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Incite Rebellion | Active (Action) | No | Once per session, may take an Incite Rebellion action; make a Hard (ddd) Coercion check to cause a number of beings up to ranks in Coercion to become rebellious until the end of the encounter. | ACRBAge of Rebellion Core Rulebook
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Inspiring Rhetoric (Supreme) | Active (Incidental) | 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. | GCRBGenesys Core Rulebook
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It's Not that Bad | Active (Action) | No | Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a Hard (ddd) Medicine check to stop the ally from gaining the Critical Injury. | ACRBAge of Rebellion Core Rulebook
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Jury Rigged | Passive | 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 a 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. | ACRBAge of Rebellion Core Rulebook , EBGREdge of the Empire Beginner Game Rulebook , ECRBEdge of the Empire Core Rulebook
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Life or Death (Improved) | Passive | 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. | CCC-SwordbreakerCommunity Created Content
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Moving Target | Passive | Yes | If the character has already acted this round, increase ranged defense by 1 per rank of moving target. | FIBForged in Battle
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Not Today | Active (Incidental) | 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. | SOTStay on Target
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Offensive Driving | Active (Maneuver) | 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. | NDNo Disintegrations
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Overbalance | Passive | No | Whenever an enemy engaged with the character makes a combat check, after the attack is resolved, the character may spend d or hhh to stagger the attacker until the end of the attacker's next turn. | NDNo Disintegrations , KTPKeeping the Peace
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Overcharge | Active (Action) | No | Once per encounter, your character may use this talent to make a Hard (ddd) 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 7), skill (to a maximum of 5), or ranked talent. Your GM may spend d or hhh 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 (dd) Mechanics check to repair it. | GCRBGenesys Core Rulebook
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Pinning Fire (Improved) | Active (Action) | 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. | CCC-TomCruiseCommunity Created Content
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Precise Aim | Active (Incidental) | 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. | EBGREdge of the Empire Beginner Game Rulebook , ECRBEdge of the Empire Core Rulebook , SSSavage Spirits
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Prey on the Weak | Passive | Yes | Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak. | FIBForged in Battle , FCRBForce and Destiny Core Rulebook
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Pride and Joy (Supreme) | Active (Incidental) | 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. | DORDawn of Rebellion
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Prime Positions | Passive | 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. | FIBForged in Battle , KTPKeeping the Peace
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Prophetic Aim | Passive | No | While benefiting from an Aim maneuver, d from the character's Ranged checks cannot cause attacks to hit allies engaged with the target. | KTPKeeping the Peace
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Push the Specs | Active (Action) | No | Your character may perform the Push the Specs action when in a ship or vehicle, attempting an Average (dd) 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 a 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. | FOFully Operational
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Rain of Death | Active (Maneuver) | No | Perform the Rain of Death maneuver to ignore the increased difficulty due to the Auto-fire quality of attacks made this turn. | FIBForged in Battle , DCDangerous Covenants
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Reflect (Supreme) | Active (Incidental, Out of Turn) | 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. | FCRBForce and Destiny Core Rulebook
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Reinforced Frame | Passive | 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. | SOTStay on Target
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Reroute Processors | Active (Action) | No | Once per encounter, may take a Reroute Processors action, make an Average (dd) Computers check to reduce one of an artificial life form's characteristics by 1 and increase another of its characteristics by 1. | SMSpecial Modifications
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Scathing Tirade (Supreme) | Active (Incidental) | 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. | GCRBGenesys Core Rulebook
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Showboat | Active (Incidental) | No | When making a check in a vehicle, may suffer 2 strain to gain t on success or d on failure. | SOTStay on Target
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Skilled Slicer | Active (Incidental) | No | When making a Computers check may spend a t to make further Computers checks within this system as maneuvers. | ACRBAge of Rebellion Core Rulebook , ECRBEdge of the Empire Core Rulebook
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Sneak Attack (Improved) | Active (Incidental) | 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. | CCC-RichardbuxtonCommunity Created Content
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Sorry About the Mess | Passive | No | Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter. | FCFly Casual
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Speaks Binary (Improved) | Passive | No | Your character must have purchased the Speaks Binary talent to benefit from this talent. When directing non-sentient NPC artificial life forms, those NPCs grant additional b in addition to other benefits. | SMSpecial Modifications
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Spitfire | Passive | No | After a successful combined check with two Ranged (Light) weapons, additional hits can be allocated to other targets within range of the weapon. | FCFly Casual
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Steady Aim | Passive | 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. | DORDawn of Rebellion
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Street Smarts | Active (Action) | Yes | Once per session, may take a Street Smarts action; make a Formidable (ddddd) Streetwise or Knowledge check to learn one vital clue from the GM. Reduce the difficulty once per rank of Street Smarts. | ACRBAge of Rebellion Core Rulebook , EBGREdge of the Empire Beginner Game Rulebook , ECRBEdge of the Empire Core Rulebook , FCRBForce and Destiny Core Rulebook
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Supporting Evidence | Passive | Yes | When assisting an ally with a Charm, Deception, Leadership, or Negotiation check, add automatic a per rank of Supporting Evidence. | DADesperate Allies
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Targeted Firepower | Active (Action) | 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 a to attacks against the target equal to s generated on the check. | DORDawn of Rebellion
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That's How It's Done | Active (Incidental) | Yes | May suffer 1 strain on successful skill check to add a 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. | LBELead by Example
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Trust No One | Active (Incidental, Out of Turn) | No | When targeted by a social check, suffer 1 strain to add automatic f to the check. If the check fails with d, your character may immediately perform a maneuver as an out-of-turn incidental. | DORDawn of Rebellion
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Unrelenting | Active (Incidental) | No | Once per round after resolving a successful Brawl, Melee (Light), or Melee (Heavy) 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. | ROTRealms of Terrinoth
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Unrelenting Skeptic | Passive | No | When targeted by a Deception check, the character automatically adds f to the check equal to ranks in Vigilance. | FHFar Horizons , EVEndless Vigil
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Weak Foundation | Active (Action) | 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 (ddd) Knowledge check. If successful, until the end of the encounter, your character and all allies add automatic aa or s to all combat checks made targeting the structure (your character's choice). | FOFully Operational
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