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TALENTS
EXPANDED TheSapient, ESP77,
Swordbreaker and Richardbuxton
GENESYS TALENTS EXPANDED
CONTENTS
INTRODUCTION ..........................................5 Soothing Tone ................................................ 10
Surgeon .......................................................... 10
TIER 1 .........................................................5 Swift ................................................................ 10
All-Terrain Driver .............................................. 5 Toughened...................................................... 10
Bad Cop ............................................................ 5 Unremarkable................................................. 10
Black Market Contacts ..................................... 5 Wheel and Deal .............................................. 10
Brace ................................................................ 5 TIER 2 ...................................................... 11
Bought Info....................................................... 5
Call 'Em ............................................................. 6 Barrage ........................................................... 11
Clever Retort .................................................... 6 Basic Military Training .................................... 11
Defensive Sysops .............................................. 6 Beast Wrangler ............................................... 11
Desperate Recovery ......................................... 6 Berserk............................................................ 11
Duelist .............................................................. 6 Blackmail ........................................................ 11
Durable ............................................................. 6 Blooded .......................................................... 11
Extra Ammo...................................................... 6 Body Guard ..................................................... 11
Familiar Sky ...................................................... 6 Burly ............................................................... 12
Forager ............................................................. 7 Command ....................................................... 12
Good Cop ......................................................... 7 Confidence...................................................... 12
Grit ................................................................... 7 Coordinated Assault ....................................... 12
Hamstring Shot................................................. 7 Counteroffer ................................................... 12
Hidden Storage................................................. 7 Cutting Question ............................................ 12
Jump Up ........................................................... 7 Daring Aviator................................................. 12
Knack for It ....................................................... 7 Debilitating Shot ............................................. 13
Know Somebody .............................................. 7 Deceptive Taunt ............................................. 13
Knowledge Specialization ................................ 8 Defensive Stance ............................................ 13
Let’s Ride .......................................................... 8 Defensive Sysops (Improved) ......................... 13
Medical Specialist............................................. 8 Disorient ......................................................... 13
Museum Worthy .............................................. 8 Distracting Behavior ....................................... 13
One with Nature............................................... 8 Dual Wielder ................................................... 13
Parry ................................................................. 8 Dynamic Fire ................................................... 13
Physician .......................................................... 8 Fan the Hammer............................................. 14
Proper Upbringing ............................................ 8 Fancy Paint Job ............................................... 14
Quick Draw ....................................................... 9 Fearsome ........................................................ 14
Quick Strike ...................................................... 9 Fine Tuning ..................................................... 14
Rapid Reaction ................................................. 9 Finesse ............................................................ 14
Rapid Recovery................................................. 9 Freerunning .................................................... 14
Redundant Systems.......................................... 9 Go Without ..................................................... 14
Reflect .............................................................. 9 Grapple ........................................................... 14
Second Wind .................................................... 9 Hard Headed................................................... 15
Signature Vehicle ............................................. 9 Heightened Awareness .................................. 15
Smooth Talker ................................................ 10 Hold Together................................................. 15
Solid Repairs ................................................... 10 Hunter ............................................................ 15
Hunter's Quarry .............................................. 15
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INTRODUCTION
Genesys Talents Expanded is a community effort to bring a wider selection of talents to the Genesys
Roleplaying System, published by Fantasy Flight Games, to provide GM’s and players more options for
constructing their campaigns and characters. The bulk of these talents are from Fantasy Flight Games
publications, mostly from the Star Wars Roleplaying games; Edge of the Empire, Age of Rebellion, and
Force and Destiny. Talents from the Star Wars games, which do not fit the nature and/or standards of
Genesys, were modified and/or renamed, or omitted altogether.
Additional talents, at the end of the collection, were created and vetted by the Genesys gaming
community.
GM’s discretion, your character may not be half of their strain threshold, they heal two
able to use Bought Info if the information is additional strain.
particularly sensitive or difficult to find, or Source: GCRB
buying it doesn’t make narrative sense.
Source: GCRB Duelist
Tier: 1
Call 'Em Activation: Passive
Tier: 1 Ranked: No
Activation: Passive Your character adds ■ to their melee combat
Ranked: No checks while engaged with a single opponent.
Do not add ■ to combat checks due to the use Your character adds ■ to their melee combat
of the Aim maneuver. checks while engaged with three or more
Source: FC opponents.
Source: GCRB
Clever Retort
Tier: 1 Durable
Activation: Active (Incidental, Out of Turn) Tier: 1
Ranked: No Activation: Passive
Once per encounter, your character may use Ranked: Yes
this talent to add automatic hh to another Your character reduces any Critical Injury
character’s social skill check. result they suffer by 10 per rank of Durable, to
Source: GCRB a minimum of 01.
Source: GCRB
Defensive Sysops
Tier: 1 Extra Ammo
Activation: Passive Tier: 1
Ranked: No Activation: Passive
When attempting to defend a computer Ranked: No
system against intrusion (or when someone Cannot run out of ammo due to a d. Items
attempts to hack a computer owned or with Limited Ammo quality run out of ammo
programmed by your character) your as normal.
character adds ■■ to their opponent’s Sources: ACRB, ECRB
checks. If your character has access to the
computer system when the intrusion takes Familiar Sky
place, they are automatically aware of the Tier: 1
intrusion. Activation: Active (Maneuver)
Source: GCRB Ranked: No
Once per session, may perform a Familiar Sky
Desperate Recovery maneuver; make a Hard (◆◆◆) Knowledge
Tier: 1 check to reveal the current type of
Activation: Passive environment and other useful information.
Ranked: No Sources: ACRB, ECRB
Before your character heals strain at the end
of an encounter, if their strain is more than
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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.
Source: GCRB
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Blackmail
Tier: 2
Activation: Active (Incidental, Out of Turn)
Barrage Ranked: No
Tier: 2 When an NPC exceeds his strain threshold,
Activation: Passive may spend 1 Story Point to convince that NPC
Ranked: Yes to perform a single task of choice instead.
Source: DA
Add 1 damage per rank of Barrage to 1 hit of
successful attack while using Ranged (Heavy)
Blooded
or Gunnery skills at long or extreme range.
Sources: ABGR, FIB, EBGR, ECRB Tier: 2
Activation: Passive
Basic Military Training Ranked: Yes
Tier: 2 Add ■ per rank of Blooded to all checks to
Activation: Passive resist or recover from poisons, venoms, or
Ranked: No toxins. Reduce duration of ongoing poisons by
Athletics, Ranged (Heavy), and Resilience are 1 round per rank of Blooded to a minimum of
now career skills for your character. 1.
Source: GCRB Sources: ACRB, ECRB
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Burly Counteroffer
Tier: 2 Tier: 2
Activation: Passive Activation: Active (Action)
Ranked: Yes Ranked: No
Reduce any wielded weapon's Cumbersome Once per session, your character may use this
quality and Encumbrance rating by a number talent to choose one non-nemesis adversary
equal to ranks in Burly to a minimum of 1. within medium range and make an opposed
Sources: FIB, DC Negotiation versus Discipline check. If
successful, the target becomes staggered until
Command the end of their next turn. At your GM’s
Tier: 2 discretion, you may spend t on this check to
Activation: Passive have the adversary become an ally until the
Ranked: Yes end of the encounter. However, the duration
Add ■ per rank of Command when making of this may be shortened or extended
Leadership checks. Affected targets add ■ to depending on whether your GM feels your
Discipline checks for next 24 hours. offer is appealing to the adversary and
Sources: ACRB, ECRB, FCRB whether your character follows through on
their offer!
Confidence Source: GCRB
Tier: 2
Activation: Passive Cutting Question
Ranked: Yes Tier: 2
May decrease difficulty of Discipline checks to Activation: Active (Incidental)
avoid fear by 1 per rank of Confidence, to a Ranked: No
minimum of Easy (◆). Once per encounter, when making a Coercion
Sources: ACRB, ECRB, FCRB skill check, the character may use Deception
skill instead.
Coordinated Assault Source: DA
Tier: 2
Activation: Active (Maneuver) Daring Aviator
Ranked: Yes Tier: 2
Once per turn, your character may use this Activation: Active (Incidental)
talent to have a number of allies engaged with Ranked: Yes
your character equal to your ranks in Before your character makes a Driving or
Leadership add a to all combat checks they Piloting check, they may add a number of h
make until the end of your character’s next to the results to use this talent to add an equal
turn. The range of this talent increases by one number of s. The number may not exceed
band per rank of Coordinated Assault beyond your character’s ranks in Daring Aviator.
the first. Source: GCRB
Source: GCRB
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Fearsome Grapple
Tier: 2 Tier: 2
Activation: Passive Activation: Active (Maneuver)
Ranked: Yes Ranked: No
When an adversary becomes engaged with Once per round, the character may perform
the character, the character may force the the Grapple maneuver. Until the beginning of
adversary to make a fear check, with the the character's next turn, enemies must spend
difficulty equal to the character's ranks in two maneuvers instead of one maneuver to
Fearsome. move from engaged range to short range of
Sources: DC, FCRB him.
Sources: ND, KTP
Fine Tuning
Tier: 2
Activation: Passive
Ranked: Yes
When reducing the amount of system strain a
starship or vehicle suffers, reduce 1 additional
strain per rank of Fine Tuning.
Sources: ACRB, ECRB, FCRB
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Shortcut Stalker
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
During a chase, add ■ per rank in Shortcut to Add ■ per rank of Stalker to all Stealth and
any checks made to catch or escape an Coordination checks.
opponent. Sources: ABGR, ACRB, ECRB
Sources: ACRB, ECRB, EV, SS
Strong Arm
Side Step Tier: 2
Tier: 2 Activation: Passive
Activation: Active (Maneuver) Ranked: No
Ranked: Yes Treat thrown weapons as if they had 1 greater
Once per round, your character may suffer a range.
number of strain no greater than their ranks in Sources: ACRB, EBGR, ECRB
Side Step to use this talent. Until the end of
your character’s next turn, upgrade the Stunning Blow
difficulty of all ranged combat checks Tier: 2
targeting your character a number of times Activation: Active (Incidental)
equal to the strain suffered. Ranked: No
Source: GCRB While making Melee checks, may inflict
damage as strain instead of wounds. This does
Speaks Binary not ignore soak.
Tier: 2 Sources: ACRB, ECRB
Activation: Passive
Ranked: Yes Suppressing Fire
When directing non-sentient NPC artificial life Tier: 2
forms, may grant them ■ per rank of Speaks Activation: Passive
Binary on checks. Ranked: Yes
Sources: ABGR, ACRB, ECRB The character and each ally within short range
may spend a on their failed combat checks to
Spur inflict one strain on the target per rank of
Tier: 2 Suppressing Fire. Each character can only
Activation: Active (Action) activate this effect once per round.
Ranked: No Sources: FIB, KTP
Take a Spur action; make a Hard (◆◆◆)
Riding check to increase a beast's top speed Technical Aptitude
by 1. The beast suffers 2 strain every round it Tier: 2
stays spurred. Activation: Passive
Source: SOT Ranked: No
When making a Computer skill check may
spend aa or t to reduce the time spent to
complete the task by 50%
Sources: ACRB, ECRB, FCRB
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Time to Go Unstoppable
Tier: 2 Tier: 2
Activation: Active (Maneuver) Activation: Passive
Ranked: No Ranked: No
The character may spend 1 Story Point to If a Critical Injury roll is 1 or reduced to 1, do
perform a Move maneuver as an incidental to not receive the critical injury.
attempt to move into cover or out of the blast Source: ACRB
range of a weapon or explosion.
Sources: ACRB, DC Vehicle Combat Training
Tier: 2
Tinkerer Activation: Passive
Tier: 2 Ranked: No
Activation: Passive Gunnery, Driving, and Piloting become career
Ranked: Yes skills.
May add 1 additional hard point to a number Source: ACRB
of items equal to ranks in Tinkerer. Each item
may only be modified once. Well Read
Sources: ACRB, ECRB, KTP Tier: 2
Activation: Passive
Touch of Fate Ranked: No
Tier: 2 Choose any 3 Knowledge skills. They
Activation: Active (Incidental) permanently become career skills.
Ranked: No Source: LBE
Once per session, add ■■ to any 1 check.
Sources: ACRB, ECRB, FCRB Well Rounded
Tier: 2
Unarmed Parry Activation: Passive
Tier: 2 Ranked: Yes
Activation: Passive Choose any 2 non-magic skills. They
Ranked: No permanently become career skills.
May Parry while unarmed. Reduce strain cost Sources: ACRB, EBGR, ECRB, FBGR, FCRB
to Parry while unarmed by 1 (to a minimum of
1).
Source: ND
Uncanny Senses
Tier: 2
Activation: Passive
Ranked: No
Add ■■ per rank of Uncanny Senses to all
Perception and Vigilance checks.
Sources: ACRB, ECRB, FCRB
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Pin
Rapid Archery
Tier: 3
Tier: 3
Activation: Active (Action)
Activation: Active (Maneuver)
Ranked: No
Ranked: No
Take Pin action; make an Opposed athletics
While your character is armed with a bow (or
check to immobilize an engaged opponent
similar weapon, at your GM’s discretion) they
until the end of the character's next turn.
may suffer 2 strain to use this talent. During
Spend t to extend duration one round.
Source: ETU the next ranged combat check your character
makes this turn, the bow gains the Linked
Plausible Deniability quality with a value equal to their ranks in the
Tier: 3 Ranged skill.
Source: GCRB
Activation: Active (Action)
Ranked: No
Reflect (Improved)
Take a Plausible Deniability action makes a
Tier: 3
Hard (◆◆◆) Coercion check to convince
Activation: Active (Incidental, Out of Turn)
one bystander equal to your Willpower to
Ranked: No
depart quietly.
Source: DA
Your character must have purchased the
Reflect Talent to benefit from this talent. Your
Point Blank character may use reflect while wielding a
Tier: 3 melee weapon deemed appropriate by the
Activation: Passive GM. When reflecting a hit that generated d
Ranked: Yes or hhh may hit one target in medium range
with the same damage as the initial hit, after
Add 1 damage per rank of Point Blank to
original attack resolves.
damage of one hit of successful attack while
Sources: FBGR, FCRB
using Ranged (Heavy) or Ranged (Light) skills
at short range or engaged.
Sources: ABGR, ACRB, EBGR, ECRB
Powerful Blast
Tier: 3
Activation: Passive
Ranked: Yes
Increase Blast damage dealt by +1 per rank of
Powerful Blast.
Sources: ACRB, DC
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Up the Ante
Tier: 3
Activation: Passive
Ranked: Yes
When gambling win 10% more credits per
rank of Up the Ante.
Source: FC
Utility Belt
Tier: 3
Activation: Active (Incidental)
Ranked: No
Spend 1 Story Point to perform a Utility Belt
incidental; produce an undocumented item
(maximum 1 encumbrance) or weapon (with
Limited Ammo One quality) from a tool belt or
a satchel.
Sources: ACRB, ECRB
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equal to your ranks in deception to have a single other effect by one to a minimum of
target NPC believe specific false intelligence. one; or increase armor's ranged or melee
Source: DA defense by one. Alternatively, he can decrease
the encumbrance of the item by two to a
Incite Rebellion minimum of one. The bonus only applies so
Tier: 4 long as the character is using the item. If the
Activation: Active (Action) item is ever lost or destroyed, the character
Ranked: No may apply Jury Rigged to a new personal
Once per session, may take an Incite Rebellion weapon or piece or armor.
action; make a Hard (◆◆◆) Coercion check Sources: ACRB, EBGR, ECRB
to cause a number of beings up to ranks in
Coercion to become rebellious until the end of Mad Inventor
the encounter. Tier: 4
Source: ACRB Activation: Active (Action)
Ranked: No
Inspiring Rhetoric (Supreme) Once per session, your character may use this
Tier: 4 talent to make a Mechanics check to attempt
Activation: Active (Incidental) to cobble together the functional equivalent
Ranked: No of any item using spare parts or salvage. The
Your character must have purchased the difficulty of the check is based on the item’s
Inspiring Rhetoric talent to benefit from this rarity; see Table I.4–1: Mad Inventor Item
talent. Your character may choose to suffer 1 Rarity in the Genesys Core Rulebook. Your GM
strain to use the Inspiring Rhetoric talent as a will modify the check based on the
maneuver, instead of as an action. circumstances and might decide that some
Source: GCRB items simply can’t be created with what’s
available (if you are being held in a prison cell,
It's Not that Bad for instance). Your GM may spend d on the
Tier: 4 check to indicate the item ends up being
Activation: Active (Action) dangerous to the user and anyone around
Ranked: No them in some way. For instance, a pistol might
Once per session when an ally would suffer a explode instead of running out of ammo, or a
Critical Injury, may take an It's Not That Bad breathing mask might make the user light-
action; make a Hard (◆◆◆) Medicine check headed.
to stop the ally from gaining the Critical Injury. Source: GCRB
Source: ACRB
Menace
Jury Rigged Tier: 4
Tier: 4 Activation: Active (Maneuver)
Activation: Passive Ranked: No
Ranked: Yes Once per round on the character’s turn, the
The character chooses one personal weapon character may spend a maneuver to allow any
or piece of armor per rank of Jury Rigged. He suitably threatening creature linked through
may increase the damage of the weapon by the Animal Companion talent and of
one; decrease the a cost on its Critical, or any Silhouette 2 or greater to perform the Menace
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Precise Aim
Offensive Driving
Tier: 4
Tier: 4
Activation: Active (Incidental)
Activation: Active (Maneuver)
Ranked: Yes
Ranked: No
Once per round on the character’s turn, when
As a maneuver, suffer system strain up to
the character performs an Aim
vehicle's highest defense to upgrade the
maneuver before attempting a combat check,
difficulty of target's next Piloting check that
may suffer a number of strain. The number of
many times.
strain cannot exceed his ranks in Precise Aim.
Source: ND
He then decreases the target’s defense
Overbalance (ranged and melee) by one per strain suffered
for that combat check.
Tier: 4
Sources: EBGR, ECRB, SS
Activation: Passive
Ranked: 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.
Sources: ND, KTP
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talent. May add one mount for a weapon or Breach 1 quality to the attack, or increase an
piece of equipment (approved by the GM). existing Breach rating by 1.
Source: SM Sources: FIB, DC
Dedication Indomitable
Tier: 5 Tier: 5
Activation: Passive Activation: Active (Incidental, Out of Turn)
Ranked: Yes Ranked: No
Each rank of Dedication increases one of your Once per encounter, when your character
character’s characteristics by one. This talent would be incapacitated due to exceeding their
cannot increase a characteristic above 5. You wound or strain threshold, you may spend a
cannot increase the same characteristic with Story Point to use this talent. Then, your
Dedication twice. character is not incapacitated until the end of
Source: GCRB their next turn. If your character reduces their
strain or wounds to below their threshold
Double or Nothing (Supreme) before the end of their next turn, they are not
Tier: 5 incapacitated.
Activation: Passive Source: GCRB
Ranked: No
Your character must have purchased the Intense Focus
Double or Nothing talent to benefit from this Tier: 5
talent. When performing the Double or Activation: Active (Maneuver)
Nothing incidental, also double the number of Ranked: No
t and d. Perform an Intense Focus maneuver; suffer 1
Source: FC strain and upgrade the ability of the next skill
check once.
Full Throttle (Improved) Sources: ABGR, ACRB, ECRB, DOH
Tier: 5
Activation: Active (Action) Just Kidding!
Ranked: No Tier: 5
Your character must have purchased the Full Activation: Active (Incidental)
Throttle talent to benefit from this talent. Ranked: No
Suffer 1 strain to attempt Full Throttle as a Once per round as an incidental spend 1 Story
maneuver and decrease its difficulty to Point to ignore d generated on a social check
Average (◆◆). by the character or any ally in short range.
Sources: ABGR, ACRB, EBGR, ECRB, EV Source: FC
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Superhuman Reflexes
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, after generating d on a
Piloting check cancel the d and add s equal
to ranks in Cool.
Source: EV
Thorough Assessment
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, take a Thorough
Assessment action: make a Hard (◆◆◆)
Knowledge check to gain ■ equal to s that can
be distributed during the encounter.
Sources: DA, LBE
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COMMUNITY CREATED
Talents Created by Members of the Fantasy Flight Games Genesys Forum
(community.fantasyflightgames.com/topic/265863-genesys-talents-expanded/)
Catfall Overchannel
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
When rolling Athletics or Coordination to When casting a spell, your character may
reduce damage from falling, add ■. In select a number of additional effect in (d) up
addition, reduce damage and strain suffered to their ranks in Overchannel. The effect must
from a fall by 1 per rank of Catfall. be limited to single (◆) effects. The character
Source: CCC-Tom Cruise gains 2 threat per (◆) added in this way
rather than increase the difficulty of the
Deflect Spell check. This is in addition to any Threat
Tier: 1 rolled. Threat added by this talent can be
Activation: Active (Incidental OOT) cancelled by rolled advantages.
Ranked: Yes Source: CCC-ESP77
When your character suffers a hit from a
magic based combat check, after damage is Respected
calculated but before soak is applied Tier: 1
(immediately after Step 3 of Perform a Activation: Passive
Combat check, page 102), your character may Ranked: Yes
suffer 3 strain to use this talent to reduce the When first acquired, choose one social group.
damage of the hit by 2 plus their ranks in The character downgrades the difficulty of
Deflect Spell. This talent can only be used once checks to interact with members of that social
per hit. group a number of times equal to his ranks in
Source: CCC-Richardbuxton Respected. The social group affected must be
approved by the GM, but possibilities include
Intuitive Casting institutions of higher learning, law-
Tier: 1 enforcement agencies, the thieves' guild, etc.
Activation: Passive Source: CCC-SavageBob
Ranked: Yes
Add ■ to a spell casting skill check when your Specialist Knowledge
character is the first PC to act in the current Tier: 1
encounter. Activation: Passive
Source: CCC-TheSapient Ranked: Yes
When you purchase this talent, select a
specific area of expertise for your character.
When making a Knowledge check which
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pertains to that area of knowledge, reduce the specific maneuvers during your character's
difficulty of the check once. turn. As long as the familiar is in short range,
Source: CCC-Tom Cruise it may use the Assist maneuver to give ■ to all
magic checks. This range increases with ranks
Street Slang in Familiar.
Tier: 1 Source: CCC-ESP77
Activation: Active (Incidental)
Ranked: Yes Fighter’s Stance
When making a social skill check in criminal or Tier: 2
dubious company, may suffer a number of Activation: Active (Incidental)
strain no greater than ranks in Street Slang to Ranked: No
add an equal number of a to the check. When making a combat check, if your
Source: CCC-Klort character has performed the Guarded Stance
maneuver this turn, you may suffer 1 strain to
Adroitness ignore the penalties of the Guarded Stance
Tier: 2 maneuver.
Activation: Passive Source: CCC-ESP77
Ranked: No
When first acquired, choose a general skill. Pact Magic
When making a check with that skill, reduce Tier: 2
the time required by 25%. The GM may Activation: Passive
determine that this talent may not be used Ranked: No
with certain skills or activities. You have entered into a Pact with a powerful
Source: CCC-Swordbreaker otherworldly being. When you purchase this
Talent, choose one spell type your character
Familiar can not normally cast. Once per encounter,
Tier: 2 you may cast this spell using any magic skill
Activation: Passive you possess. The GM may spend hh to make
Ranked: Yes your character suffer one wound.
When your character purchases this talent, Source: CCC-ESP77
choose a silhouette 0 creature (approved by
your GM). This creature becomes your Prepared Spell
character's familiar. Your character is bonded Tier: 2
to this familiar as long as you choose, though Activation: Active (Action)
the GM may decide to remove it due to Ranked: Yes
mistreatment or other conditions. You Once per session, your character may make a
instruct the familiar how to skill check to cast a spell without suffering
act telepathically. However, the only action a strain.
familiar may take is Exchange an Action for a Source: CCC-TheSapient
Maneuver. It cannot fight except in self-
defense, under the GM's direction.
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SOURCES
ABGA Age of Rebellion Beginner Game Adventure Book FO Fully Operational
ABGR Age of Rebellion Beginner Game Rulebook GCRB Genesys Core Rulebook
ACRB Age of Rebellion Core Rulebook GHC Gencon 2017 Haunted City Module
COTGAD Citizens of the Galaxy Adversary Deck IARAD Imperials and Rebels Adversary Deck
EBGR Edge of the Empire Beginner Game Rulebook NOP Nexus of Power
FBGA Force and Destiny Beginner Game Adventure Book SAVAD Scum and Villainy Adversary Deck