DEAD END END
a survival horror sourcebook sourcebook for Genesys
PAUL M. N. N. HAAKONSEN
CREDITS GAME DESIGN BASED BASED ON
COVER ART
Genesys by Fantasy Flight Games
Nicolas Siner
INTERIOR ART
LEAD DEVELOPER
Wes Burt, Lee Carter, ylan Choonhachat, !n"rey eniso#, !nthony e#ine, Mauricio Herrera, !n"re$ Lac%&ic, !r#in Liu, Hyoung Nam, Giao Nguyen, Nuare, 'oakim (lo)sson, Patrick *eilly, !a"i Salman, 'urga San, arius +ablockis, mitri +inko#ski, 诸海波
Paul M. N. Haakonsen
WRITING Paul M. N. Haakonsen
EDITING Paul M. N. Haakonsen
PUBLISHER
GRAPHIC DESIGN MANAGER
Paul M. N. Haakonsen
Paul M. N. Haakonsen
PLAYTESTERS
ART DIRECTION
-arsten Fran"sen, 'ohnni 'ensen, Paul M. N. Haakonsen, *asmus Lun", Martin *osen#inge
Paul M. N. Haakonsen
! coy o) the Genesys Core Rulebook )rom Fantasy Flight Games is re/uire" to lay.
FANTASY LOVE THE CRAFT PUBLISHING
SWON BOOKS
FLIGHT GAMES
DEAD END is a tra"emark o) P G!"es. Genesys is a tra"emark o) Fantasy Flight Games. &his material is rotecte" un"er the coyright la$s o) the enmark. !ny rero"uction or unauthori0e" use o) the material or art$ork containe" herein is rohibite" $ithout the e1ress $ritten ermission o) Paul Magne N2rager Haakonsen. &his ro"uct is a $ork o) )iction. !ny similarity to actual eole, organi0ations, laces, or e#ents is urely coinci"ental. Coyright 34567 P G!"es. LOVE THE CRAFT Publ#s$#n% an" an" SWON Books are subsi"iaries o$ne" by P G!"es. Fantasy Flight Games an" the FFG logo are registere" tra"emarks o) Fantasy Flight Publishing, 8nc. !ll rights reser#e" to their resecti#e o$ners. ISBN& 9:7%5%456;:%9<4%=
Pro'u() Co'e& >%56
Printe" in enmark ***+F!n)!syFl#%$)G!"es+(o"
DEAD END
TABLE OF CONTENTS Table of Contents..........................................................................................................................................1 Introduction...................................................................................................................................................2 The Character................................................................................................................................................4 Archetypes.....................................................................................................................................................6 Careers..........................................................................................................................................................10 Character Motivation..................................................................................................................................18 Merits.......................................................................................................................................................18 la!s........................................................................................................................................................22 "#ills..............................................................................................................................................................26 Talents..........................................................................................................................................................28 $ear and %&uip'ent...................................................................................................................................() Ite' *arity..............................................................................................................................................() Ite' +ualities.........................................................................................................................................(4 ,eapons..................................................................................................................................................(4 Ar'or....................................................................................................................................................101 Attach'ents and Custo'i-ation........................................................................................................104 ,eapon Attach'ents..........................................................................................................................104 Ar'or Attach'ents.............................................................................................................................110 Miscellaneous $ear..............................................................................................................................11) ehicles.................................................................................................................................................118 Craftin/.......................................................................................................................................................128 Ar'or Craftin/.....................................................................................................................................12( ra!l and Melee Craftin/...................................................................................................................1)1 $ad/et Craftin/....................................................................................................................................1)) *an/ed ,eapon Craftin/....................................................................................................................1)4 ear.............................................................................................................................................................1) The ivin/ 3ead........................................................................................................................................140 The "hared asics.................................................................................................................................141 Types of o'bies.................................................................................................................................142 Inde5...........................................................................................................................................................11
1
PAUL M. N. HAAKONSEN
INTRODUCTION
"ZOMBIES, MAN. THEY CREEP ME OUT." – Land of the Dead This message is a broadcast from the Civil Defense Network. Due to the recent outbreak of the unidentified virus, the goverment has declared a state of emergency and has raised the danger level to Defcon 6. The authorities are warning all civilians to take defensive action to protect themselves. Military forces are converging to establish uarantines in the infected areas and will restore martial law within the ne!t "# hours. $n the meantime, all civilian personnel should adhere to the following instructions% number one, avoid all contact with any person or animal you believe to be infected. The virus is highly contagious and can be transferred through the bloodstream. There is a minimal ingestation period before the virus will cause mental breakdown and violent behavior. Number two, stay inside your homes, barricade your doors and windows, and ration your food and water. $f you have weapons, arm yourself and your family members. Number three, if you are forced into a confrontation with one of the infected, shoot to kill& 'im for the head to separate the brain from the body, this is the only way to stop them& $ repeat, the government has declared Defcon 6. Military forces are establishing uarantines in the infected areas and will restore martial law within the ne!t "# hours. $n the meantime, may (od help us all& +
WHY ZOMBIES? Why a zombie apocalypse? On a practical level, the zombie apocalypse is a doomsday scenario that everyone is at least somewhat familiar with. Movies, television, novels, comic books, and video ames have all e!plored the concept, with vario"s twists and varieties of zombies. Most s"ch stories center on a small ro"p of s"rvivors, often everyday people, tryin to p"ll thro"h the disaster alive – a perfect set"p for a roleplayin ame. #here$s a ood chance yo"r players have even spent some time wonderin how they miht fare in the face of a zombie doomsday. #heir knowlede of zombies co"ld %"st save their characters$ lives. &ombies are the perfect manifestation of the end of the world. 'ne!orable, "nstoppable, contaio"s, and beyond "nderstandin – whatever scares yo", whatever yo" think co"ld destroy the world, it$s represented thro"h zombies. (or everythin from dr")resistant s"perdiseases and environmental disasters to m"rdero"s ideoloies, there$s a metaphor to be fo"nd in tales of the livin dead. &ombies represent all the worst aspects of h"manity p"shed to eleven* "nreasonin, self)destr"ctive, 'ntrod"ction
PAUL M. N. HAAKONSEN merciless. 't$s not hard to relate to the s"rvivors in a zombie story. #hey are amon the only rational people left in the world, s"rro"nded by mobs of brain)dead cons"mers. nd if yo"$re not caref"l, yo"$ll lose yo"r individ"ality, too. 't miht even be temptin to %"st ive in and %oin them. nd once yo" start down that path, there is no comin back – well, technically there is, b"t yo" will not be yo"r old selfMortality is o"r "ltimate fear, and zombies are the "ltimate e!pression of it. #hey are tr"ly death incarnate* that which awaits "s all. "st like death, they come after "s slowly b"t "nceasinly. #hey represent the mistakes of the past and the doom of the f"t"re. nd as far as metaphors o, zombies allow for b"ckets of blood and o"traeo"s ore. Whether that$s incorprorated for horror or shockin h"mor, at least yo" know yo"$re e!plorin the h"man condition and all that. nd most importantly, zombies are %"st inherently and "navoidably cool.
IMPORTANT NOTICE 't sho"ld o witho"t sayin that the events of a zombie apocalypse are fictitio"s. &ombies aren$t real /at least not yet0, and the world /probably0 won$t end beca"se of them. #his is a ame, and it$s meant p"rely for f"n. Of co"rse, a resemblance to real people, both livin and "ndead, is not a coincidence in this case, which can bl"r the lines in a way other ames don$t. 1efore playin, it$s a ood idea to talk with the other players abo"t e!pectations for the ame, to make s"re no one is "pset by events described d"rin play. 'f some players aren$t comfortable with detailed descriptions of people bein devo"red by zombies, leave it va"e. #he events of a zombie apocalypse are pretty horrifyin if taken literally, so don$t be afraid to approach them in a lihthearted, even comical way, if that$s what yo"r ro"p prefers. #he important thin is that everyone has f"n, and the 23s all have at least a fihtin chance to s"rvive. 4oodoo is real, b"t it$s nothin like in the movies /or this ame0. 5o don$t worry abo"t that, either. 6
'ntrod"ction
PAUL M. N. HAAKONSEN
THE CHARACTER
THEY'RE COMING TO GET YOU, BARBARA “
”
– Night of the Living Dead
CREATING CHARACTERS The very first thing your group should do when you sit down to play Dead End is create characters. Character creation is a collaborative process between the players and the Game Master that can be ust as much fun as playing the game itself! The premise behind Dead End is that you are playing a person that is not yourself" thrust into these imaginary scenarios and forced to contend with the horrors of the end times. #owever" it should be noted that it is very possible to also portray yourself as a character in the game" if the entire group decides on that approach to the game. The process outlined in this section allows you to wor$ with your friends to create a portrayal of a ficticious character in the game. %f at any point you don&t $now what to write down on your sheet" feel free to as$ everyone else at the table. They are sure to have some 4
good suggestions! 'our characters star in the adventures you play" ust li$e the heroes in movie. They are the main character in the game. (e refer to them as )heroes"* not in the )good guy* sense per se" but because they are the main protagonists +or antagonists, of the story. -ach characters imaginary life is different. 'our character might be... / 0 tough bodyguard1for1hire. / 0 martial artist see$ing enlightenment. / 0 brash stunt person. / 0 gambler loo$ing to ma$e the ne2t big score. / 0 gri33led truc$er traveling the highways. / 0 thief with a heart of gold. / 0 young dilettante from a prosperous family. / 0 police officer or private detective. / 0 survivor of something horrible. / 0 returned alien abductee. / 0 government agent or super1spy. The Character
PAUL M. N. HAAKONSEN / 0 reporter hot on the ne2t big story. / 0 scientist about to ma$e a brea$through. / 0 movie star put into a real1life role as a hero. / 5r any $ind of character you can imagine. The character creation process is bro$en into seven easy steps +as fully detailed in the Genesys Core Rulebook,. / Determine bac$ground. / 6elect a character archetype. / Choose a career. / %nvest e2perience points. / Determine derived attributes. / Determine motivation. / Choose gear" appearance" and personality. 5nce all of these seven steps are finished" you are ready to ta$e on the 3ombie apocalypse!
7
The Character
PAUL M. N. HAAKONSEN
ARCHETYPES
"YOU'RE ALL GOING TO DIE DOWN HERE" – Resident Evil
ARCHETYPES, AREN'T WE ALL? The archetypes in the Dead End role-playing game represent the wide range of skills and knowledge that people in the future world have access to. Mechanically, archetypes establishes your characters base characteristics as well as your secondary attributes, such as wound and strain thresholds. !nce youve set the baseline through your choice, then that choice also provides a budget of e"perience points that you spend to improve your characteristics and buy skills and stalents. #eep in mind that the choice of archetype is permanent. $our character is not going to be able to adopt a new archetype in the midst of a game% you would &ust need to build a new character at that point.
AVERAGE HERO
character creation, and portrays the most customi'able e"ample of a person.
( Wound Threshold: )* + rawn. ( Strain Threshold: )* + rawn. ( Starting Experience: ))* . ( Starting Skills: /n average human starts with ) rank in each of two different non-career skills at character creation. They obtain this rank before spending e"perience points, and these skill can not be increased higher than rank 0 during character creation. ( Ready for Anything: !nce per session, as an out-of-turn 1ncidental, you may move one 2tory oint from the 3ame Masters pool to the players pool.
The average hero archetype is the baseline for 4
/rchetypes
PAUL M. N. HAAKONSEN
CHARISMATIC HERO ersuasive leaders, attractive celebrities and personalities, inspiring politicians, adept negotiators, entertainers, seducers, fast-talkers, cult leaders, and suave gamblers are some of the professional choices of the 5harismatic hero archetype. The charismatic hero archetype reprents any character who has the gift of a silver tongue. /s charming smooth talkers, charismatic archetype typically rely on high resence characteristics.
( Wound Threshold: )* + rawn. ( Strain Threshold: )* + rawn. ( Starting Experience: )** . ( Starting Skills: / charismatic hero character starts with ) rank in 5ool during character creation. They obtain this rank before spending e"perience points, and may not increase 5ool above rank 0 during character creation. ( Forceful Personality: !nce per session, your character may spend a 2tory oint as an 1ncidental. 1f they do so, during the ne"t 2ocial skill check they make during that turn, your character doubles the strain they inflict or the strain they heal 6you choose before making the check7.
DEDICATED HERO 8ealth care workers, clergy, activists, investigators, and those dedicated to a cause or idea are some of the professional choices available to the 9edicated hero archetype. The dedicated hero archetype represents a character with a stout and stalwart dedication or morale compass, who has a background in a field that re:uires an unmatched will and nerves of steel. This could be a student, an entrepreneur, or even a priest. The 9edicated hero;s features revolve around investigative, empathic, healing, and spiritual devotions. 2trong willed and alert, the dedicated character typically relies on a high
( Wound Threshold: = + rawn. ( Strain Threshold: )) + rawn. ( Starting Experience: )** . ( Starting Skills: / dedicated hero character starts with ) rank in 9iscipline during character creation. They obtain this rank before spending e"perience points, and may not increase 9iscipline above rank 0 during character creation. ( Focused: !nce per session, as an out-of-turn 1ncidental, you may spend one 2tory oint to recover all your strain up to your strain threshold.
FAST HERO /thletes who employ speed and grace instead of raw power, stunt people, pilots, professional drivers, law enforcement or military personnel who concentrate on using ranged weapons, and agents – on either side of the law – who employ stealth and sleight of hand are &ust some of the professional choices available to the >ast hero archetype. The fast hero archetype represents a character with increased body control and coordination, who has a background in something that re:uires precision and deft hand-eye coordination. This could be an athlete, riders, or even thieves. ?uick and nimble, the fast hero archetype typically relies on a high /gility characteristic.
( Wound Threshold: )* + rawn. ( Strain Threshold: )* + rawn. ( Starting Experience: )** . ( Starting Skills: The fast hero character starts with ) rank in /thletics or 5oordination during character creation. They obtain this rank before spending e"perience points, and may not increase /thletics or 5oordination above rank 0 /rchetypes
DEAD END during character creation. typically relies on a high 1ntellect characteristic. ( Did You See That: !nce per session you may spend a 2tory oint as an 1ncidental and immediately take two additional Maneuvers in a turn, even if this e"ceeds the limitations of ) Maneuver and ) free Maneuver. ( Wound Threshold: B + rawn. ( Strain Threshold: )0 + rawn. RESOURCEFUL HERO ( Starting Experience: )** . The resourceful hero archetype represents a ( Starting Skills: / smart hero starts with ) character who gets things done by rank in #nowledge during character creation. unconventional ways or manners, one whom They obtain this rank before spending does not always think inside the bo". The e"perience points, and may not increase pursuit of a resourceful character could be a con #nowledge above rank 0 during character artist, survivalists, outdoorsmen or even spies. creation. Anconventional and innovative, the resourceful ( %rilliant&: !nce per session, your character archetype relies on a high 5unning may spend a 2tory oint as an 1ncidental. 1f they characteristic. do so, during the ne"t check they make during that turn, you count their ranks in the skill being used as e:ual to their 1ntellect.
STRONG HERO ( Wound Threshold: = + rawn. ( Strain Threshold: )) + rawn. ( Starting Experience: )** . ( Starting Skills: / resourceful hero character starts with ) rank in erception or 2treetwise. They obtain this rank before spending e"perience points, and may not increase erception or 2treetwise above rank 0 during character creation. ( !t "a#e $ut of the %lue&: !nce per session, your character may spend a 2tory oint as an 1ncidental to change any number of a to s results e:ual your 5unning.
o"ers, martial artists, some types of soldiers, athletes who depend on raw physical power, blue-collar workers, and others who rely on pure brawn all fall within the scope of the 2trong hero archetype. The strong human archetype represents a character who has a background in some form of manual labor, and who is generally strong and tough. owerful and good at close :uarter combat, the strong human archetype typically relies on a high rawn characteristic.
SMART HERO 2cientists and researchers of all descriptions, academics, law enforcement or military professionals who speciali'e in using tactics, deduction, or reason, and many kinds of whitecollar professionals fall within the scope of the 2mart hero archetype. The smart hero archetype represents a character who has a background grounded in some sort of intellectual pursuit. This pursuit could be any number of fields of e"pertise. rilliant and skillful, the smart hero archetype /rchetypes
( Wound Threshold: )0 + rawn. ( Strain Threshold: B + rawn. ( Starting Experience: )** . ( Starting Skills: / strong hero character starts with ) rank in /thletics during character creation. They obtain this rank before spending e"perience points, and may not increase /thletics above rank 0 during character creation. ( Tough As 'ails: !nce per session, your
B
PAUL M. N. HAAKONSEN character may spend a 2tory oint as an out-ofturn 1ncidental immediately after suffering a 5ritical 1n&ury and determining the reuslt. 1f they do so, they count the result rolled as C*)D.
=
/rchetypes
PAUL M. N. HAAKONSEN
CAREERS
"I LOVE YOU... LET ME EAT YOUR BRAAAAAAINS" – Return of the Living Dead
YOUR CAREER DEFINES YOU
final vote on deterining whether or not the list #elow fits into his or her specific capaign. Select one starting career (or occupation, if you !ll of the starting careers have a prereuisite will) for your starting hero character. This that the character ust eet to ualify for the represents the training and life experience the career. character has had prior to the start of the capaign. ! hero ay hold other "o#s as his ACADEMIC career unfolds, #ut the #enefits of a starting career are only applied once, at the tie of !cadeics include li#rarians, archaeologists, character creation. scholars, professors, teachers, and other $ou can thin% of a career as your character&s education professionals. "o# or role. 't&s a #road concept of what your The acadeic counts the following s%ills as character is going to #e especially good at career s%ills- Charm, Computers, Cool, during the gae. areers ena#le your character Discipline, Knowledge, Leadership, Perception and Resilience. efore spending to focus on #eing #etter at certain tas%s at the expense of others. ! career is usually definited experience during character creation, the #y the role the character plays in the gae. acadeic ay choose four of their career s%ills The following careers #elow are availa#le to and gain one ran% in each of the. the players in the Dead End setting. lease ta%e / Prerequisite: !ge 012. into consideration that the *ae +aster has the 34
areers
PAUL M. N. HAAKONSEN
ADVENTURER
ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 382.
!dventurers include professional daredevils, #ig5gae hunters, relic hunters, explorers, extree sports enthusiasts, field scientists, thrill5 BLUE COLLAR see%ers, and other called to face danger for a variety of reasons. lue collar careers include factory wor%, food The adventurer counts the following s%ills as service "o#s, construction, service industry "o#s, career s%ills- Brawl , Cool, Coordination, taxi drivers, postal wor%ers, and other "o#s that Driving , Knowledge, Perception, Ranged are usually not considered to #e des% "o#s. [Light] and Resilience. efore spending The #lue collar counts the following s%ills experience during character creation, the as career s%ills- #thletics, Brawl, Discipline, Mechanics, %egotiation, Perception, adventurer ay choose four of their career Resilience and treetwise. efore spending s%ills and gain one ran% in each of the. / Prerequisite: !ge 362. experience during character creation, the #lue collar ay choose four of their career s%ills and gain one ran% in each ASSASSIN of the. +asters of urder, assassins can / Prerequisite: !ge 392. infiltrate places ost would dee inaccessi#le and uietly eliinate CELEBRITY their uarry. !lthough the ethods of different assassins ! cele#rity is anyone who, for are infinitely various, any use whatever reason, has #een thrust siilar s%ills to achieve into the spotlight of the pu#lic eye. their goals. :veryone, it is said, eventually The assassin counts the gains his or her 36 inutes of fae. following s%ills as career s%ills- Cool, The cele#rity stretches those 36 inutes Coordination, Deception, Melee, into a career. !ctors, entertainers of all Perception, Ranged [Light] , types, newscasters, radio and television !uldugger" and tealth. efore personalities, and ore fall under this spending experience during character starting career. creation, the assassin ay choose The cele#rity counts the following four of their career s%ills and gain s%ills as career s%ills- Charm, Coordination, Deception, one ran% in each of the. Discipline, Leadership, Melee, / Prerequisite: !ge 062. !uldugger" and tealth. efore spending experience during ATHLETE character creation, the cele#rity !thletes include aateur athletes of 7lypic ay choose four of their career s%ills and gain uality and professional athletes of all types, one ran% in each of the. including gynasts, weight trainers, wrestlers, / Prerequisite: !ge 362. #oxers, artial artists, swiers, s%aters, and those who engage in any type of copetitive CREATIVE sport. The athlete counts the following s%ills as The creative starting career covers artists of all career s%ills- #thletics, Coordination, types who fan their creative spar% into a career. Discipline, Melee, Perception, Resilience, 'llustrators, copywriters, cartoonists, graphic tealth and $igilance. efore spending artists, novelists, aga;ine colunists, actors, experience during character creation, the athlete sculptors, gae designers, usicians, 33
areers
DEAD END screenwriters, photographers, and we# designers all fall under this career. The creative counts the following s%ills as career s%ills- Charm, Computers, Coordination, Discipline, Mechanics, %egotiation, Perception and treetwise. efore spending experience during character creation, the creative ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 362.
CRIMINAL This illicit starting career reveals a #ac%ground fro the wrong side of the law. This career includes con artists, #urglars, thieves, crie faily soldiers, gang e#ers, #an% ro##ers, and other types of career criinals. The criinal counts the following s%ills as career s%ills- Charm, Cool, Coordination, Deception, Ranged [Light], !uldugger", tealth and treetwise. efore spending experience during character creation, the criinal ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 362.
DILETTANTE Dilettantes usually get their wealth fro faily holdings and trust funds. The typical dilettante has no "o#, few responsi#ilities, and at least one driving passion that occupies his or her day. That passion ight #e a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence. The dilettante counts the following s%ills as career s%ills- Brawl , Charm, Computers, Cool, Deception, Driving , %egotiation and treetwise. efore spending experience during character creation, the dilettante ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 392. areers
DOCTOR ! doctor can #e a physician (general practitioner or specialist), a surgeon, or a psychiatrist. The doctor counts the following s%ills as career s%ills- Cool, Discipline, Knowledge, Medicine, Melee, Resilience, urvival and $igilance. efore spending experience during character creation, the doctor ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 062.
DRIFTER !s opposed to soeone who is poverty5stric%en, the drifter
EMERGENCY SERVICES Rescue wor%ers, firefighters, paraedics, ha;ardous aterial handlers, and eergency edical technicians fall under this category. The eergency services character counts the following s%ills as career s%ills- Cool, Driving , Leadership, Medicine, Melee, Perception, Resilience and treetwise. efore spending experience during character creation, the eergency services character ay choose four of their career s%ills and gain one ran% in each of 30
PAUL M. N. HAAKONSEN the. / Prerequisite: !ge 392.
FIGHTER PILOT
Though what a fighter pilot flies changes a lot depending on the setting, the fighter pilot career ENTREPRENEUR stays roughly siilar. =hether they&re flying a :ntrepreneurs have an o#session a#out #eing prop5driven fighter plane or odern "et fighter, their own #oss. They #elieve in theselves, your fighter pilot is pro#a#ly a cool, coc%y, and have an a#undance of confidence, and the confident individual with lightning5fast reflexes. a#ility to acuire the funds necessary to #an%roll The fighter pilot counts the following s%ills as their newest oneya%ing venture. These sall career s%ills- Cool, Driving , 'unner", Mechanics, Perception, Piloting , Ranged to large #usiness owners have a %nac% for [Light] and $igilance. efore spending putting together #usiness plans, gathering resources, and getting a new venture off the experience during character creation, the fighter ground. They rarely want to stic% around after pilot ay choose four of their career s%ills and the launch, however, as they prefer to gain one ran% in each of the. put their energies into the next #ig / Prerequisite: !ge 062. thing. The entrepreneur counts the GAMBLER following s%ills as career s%ills*a#lers are the dandies of the criinal Charm, Computers, Deception, world. Sharp dressers, they usually Discipline, Knowledge, possess soe #ags of char, either earthy Leadership, %egotiation and or sophisticated. =hether freuenting the Ranged [Light]. efore racetrac%, card ta#le or casino, such spending experience during individuals often #ase their life upon chance. character creation, the entrepreneur +ore sophisticated ga#lers pro#a#ly ay choose four of their career s%ills freuent the illegal casinos operated #y and gain one ran% in each of the. organi;ed crie. ! few are %nown as po%er / Prerequisite: !ge 392. players and are often involved in lengthy, high5sta%es gaes where they ay even EXPLORER #e #ac%ed #y outside investors. The The explorer is at hoe in the lowest freuent alleys and dives, playing wild, a#le to handle anything the craps with loaded dice, or hustling in wilderness throws at the. pool halls. :xplorers tend to excelt at The ga#ler counts the following s%ills surviving in the wilderness, and as career s%ills- Brawl , Charm, Cool, Deception, Knowledge, %egotiation, they often are pretty good with !uldugger" and treetwise. efore ranged weapons. :xplorers ay #e ilitary scouts, gruff and spending experience during character unsocia#le hunters, or people who creation, the ga#ler ay choose four of "ust prefer living in the wild. their career s%ills and gain one ran% in The explorer counts the each of the. following s%ills as career s%ills- #thletics, / Prerequisite: !ge 392. Brawl , Coordination, Deception, Perception, Ranged [&eav"] , tealth and urvival. efore HACKER spending experience during character creation, =hen we say hac%er, we&re tal%ing a#out the the explorer ay choose four of their career type of coputer operator who can do things s%ills and gain one ran% in each of the. with coputers that are well #eyond odern / Prerequisite: !ge 362. reality. >ac%ers are a sta#le of the odern 31
areers
DEAD END setting, where they can use their unparalleled affinity for coputers to gain access to reote servers, control and override ro#otic drones, and engage in virtual dules on the 'nternet or its euivalent. The hac%er counts the following s%ills as career s%ills- Computers, Discipline, Driving , Knowledge, Mechanics, Perception, treetwise and $igilance. efore spending experience during character creation, the hac%er ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 362.
INVESTIGATOR There are a nu#er of "o#s that fit within this career, including investigative reporters, photo"ournalists, private investigators, police detectives, criinologists, criinal profilers, espionage agents, and others who use their s%ills to gather evidence and analy;e clues. The investigator counts the following s%ills as career s%ills- Brawl, Charm, Computers, Driving , Perception, Ranged [Light], !uldugger" and treetwise. efore spending experience during character creation, the investigator ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 012.
LAW ENFORCER Law enforceent personnel include unifored police, state troopers, federal police, federal agents, S=!T tea e#ers, and ilitary police. The law enforcer counts the following s%ills as career s%illsCoercion, Cool, Driving , Knowledge, Perception, Ranged [Light], treetwise and $igilance. efore spending experience during character creation, the law enforcer ay choose four of their career s%ills and gain one ran% in areers
each of the. / Prerequisite: !ge 042.
LEADER The leader focuses on leading and directing their fellows, as well as interacting with others. Leaders have a %nac% for ta%ing charge and overseeing a situation, #ut their ethods of leadership can vary wildly. ! leader can #e a %ind and caring #oss, a soft5spo%en politician, or a ilitary coander who #elieves in a#solute discipline. The leader counts the following s%ills as career s%ills- Charm, Coercion, Cool, Discipline, Leadership, Melee, %egotiation and Perception. efore spending experience during character creation, the law enforcer ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 042.
MILITARY +ilitary covers any of the #ranches of the ared forces, including ary, navy, air force, and arines, as well as the various elite training units such as Seals, Rangers, and Special ?orces. The ilitary character counts the following s%ills as career s%ills#thletics, Coercion, 'unner", Melee, Perception, Ranged [&eav"], urvival and $igilance. efore spending experience during character creation, the ilitary character ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 392.
OCCULTIST 7ccultists are students of esoteric secrets and arcane agic. They fully #elieve in paranoral a#ilities and actively attept to learn a#out and discover these powers within theselves. +ost are failiar with a #road range of different philosophies and agical theories, soe #elieving that they can 3@
PAUL M. N. HAAKONSEN actually perfor feats of agic – the veracity of such a#ilities is left to the Aeeper to deterine. 't should #e noted that, in the ain, occultists are failiar with Bearthly agic< – the secrets of +ythos agic are un%nown to the, save in tantali;ing hints referenced in ancient #oo%s. The occultist counts the following s%ills as career s%ills- Coercion, Computers, Deception, Discipline, Knowledge, Leadership, treetwise and $igilance. efore spending experience during character creation, the occultist ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 062.
PARAPSYCHOLOGIST arapsychologists do not pretend to en"oy extraordinary powers, #ut instead spend their efforts attepting to o#serve, record and study such instances. Soeties nic%naed Cghost hunters, they a%e use of technology to try to capture hard evidence of paranoral activity that ay #e centered on a person or a location. ! a"or portion of their tie is spent de#un%ing fa%e edius and ista%en phenoena rather than recording actual evidence. Soe parapsychologists will speciali;e in the study of particular phenoenon, such as extra sensory perception, tele%inesis, hauntings and others. Those who choose this path are unusually sypathetic to the notion of invisi#le ystical powers and in validating that #elief to the satisfaction of physical scientists. This would represent an unusual coha#itation of faith and dou#t – the parapsychologist ay have difficulty separating the conflicting desires. ! person uninterested in o#servation, experientation and 36
proof is not a scientist, though he or she ay #e an occultist. The parapsychologist counts the following s%ills as career s%ills- Coercion, Cool, Deception, Knowledge, Medicine, Perception, urvival and $igilance.
PILOT rofessional aviators ay #e eployed #y #usiness, for exaple the ail services, or wor% as pilots for a large or sall coercial passenger line. Soe pilots actively serve in the ilitary. +any aviators learned to fly during their service and as a result still hold coissions as officers in the ared forces. !n aviator is a stunt pilot, wor%ing at carnivals or offering Bdaring< leisure rides for those willing to pay. 7ften fae could #e won #y copeting in organi;ed air races, either cross5country or on fixed courses. The pilot counts the following s%ills as career s%ills- Computers, Cool, Discipline, Mechanics, (perating , Perception, Piloting and $igilance. efore spending experience during character creation, the pilot ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 062.
PROSTITUTE Depending on circustance, #reeding and #ac%ground, a prostitute ay #e a high5rolling expensive call girl, #rothel whore or streetwal%er. 7ften driven #y circustance, any drea of a way out. ! few wor% copletely independentlyE however for ost, they are lured and %ept in the #usiness #y ruthless pips whose only concern is cash. The prostitute counts the following s%ills as career s%ills- Charm, Coordination, Deception, Melee, %egotiation, Resilience, !uldugger" and treetwise. efore spending areers
DEAD END experience during character creation, the prostitute ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 392.
RELIGIOUS 7rdained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting career. The religious character counts the following s%ills as career s%ills- Charm, Coercion, Cool, Discipline, Knowledge, Medicine, Melee and %egotiation. efore spending experience during character creation, the religious character ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 012.
RURAL ?ar wor%ers, hunters, and others who a%e a living in rural counities fall under this category. The rural character counts the following s%ills as career s%illsBrawl , Cool, Driving , Mechanics, %egotiation, (perating , Resilience and urvival. efore spending experience during character creation, the rural character ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 362.
SOCIALITE Socialites are the consuate social #utterflies, at ease in any interactions involving tal%ing to soeone else. =hether a rich de#utante in the highest circles of society or a good5 natured #artender who %nows everyone&s nae, a socialite can get along with anyone and everyone. +ore iportantly, they always %now how to get the #est out of any social interaction. areers
The socialite counts the following s%ills as career s%ills- Charm, Cool, Deception, Knowledge, %egotiation, Perception, treetwise and $igilance. efore spending experience during character creation, the socialite ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 362.
STUDENT ! student can #e in high school, college, or graduate school. >e or she could #e in a seinary, a ilitary school, or a private institution. 'f you select this starting career for a college5age student, you should also pic% a a"or field of study for the character. The student counts the following s%ills as career s%ills- #thletics, Brawl, Computers, Deception, Knowledge, Medicine, Perception and treetwise. efore spending experience during character creation, the student ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 362.
TECHNICIAN Scientists and engineers of all types fit within the scope of this starting career. The technician counts the following s%ills as career s%ills- Brawl, Computers, Coordination, Discipline, Driving , Mechanics, (perating and $igilance. efore spending experience during character creation, the technician ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 012.
TRADESPERSON ! tradesperson can #e anyone who has s%ills in a "o# that reuires special training and soe anual la#or. This career includes the li%es of an auto echanic, coputers custoi;er, chief engineer and other such siilar #ranches. They could also #e no5 nonsense wor%ers who has no tie for anything #ut the "o# at hand, or a 38
PAUL M. N. HAAKONSEN creative craftsperson who delights in #uilding soething innovative. The tradesperson counts the following s%ills as career s%ills- #thletics, Brawl , Discipline, Mechanics, %egotiation, Perception, Resilience and treetwise. efore spending experience during character creation, the tradesperson ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 042.
WHITE COLLAR 7ffice wor%ers and des% "oc%eys, lawyers, accountants, insurance agents, #an% personnel, financial advisors, tax preparers, cler%s, sales personnel, real estate agents, and a variety of id5level anagers fall within the scope of this starting career. The white collar character counts the following s%ills as career s%ills- Charm, Coercion, Computers, Discipline, Knowledge, Mechanics, Medicine and !uldugger". efore spending experience during character creation, the white collar character ay choose four of their career s%ills and gain one ran% in each of the. / Prerequisite: !ge 012.
3F
areers
PAUL M. N. HAAKONSEN
CHARACTER MOTIVATION
"WHO DIED AND MADE YOU FUCKING KING OF THE ZOMBIES?" – Shaun of the Dead
WHAT MOTIVATES YOU? Motivation includes a character's driving forces: what ultimate goal is your character pursuing? What are they most afraid of? What character trait allows them to persevere in the face of adversity? What flaws hinder their ability to pursue their goals? Desires, ears, Strengths, laws: these four different facets of Motivation are described in the !enesys "ore #uleboo$% &owever, the Dead End setting does not ma$e use of these four Motivations% nstead, it ma$es use of a simplified system of Merits and laws that add additional flavor to your character, and also add a minor game mechanic change that ma$es your character truly uni(ue% )nd unli$e the rule presented in the Genesys Core Rulebook that allows you to select a Motivation, you have to randomly roll both your Merit and law in the Dead End setting% /0
*his is to enforce that you become forced into playing a character that is not necessarily +ust an etension of yourself set in a roleplaying game setting%
MERITS Merits, as the name suggests, provide boons or advantages% Merits have a similar function to bac$grounds in that they flesh out a character via minor modifiers to the game mechanics% -our character's Merit is one of the best things about them% t's the first thing you'd put on your character's r.sum., the one word other people use when praising your character, and the defining feature that they're $nown for% ) Merit is usually a personality trait, a mental (uir$ your character possesses that sets them apart% What we're thin$ing of are personality traits that people are born with%
"haracter Motivation
PAUL M. N. HAAKONSEN EXAMPLE MERITS d100 ROLL
/=
RESULT
1/213
Acute Sense: the character chooses one of the five senses 4sight, hearing, smell, taste, or touch56 when using this sense to discern something about the environment or when applicable in a s$ill, the character adds b to the s$ill chec
%$17218
Ambidextrous: the character is e(ually adept at using either hand% )dd s to chec$s when ta$ing an )ction with both hands 4ie, two2weapon fighting5% )lso etremely helpful should the character happen to lose a hand%%%
1921
Approachable: the character seems harmless, easy going, and warm to those around her% )dd a to the dice pool for all "harm and ;egotiation chec$s%
1<210
Attractive: the character is physically attractive to members of the opposite se% )dd b to all "harm, "oercion, or ;egotiation s$ill chec$s made with members of the opposite se%
1=2/1
Beast Affinity: )nimals are unusually drawn to the character, and though he can't spea$ with them, he can communicate with them on a limited level using tone of voice and body language% *he character adds s on all Social s$ill chec$s when interacting with animals%
//2/3
Bundle of Energy: the character is full of energy% &e subsists on five or si hours> sleep at night, he finds himself unable to stay in bed any longer% &is days are full of physical activity, and he can wor$ long into the night without penalty%
/72/8
Calm eart: the character is naturally calm and well2composed, and do not easily fly off the handle% )dd an automatic s on all "ool and Discipline chec
%$/92/
Cat !apper: )lthough the character needs si to eight hours> sleep per night, he doesn>t need it all at once% &e catches his >s as and when he can% )s long as his naps total si to eight hours in a 38 hour period – and they usually do unless he is forcibly denied naps – he can function as normal%
/<2/0
Child"#ike: the character has an aura of child2li$e innocence 4whether he really is or not5% )dd b on all "harm s$ill chec$s%
/=231
Coldly #ogical: While some might refer to this character as a 'cold fish', he has a $nac$ for separating factual reporting from emotional or hysterical coloration% &e may or may not be emotional himself, but he can see clearly when others are clouding the facts with their feelings% )ll Deception chec$s against you are increased in difficulty once%
3/233
Computer Aptitude: the character has a natural affinity with computers, and adds an automatic s on all s$ill chec$s to repair, construct or operate them%
37238
Crack $river: the character can drive a car li$e he is on crac$ 4but can do it without $illing anyone5% #educe the difficulty of all Driving s$ill chec$s by one%
3923
Crack Shot: the character has a natural $nac$ for firearms% @nce per session, the character may upgrade his #anged A&eavyB or #anged ACightB s$ill chec$ once%
3<230
$anger Sense: @h noE My Spider Senses are tinglingEF *he character counts Gigilance as a career s$ill%
3=271
$aredevil: the character loves to ta$e ris$s, and are damn good at living through them% @nce per session, the character may reduce the difficulty of any s$ill chec$ where a potential failure is haHardous to his health%
7/273
$etermined: the characters gains I/ strain threshold%
77278
Eagle Scout: all those years in the scout troop did pay off, +ust as your mother always said% *he character counts Survival as a career s$ill% f this is already a career s$ill, add b on all Survival s$ill chec$s%
"haracter Motivation
DEAD END 7927
Excellent #iar: lying is as natural as breathing to the character% Deception is a career s$ill% f the character already has Deception as a career s$ill, he instead adds an automatic s on all Deception s$ill chec$s%
7<270
%ast Reader: the character can read and understand a piece of writing far faster than most people% )lthough it can ma$e long +ourneys by train or carriage epensive propositions due to the number of boo$s he goes through, it allows him to (uic$ly etract useful information from anything written in his native language% )dd an automatic s on all Jnowledge s$ill chec$s%
7=281
%lirt: the character claims that he is a terrible flirt, but that (uite manifestly isn>t true% &e is great at it% &e is an absolute master of all the subtle signals that give off the particular combination of promise and denial that ma$es teasing so much fun% )t his best, he can ma$e members of the opposite se, or members of the same se, putty in his hands% ncrease "harm chec$s in such circumstances once%
8/283
%unny: the character can ma$e people laugh% &is timing and sense of the absurd are second to none% &e is always being invited to parties because he is so much fun% &owever, he is also very good at +udging the appropriateness of his humor% Sometimes the right +o$e can lift the spirits of people when everything seems to be going against them% So, the character does what he can to ma$e life more bearable for his fellows, even when the situation seems dar$est% When assisting in a Social s$ill chec$, the character adds bb instead of the usual b%
87288
Gifted: the character is etremely talented in one particular s$ill% "hoose one s$ill and add s to all s$ill chec$s with that s$ill, and it becomes a "areer S$ill if it is not already%
8928
Good &udge of Character: the character has an instinct for reading people% &e can ma$e an appraisal of the $ind of person someone is after meeting her for a few seconds, based on little more than gut instinct% &e is rarely wrong% Decrease the difficulty of any Kerception s$ill chec$ based on assessing someone once%
8<280
armless: Lveryone in the community $nows the character, and $nows that he is no threat to their plans% While that sort of estimation may seen insulting, it's also what's $ept him from being $illed% ;o one considers him worth the time to deal with, and that low opinion $eeps him safe% f he starts acting in a way that demonstrates that he is no longer harmless, others' reactions to you will li$ely change as a result%
8=291
erbalist: the character $nows more than the average person about herbcraft, and gains s to all &ealing s$ill chec$s made with herbs% )lso gains b to Survival s$ill chec$s to find herbs%
9/293
&ack"of"All"'rades: the character has a large pool of miscellaneous s$ills and $nowledge obtained through your etensive travels, the +obs he has held, or +ust all2around $now2how% Select one non2career s$ill and it becomes a career s$ill for the character%
97298
#ead Belly: the character is highly resistant to most poisons and toins, and gains a b on all #esilience s$ill chec$s to resist them%
9929
#ight Sleeper: the character awa$ens instantly when outside stimuli such as light or noise are present% *he character receives b to Kerception s$ill chec$s to awa$en if the entity approaching is attempting to be stealthy%
9<290
#ucky: the character may reroll any one dice roll 4s$ill chec$ or nitiative order roll5 once per session%
9=21
(artial Artist: increase the damage dealt by the character by I/ when rawling an opponent%
/23
(echanical Aptitude: the character is naturally adept with all $inds of mechanical devices% n game terms, add b to all Mechanic s$ill chec$s to understand, repair or operate any $ind of mechanical device% ;ote that this aptitude does not etend to electronic devices such as computers, and doesn't help you drive any sort of vehicle%
"haracter Motivation
31
PAUL M. N. HAAKONSEN
3/
728
!atural #eader: people always rallied to the side of this character% )dd automatic s on all Ceadership chec$s%
92
!atural Survivalist: the character is at home in the wilderness, and gains s to all Survival s$ill chec$s when not near civiliHation%
<20
!ight Sight: the character can see in near2total dar$ness, and subtracts b from all s$ill chec$s imposed from dar$ness%
=2<1
!ine #ives: fate has granted the character the opportunity to come as close to final death as anyone can get and still survive% t the character would die from reaching twice his wound threshold, he may, as an ncidental, spend one Story Koint and be brought bac$ to his maimum wound threshold and recover from his near death eperience% &e can do this only once per session%
2<3
)erfect Balance: the character's sense of balance is superb% *he narrowest of ledges holds little fear for him, because he has such a good command of his physical e(uilibrium% &e is probably a good dancer, as well% *his Merit allows the character to reduce the difficulty of all balance2related )thletics s$ill chec$s once%
<72<8
)illar of the Community: *he character is a fine, upstanding person, respected by people around him% *hrough participation in local events, helping out with community groups or helping others, he has become well2li$ed and trusted by those who live around him% When he brings them a warning of potential danger or offer an eplanation of strange events, they>re li$ely to believe him% )dd automatic s on all Ceadership s$ill chec$s%
<92<
)recognition: the character has glimpses of the future% *hough he try to enter a trance and try to summon a vision this foresight usually comes out of nowhere, and can be (uite shoc$ing in some circumstances% *he character can upgrade any one s$ill chec$ for free during the session%
<<2<0
Robust ealth: the character has the constitution of an o% &e rarely gets ill, if ever, and food poisoning is a stranger to him% &e doesn>t even get hangovers, you bastard% #educe the difficulty of any roll to resist illness or poisoning – including alcohol poisoning – once%
<=201
Sea #egs: ;o landlubber, this character is a salty sea dog at heart% &e is at home on a boat, even when traveling rough seas% &e suffers no penalty incurred due to rough seas or unpredictable ship motion on any actions performed while on board%
0/203
Sexy: the character might not necessarily be that good loo$ing, but there>s something about the way he moves and acts that eudes seuality% )s a result, he draws attention from members of the opposite se, or his own se, with raw animal magnetism% &e may lower the difficulty of any Social s$ill chec$ once when dealing with someone who is attracted to him% f he actively attempts to direct his charms at a person, he may lower the difficulty twice%
07208
Soothing *oice: the character has an entrancing voice% )dd b to all "harm, Ceadership and ;egotiation s$ill chec$s%
0920
Sturdy: whenever the character suffers a "ritical n+ury, subtract /1 from the "ritical n+ury roll 4to a minimum of /5%
0<200
Surreal Beauty: the character possess a beauty far beyond that of normal mortals% Keople stand in awe of his perfect form% @nce per session, the character may upgrade a s result to a x result on a "harm or Ceadership s$ill chec
%$0=2=1
'ime Sense: the character has an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device%
=/2=3
'ough: the character gains I3 wound threshold%
=72=8
+nremarkable: the character does not stand out in a crowd% )nyone attempting to identify or
"haracter Motivation
DEAD END notice the character must add b to their s$ill chec$% =92=
,ell Balanced: add b to "oordination s$ill chec$s when traversing difficult terrain%
=<2=0
,ell Grounded: the character is so well grounded that very few things truly phase him% )dd b to all s$ill chec$s to resist fear%
==211
,ell 'raveled: the character is $nowledgeable of the ways of the world from his travels and studies% @nce per game session, the character can gain an automatic s on a s$ill chec$ to gain a piece of information%
FLAWS Lveryone has an element of themselves that they're not proud of% Why should your character be any different? When someone spea$s ill of your character, this is always the first thing they bring up% t's also what gets mentioned when your character's friends say
they're a great person, but%%%F *hat butF is your character's law% Nust li$e your Merit, your law is primarily a part of your character's personality% t is a selfish Motivation, bad habit, or element of personality that your character wishes they didn't have% laws provide a minor modification to game mechanics for your character%
EXAMPLE FLAWS d100 ROLL
RESULT
1/213
Addiction: the character is addicted to some substance, such as caffeine, nicotine, etc% *he character will start to crave the substance if he doesn't get it often enough, and have to ma$e a ard -ddd. $iscipline chec$ every si hours to avoid giving in to the urge% ) failed chec$ results in adding a b to all s$ill chec$s until the character get his fi%
17218
Airhead: maybe the character has trouble paying attention, maybe he is +ust clueless, maybe he +ust loo$s li$e a fla$e6 no matter what, people don't ta$e him seriously% )dd f on all Social s$ill chec$s%
1921
Amnesia: the character has no memory of his past, or at least are missing a significant portion of it%
1<210
Bad #iar: the character is a horrible liar% )dd b to all Deception and "oercion s$ill chec$s%
1=2/1
Black and ,hite: the character sees all situations in blac$ and white, good and evil, etc% n situations where this limited, +udgmental way of thin$ing may hinder his reaction to something or cause him to act socially inappropriate, increase the difficulty of Social s$ill chec$s once%
//2/3
Bully: the character tends to push people around when he can get away with it% *his aggression doesn>t necessarily re(uire a physical display6 it is often purely social% &e chafes under the leadership of more forceful personalities and can be a malcontent when he isn>t in charge%
/72/8
Chronic )essimist: the character thin$s the glass is half2empty, the water in the glass is contaminated, and that the glass will probably tip over at any second% @thers practice pessimism out of habit% or this character, it>s an art form% ;othing can ever go right, especially plans that others propose% *he character is the implacable voice of gloom and doom, always ready to point out a potential problem no matter how remote a chance it has of coming to pass% )dd automatic f on all Ceadership chec$s%
/92/
Color Blind: the character has a difficult time differentiating colors% or rolls where coloration and hues may be important, such as Kerceptions rolls, add b to the dice pool%
"haracter Motivation
33
PAUL M. N. HAAKONSEN
37
/<2/0
Compulsive Speech: ror whatever reason, the character has difficulty stic$ing to the rule, Oif you can't say anything nice, don't say it at all%O )dd automatic f on all Social s$ill chec$s%
/=231
Cra/y 0ld Coot: the character has delved too deeply into the secrets of the spiritual realm and possibly spent too much time alone in the wilderness% )dd b to all "harm and ;egotiation s$ill chec$s%
3/233
Creepy: the character is repulsive and more than a little creepy to the opposite se% )dd f to all "harm and ;egotiation s$ill chec$s made with members of the opposite se%
37238
Crude: the character is crude, disgusting, and often ran$% During most social situations the character will suffer an additional b to the dice pool%
3923
$efensive: the character has problems ta$ing responsibility for his actions% Kerhaps he views himself as perfectionist, or maybe he is simply too immature to accept the blame for failure% When things go wrong, he loo$s for ways to blame others and rarely accept blame or criticism for his actions without contention%
3<230
$isfigured: the character has an in+ury or physical defect which ma$es him perfectly hideous6 add an automatic f on all Social s$ill chec$s%
3=271
$isturbing (annerism: the character has a habit or character trait which is peculiar, gross, or annoying% *he character may not even be aware of it2but boy, everyone else is% Ppgrade the difficulty of all Social s$ill chec$s once%
7/273
Easily Surprised: the character is easily surprised and ta$en abac$% )dd b to all Gigilance and Kerception s$ill chec$s%
77278
%aint of eart: the sight of gore and blood shoc$s this character to the core% f he witness a gruesome scene, he must ma$e a ard -ddd. $iscipline check or suffer the effects of fear, as detailed on page 387 in the Genesys Core Rulebook%
7927
%rail: the character has an amaHingly wea$ constitution% )dd f to all #esilience chec$s%
7<270
Ghoulish Sense of umor: the character finds humor in situations that ma$e most people uncomfortable or even nauseated% *he character's (uestionable taste doesn>t ma$e him particularly resistant to the horror of gruesome sights% &is defense mechanism is simply to belittle the situation or those involved in an inappropriate way% When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console each other, the character tends to crac$ +o$es and sling insults% ncrease the difficulty of all Social s$ill chec$s in such situations once%
7=281
Gullible: the character has a lot of trouble separating truth from fiction% &e is not stupid, he +ust tends to believe what people tells him rather than to ta$e things with a grain of salt% )ll Deception chec$s made against the character is upgraded once%
8/283
eavy Sleeper: the character re(uires a significant amount of light, noise, or movement in order to awa$en% @nce awa$ened, the character suffers an additional b to all dice rolls for the encounter that awa$ened him%
87288
1gnorant: the character is unfamiliar with the wider world at large, and may not even care% While this character may select and purchase Jnowledge s$ills, they tend to only focus on elements that interest them% )s a result, they suffer b to all Jnowledge s$ill rolls%
8928
1lliterate: the character can't read or write% *his may ma$e passing yourself off as that learned professor from @ford a bit difficult%
8<280
1mpaired Sense: the character chooses one of the five senses 4sight, hearing, smell, taste, or touch56 when using this sense to discern something about the environment or when applicable in a s$ill, the character suffers b to the s$ill chec
%$"haracter Motivation
DEAD END 8=291
1nsomniac: or whatever reason, the character has tremendous trouble getting more than a few hours of sleep% &e is often groggy and slow as a result% )dd an automatic f on all Gigilance chec$s%
9/293
1ntolerance: the character has an unreasoning disli$e of a certain thing% *his may be an animal, a class of person, a color, a situation, or +ust about anything at all% )dd an automatic f to all s$ill chec$s involving the sub+ect%
97298
#a/y: the character is simply laHy, avoiding anything that re(uires effort on his part% Kreferring to let others do the hard wor$, he lounges around% or any action that re(uires preparation, there's a good chance the character didn>t prepare properly%
9929
#o2 Alcohol 'olerance: )lcohol goes straight to this character's head% While this can be an advantage when he tries to en+oy a night out on the cheap, it can be deadly in other situations% Double any penalties the character suffers for consuming alcohol%
9<290
#o2 )ain 'olerance: the character has a very low capacity for pain% &e turns into a whimpering, blubbering ball of misery at the first sight of it% )lthough the character soa$s damage normally, he suffer an additional / point of damage whenever he is in+ured%
9=21
#ustful: the character can>t resist the erotic advances of the appropriate gender4s5% &e is easily seduced and often ehibit very poor +udgment when dealing with seually attractive people% )ll "harm chec$s against you are increased once%
/23
(issing Eye: the character is missing the use of an eye6 upgrade the difficulty of all #anged weapon attac$s, as well as other s$ill rolls sub+ect to !M discretion%
728
(istaken 1dentity: people thin$ the character is someone he is not6 even if that person isn't bad, it can still cause the character trouble if they realiHe he is not who they thin$ he is%
92
(otion Sickness: the character becomes (ueasy and nauseous on board boats, when travelling long distances by car or on amusement par$ rides% ncrease the difficulty of all s$ill chec$s he performs by once when dealing with these conditions%
<20
(ute: the character is physically unable to spea$, and must communicate through writing or sign language%
=2<1
!on"S2immer: the character never learned to swim, and he has no natural talent for it% f he ever finds himself in a position where he must try to swim, he can manage a pitiable dog paddle% ncrease the difficulty of any )thletics s$ill chec$s involving swimming once%
2<3
0bese: the character is seriously overweight and large enough that he have trouble using the seats in most theaters% ncrease the difficulty of all )thletics s$ill chec$s once%
<72<8
0ld ,ound: the character suffers from a wound that never fully healed% *his wound counts as an eisting "ritical n+ury whenever the character suffers another "ritical n+ury%
<92<
)hobia: the character has a specific phobia, an incredibly powerful fear and aversion to a specific ob+ect of his fear% When confronting the fear, the character must ma$e a ard -ddd. Cool check to avoid being affected by fear, as detailed on page 387 in the Genesys Core Rulebook%
<<2<0
)oor )ersonal ygiene: the character often go days without showering, and only brush his teeth when they start to gain a greenish tinge% &e often smells (uite bad, and his breath is atrociously offensive% ncrease the difficulty of all Social s$ill chec$s once%
<=201
Sensation &unkie: the character is addicted to sensation, and will do anything to find new means of stimulation% *he character must roll a ard -ddd. ,illpo2er check to resist ta$ing the opportunity to try a new $ic$, difficulty depending on the situation%
0/203
Short 'emper: the character is easily driven to distraction by what would otherwise be minor failures and other frustrations% f he fails to gain any uncanceled s on any single s$ill chec$
"haracter Motivation
38
PAUL M. N. HAAKONSEN during an )ction, increase the difficulty of all subse(uent chec$s by one, cumulatively%
39
07208
Shy: the character is distinctly ill at ease when dealing with people and try to avoid social situations whenever possible% )dd b to all Social s$ill chec$s%
0920
Sickly: the character is constantly coughing and wheeHing, and he has trouble sha$ing colds% &e suffered almost every childhood disease imaginable, and he has only become worse as an adult% When ma$ing #esilience chec$s to avoid catching a disease or developing an infection, increase the difficulty of the chec$ by one%
0<200
Slo2 ealer: for some reason, the character's healing process is slow, and he subtracts / wound of healing from all healing attempts on him with the Medicine s$ill, and adds an automatic f on any attempts to heal a "ritical n+ury%
0=2=1
Snob: the character is an arrogant snob% During most social situations, add b to "harm and ;egotiation s$ill chec$s%
=/2=3
Sterile: the character is incapable of reproducing%
=72=8
Superstitious: the character fears and distrusts anything associated with the spiritual or supernatural% )dd b to all "harm and ;egotiation s$ill chec$s made with someone $nown to the character to be involved in any spiritual or supernatural underta$ings% *he character adds b to all Discipline s$ill chec$s based on spiritual or supernatural fears%
=92=
'oo onest: the character has trouble lying convincingly% )dds automatic f on all Deception s$ill chec$s%
=<2=0
'2itch: the character has a repetitive motion that he ma$es in times of stress, and it>s a dead giveaway as to his identity% Lamples include a nervous cough, constantly wringing his hands, crac$ing your $nuc$les and so on%
==211
3ello2"Bellied: the character lac$s courage% -our strain threshold is reduced by /, you can never ta$e the first K" slot in combat, and you add b to all Ceadership and "oercion chec$s% &owever, your concern for your life enables you to always find cover wherever you are, and your #anged Defense is always increased by /%
"haracter Motivation
PAUL M. N. HAAKONSEN
SKILLS
"THEY'RE NOT DEAD EXACTLY, THEY'RE JUST... SORT OF ROTTING" – Dead Alive
RIGHT SKILLS FOR THE JOB Skills represent what your character excels at doing; the more ranks in a skill, the better your character performs that skill. Anytime your character does something that has a possibility of failure and that failure has some negative conse!uences for your character", your character makes a skill check to see if they succeed or not. #he skills are divided into four different groups of skills; combat, general, knowledge and social. #his is further detailed in the Genesys Core Rulebook for your reference. $laying in the Dead End setting means that not all skills listed in the Genesys Core Rulebook are available. #he skills listed below is the complete skill list available for player characters.
/0
COMBAT SKILLS % &rawl % 'unnery % (elee % )anged *+eavy % )anged *-ight GENERAL SKILLS % Athletics % omputers % ool % oordination % Discipline % Driving % -eadership % (echanics % (edicine Skills
PAUL M. N. HAAKONSEN % 1perating % $erception % $iloting % )esilience % Skulduggery % Stealth % Streetwise % Survival % 2igilance KNOWLEDGE SKILLS % 3nowledge SOCIAL SKILLS % harm % oercion % Deception % 4egotiation
/5
Skills
PAUL M. N. HAAKONSEN
TALENTS
"THEY'RE US. WE'RE THEM AND THEY'RE US" – Night of the Living Dead
EVERYONE'S GOT TALENT
ignoring 'ritical #n(uries%. Listed elo! is a complete list of availale Talents generally represent specialized talents in the Dead End setting. )or easy techniques that a character has mastered, typically through intense practice and study. A refering, all talents from the Genesys Core Rulebook have also een included in this ook. character is likely to e more successful !hen *ach talent elongs in one of five tiers, as engaged in actions for !hich they have detailed in the Genesys Core Rulebook . The appropriate talents. "enerally, skills are !hat your character uses higher the tier, the more + it costs for your character to purchase the talent, and the more to perform a task. #f your character !ants to clim a !all, they use the Athletics skill. Talents, eneficial or po!erful the talent !ill e. -ome talents are etter than others. They may on the other hand, modify ho! a character uses have more eciting ailities or (ust etter that skill $such as rerolling a failed Athletics mechanical oosts for your character. To alance check !hen attempting to clim that !all%. these talents out and create an opportunity for Talents may also modify some of your characters to progress to!ard etter ailities, character&s other attriutes $such as changing this system sets different talents at different their !ound threshold%, or perform actions tiers. normally not allo!ed y the rules $such as *ach tier determines ho! much a talent costs /0
Talents
PAUL M. N. HAAKONSEN in eperience points. • Tier 1: *ach talent costs 1 +. • Tier 2: *ach talent costs 23 +. • Tier 3: *ach talent costs 21 +. • Tier 4: *ach talent costs /3 +. • Tier 5: *ach talent costs /1 +.
The follo!ing is a reakdo!n of each talent. *ach part of a talent entry conveys specific information. • Name: *very talent has a name, making it easy for you to refer to the talent, and hopefully providing you a it of colorful description as !ell4 • Tier: *ach talent elongs in one of five tiers, as detailed in the Genesys Core Rulebook. The higher the tier, the more + it costs for your character to purchase the talent. • Activation: -ome talents, once chosen, constantly apply to your character5 these are passive talents. Toughened, !hich increases your character6s !ound threshold, is one such talent. 7nce you uy it, your character al!ays has a higher !ound threshold. 7ther talents are active, !hich means you choose !hen your character uses the talent. Natural, for eample, lets you reroll one check in a game session, and you choose !hen your character uses it. #f a talent is active, it has additional details in parentheses descriing ho! much time and effort it takes for your character to use the talent. )inally, you can use most talents only on your character6s turn, ut some talents can e used during another character6s turn. These talents have the 8out of turn9 descriptor. • Ranked: -ome talents are ranked,
/;
!hich means your character can take them more than once. • Rules: These are the rules that descrie !hat the talent does.
AVAILABLE TALENTS These talents are unique to the Dead End setting and are detailed elo!. The talents are readily availale to anyone !ho can fulfill any prerequisites in terms of Tier availaility. lease notice that the ": has the final saying on !hether or not a ne! talent is availale in his or her particular campaign, so rememer to check efore !ith the ": efore you spend all your hard earned eperience points. )or easier reference, the talents from the Genesys Core Rulebook are reprinted in this ook. The reason for this is to make it far easier and simpler for you, as a player and ":, to look up talents !ithout having to (uggle t!o ooks.
Talents
DEAD END
TIER 1 TALENT
RANKED
SUMMARY
Adaptale )lanker
No
Designate one *ngaged target, allies gain b on comat checks made against this foe.
All
No
#gnore penalties for difficult terrain !hen using Driving skill.
=ad 'op
>es
-pend a a on 'oercion or Deception check to upgrade ally&s susequent -ocial skill check against the target.
=lack :arket 'ontact
>es
?educe rarity of goods y 2 at increase cost y 13@.
=ought #nfo
No
-ucceed on no!ledge check y spending cash on the info.
=race
>es
?emove b from skill check imposed y environment.
=ullrush
No
-pend a a a or x to knock target prone !ithin one range and.
'all &*m
No
Do not add bb to Aim :aneuvers at specific target.
'atch 7ff<"uard
No
Do not suffer imposed t !hen using improvised melee !eapons.
'atfall
>es
Add b to Athletics B 'oordination check to reduce damage from falling, and reduce !ound and strain damage y 2.
'ave D!eller
>es
?emove f from checks to find dangers in suterranean area.
'hallenge4
>es
)orce adversaries to target you in comat.
'lever ?etort
No
Add automatic tt to opponent&s -ocial skill check.
'ode =reaker
>es
?emove b from checks to reak codes or decrypt communications.
'omplimentary #nsight
No
Add bb !hen using the Assisting :aneuver instead of b.
'onstruction -pecialist
>es
?emove b on checks to uild engineering pro(ects.
'rack -hot
No
7pponent&s cover does not impose b on your ranged attack.
'reative Design
>es
Add a on crafting checks, ut equal amount of t .
Dauntless
No
#ncrease !ound threshold y /.
Defensive -ysops
No
Add bb to attempts to hack your computer system.
Desperate ?ecovery
No
Ceal t!o additional strain at end of encounter if over half of strain threshold.
Duelist
No
Add b against single opponent, add b if *ngaged !ith or more.
Durale
>es
?educe the result of 'ritical #n(ury y 23, to a minimum of 2.
*pert Tracker
>es
?emove b from check to find or follo! tracks at 13@ less time.
*tra Ammo
No
'annot run out of ammunition of a y result.
)amiliar -ky
No
ard !ddd" #no$led%e c&eck to gain useful information on environment.
)orager
No
?emove bb from skill checks to find food, !ater and shelter.
)riend of the Night
No
?emove b from checks imposed y darkness.
"host -teps
>es
Thro! your movement sounds to originate from other location.
"ood 'op
>es
-pend a a on 'harm or Negotiation check to upgrade ally&s susequent -ocial skill check against the target.
Talents
3
PAUL M. N. HAAKONSEN "rit
>es
#ncrease your strain threshold y one.
Camstring -hot
No
Calve your ?anged damage in order to #mmoilize your target.
Cidden -torage
>es
Cidden storage in vehicle or equipment to hold 2 encumrance.
#ron -oul
No
#f carrying / *ncumrance or less heal all strain at end of encounter.
Eump Fp
No
-tand up from seated or prone position as an #ncidental.
ill Gith indness
>es
?emove b from all 'harm and Leadership checks.
nack )or #t
>es
?emove bb from any one selected skill.
no! -omeody
>es
?educe rarity of item !hen purchasing.
no!ledge -pecialization
>es
-pend x to gain additional s on no!ledge checks.
Let&s ?ide
No
:ount or dismount from vehicle or steed as an #ncidental.
:useum Gorthy
No
ard !ddd" #no$led%e c&eck to gain information on a relic, ruin or piece of history.
Never 7utnumered
>es
ard !ddd" Coercion c&eck to give all foes in -hort range an automatic t on all skill checks.
Night erson
>es
Add b and a to erception checks et!een H p.m. and H a.m.
7ne Gith Nature
No
:ay use -urvival instead of Discipline or 'ool to recover strain.
ainful =lo!
No
#ncrease difficulty of comat check, on a successful comat check inflict / strain on opponent everytime it performs a :aneuver.
arry
>es
-uffer strain to parry a =ra!l or :elee attack and reduce the damage efore applying -oak.
arty Animal
No
Add b to all skill checks !hile intoicated.
hysician
>es
Ceal additional strain !hen using :edicine skill.
lausile Deniaility
>es
?emove b from 'oercion and Deception checks.
rone :astery
No
Attacks against you !hile prone do not incur the usual b onus.
roper Fpringing
>es
Add a to your -ocial skill checks.
Iuick Dra!
No
Dra! or holster item as #ncidental, reduce !eapon repare quality.
Iuick -trike
>es
Add b to checks against opponent !ho has not yet acted.
?apid ?eaction
>es
Add automatic s to Jigilance or 'ool check for #nitiative.
?apid ?ecovery
>es
Ceal 2 additional strain after end of an encounter.
?edundant -ystems
No
'asy !d" (ec&anics c&eck to use components from functional item to repair a roken item, !ithout reaking the functional item.
?esearcher
>es
?emove b from no!ledge checks, research time reduced y 13@.
?espected
>es
Do!ngrade -ocial skill checks !ith specific groupsBfactions.
-econd Gind
>es
Ceal strain during an encounter.
-hake #t 7ff
No
"ain on b all checks if *ngaged to ally !ith -hake #t 7ff talent.
-ignature Jehicle
No
#ncrease :echanics checks on your 8-ignature Jehicle9.
-ilver alm
>es
Negotiation is a career skill, add b to Negotiation skill checks.
2
Talents
DEAD END -killed Eockey
>es
?emove b from Driving and iloting skills.
-mooth Talker
>es
-pend x on 'harm, 'oercion, Deception or Negotiation to gain additional s.
-olar o!ered
>es
Add b and a to erception checks et!een H a.m. and H p.m.
-olid ?epairs
>es
?epair 2 additional point of hull trauma.
-oothing Tone
No
Avera%e !dd" #no$led%e c&eck to allo! animalBeast to recover additional strain.
-teady Nerves
>es
?emove b from 'ool and -kulduggery checks.
-treet -lang
>es
-uffer strain to add a on -ocial skill checks !ith seedy persons.
-trong Arm
No
#ncrease range of thro!n !eapon y one range and.
-urgeon
>es
Ceal additional !ounds !hen using :edicine skill.
-!ift
No
:ove unhindered through difficult terrain.
Thug
No
Add b to #nitiative and automatic a on 'oercion checks.
Toughened
>es
#ncrease your !ound threshold y /.
Tumle
No
-uffer / strain to move to -hort range of engaged adversary.
Fncanny ?eactions
>es
Add b to all Jigilance checks.
Fncanny -enses
>es
Add b to all erception checks.
Fndying )ate
No
Discern !ound and strain status of a character or adversary.
Fnremarkale
No
7thers add f to checks made to identify you.
Jo! of Astinence
No
Add bb to ?esilience checks against poisons and drugs.
Jo! of 'hastity
No
Add b to resist 'harm and 'oercion checks.
Jo! of urity
No
Add bb to ?esilience checks to resist diseases.
Garrior #nstincts
>es
Add automatic s to #nitiative checks.
Gheel and Deal
>es
"ain 23@ more currency on legal dealings.
TIER 2 TALENT
RANKED
SUMMARY
Adroitness
No
?educe time to perform specific "eneral skill y /1@.
Alluring
>es
Add automatic a to all -ocial skill checks.
Animal *pertise
>es
Add b on all skills !hen interacting !ith animalBeast.
Anticipate Dodge
>es
Add b to comat checks against target using Dodge talent.
=arrage
>es
Add 2 damage to "unnery and ?anged KCeavy skill at Long and *treme range.
=asic :ilitary Training
No
Athletics, ?anged KCeavy and ?esilience skills are career skills.
=lackmail
No
-pend 2 -tory oint to convince N' to perform a task.
=ull!ark
No
arry to reduce =ra!lB:elee damage on an *ngaged ally.
=urly
>es
?educe !eapon&s 'umersome quality and *ncumrance y 2.
Talents
/
PAUL M. N. HAAKONSEN 'hild at Ceart
No
Decrease difficulty of -ocial skill check !hen interacting !ith child.
'ommand
>es
Add b to Leadership. Affected targets add b to Discipline checks.
'oncussive Attack
>es
-pend a a to add b on target&s #ntellect and Gillpo!er checks.
'onditioned
>es
?emove b from Athletics and 'oordination. ?educe falling damage y one.
'onfidence
>es
Decrease difficulty of Discipline checks to avoid fear.
'oordinated Assault
>es
Automatic a to comat checks per rank in Leadership.
'ounteroffer
No
Negotiation vs Discipline check to stagger a non
'utting Iuestion
No
Ghen making 'oercion check, may use Deception skill instead.
Daring Aviator
>es
Add t to Driving B iloting skill check to add equal numer of s.
Deilitating -hot
No
-pend a a to reduce maimum speed of hit vehicle.
Deceptive Taunt
No
:ay force an adversary to focus attacking the character.
Defensive -tance
>es
Fpgrade difficulty of =ra!l and :elee comat checks against you.
Defensive -ysops $#mproved%
No
Add s and t to Defensive -ysops check instead of bb.
Dirty Tricks
No
Fpgrade adversary&s net skill check upon a 'ritical #n(ury.
Disorient
>es
-pend a a to Disorient opponent.
Distracting =ehavior
>es
"ive *ngaged opponent&s automatic t on skill checks.
Dual Gielder
No
Decrease difficulty of using t!o !eapons simultaneously.
Dynamic )ire
No
-uffer / strain to reduce difficulty of ?anged !hile *ngaged.
*nforcer
No
Ghen dealing strain damage !ith =ra!l or :elee attempt 'oercion check to demoralize opponent and add b to his skills.
*ploit
>es
-uffer / strain to add *nsnare quality to :elee comat check.
)an the Cammer
No
Add Auto<)ire quality to pistol, ut immediately run out of ammo.
)ancy aint Eo
No
Fpgrade all 'harm, Deception and Negotiation checks once !ithin *ngaged range of -ignature Jehicle.
)earsome
>es
*ngaged adversaries must make fear check if in *ngaged range.
)eral -trength
>es
Add M2 damage to =ra!l and :elee comat checks.
)ighter&s -tance
No
-uffer 2 strain to ignore the penalties of "uarded -tance.
)ine Tuning
>es
?educe 2 additional system strain !hen reducing system strain on a vehicle.
)lash of #nsight
No
x on no!ledge checks adds additional bb to the check.
)leet of )oot
No
Take a free movement :aneuver once per encounter.
)reerunning
No
-uffer 2 strain to move to any location !ithin -hort range.
"earhead
>es
?emove from :echanics, time to apply attachments is 13@ less.
"o Githout
No
7nce per session have the right tools for a (o.
"rapple
No
-uffer / strain to have adversaries spend / :aneuvers to disengage.
Talents
DEAD END Card
>es
)auntin% !dddd" )isci*line c&eck to remove -taggered or Disoriented status.
Ceightened A!areness
No
"ive allies b or bb to erception and Jigilance according to range.
Ceroic ?ecovery
No
-pend 2 -tory oint to recover strain equal to specific characteristic.
Cold Together
No
-pend 2 -tory oint to turn damage on vehicle into system strain.
Cunter
No
?anged KCeavy and -urvival skill ecome career skills.
Cunter&s Iuarry
No
ard !ddd" +urvival c&eck to upgrade attacks against opponent !ithin Long range.
#mpaling -trike
No
#mmoilize opponent on a 'ritical #n(ury !ith a :elee attack.
#mproved Defenses
No
Avera%e !dd" +urvival c&eck to fashion a small defense.
#nspiring ?hetoric
No
Avera%e !dd" ,eaders&i* c&eck to heal strain on allies.
#nventor
>es
Add b to check to construct or modify eisting items.
nockdo!n
No
-pend x to knock opponent prone !ith =ra!l or :elee attack.
no! the *nemy
No
:ay make no!ledge check for determining #nitiative.
no!<#t
No
erfectly recall an important fact as if having spent 2 -tory oint.
no!n -chematic
No
ard !ddd" #no$led%e c&eck to get familiarity !ith uilding or vessel.
no!s the ?opes
No
Add b to escape restraints, spend x to free allies in -hort range.
Light -tep
No
'annot accidentally trigger floor traps or mines.
Loom
No
Add a to *ngaged ally&s 'harm, Deception or Negotiation check.
Lucky -trike
No
-pend 2 -tory oint to add damage equal to a characteristic.
7utdoorsman
>es
?emove b from difficult terrain movement. Decrease overland travel time y 13@.
7verstocked Ammo
>es
#ncrease value of Limited Ammo on -ignature Jehicle !eapons.
:ultiple 7pponents
No
Add b to =ra!l and :elee checks !hen fighting multiple foes.
7ne Gith the -hado!s
No
#n shado!s or darkness add b to #nitiative checks and all comat checks against you have b.
7pening Tap
No
7pen lock !ithout tools at a t!ice increased difficulty.
ack #nitiative
No
Add automatic s to #nitiative if ally has ack #nitiative talent.
hysical Training
>es
Add b to Athletics and ?esilience checks.
ride and Eoy
No
Fpgrade all -ocial checks once in -hort range of -ignature Jehicle.
Iuick Dra! $#mproved%
No
Fse Iuick Dra! t!ice per turn, and reduce the repare quality of a !eapon y /.
?apid ?eload
>es
?educe a !eapon&s repare quality to reload.
?eckless 'harge
No
-uffer / strain to add ss and tt on =ra!l or :elee attack.
?econstruct the -cene
No
ard !ddd" -erce*tion c&eck to identify physical characteristics of a person present at scene !ithin / hours.
?esearcher $#mproved%
>es
7n successful no!ledge check, character and allies add automatic
Talents
PAUL M. N. HAAKONSEN to all skill checks. a ?esist Disarm
No
-uffer / strain to avoid eing disarmed or have !eapons damaged or destroyed.
-cathing Tirade
No
Avera%e !dd" Coercion c&eck to inflict strain to enemies.
-cavenger
>es
?emove b from checks to scavenge, reduce time needed y 13@.
-elective Detonation
>es
-pend a on !eapon !ith =last quality to eclude person in last.
-ense Danger
No
?emove bb from any one skill once per session.
-ense *motions
No
Add b to all 'harm, 'oercion and Deception checks.
-hortcut
>es
Add b to checks to catch or escape an opponent.
-ide -tep
>es
Fpgrade difficulty of all ?anged comat checks made against you.
-talker
>es
Add b to all 'oordination and -tealth checks.
-tunning =lo!
No
:elee attacks may inflict strain damage instead of !ound damage.
-undering -trike
No
The cost of triggering -under quality is one a less.
-uppressing )ire
>es
-pend a on failed comat check to inflict strain on opponent.
Technical Aptitude
No
-pend a a or x on 'omputers check to reduce the time y 13@
Threaten
>es
-uffer strain to inflict strain upon opponent !ithin -hort range.
Time to "o
No
-pend 2 -tory oint to move into cover or out of last range of a !eapon or eplosion.
Tinkerer
>es
Add 2 additional hard point to items.
Touch of )ate
No
Add bb to any one skill check once per session.
Fnarmed arry
No
:ay parry =ra!l and :elee attacks !hile unarmed.
Fnstoppale
No
Do not receive 'ritical #n(ury on a 'ritical #n(ury result of 32.
Jehicle 'omat Training
No
Driving, "unnery and iloting ecome career skills.
Gido!<:aker
No
Deal 2 additional damage against Nemesis adversaries, remove b from -ocial skills !hen dealing !ith Nemesis adversaries.
TIER 3 TALENT
RANKED
SUMMARY
Acroatic -trike
No
-uffer strain and make a ard !ddd" Coordination c&eck to add bb on =ra!l or :elee comat check against an opponent.
Amush
No
Add damage equal to -tealth !hen enefiting from cover.
Animal 'ompanion
>es
"ain a special animal companion.
Armor :aster
No
#ncrease -oak y 2 !hen !earing armor.
=acksta
No
Attack una!are adversary for additional damage using -kulduggery skill instead of :elee.
=ad ress
No
ard !ddd" )ece*tion c&eck to reduce strain threshold of memers of a specific faction.
=arrel ?oll
No
?educe damage to vehicle at the cost of system strain.
1
Talents
DEAD END =lind -pot
No
>ou and allies in -hort range add a to comat checks !hile enefiting from cover.
=lindsense
>es
#gnore b from darkness !ithin -hort range.
=ody "uard
>es
-uffer strain to upgrade attacks against an *ngaged ally.
=ullheaded
No
Add b to checks against fear, cannot ecome Disoriented.
'apital -endoff
No
ard !ddd" Cool c&eck to make / vehicles suffer minor collision.
'enter of =eing
>es
#ncrease critical rating against you y 2 !hen !ielding melee !eapon !ith Defensive quality.
'hopshop *pertise
>es
Avera%e !dd" #no$led%e c&eck to reduce cost and time of repairs of vehicles.
'hosen )oe
>es
"ain b on comat checks and M2 Defense against one target, take bb on comat checks against others and they add b against you.
'omat Jeteran
No
Add b to =ra!l and Discipline checks.
'onfidence $#mproved%
No
-pend a on fear check to give allies in -hort range automatic s on the same fear check.
'ongenial
>es
-uffer strain to do!ngrade or upgrade difficulty of 'harm or Negotiation checks.
'onstant Jigilance
No
Fse Jigilance to determine #nitiative.
'ounterattack
No
Activate item quality !hen using #mproved arry.
'reative iller
No
?educe critical rating y / !ith improvised !eapon.
'ustomized 'ooling Fnit
>es
#ncrease system strain threshold y / on -ignature Jehicle.
Daredevil
>es
Add b to skill checks that is of ard !ddd" difficulty or greater.
Daring Turn
No
-uffer / strain to negate the effects of "ain the Advantage.
Defy Death
No
#mmune to fear effects, allies in -hort range gain b to fear checks.
Disarm
No
-pend a a or x !ith =ra!l or :elee attack to disarm opponent.
Disarming -mile
>es
:ake 'harm check to lo!er Defense rating of an opponent.
Distinctive -tyle
No
Add ss and tt to 'omputers checks to hack a system.
Dodge
>es
-uffer strain to upgrade difficulty of comat checks targeting you.
Doule of Nothing
No
-uffer / strain to doule the amount of a on a skill check !ith increased difficulty of one.
Dual -trike
No
-uffer / strain instead of using a a to hit !ith secondary !eapon.
*agle *yes
No
#ncrease your !eapon&s range and y one.
*asy rey
No
-uffer strain to add bb to comat checks at #mmoilized foes.
*ncoded 'ommunique
No
Fpgrade difficulty to decrypt your coded messages.
*ncouraging Gords
No
-uffer 2 strain to assist *ngaged ally&s net skill check.
*ye for Detail
>es
-uffer strain to convert s to a on :echanics or 'omputers check.
)ear the -hado!s
No
ard !ddd" )ece*tion c&eck to make minion group or rival flee.
)earsome ?eputation
>es
Add a to 'oercion skill checks.
Talents
H
PAUL M. N. HAAKONSEN )eint
>es
-pend x or a a a on a failed =ra!l or :elee comat check to upgrade opponent&s comat check.
)ield 'ommander
No
Avera%e !dd" ,eaders&i* c&eck for allies to perform a :aneuver.
)ire 'ontrol
No
All comat checks made from vehicle count target&s -ilhouette as 2 larger.
)lick of the Grist
No
Add s and a to comat check if dra!ing a one
)orgot to 'ountO
No
-pend tt on opponent&s comat check to run out of ammunition.
)ormation Tactics
No
ard !ddd" ,eaders&i* c&eck to upgrade comat checks against all allies !ithin -hort range.
)ortified -tructure
>es
#ncrease hull trauma y 2 on -ignature Jehicle.
)reerunning $#mproved%
No
-uffer strain to move any!here !ithin :edium range.
)renzied Attack
>es
-uffer strain to upgrade =ra!l or :elee comat checks.
)ull -top
No
=ring piloted vehicle to speed zero immediately at 2 system strain.
)ull Throttle
No
ard !ddd" )rivin% B -ilotin% c&eck to increase top speed y 2.
"reased alms
>es
ay 13 currency to upgrade -ocial skill check once.
"renadier
>es
-pend 2 -tory oint to trigger =last quality !ithout using a a , and increase range of grenades to :edium range.
Carass
No
Animal companion may forego inflicting damage on foe to upgrade difficulty of the target&s net check instead.
Card<=oiled
>es
-pend a !hen recovering strain to recover 2 !ound.
Ceroic ?esilience
>es
-pend 2 -tory oint to increase -oak.
Ceroic Gill
No
#gnore effects of 'ritical #n(uries on t!o characteristics.
Cindering -hot
>es
-pend 2 -tory oint to increase difficulty of "unnery, and inflict system strain to a moving vehicle.
Cit the Deck
No
#ncrease -oak y 2 against eplosive !eapons.
Cunter&s Iuarry $#mproved%
No
-uffer / strain to perform Cunter&s Iuarry as :aneuver instead of as an Action.
#nformant
No
?eveal a contact !ho can shed light on a chosen su(ect.
#nspiring ?hetoric $#mproved%
No
Allies affected y #nspiring ?hetoric add b to all skill checks.
#nter(ection
No
Avera%e !dd" .i%ilance c&eck on another character&s failed -ocial check, add s or f equal to s, and a or t equal to a .
#ntimidating
>es
-uffer strain to do!ngrade or upgrade 'oercion checks.
#ron =ody
>es
?emove b from 'oordination and ?esilience. ?educe critical rating on =ra!l comat checks y 2.
Lady iller B :aneater
No
Deal 2 additional damage against memers of the opposite se, add b to -ocial skill checks against memers of the opposite se.
Larger ro(ect
>es
'an have -ignature Jehicles of 2 larger -ilhouette.
Lethal =lo!s
>es
Add M23 to 'ritical #n(ury results.
Life or Death
No
Ghen at half !ound threshold or greater, add b to comat checks.
P
Talents
DEAD END Lone Ganderer
No
All comat checks have b against you, increase your *ncumrance threshold.
Lucky -tart
No
-uffer strain to re
:ind 7ver :atter
No
-pend 2 -tory oint to recover strain equal to Gillpo!er.
Natural
No
'hoose t!o skills and re
Noody&s )ool
>es
#ncrease difficulty of 'harm, 'oercion and Deception checks against you.
7pportunist
>es
-uffer strain to convert s to a on non
7utside the =o
No
Fse other characteristic for making one skill check.
7ver!helm Defenses
>es
-pend a a to reduce Defense on vehicle.
ainkiller -pecialization
>es
Ceal 2 additional !ound !hen using painkiller.
ack ?at
No
#tems !ith *ncumrance / or less !eight half their !eight.
arry $#mproved%
No
-pend y or ttt to make parried attack hit the attacker.
in
No
7pposed Athletics check to #mmoilize an *ngaged opponent.
inning )ire
>es
7pponent !ithin range suffers b to skill checks and 2 strain.
lausile Deniaility $#mproved%
No
ard !ddd" Coercion c&eck to convince ystander to depart.
oint =lank
>es
#ncrease damage !ith ?anged KCeavy and ?anged KLight at *ngaged and -hort range.
oint =lank -hot
>es
#gnore increased difficulty on ranged !eapon in *ngaged range.
o!erful =last
>es
#ncrease damage y 2 to damage dealt y =last quality.
recision -trike
No
'hange a 'ritical #n(ury result to 'asy !d" result at 2 strain cost.
reemptive Avoidance
No
-pend 2 -tory oint to disengage from opponent as out
ressure oint
No
Deal strain damage !ith =ra!l attack, deal additional strain damage equal to ranks in :edicine.
ride and Eoy $#mproved%
No
?ecover additional strain !ithin your -ignature Jehicle.
?esourceful ?efit
No
Average $% :echanics check to scavenge attachment for parts to construct a ne! attachment at reduced cost.
-cathing Tirade $#mproved%
No
*nemies affected y -cathing Tirade add b to all skill checks.
-eize the #nitiative
No
ard !ddd" At&letics c&eck to let other 's take their turn immediately.
-ense Advantage
No
Add bb to one N's skill check.
-hare ain
No
?educe damage on animal companion, the character suffers the !ounds instead.
-hortcut $#mproved%
No
-uffer / strain to add s to check during a chase.
-hotgun -urgeon
No
Gielding a shotgun gives it a ierce 2 quality for you.
-ith -ense
No
#ncrease ?anged Defense value y 2.
-killed Teacher
>es
-uffer strain to add s to ally&s skill check !ithin -hort range.
Talents
0
PAUL M. N. HAAKONSEN -mart Candling
No
ard !ddd" #no$led%e c&eck to increase Candling of vehicle of -ilhouette or igger.
-ound #nvestments
>es
"ain 233 currency units at start of each session.
-taggering 'ritical
No
>ou also -tagger your opponent !hen inflicting a 'ritical #n(ury.
-tal!art
No
)orefeit Defense rating to add to -oak value instead.
-tim Application
No
#ncrease a characteristic y one y the epense of strain.
-tone!all
No
=ra!l and :elee checks targeting you have b, cannot e knocked prone y such attacks.
-trong =ack
>es
#ncrease *ncumrance threshold y /.
-tudious lotting
No
:ay use #ntellect instead of 'unning !hile navigating !ith -treet!ise or -urvival skill.
-tunning =lo! $#mproved%
No
-pend x to -tagger opponent !hen dealing strain damage !ith =ra!l or :elee attack.
-under *pertise
No
Damage item t!o steps instead of one !hen using -under quality.
-uper -lam4
No
Geapons !ith nockdo!n quality require one less a to activate.
-uperior ?eflees
No
#ncrease :elee Defense value y 2.
Talk the Talk
No
-ustitute no!ledge checks !ith -treet!ise skill.
Time to "o $#mproved%
No
Allo! 2 ally to perform out
Tricky Target
No
'ount piloted vehicle as one -ilhouette lo!er !hen attacked.
Trust the 'aptain
>es
ard !ddd" ,eaders&i* c&eck to increase allies& ranks in Discipline check !ithin -hort range.
Tuned :aneuvering arts
>es
#ncrease the Candling of -ignature Jehicles y 2.
T!in Garriors
No
M2 :elee Defense and b to =ra!l checks for allies !ith this talent.
T!isted Gords
No
-uffer 2 strain to inflict strain on another character&s failed -ocial skill check.
Fp the Ante
>es
Gin 23@ more money currency !hen gamling.
Ftility =elt
No
-pend 2 -tory oint to produce an undocumented item.
Jaluale )acts
No
Add automatic x to ally skill check.
Gell
No
'hoose / skills, they permanently ecome career skills.
TIER 4 TALENT
RANKED
SUMMARY
Action =oost
>es
-pend 2 -tory oint to flip positive die to ad(acent side.
Anatomy Lessons
No
-pend 2 -tory oint to add damage equal to #ntellect to attack.
Armor :aster $#mproved%
No
Ghen !earing armor !ith -oak /M increase Defense rating y 2.
Assassin -trike
No
-pend 2 -tory oint to disengage from opponent as #ncidental.
=ack
No
Add b to your and allies in *ngaged range comat checks.
;
Talents
DEAD END =ody "uard $#mproved%
No
Ghen your protected ally is hit, you can suffer the hit instead.
=olstered Armor
>es
#ncrease Armor value y 2 of -ignature Jehicle.
=rilliant *vasion
No
:ake opposed Driving or iloting check to stop opponent from attacking your vehicle.
'an&t Ge Talk Aout ThisO
No
revent target from attacking you.
'apital -endoff $#mproved%
No
Ghen performing 'apital -endoff targets suffer ma(or collision instead.
'areful lanning
No
#ntroduce a 8fact9 into the narrative as if spent 2 -tory oint.
'enter of =eing $#mproved%
No
-uffer 2 strain to use 'enter of =eing as an #ncidental.
'ommanding resence
No
:ake a 'ool vs. Discipline check to make adversary !ithin -hort range leave the encounter.
'omrades #n Arms
No
ard !ddd" )isci*line c&eck to grant you and allies !ithin :edium range M2 Defense rating.
Deadeye
No
-elect the outcome of your 'ritical #n(uries !ithin same severity.
Deadly Accuracy
No
Add ranks of comat skill as damage to attack.
Death ?age
No
M/ damage to =ra!l and :elee y per sustained 'ritical #n(ury.
Defensive
>es
#ncrease :elee and ?anged Defense ?ating y 2.
Defensive Driving
>es
Add b to comat checks against vehicle piloted y you.
Discredit
No
ard !ddd" )ece*tion c&eck to upgrade character&s -ocial skill check.
Distracting =ehavior $#mproved%
No
Distracting =ehavior :aneuver adds automatic tt on N' skill checks if targeting your allies.
Don&t -hoot4
No
'annot e targeted y comat checks on a ard !ddd" C&arm c&eck.
Doule or Nothing $#mproved%
No
Doules up the remaining s after resolving a skill check.
Doule
No
-pend a a or x on 'harm or Deception check to Disorient opponents !ithin -hort range.
Dreadful 'arnage
No
ard !ddd" Coercion c&eck !hen incapacitating an enemy to -tagger foes in -hort range.
*nduring
>es
#ncrease your -oak ?ating y 2.
)ield 'ommander $#mproved%
No
-pend x on )ield 'ommander to let ally take an Action.
)lurry of =lo!s
No
-uffer strain to add Linked quality to =ra!l or :elee attack.
)ormation Tactics $#mproved%
No
?educe difficulty of )ormation Tactics to Avera%e !dd". -pend x or a a a a a a to have effect last the entire encounter.
)ortune )avors the =old
No
-uffer / strain to move ": -tory oint to layer -tory oint pool.
)ull Throttle $#mproved%
No
-uffer 2 strain to perform )ull Throttle as a :aneuver, and reduce difficulty to Avera%e !dd".
Talents
3
PAUL M. N. HAAKONSEN Co! 'onvenient4
No
ard (ec&anics !ddd" c&eck to have 2 device spontaneously fail.
#n the no!
No
:ake opposed Deception vs. Jigilance check to have target N' elieve false intelligence.
#ncite ?eellion
No
ard !ddd" Cooercion c&eck to make minions and rivals ecome reellious.
#nspiring ?hetoric $-upreme%
No
Fse #nspiring ?hetoric as a :aneuver instead of as an Action.
#t&s Not That =ad
No
ard !ddd" (edicine c&eck to prevent ally from gaining 'ritical #n(ury.
Eury ?igged
>es
:odify a personal !eapon or armor.
Life or Death $#mproved%
No
Fpgrade your comat checks !hen you are at are !ounded to half or more of your !ound threshold.
:ad #nventor
No
'ole together a function item from spare parts.
:oving Target
>es
#f you have already acted this turn increase ?anged Defense rating.
Not Today
No
-pend 2 -tory oint to prevent -ignature Jehicle from eing destrouyed.
7ffensive Driving
No
-uffer system strain to upgrade target&s net Driving check.
7veralance
No
-pend y or ttt on *ngaged foe&s comat check to -tagger foe.
ersistent Attacker
>es
-pend a a on successful comat check to upgrade net comat check against the same adversary.
inning )ire $#mproved%
No
Affect additional targets !ith inning )ire.
recise Aim
>es
-uffer strain to reduce adversary&s Defense rating.
recision -trike $#mproved%
No
'hange a 'ritical #n(ury result to Avera%e !dd" result at the cost of / strain.
rey 7n the Geak
>es
Add M2 damage against Disoriented targets.
ride and Eoy $-urpreme%
No
?educe -ilhouette of -ignature Jehicle y /, to a minimum of 3.
rime ositions
>es
>ou and allies in -hort range gain M2 -oak !hen in cover.
rophetic Aim
No
Ghile aiming, y cannot result in hitting an *ngaged ally.
yromaniac
No
#ncrease =urn quality y M2 on !eapon !ith =urn quality.
?ain of Death
No
#gnore the increased difficulty due to Auto
?einforced )rame
No
-ignature Jehicle gains :assive 2 quality, 'ritical ratings on !eapons against the vehicle count as 2 higher.
?esolve
>es
-uffer 2 less strain !hen voluntarily suffering strain.
-avage -!eep
No
#ncrease difficulty of =ra!l or :elee comat check and spend a a to strike an additional *ngaged opponent.
-avvy Negotiator
No
ard !ddd" Ne%otiation c&eck to make oservers see opponent&s sides as maliciously unreasonale.
-cathing Tirade $-upreme%
No
Fse -cathing Tirade as a :aneuver instead of as an Action.
-econd 'hances
>es
-elect positive dice and re
2
Talents
DEAD END -een a Lot of Things
No
-pend a a a to attempt a ne! no!ledge check net turn on a failed attempt.
-ho!oat
No
-uffer / strain to gain x on success or y on failure on a check !hile in a vehicle.
-killed -licer
No
-pend x to make further 'omputer checks !ithin system as :aneuvers.
-niper -hot
>es
#ncrease ranged !eapon&s range y 2 range and y upgrading the difficulty of the skill check.
-orry Aout the :ess
No
Decrease 'ritical ?ating against foe that has not yet acted.
-pitfire
No
Additional hit !ith t!o !eapons can e dealt to other target.
-pray and ray
No
Deal only 13@ damage to allies accidentally hit in comat.
-teady Aim
No
Do not lose the enefit of Aim :aneuver y performing other :aneuvers or Actions.
-tim Application $#mproved%
No
-tim Application is an #ncidental instead of an Action. ?educe the strain cost of using the -tim Application #ncidental to 2.
-treet -marts
>es
/ormidable !ddddd" +treet$ise or #no$led%e c&eck to get vital clue from ":.
-upporting *vidence
>es
Add automatic a to 'harm, Deception, Leadership or Negotiation checks !hen assisting an ally.
Targeted )irepo!er
No
ard !ddd" #no$led%e c&eck to grant allies in -hort range automatic a on attacks against target.
That&s Co! #t&s Done
>es
-uffer 2 strain to give allies in -hort range automatic a on usage of the same skill.
True Aim
>es
=enefit from aiming and upgrade your ranged comat check.
Trust No 7ne
No
-uffer 2 strain to add automatic t !hen targeted y a -ocial skill check. Take immediate :aneuver as out
Fnelievale Luck
No
#f sufficient -tory oints in the player&s pool add b to all skill checks.
Fnrelenting
No
-uffer strain to make a second =ra!l or :elee attack against the same adversary at increased difficulty.
Fnrelenting -keptic
No
Add automatic f to check !hen targeted y Deception.
Geak )oundation
No
ard !ddd" #no$led%e c&eck for you and your allies to add automatic s or a a on comat checks targeting the structure.
Gise Garrior
No
-pend 2 -tory oint to use any characteristic for a comat check.
Gorks Like a 'harm
No
Fse resence instead of other characteristic for skill check.
TIER 5 TALENT
RANKED
SUMMARY
Action =oy
No
Add an additional -tory oint to the player pool.
Action -urge
No
-pend 2 -tory oint to perform an additional :aneuver or Action.
Talents
/
PAUL M. N. HAAKONSEN Agent P
No
?oll t!ice for 'ritical #n(ury and select one result !hile hidden.
Armor :aster $-urpreme%
No
-uffer strain to reduce result of 'ritical #n(ury y 23 per -oak.
=aleful "aze
No
-pent 2 -tory oint to upgrade opponent&s comat check !ithin :edium range.
=iggest )an
No
ard !ddd" C&arm c&eck to turn N' into iggest fan.
=ody "uard $-urpreme%
No
:ay protect *ngaged characters equal to ranks in ?esilience.
'omrades #n Arms $-upreme%
No
-pend x or a a a for you an ally to gain M2 -oak rating.
'oordinated Dodge
No
-pend 2 -tory oint to add f to comat checks against you.
'ritical :astery
No
-pend 2 -tory oint to inflict t!o effects on a 'ritical #n(ury result.
'rushing =lo!
No
-uffer strain to give :elee !eapon =reach 2 and nockdo!n.
'ustom Loadout
No
Add mount for !eapon on -ignature Jehicle.
Dedication
>es
#ncrease a characteristic y 2 point, to a maimum of 1.
Doule or Nothing $-urpreme%
No
Doule all x and y on Doule or Nothing #ncidental result.
Dum Luck
No
-uffer strain to spend a a a to change y result to f result.
*vasion
No
Ghile in "uarded -tance attempt to negate a single successful =ra!l or :elee attack against you.
)inish Cim4
No
#ncapacitate any adversary that is -taggered.
)riendly )oe
No
-pend 2 -tory oint to change y to f on comat check to avoid hitting an ally *ngaged !ith target.
)ull Throttle $-upreme%
No
)ull Throttle increases vehicle&s top speed y /, not 2.
Ceavy Citter
No
Add =reach 2 quality to attack !ith ?anged KCeavy or "unnery.
#ndomitale
No
-pend 2 -tory oint to prolong your incapacitation until net turn.
#nspiring Leadership
No
ard !ddd" ,eaders&i* c&eck to give allies in -hort range automatic s.
#ntense )ocus
No
-uffer 2 strain to upgrade skill check once.
Eust idding4
No
-pent 2 -tory oint to ignore y on -ocial skill check of ally !ithin -hort range.
Let&s Talk This 7ver
No
)auntin% !dddd" C&arm c&eck to turn potential comat encounter into -ocial encounter.
Life or Death $-upreme%
No
Life or Death activates !hen taking !ounds equal to one quarter of !ound threshold.
:aster
No
?educe the difficulty of one skill y t!o.
:aster Demolitionist
No
-pend a or x to etend =last quality to -hort range.
:aster DriverBilot
No
-uffer / strain to perform vehicle Action as :aneuver instead.
:aster "renadier
No
?educe a cost to activate =last quality.
:aster #nstructor
No
-uffer / strain for ally in -hort range to have ranks in Discipline equal to your ranks in Discipline.
:aster :erchant
No
-uffer / strain to uy or sell goods at an additional /1@ of cost.
Talents
DEAD END :ind 7ver =ody
No
:ay attempt to heal / 'ritical #n(uries in a !eek.
:ost #mpressive
No
-pend x on any skill to give allies in -hort range automatic a .
No! the :aster
No
#mmitate one talent of another character for an encounter.
recision -trike $-upreme%
No
-uffer strain to change a 'ritical #n(ury result to a ard !ddd" result.
?etriution
No
-pend 2 -tory oint to automatically hit adversary that successfully hits an ally !ithin :edium range of you.
?icochet
No
-pend y on opponent&s attack to have the attack ricochet ack and hit the attacker instead.
?uinous ?epartee
No
#nflict strain upon one opponent, you heal the same amount of strain.
-tim Application $-upreme%
No
#ncrease additional characteristic on a x result.
-uperhuman -kill
No
-pend 2 -tory oint to change y to s equal to ranks in the skill.
Thorough Assessment
No
ard !ddd" #no$led%e c&eck to gain additional b.
Fnmatched )ortune
No
-pend 2 -tory oint to set aside a x and roll one more c die.
Fnrelenting -keptic $#mproved%
No
-pend 2 -tory oint !hen targeted y a failed Deception check to add y to the result.
Ghirl!ind
No
-uffer strain to increase difficulty of =ra!l or :elee comat check and hit all *ngaged adversaries.
Gise Garrior $#mproved%
No
Allo! ally in -hort range to use the same characteristic for attack.
Qealous )ire
No
Ceal / strain !henever the ": spends 2 -tory oint.
TALENT DESCRIPTIONS
ACTION BOY
The rest of chapter four details each individual Tier: 1 talent in great detail. *ach talent is presented on Activation: assive Ranked: No the list in alphaetical order, not y tier order. Action =oy $or Action "irl depending on your character&s gender% allo!s you to add an ACROBATIC STRIKE additional -tory oint to the player pool. Tier: Activation: Active $Action% ACTION BOOST Ranked: No Tier: >our deterous maneuvers and skilled acroatics allo! you to slip past a foe&s defenses Activation: Active $#ncidental% and deliver an accurate strike against him. >ou Ranked: >es >ou have the aility to alter your luck must attempt at a ard !ddd" Coordination c&eck as part of your attack. Ghether or not this drastically in dire circumstances. -pend one 'oordination check succeeds or fails, you suffer -tory oint to flip a positive dice to any ad(acent side. )or each rank eyond the first, Action strain. #f you succeed, you gain a bb onus =oost applies to an additional positive die. on the =ra!l or :elee comat check that you make against that foe as long as the attack occurs efore the end of your current turn.
Talents
PAUL M. N. HAAKONSEN
ACTION SURGE Tier: 1 Activation: Active $#ncidental% Ranked: No >ou can spend 2 -tory oint to take an etra Action or :aneuver in a turn, either efore or after your regular actions. This !ould allo! you to surpass the limitation of / :aneuvers per turn.
ADAPTABLE FLANKER Tier: 2 Activation: Active $#ncidental% Ranked: No Ghen you and an ally team up against a foe, you kno! ho! to maimize the threat your ally poses to ruin your target&s defenses. As an #ncidental, you designate a single opponent as the target of this talent. Ghen you are in *ngaged range !ith the chosen target, you grant a b to comat checks other make against this particular target.
ADROITNESS Tier: / Activation: assive Ranked: No Ghen first acquired, choose a "eneral skill. Ghen making a check !ith that skill, reduce the time required y /1@. The ": may determine that this talent may not e used !ith certain skills or activities.
ADVERSARY Tier: None Activation: assive Ranked: No Fpgrade the difficulty of any comat checks targeting this character once per rank of Adversary. This talent is only accessile to N's.
AGENT 47 Tier: 1 Activation: Active $#ncidental% Ranked: No Ghenever you score a 'ritical #n(ury !ith an
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attack !hile you are hidden, you may roll t!ice for a 'ritical #n(ury effect and select !hichever you prefer.
ALL-TERRAIN DRIVER Tier: 2 Activation: assive Ranked: No Do not suffer usual penalties for driving through difficult terrain !hen using the Driving skill.
ALLURING Tier: / Activation: Active $Action% Ranked: >es 7thers have an ineplicale urge to elieve your every !ord. Add automatic a to 'harm, 'oercion, Deception, Leadership and Negotiation skill checks per rank of Alluring.
AMBUSH Tier: Activation: Active $:aneuver% Ranked: No 7nce per turn !hile enefiting from cover, may make the Amush :aneuver. Add damage equal to -tealth skill to one hit of net successful comat check against a target !ithin -hort range efore the end of the turn.
ANATOMY LESSONS Tier: Activation: Active $#ncidental% Ranked: No After a successful attack !ith a personal $non< vehicle% !eapon, you may spend 2 -tory oint to add damage equal to your #ntellect to one hit of the attack.
ANIMAL COMPANION Tier: Activation: assive Ranked: >es >our character creates a ond !ith a single animal approved y your ":. This animal must e -ilhouette 3 $no larger than a mid
Talents
DEAD END The ond persists as long as your character chooses, although at your ":6s discretion, the ond may also e roken due to ausive treatment or other etenuating circumstances. As long as the ond persists, the animal follo!s your character, and you dictate the animal6s overall ehavior $although, since the animal is only onded !ith the character, not dominated, it may still perform inconvenient actions such as scratching furniture, consuming rations, and marking territory%. 7nce per turn in structured encounters, your character may spend one :aneuver to direct their animal in performing one Action and one :aneuver during your character6s turn. The animal must e !ithin hearing and visual range of your character $generally :edium range% to do this. 7ther!ise, the animal does not contriute to the encounter. The specifics of its ehavior are up to you and your ":. )or every additional rank of Animal 'ompanion your character has, increase the allo!ed -ilhouette of the companion y one $this may mean your character gets a ne! companion, or their companion gro!s in size%. This talent can also change in flavor depending on the nature of your game setting. Ghile an animal companion may make sense in many settings, in a futuristic setting it may make more sense for the 8animal9 to e a root or drone, for eample.
ANIMAL EXPERTISE Tier: / Activation: assive Ranked: >es Add b per rank of Animal *pertise to all checks !hen interacting !ith east or animals $including comat checks%. Add M23 to 'ritical #n(ury results against easts or animals per rank of Animal *pertise. Talents
ANTICIPATE DODGE Tier: / Activation: Active $#ncidental% Ranked: >es >our kno!ledge of moility and your attack pro!ess allo! you to th!art elusive opponents. >ou automatically kno! !hether a creature you can is enefiting from the Dodge talent. >ou gain a b onus per rank of Anticipate Dodge on comat checks against a target that is using the Dodge talent. This onus cannot eceed the ranks of Dodge the creature is using.
ARMOR MASTER Tier: Activation: assive Ranked: No Ghen !earing armor, increase total -oak value y 2.
ARMOR MASTER (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the Armor Master talent to benefit from this talent. Ghen !earing armor !ith a -oak value of / or higher, increase Defense y 2.
ARMOR MASTER (SUPREME Tier: 1 Activation: Active $#ncidental, 7ut
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PAUL M. N. HAAKONSEN
ASSASSIN STRIKE Tier: Activation: Active $#ncidental% Ranked: No After making a successful =ra!l or :elee check, may spend a -tory oint to disengage from an opponent as an #ncidental.
BACK-TO-BACK Tier: Activation: assive Ranked: No Ghile engaged !ith one or more allies, your character and allies they are *ngaged !ith add b to comat checks. #f one or more allies *ngaged !ith your character also have the =ack
make a ard !ddd" )ece*tion c&eck . 7n success, organization memers have their strain thresholds reduced y 2, plus 2 per sss, until the end of the session. Ghen he does this, the player must eplain ho! the ' disseminated the propaganda such that it has affected his targets. The chosen organization must e narro! and cohesive enough to e affected y ad pulicity.
BALEFUL GA!E Tier: 1 Activation: Active $#ncidental, 7ut
BACKSTAB
BARRAGE
Tier: Activation: Active $Action% Ranked: No >our character may use this talent to attack an una!are adversary using a :elee !eapon. A =acksta is a :elee attack, and follo!s the normal rules for performing a comat check $see page 232 of the Genesys Core Rulebook %, using the character&s -kuduggery skill instead of :elee. #f the check succeeds, each uncanceled s adds M/ damage $instead of the normal M2%.
Tier: / Activation: assive Ranked: >es Add 2 damage per rank of =arrage to one hit of successful attack !hile using ?anged KCeavy or "unnery skills at Long or *treme range.
BAD COP Tier: 2 Activation: assive Ranked: >es :ay spend a a from a Deception or 'oercion check to upgrade aility of a single ally6s susequent -ocial #nteraction check against the target a numer of times equal to ranks in =ad 'op.
BAD PRESS Tier: Activation: Active $Action% Ranked: No 7nce per session, choose an organization and
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BARREL ROLL Tier: Activation: Active $#ncidental, 7utour character can only use this talent !hile piloting an airplane of -ilhouette or less. Ghen your vehicle suffers a hit from a ranged comat check, after damage is calculated ut efore Armor is applied, your character may have their vehicle suffer system strain to use this talent. Then, reduce the damage suffered y a numer equal to their ranks in iloting.
BASIC MILITARY TRAINING Tier: / Activation: assive Ranked: No Athletics, ?anged KCeavy, and ?esilience are no! career skills for your character.
Talents
DEAD END
BIGGEST FAN
BLINDSENSE
Tier: 1 Activation: Active $Action% Ranked: No 7nce per session, may take a =iggest )an Action5 make a ard !ddd" C&arm c&eck to turn one N' into the character6s iggest fan. The eact effects of this vary depending on the N' and the situation. They can include drastically decreasing the difficulty of -ocial #nteraction skill checks the character makes targeting his iggest fan, the fan eing !illing to perform minor or even significant favors for the character, or the character even ecoming a reoccurring ally in the narrative. At the ':6s discretion, this talent may not e ale to target certain N's !hose adversarial nature is vital to the plot, or N's !ho !ould e unale to appreciate the character6s !ork.
Tier: Activation: assive Ranked: >es As long as your character can hear, you may ignore b imposed y darkness or lindness !ithin -hort range. *ach additional rank increases range.
BODY GUARD Tier: Activation: Active $:aneuver% Ranked: >es 7nce per turn, may suffer a numer of strain no greater than ranks in =ody "uard to use this talent. 'hoose one ally *ngaged !ith your character5 until the end of your character&s net turn, upgrade the difficulty of all comat checks targeting that ally a numer of times equal to the strain suffered.
BLACK MARKET CONTACT Tier: 2 Activation: Active $#ncidental% Ranked: >es Ghen purchasing illegal goods, may reduce rarity y 2 per rank of =lack :arket 'ontacts, increasing cost y 13 percent of ase cost per reduction.
BLACKMAIL Tier: / Activation: Active $#ncidental, 7ut
BLIND SPOT Tier: Activation: assive Ranked: No >our character, and allies !ithin -hort range, add automatic a to comat checks they make !hile enefiting from cover.
Talents
BODY GUARD (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the Body Guard talent to benefit from this talent. 7nce per session, !hen an ally protected y the =ody "uard :aneuver suffers a hit, suffer the hit instead.
BODY GUARD (SUPREME Tier: 1 Activation: assive Ranked: No Your character must have purchased the Body Guard (Improved) talent to benefit from this talent. =ody "uard :aneuver may protect a numer of *ngaged characters up to ranks in ?esilience.
BOLSTERED ARMOR Tier: Activation: assive Ranked: >es Your character must have purchased the Signature ehicle talent to benefit from this talent. #ncrease the Armor value of -ignature Jehicle y 2 per
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PAUL M. N. HAAKONSEN rank of =olstered Armor.
BOUGHT INFO Tier: 2 Activation: Active $Action% Ranked: No Ghen making a no!ledge 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 kno!ledge check !ith one uncanceled s $instead of rolling%. At your ":6s discretion, your character may not e ale to use =ought #nfo if the information is particularly sensitive or difficult to find, or uying it doesn6t make narrative sense.
BRACE Tier: 2 Activation: Active $:aneuver% Ranked: >es As a :aneuver, the character may =race himself. This allo!s a character to remove b per rank of =race from the net skill check ased on changing conditions, inclement !eather, unstale surfaces, zero gravity, heavy gravity, or other disruptive physical ostacles that !ould make a skill check more difficult.
BRILLIANT EVASION Tier: Activation: Active $Action% Ranked: No 7nce per vehicle encounter, your character may take =rilliant *vasion Action. -elect 2 opponent and make 7pposed Driving or iloting check to stop opponent from attacking character for rounds equal to Agility.
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BULLHEADED Tier: Activation: assive Ranked: No >our stuornness and determination is legendary. >ou are eceptionally headstrong and difficult to s!ay from your course. >ou add b to skill checks against fear effects. )urthermore, you cannot ecome Disoriented.
BULLRUSH Tier: 2 Activation: Active $#ncidental% Ranked: No Ghen your character makes a =ra!l or :elee comat check after using a :aneuver to engage a target, you may spend a a a or x to use this talent to knock the target prone and move them up one range and a!ay from your character.
BULL"ARK Tier: / Activation: Active $#ncidental, 7ut
BURLY Tier: / Activation: assive Ranked: >es ?educe any !ielded !eapon6s 'umersome quality and *ncumrance rating y a numer equal to ranks in =urly to a minimum of 2.
CALL #EM Tier: 2 Activation: assive Ranked: No Do not add bb to comat checks due to the use of the Aim :aneuver if targeting a specific
Talents
DEAD END o(ect or location.
CAN#T "E TALK ABOUT THIS$ Tier: Activation: Active $Action% Ranked: No >our character can use this talent to make an opposed 'harm or Deception versus Discipline check targeting a single nonou may spend a a to increase the length of the effect y one additional turn, and spend x to etend the enefits to all of their identified allies !ithin -hort range. The effect ends immediately if your character or a kno!n ally attacks the target. #n addition, your ": may rule that some targets are immune to this aility. An automated sentry turret, for eample, has no interest in resolving a conflict through talking, nor !ould someone consumed y rage and the desire for revenge against your character.
CAPITAL SENDOFF Tier: Activation: Active $Action% Ranked: No Take a 'apital -endoff Action targeting t!o vehicles at 'lose range5 make a ard !ddd" Cool c&eck to cause the targets to suffer a minor collision.
CAPITAL SENDOFF (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the "apital Sendoff talent to benefit from this talent. Ghen performing a 'apital -endoff, the targets suffer a ma(or collision instead.
Talents
CAREFUL PLANNING Tier: Activation: Active $#ncidental% Ranked: No 7nce per game session, the character can choose to introduce a 8factR or additional contet directly into the narrative as if he had spent a -tory oint.
CATCH OFF-GUARD Tier: 2 Activation: assive Ranked: No )oes are surprised y your skilled use of unorthodo and improvised !eapons. >ou do not suffer any t penalties for using an improvised :elee !eapon.
CATFALL Tier: 2 Activation: assive Ranked: >es Ghen rolling Athletics or 'oordination to reduce damage from falling, add b. #n addition, reduce damage and strain suffered from a fall y 2 per rank of 'atfall.
CAVE D"ELLER Tier: 2 Activation: assive Ranked: >es After your character makes a erception, Jigilance, or no!ledge check to notice, identify, or avoid a threat in a cavern, suterrean ruin, or similar location, your character cancels a numer of uncanceled f no greater than your character&s ranks in 'ave D!eller.
CENTER OF BEING Tier: Activation: Active $:aneuver% Ranked: >es Ghile !ielding a !eapon !ith the Defensive quality, your character may perform a 'enter of =eing maneuver. Fntil the eginning of your character6s net turn, !henever an enemy
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PAUL M. N. HAAKONSEN makes a melee attack targeting them, the critical or to add attachments or modifications to one. #f rating of the enemy6s !eapon counts as 2 higher successful, the cost and time for repairs is per rank of 'enter of =eing. reduced y /3@ for each rank of 'hopshop *pertise to a minimum of 233 units of currency and one day. CENTER OF BEING (IMPROVED Tier: Activation: assive CHOSEN FOE Ranked: No Tier: Your character must have purchased the "enter of Activation: Active $#ncidental% Ranked: >es Being talent to benefit from this talent. -uffer 2 -train to use a 'enter of =eing :aneuver as an At the epense of attention to other #ncidental. distractions, you focus on a single opponent to give you a decided advantage !hile fighting against him. 7nce during your turn, as an CHALLENGE% #ncidental, you can designate a single opponent. Tier: 2 >ou gain on b per rank of 'hosen )oe on all Activation: Active $:aneuver% comat checks you make against this opponent. Ranked: >es 7nce per encounter, your character may use a >ou also gain 2 Defense ?ating against this :aneuver to use this talent to choose a numer opponent, this doesn&t increase !ith ranks in 'hosen )oe, ho!ever. The effects last until the of adversaries !ithin -hort range no greater end of your net turn. than your character&s ranks in 'hallenge4 $a #n echange, you take bb on comat checks minion group counts as a single adversary for against other opponents, and other opponents this purpose%. >ou have to succeed on a 'oercion check against the adversaries to make gain a b on comat checks against you. use of the talent. Fntil the encounter ends or your character is incapacitated, these CLEVER RETORT Tier: 2 adversaries add b to comat checks targeting Activation: Active $#ncidental, 7utes decrease the difficulty on a single -ocial >ou remove b per rank of 'odereaker from interaction skill check involving a child. your attempts to reak codes or decrypt communications.
CHOPSHOP EXPERTISE Tier: Activation: Active $Action% Ranked: >es >our character may make an Avera%e !dd" #no$led%e c&eck !hen at a dry dock, mechanics garage, etc. !ith suitale personnel and equipment to conduct repairs to a vehicle, 12
COMBAT VETERAN Tier: Activation: assive Ranked: No Add b to all =ra!l and Discipline skill checks.
Talents
DEAD END
COMMAND Tier: / Activation: assive Ranked: >es Add b per rank of 'ommand !hen making Leadership checks. Affected targets add b to Discipline checks for net / hours.
COMMANDING PRESENCE Tier: Activation: Active $Action% Ranked: No 7nce per session, may take 'ommanding resence Action5 make an opposed 'ool vs. Discipline check to force target !ithin -hort range to leave the encounter.
COMPLIMENTARY INSIGHT Tier: 2 Activation: Active $#ncidental, 7utou get more out of having skills that !ork !ell together !ith others. >ou add bb !hen using the assist option, instead of the normal b.
COMRADES IN ARMS Tier: Activation: Active $Action% Ranked: No 7nce per encounter, make a ard !ddd" )isci*line c&eck . #f successful, your character plus one ally per s !ithin :edium range gains M2 Defense for the remainder of the encounter. *ffects end if affected targets move eyond :edium range.
COMRADES IN ARMS (IMPROVED Tier: 1 Activation: assive Ranked: No Your character must have purchased the "omrades
Talents
in Arms talent to benefit from this talent. -pend x or a a a !hen performing 'omrades in Arms to also gain M2 -oak or give one affected ally M2 -oak.
CONCUSSIVE ATTACK Tier: / Activation: Active $#ncidental% Ranked: >es >our attacks can damage your opponent&s aility to think clearly. 7n a successful attack you can spend a a to imposes a b penalty on the target&s #ntellect and Gillpo!er skill checks for 2 turn. )or each rank eyond the first in 'oncussive Attack, you etend the duration y 2 turn.
CONDITIONED Tier: / Activation: assive Ranked: >es The character removes b per rank of 'onditioned from his Athletics and 'oordination checks. Ce reduces the damage and strain suffered from falling y 2 per rank of 'onditioned.
CONFIDENCE Tier: / Activation: assive Ranked: >es :ay decrease difficulty of Discipline checks to avoid fear y 2 per rank of 'onfidence, to a minimum of 'asy !d".
CONFIDENCE (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the "onfidence talent to benefit from this talent. :ay spend a on a fear check to steady the nerves of allies making the same fear check. #f the character does so each ally !ithin -hort range !ho makes the fear check adds automatic s equal to the character6s rank in 'onfidence.
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PAUL M. N. HAAKONSEN
CONGENIAL Tier: Activation: Active $#ncidental% Ranked: >es :ay suffer a numer of strain to do!ngrade difficulty of 'harm or Negotiation checks or upgrade difficulty !hen target y 'harm or Negotiation checks, y an equal numer -train suffered this !ay cannot eceed ranks in 'ongenial.
CONSTANT VIGILANCE Tier: Activation: assive Ranked: No :ay al!ays use Jigilance !hen making checks to determine #nitiative.
CONSTRUCTION SPECIALIST Tier: 2 Activation: assive Ranked: >es >our character removes one b per rank of 'onstruction -pecialist from checks made to construct ases, defense !orks, positions, fortifications, tunnels, unkers, and similar comat engineering pro(ects.
COORDINATED ASSAULT Tier: / Activation: Active $:aneuver% Ranked: >es 7nce per turn, your character may use this talent to have a numer of allies engaged !ith your character equal to your ranks in Leadership add a to all comat checks they make until the end of your character6s net turn. The range of this talent increases y one and per rank of 'oordinated Assault eyond the first.
COORDINATED DODGE Tier: 1 Activation: Active $#ncidental% Ranked: No Your character must have purchased the #odge talent to benefit from this talent. Ghen targeted y
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a comat check, may spend 2 -tory oint to add equal to ranks in 'oordination to the comat f check.
COUNTERATTACK Tier: Activation: Active $#ncidental, 7ut
COUNTEROFFER Tier: / Activation: Active $Action% Ranked: No 7nce per session, your character may use this talent to choose one non
CRACK SHOT Tier: 2 Activation: assive Ranked: No >ou are skilled at making !ell
Talents
DEAD END
CREATIVE DESIGN Tier: 2 Activation: assive Ranked: >es As part of resolving a successful crafting check, your character may also apply a result equivalent to spending a numer of a equal to their ranks in 'reative Design. The ": may then apply a result equivalent to the same numer of t .
CREATIVE KILLER Tier: Activation: assive Ranked: No ?educe the critical rating of improvised !eapons y / $to a minimum of 2%.
CRITICAL MASTERY Tier: 1 Activation: Active $#ncidental% Ranked: No >our 'ritical #n(uries cause t!o additional effects. Ghen you score a 'ritical #n(ury, you can spend a -tory oint, and you can apply the effects of t!o 'ritical #n(uries in addition to the damage dealt. >ou must roll t!ice to determine the effects of the 'ritical #n(uries. Note that you do not add M23 to the second 'ritical #n(ury from the first determined result !hen using this talent.
CRUSHING BLO" Tier: 1 Activation: Active $#ncidental% Ranked: No 7nce per session after rolling a :elee attack ut efore resolving the check, your character may suffer strain to use this talent. Ghile resolving the check, the !eapon gains the =reach 2 and nockdo!n item qualities.
CUSTOM LOADOUT Tier: 1 Activation: assive Ranked: No Your character must have purchased the Signature
Talents
ehicle talent to benefit from this talent. :ay add one mount for a !eapon or piece of equipment $approved y the ":%.
CUSTOMI!ED COOLING UNIT Tier: Activation: assive Ranked: >es Your character must have purchased the Signature ehicle talent to benefit from this talent. #ncrease the system strain threshold of -ignature Jehicle y / per rank of 'ustomized 'ooling Fnit.
CUTTING &UESTION Tier: / Activation: Active $#ncidental% Ranked: No 7nce per encounter, !hen making a 'oercion skill check, the character may use Deception skill instead.
DAREDEVIL Tier: Activation: Active $#ncidental% Ranked: >es 7nce per session, !hen performing a skill check of ard !ddd" or higher difficulty, you add b to your roll for every rank of Daredevil your character has.
DARING AVIATOR Tier: / Activation: Active $#ncidental% Ranked: >es =efore your character makes a Driving or iloting check, they may add a numer of t to the results to use this talent to add an equal numer of s. The numer may not eceed your character6s ranks in Daring Aviator.
DARING TURN Tier: Activation: Active $:aneuver% Ranked: No Ghen an opponent has "ained the Advantage on a vehicle eing piloted, may spent / strain perform a Daring Turn :aneuver to remove the
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PAUL M. N. HAAKONSEN effects.
#n(uries due to their frenzied ehavior.%
DAUNTLESS
DEBILITATING SHOT
Tier: 2 Activation: assive Ranked: No >ou can stand up to greater punishment than most and still keep on going. Ghen you select this talent, you increase your !ound threshold !ith /. This talent stacks !ith the Toughened talent. Co!ever, the Dauntless talent is not ranked, and thus cannot e selected multiple times.
Tier: / Activation: Active $#ncidental% Ranked: No Fpon successful attack !ith a vehicle !eapon, may spend a a to reduce the maimum speed of the target y 2 until the end of the net turn.
DEADEYE Tier: Activation: Active $#ncidental% Ranked: No After your character inflicts a 'ritical #n(ury !ith a ranged !eapon and rolls the result, your character may suffer / strain to use this talent. Then, you may select any 'ritical #n(ury of the same severity to apply to the target instead.
DEADLY ACCURACY Tier: Activation: assive Ranked: No 'hoose one comat skill. The character may add his ranks in that comat skill as additional damage to one hit of a successful attack made !ith that skill made !ith non
DEATH RAGE Tier: Activation: assive Ranked: No >our character adds M/ damage to =ra!l and :elee attacks for each 'ritical #n(ury they are currently suffering. $>our ": may also impose additional penalties on -ocial skill checks your character makes if they are suffering 'ritical 11
DECEPTIVE TAUNT Tier: / Activation: Active $Action% Ranked: No 7nce per session, may make Deceptive Taunt Action. :ake opposed Deception check. #f successful, one adversary must attack the character during adversary6s net turn.
DEDICATION Tier: 1 Activation: assive Ranked: >es *ach rank of Dedication increases one of your character6s characteristics y one. This talent cannot increase a characteristic aove 1. >ou cannot increase the same characteristic !ith Dedication t!ice.
DEFENSIVE Tier: Activation: assive Ranked: >es *ach rank of Defensive increases your character6s :elee Defense and ?anged Defense y one.
DEFENSIVE DRIVING Tier: Activation: assive Ranked: >es #ncrease the Defense of any vehicle your character pilots y one per rank of Defensive Driving. The specifics of this talent require the optional vehicle rules, on page //3 in the Genesys Core Rulebook. #f your game does not use these
Talents
DEAD END rules, this talent adds b per rank to comat DESPERATE RECOVERY checks targeting your character6s vehicle or your Tier: 2 character !hile piloting it. Activation: assive Ranked: No =efore your character heals strain at the end of DEFENSIVE STANCE Tier: / an encounter, if their strain is more than half of Activation: Active $:aneuver% their strain threshold, they heal t!o additional Ranked: >es strain. 7nce per turn, your character may suffer a numer of strain no greater than their ranks in DIRTY TRICKS Defensive -tance to use this talent. Then, until Tier: / the end of your character6s net turn, upgrade Activation: Active $#ncidental% the difficulty of all =ra!l and :elee comat Ranked: No checks targeting your character a numer of After your character inflicts a 'ritical #n(ury times equal to the strain suffered. on an adversary, they may use this talent to upgrade the difficulty of that adversary&s net skill check. DEFENSIVE SYSOPS Tier: 2 Activation: assive DISARM Ranked: No Tier: Ghen attempting to defend a computer Activation: assive system against intrusion $or !hen someone Ranked: No attempts to hack a computer o!ned or :ay spend x or a a !ith a successful =ra!l programmed y your character% your character or :elee check to disarm an opponent. adds bb to their opponent6s checks. #f your character has access to the computer system DISARMING SMILE !hen the intrusion takes place, they are Tier: automatically a!are of the intrusion. Activation: Active $Action% Ranked: >es DEFENSIVE SYSOPS (IMPROVED Take the Disarming -mile action5 succeed at Tier: / an opposed 'harm check against a target !ithin Activation: Active $#ncidental% -hort range to lo!er all defenses of a target y Ranked: No ranks in Disarming -mile until the end of the Your character must have purchased the #efensive encounter. Sysops talent to benefit from this talent. =efore adding bb from Defensive -ysops to a check, DISCREDIT use this talent to add f and t to the results of Tier: the check instead. Activation: Active $Action% Ranked: No DEFY DEATH 7nce per encounter, take the Discredit Action, Tier: make a ard !ddd" )ece*tion c&eck to Activation: assive upgrade the difficulty of one character6s social Ranked: No checks once, plus once for every a a , until the >ou fear nothing. Not the undead, not death, end of the encounter. not the unkno!n, nothing. >ou are immune to fear effects, and you confer a b to fear checks to all allies !ithin -hort range.
Talents
1H
PAUL M. N. HAAKONSEN
DISORIENT Tier: / Activation: assive Ranked: >es After hitting !ith comat check, may spend to Disorient target for numer of turnss a a equal to ranks in Disorient.
DISTINCTIVE STYLE Tier: Activation: Active $#ncidental% Ranked: No Ghen making a 'omputers check to hack a system or reak into a secured net!ork, efore rolling, your character may use this talent to add ss and tt to the results. #f you are using the optional hacking rules on page // in the Genesys Core Rulebook and your check generates tt , your ": should spend it on the 0 #no$ ou option in Table 02 22 on page / in the Genesys Core Rulebook.
DISTRACTING BEHAVIOR Tier: / Activation: Active $:aneuver% Ranked: >es :ake a Distracting =ehavior :aneuver and suffer strain no greater than ranks in Deception. Fntil the eginning of net turn, equal numer of *ngaged N'6s suffer t on checks. ?ange increases !ith additional ranks.
DISTRACTING BEHAVIOR (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the #istracting Behavior talent to benefit from this talent. The Distracting =ehavior :aneuver inflicts tt on N'6s checks !hen N'6s target character6s allies.
DODGE Tier: Activation: Active $#ncidental, 7utes Ghen your character is targeted y a "unnery, 1P
:elee, ?anged KCeavy or ?anged KLight comat check, they may suffer a numer of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the comat check targeting your character a numer of times equal to the strain suffered.
DON#T SHOOT% Tier: Activation: Active $Action% Ranked: No 7nce per session as an Action, make a ard !ddd" C&arm c&eck . 7n a success, cannot e target of comat checks until the end of the encounter or until making a comat check.
DOUBLE OR NOTHING Tier: Activation: assive Ranked: No -uffer / strain to perform the Doule or Nothing #ncidental to increase the difficulty of the net check y one. Then, after canceling opposing symols, doule the amount of remaining a .
DOUBLE OR NOTHING (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the #ouble or $othing talent to benefit from this talent . Ghen performing the Doule or Nothing #ncidental, after canceling opposing symols, also doule the amount of remaining s.
DOUBLE OR NOTHING (SUPREME Tier: 1 Activation: assive Ranked: No Your character must have purchased the #ouble or $othing (Improved) talent to benefit from this talent . Ghen performing the Doule or Nothing #ncidental, also doule the numer of x and y .
Talents
DEAD END
DOUBLE-TALK
DUELIST
Tier: Activation: assive Ranked: No -pend a a or x from a successful 'harm or Deception check to Disorient a numer of opponents !ithin -hort range equal to your character6s resence for the remainder of the turn and the net t!o turns.
Tier: 2 Activation: assive Ranked: No >our character adds b to his =ra!l and :elee comat checks !hile *ngaged !ith a single opponent. >our character adds b to his =ra!l or :elee comat checks !hile engaged !ith three or more opponents.
DUMB LUCK DREADFUL CARNAGE Tier: Activation: Active $#ncidental% Ranked: No #ncapacitating or slaying an enemy demoralizes your other neary foes. Ghenever you cause an enemy to eceed his !ound threshold, you can make a ard !ddd" Coercion c&eck to stagger all enemies -hort range as an #ncidental. *nemies that cannot see oth you and the enemy you incapacitated are unaffected.
DUAL STRIKE Tier: Activation: Active $#ncidental% Ranked: No Ghen resolving a comined check to attack !ith t!o !eapons in comat, your character may suffer / strain to use this talent to hit !ith the secondary !eapon $instead of spending a a %.
DUAL "IELDER Tier: / Activation: Active $:aneuver% Ranked: No >our character may use this talent to decrease the difficulty of the net comined comat check $see T!o
Talents
Tier: 1 Activation: Active $:aneuver% Ranked: No >ou can survive situations that should kill you. Ghen you roll a y result on any skill check, you can spend a a a from the same skill check to change the y result to a f result. Fsing this talent is taing on your system and costs you strain, and you can only use once a per session.
DURABLE Tier: 2 Activation: assive Ranked: >es >our character reduces any 'ritical #n(ury result they suffer y 23 per rank of Durale, to a minimum of 32.
DYNAMIC FIRE Tier: / Activation: Active $#ncidental% Ranked: No Ghen making a ?anged KCeavy or ?anged KLight attack !hile engaged !ith an opponent, may suffer / strain to reduce the difficulty of the ?anged comat check y one, to a minimum of 'asy !d".
EAGLE EYES Tier: Activation: Active $#ncidental% Ranked: No 7nce per encounter efore making a ranged comat check, you may use this talent to increase your !eapon6s range y one range
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PAUL M. N. HAAKONSEN and $to a maimum of *treme range%. This lasts for the duration of the comat check.
turns equal to a a on the comat check, minimum of 2 turn.
EASY PREY
EVASION
Tier: Activation: Active $:aneuver% Ranked: No >our character may suffer strain to use this talent. Fntil the start of your character&s net turn, your character and allies !ithin short range add bb to comat checks against #mmoilized targets.
Tier: 1 Activation: Active $#ncidental, 7utour speed, agility, and talent for intelligent fighting allo! you to avoid your opponent&s lo!s. >ou take careful stock of an opponent and slip a!ay from his lo! (ust as he commits to the attack. Ghile in "uarded -tance, you can attempt to negate a single =ra!l or :elee attack, as an #ncidental. To do so, you must make a =ra!l or :elee attack $depending on if you are unarmed or armed% attack roll and eat the attacker&s result. A tie falls in favor of the attacker.
ENCODED COMMUNI&UE Tier: Activation: assive Ranked: No Fpgrade the difficulty of checks to decrypt this character6s coded messages !ithout the proper cipher a numer of times equal to 'omputers skill.
EXPERT TRACKER
Tier: 2 Activation: assive Ranked: >es ENCOURAGING "ORDS >ou remove b per rank of *pert Tracker Tier: from your checks to find or follo! tracks. Activation: Active $#ncidental, 7ut
EXPLOIT ENDURING Tier: Activation: assive Ranked: >es *ach rank of *nduring increases your character6s -oak value y one.
ENFORCER Tier: / Activation: Active $#ncidental% Ranked: No >ou are skilled at causing fear in those you rutalize. Ghenever you deal strain damage !ith a =ra!l or :elee comat check, you can make an 'oercion check to demoralize your target as an #ncidental. #f you are successful, the target suffers b to skill checks for a numer of
1;
Tier: / Activation: Active $#ncidental% Ranked: >es Ghen your character makes a comat check !ith a :elee !eapon, they may suffer / strain to use this talent to add the *nsnare quality to the attack. The rating of the *nsnare quality is equal to your character&s ranks in *ploit.
EXTRA AMMO Tier: 2 Activation: assive Ranked: No 'annot run out of ammo due to a y result. #tems !ith Limited Ammo quality run out of ammo as normal.
Talents
DEAD END
EYE FOR DETAIL Tier: Activation: Active $#ncidental% Ranked: >es After making a :echanics or 'omputers check, may suffer strain up to ranks in *ye for Detail to convert that many s to a .
FAMILIAR SKY Tier: 2 Activation: Active $:aneuver% Ranked: No 7nce per session, may perform a )amiliar -ky maneuver5 make a ard !ddd" #no$led%e c&eck to reveal the current type of environment and other useful information.
FAN THE HAMMER Tier: / Activation: Active $#ncidental% Ranked: No 7nce per encounter efore making a comat check !ith a pistol $your ": has the final say on !hether a !eapon is a pistol or not%, your character may use this talent to add the Auto< fire quality to the pistol !hen resolving the check. #f your character does, the !eapon runs out of ammo eactly as !ith an 7ut of Ammo result $see page 23 in the Genesys Core Rulebook%.
FANCY PAINT 'OB Tier: / Activation: assive Ranked: No Your character must have purchased the Signature ehicle talent to benefit from this talent. Fpgrade all 'harm, Deception, and Negotiation checks made in *ngaged range of -ignature Jehicle once.
FEAR THE SHADO"S Tier: Activation: Active $Action% Ranked: No 7nce per session, may make a ard !ddd" )ece*tion c&eck to force a single minion group
Talents
or rival to flee the encounter.
FEARSOME Tier: / Activation: assive Ranked: >es Ghen an non
FEARSOME REPUTATION Tier: Activation: assive Ranked: >es Add a to results of 'oercion checks equal to ranks in )earsome ?eputation.
FEINT Tier: Activation: assive Ranked: >es -pend x or a a a generated on a missed =ra!l or :elee attack to upgrade difficulty of opponent6s net attack targeting character y ranks in )eint.
FERAL STRENGTH Tier: / Activation: assive Ranked: >es Add M2 damage to =ra!l and :elee comat checks per rank in )eral -trength.
FIELD COMMANDER Tier: Activation: Active $Action% Ranked: No >our character may use this talent to make an Avera%e !dd" ,eaders&i* c&eck. #f successful, a numer of allies equal to your character6s resence may immediately suffer 2 strain to perform one :aneuver $out of turn%. #f there are any questions as to !hich allies take their :aneuvers first, your character is the final ariter.
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PAUL M. N. HAAKONSEN
FIELD COMMANDER (IMPROVED
FIRE CONTROL
Tier: Activation: assive Ranked: No Your character must have purchased the %ield "ommander talent to benefit from this talent. Ghen your character uses the )ield 'ommander talent, your character affects a numer of allies equal to t!ice the character6s resence. #n addition, you may spend x to allo! one ally to suffer 2 strain to perform an Action, instead of a :aneuver.
Tier: Activation: Active $:aneuver% Ranked: No Take the )ire 'ontrol :aneuver5 all comat checks made from current vehicle count their target6s -ilhouette as one higher than normal until the eginning of net turn.
FIGHTER#S STANCE Tier: / Activation: Active $#ncidental% Ranked: No Ghen making a comat check, if your character has performed the "uarded -tance :aneuver this turn, you may suffer 2 strain to ignore the penalties of the "uarded -tance :aneuver.
FINE TUNING Tier: / Activation: assive Ranked: >es Ghen reducing the amount of system strain a vehicle suffers, reduce 2 additional system strain per rank of )ine Tuning.
FLASH OF INSIGHT Tier: / Activation: assive Ranked: No Ghen your character generates x on a no!ledge skill check, roll bb and add the results to the check, in addition to spending the x as usual.
FLEET OF FOOT Tier: / Activation: assive Ranked: No >ou are etraordinarily s!ift. 7nce per encounter, you are allo!ed to take a free :aneuver for moving. This free :aneuver does not count to!ards the numer of :aneuvers you have or !ill take in the specific given turn. This enefit only applies if you are !earing no armor or light armor and not over
FLICK OF THE "RIST
Tier: Activation: Active $#ncidental% Ranked: No FINISH HIM% Gith a single motion, you can dra! a light Tier: 1 !eapon and make a devastating attack. #f you Activation: Active $#ncidental% dra! a oneou can take advantage of an enemy&s your opponent offou a to your comat check against that one target. can deliver a coup de grace to staggering >ou may use this talent only once per turn and targets, and instantly put the target 2 !ound once per opponent during any single encounter. aove its !ound threshold. Note that the ": >ou can use this talent !ith the Iuickdra! may overrule the use of this talent on certain talent. cruicial Nemesis characters vital to the plot.
H2
Talents
DEAD END
FLURRY OF BLO"S Tier: Activation: Active $:aneuver% Ranked: No erform the )lurry of =lo!s :aneuver, suffering strain up to your ranks in 'oordination to gain the Linked quality !ith a rating equal to the amount of strain suffered on your net =ra!l or :elee comat check this turn.
FORAGER Tier: 2 Activation: assive Ranked: No >our character removes up to bb from any skill checks they make to find food, !ater, or shelter. 'hecks to forage or search the area that your character makes take half the time they !ould normally.
FORGOT TO COUNT$ Tier: Activation: Active $#ncidental, 7ut
%ormation &actics talent to benefit from this talent. ?educe the difficulty of )ormation Tactics to Avera%e !dd". -pend x or a a a a a a to have the effect last until the end of the encounter.
FORTIFIED STRUCTURE Tier: Activation: assive Ranked: >es Your character must have purchased the Signature ehicle talent to benefit from this talent. #ncrease the hull trauma threshold of -ignature Jehicle y 2 per rank of )ortified -tructure.
FORTUNE FAVORS THE BOLD Tier: Activation: Active $#ncidental% Ranked: No 7nce per session as an #ncidental, suffer / strain to flip one ": -tory oint to a layer -tory oint.
FREERUNNING Tier: / Activation: Active $:aneuver% Ranked: No -uffer 2 strain !hen making a move :aneuver to move to any location !ithin -hort range.
FREERUNNING (IMPROVED FORMATION TACTICS Tier: Activation: Active $Action% Ranked: No :ake a ard !ddd" ,eaders&i* c&eck. #f successful, choose a numer of allies !ithin -hort range equal to generated. Fpgrade the difficulty of attacks against these allies once until the end of your character6s net turn.
FORMATION TACTICS (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the
Talents
Tier: Activation: Active $#ncidental% Ranked: No Your character must have purchased the %reerunning talent to benefit from this talent. -uffer strain !hen making a move :aneuver to move to any location !ithin :edium range.
FREN!IED ATTACK Tier: Activation: Active $#ncidental% Ranked: >es Ghen making a =ra!l or :elee comat check, suffer a numer of strain to upgrade the attack an equal numer of times. The strain suffered
H/
PAUL M. N. HAAKONSEN may not eceed ranks in )renzied Attack.
FRIEND OF THE NIGHT Tier: 2 Activation: assive Ranked: No >our eyes adapt quickly to lo!
FULL THROTTLE (IMPROVED Tier: Activation: Active $Action% Ranked: No Your character must have purchased the %ull &hrottle talent to benefit from this talent. -uffer 2 strain to attempt )ull Throttle as a :aneuver and decrease its difficulty to Avera%e !dd".
FULL THROTTLE (SUPREME FRIENDLY FOE Tier: 1 Activation: Active $#ncidental% Ranked: No >our knack for picking foe from friend in frantic ranged comat allo!s you to spend a -tory oint to do!ngrade a y to f and thus avoid accidentally hitting your allies *ngaged !ith your allies.
FULL STOP Tier: Activation: Active $:aneuver% Ranked: No Ghen piloting a vehicle, the character may take the )ull -top :aneuver to immediately reduce the speed of the vehicle to zero. The vehicle then suffers 2 point of system strain for every point of speed it had efore stopping.
Tier: 1 Activation: assive Ranked: No Your character must have purchased the %ull &hrottle (Improved) talent to benefit from this talent . Ghen performing )ull Throttle, top speed increases y / instead of 2.
GEARHEAD Tier: / Activation: assive Ranked: >es The character removes b per rank of "earhead from his :echanics checks. #n addition, time to install attachments to armor or !eapons takes 13@ less time.
GHOST STEPS
Tier: 2 Activation: Active $#ncidental% Ranked: >es FULL THROTTLE >our footsteps echo strangely and no longer Tier: etray your location. Thanks to your kno!ledge Activation: Active $Action% of acoustics you can, should you choose, cause Ranked: No the sound of your footsteps $as !ell as reathing Ghile driving or flying, your character may use this talent to make a ard !ddd" -ilotin% and the rustle of gear% to issue forth from any or )rivin% c&eck. #f successful, the top speed of direction and location !ithin -hort range. Gith the vehicle increases y one $to a maimum of 1% a successful -tealth check, enemies are not for a numer of rounds equal to your character6s a!are of your true location and elieve the "host -teps to e real. 7n a failed -tealth check, 'unning. The specifics of this talent require the optional enemies are a!are of your real location and hear your "host -teps for !hat they are, echoes. vehicle rules, on page //3 in the Genesys Core "host -teps does not !ork !hen under!ater. Rulebook. #f your game does not use these )or every rank you have of "host -teps, you rules, this talent simply makes the vehicle go can etend the range y one range and. much faster than normal, !ith the specifics up to your ":.
H
Talents
DEAD END
GO "ITHOUT Tier: / Activation: Active $#ncidental% Ranked: No 7nce per session, count as having the right tools for the (o !hen performing the net skill check this turn.
GOOD COP Tier: 2 Activation: assive Ranked: >es :ay spend a a from a 'harm or Negotiation check to upgrade aility of a single ally6s susequent -ocial #nteraction check against the target a numer of times equal to ranks in "ood 'op.
GRAPPLE Tier: / Activation: Active $#ncidental% Ranked: No >our character may suffer / strain to use this talent. Fntil the start of your character&s net turn, enemies must spent t!o maneuvers to disengage from your character.
GREASED PALMS Tier: Activation: Active $:aneuver% Ranked: >es =efore making a -ocial skill check, may spend up to 13 units of currency per rank of "reased alms to upgrade the aility of the check once for every 13 spent.
GRENADIER Tier: Activation: Active $#ncidental% Ranked: >es Ghen your character makes a ranged comat check !ith a !eapon that has the =last item quality, you may spend one -tory oint to use this talent to trigger the !eapon6s =last quality,
Talents
instead of spending a a $even if the attack misses%. #n addition, your character treats grenades as having a range of :edium.
GRIT Tier: 2 Activation: assive Ranked: >es *ach rank of "rit increases your character6s strain threshold y one.
HAMSTRING SHOT Tier: 2 Activation: Active $Action% Ranked: No 7nce per turn, your character may use this talent to perform a ?anged comat check against one non
HARASS Tier: Activation: Active $#ncidental% Ranked: No Your character must have purchased the Animal "ompanion talent to benefit from this talent . Ghenever the character6s animal companion makes a successful comat check against a target, it may forgo inflicting damage to upgrade the difficulty of the target6s net check once instead.
HARD-BOILED Tier: Activation: assive Ranked: >es Ghen recovering strain after an encounter, may spend a up to ranks in Card<=oiled to recover 2 !ound per a spent.
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PAUL M. N. HAAKONSEN
HARD-HEADED
HEROIC "ILL
Tier: / Activation: Active $Action% Ranked: >es Ghen -taggered or Disoriented, perform the Card Ceaded Action5 make a )auntin% !dddd" )isci*line c&eck to remove status. The difficulty is once reduced per rank of Card Ceaded.
Tier: Activation: Active $#ncidental, 7utou may spend a -tory oint to use this talent to have your character ignore the effects of all 'ritical #n(uries on any skill checks using those t!o characteristics until the end of the current encounter. $>our character still suffers the 'ritical #n(uries5 they (ust ignore the effects. -ee page 22 of the Genesys Core Rulebook.%
HEAVY HITTER Tier: 1 Activation: Active $#ncidental% Ranked: No 7nce per session, spend on a successful ?anged KCeavy or "unnery check to add the =reach 2 quality to the attack, or increase an eisting =reach rating y 2.
HEIGHTENED A"ARENESS Tier: / Activation: assive Ranked: No Allies !ithin -hort range of your character add b to their erception and Jigilance checks. Allies *ngaged !ith your character add bb instead.
HEROIC RECOVERY Tier: / Activation: Active $#ncidental% Ranked: No Ghen your character acquires this talent, choose one characteristic. 7nce per encounter, you may spend one -tory oint to use this talent to have your character heal strain equal to the rating of the chosen characteristic.
HEROIC RESILIENCE Tier: Activation: Active $#ncidental% Ranked: >es #mmediately after eing hit y an attack ut efore suffering damage, spend 2 -tory oint to increase -oak y ranks in Ceroic ?esilience.
H1
HIDDEN STORAGE Tier: 2 Activation: assive Ranked: >es "ain hidden storage in vehicles or equipment that holds items !ith total encumrance equal to ranks in Cidden -torage.
HINDERING SHOT Tier: Activation: Active $#ncidental% Ranked: >es -pend a story point and increase the difficulty of net "unnery check y 2. #f check deals damage, target vehicle suffers system strain equal to speed !hen it moves for a numer of turns equal to ranks in Cindering -hot.
HIT THE DECK Tier: Activation: assive Ranked: No >our etensive familiarity !ith eplosives allo!s you to ignore a portion of their damage. >ou increase your -oak rating y 2 against all eplosive !eapons.
HOLD TOGETHER Tier: / Activation: Active $#ncidental, 7ut
Talents
DEAD END takes damage to turn it into system strain.
effects of the 'ritical #n(ury%.
HO" CONVENIENT%
IMPROVED DEFENSES
Tier: Activation: Active $Action% Ranked: No 7nce per session, your character may use this talent to make a ard !ddd" (ec&anics c&eck. #f successful, one device involved in the current encounter $su(ect to your ":6s approval% spontaneously fails. This can e ecause of your character6s actions, or it can simply e incredily convenient timing4
Tier: / Activation: Active $Action% Ranked: No >our character may attempt an Avera%e !dd" +urvival c&eck to fashion small defenses using scavenged materials. #f the check is successful, the structure can provide cover for up to characters for the rest of the encounter. >our character may spend a a or x from the check to increase the ?anged Defense the structure provides to /.
HUNTER Tier: / Activation: assive Ranked: No ?anged KCeavy and -urvival are no! career skills for your character.
HUNTER#S &UARRY Tier: / Activation: Active $Action% Ranked: No Take Cunter6s Iuarry Action, make a ard !ddd" +urvival c&eck to upgrade the aility of all attacks made against a target !ithin Long range until the end of the character6s net turn.
HUNTER#S &UARRY (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the 'unters uarry talent to benefit from this talent. -uffer / strain to perform Cunter6s Iuarry Action as a :aneuver.
IMPALING STRIKE Tier: / Activation: Active $#ncidental% Ranked: No Ghen your character inflicts a 'ritical #n(ury !ith a :elee !eapon, until the end of the target&s net turn they may use this talent to #mmoilize the target $in addition to the other
Talents
IN THE KNO" Tier: Activation: Active $Action% Ranked: No 7nce per session, make an opposed Deception vs Jigilance check !ith the difficulty do!ngraded a numer of times equal to your ranks in Deception to have a target N' elieve specific false intelligence.
INCITE REBELLION Tier: Activation: Active $Action% Ranked: No 7nce per session, may take an #ncite ?eellion Action5 make a ard !ddd" Coercion c&eck to cause a numer of minionr or rivals up to ranks in 'oercion to ecome reellious until the end of the encounter.
INDOMITABLE Tier: 1 Activation: Active $#ncidental, 7ut
PAUL M. N. HAAKONSEN
INFORMANT
INSPIRING RHETORIC (SUPREME
Tier: Activation: Active $#ncidental% Ranked: No 7nce per session, may reveal a contact !ho can shed light on a chosen su(ect.
Tier: Activation: Active $#ncidental% Ranked: No Your character must have purchased the Inspiring *hetoric (Improved) talent to benefit from this talent . >our character may choose to suffer 2 strain to use the #nspiring ?hetoric talent as a :aneuver, instead of as an Action.
INSPIRING LEADERSHIP Tier: 1 Activation: Active $Action% Ranked: No :ake a ard !ddd" ,eaders&i* c&eck . #f successful, a numer of allies not eceeding your character6s resence !ithin -hort range add s to their net skill check.
INTENSE FOCUS Tier: 1 Activation: Active $:aneuver% Ranked: No =efore making a skill check, may perform the #ntense )ocus maneuver. -uffer 2 strain and upgrade the aility of the skill check once.
INSPIRING RHETORIC
INTER'ECTION
Tier: / Activation: Active $Action% Ranked: No >our character may use this talent to make an Avera%e !dd" ,eaders&i* c&eck . )or each s the check generates, one ally !ithin -hort range heals one strain. )or each a , one ally enefiting from #nspiring ?hetoric heals one additional strain.
Tier: Activation: Active $#ncidental, 7ut
INSPIRING RHETORIC (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the Inspiring *hetoric talent to benefit from this talent . Allies affected y your character6s #nspiring ?hetoric add b to all skill checks they make for a numer of turns equal to your character6s ranks in Leadership.
HP
INTIMIDATING Tier: Activation: Active $#ncidental, 7utes :ay suffer a numer of strain to do!ngrade difficulty of 'oercion checks, or upgrade difficulty !hen targeted y 'oercion checks, y an equal numer. -train suffered this !ay cannot eceed ranks in #ntimidating.
INVENTOR Tier: / Activation: Active $#ncidental% Ranked: >es Ghen your character makes a check to construct ne! items or modify eisting ones, use this talent to add a numer of b to the check equal to ranks of #nventor. #n addition, your character may attempt to reconstruct
Talents
DEAD END devices that they have heard descried ut have 'URY RIGGED not seen and do not have any kinds of plans or Tier: schematics for. Activation: assive Ranked: >es The character chooses one personal !eapon or IRON BODY Tier: piece of armor per rank of Eury ?igged. Ce may Activation: assive increase the damage of the !eapon y one5 Ranked: >es decrease the a cost on its 'ritical, or any single ?emove b per rank of #ron =ody from other effect y one to a minimum of one5 or 'oordination and ?esilience checks. ?educe the increase armor6s ?anged or :elee Defense y critical rating of =ra!l attacks y 2 per rank of one. Alternatively, he can decrease the #ron =ody $to a minimum of 2%. *ncumrance of the item y t!o to a minimum of one. The onus only applies so long as the character is using the item. #f the item is ever IRON SOUL lost or destroyed, the character may apply Eury Tier: 2 ?igged to a ne! personal !eapon or piece or Activation: assive armor. Ranked: No #f you are carrying items that total / *ncumrance or less $after factoring in 'UST KIDDING% reductions such as for armor eing !orn%, at the Tier: 1 end of the encounter you heal all strain that you Activation: Active $#ncidental, 7ut
KILL "ITH KINDNESS IT#S NOT THAT BAD Tier: Activation: Active $Action% Ranked: No 7nce per session !hen an ally !ould suffer a 'ritical #n(ury, may take an #t6s Not That =ad action5 make a ard !ddd" (edicine c&eck to stop the ally from gaining the 'ritical #n(ury !hen you are !ithin *ngaged range.
'UMP UP Tier: 2 Activation: Active $#ncidental% Ranked: No 7nce per turn during your character6s turn, your character may use this talent to stand from a prone or seated position as an #ncidental.
Talents
Tier: 2 Activation: assive Ranked: >es >ou remove b per rank of ill !ith indness from your 'harm and Leadership checks.
KNACK FOR IT Tier: 2 Activation: assive Ranked: >es Ghen you purchase this talent for your character, select one skill. >our character removes bb from any checks they make using this skill. *ach additional time you purchase this talent for your character, select t!o additional skills. >our character also removes bb from any checks they make using these skills. >ou cannot select comat $or magic% skills !hen choosing skills for this talent. H0
PAUL M. N. HAAKONSEN
KNOCKDO"N
KNO"N SCHEMATIC
Tier: / Activation: assive Ranked: No After hitting !ith a =ra!l or :elee attack, may spend a x to knock the target prone.
Tier: / Activation: Active $:aneuver% Ranked: No 7nce per session, may perform the no!n -chematic :aneuver5 make a ard !ddd" #no$led%e c&eck. -uccess grants familiarity !ith a uilding, vessel or vehicle&s design.
KNO" SOMEBODY Tier: 2 Activation: Active $#ncidental% Ranked: >es 7nce per session, !hen attempting to purchase a legally availale item, your character may use this talent to reduce its rarity y one per rank of no! -omeody.
KNO" THE ENEMY Tier: / Activation: assive Ranked: No :ay use a no!ledge skill check, instead of 'ool or Jigilance, !hen making checks to determine #nitiative.
LADY KILLER MANEATER Tier: Activation: Active $#ncidental% Ranked: No This talent allo!s you to deal increase any damage dealt to the opposite se of !hatever gender your character is y one point. )urthermore, you also gain a b to all 'harm, 'oercion, Deception, Leadership and Negotiation checks you make against memers of the opposite se.
LARGER PRO'ECT
Tier: Activation: assive Ranked: >es KNO"-IT-ALL Your character must have purchased the Signature Tier: / ehicle talent to benefit from this talent. -ignature Activation: Active $#ncidental% Jehicle can have a -ilhouette 2 larger per rank Ranked: No 7nce per session, perfectly recall an important of Larger ro(ect. fact previously learned as if a -tory oint had LET#S RIDE een spent. Tier: 2 Activation: Active $#ncidental% KNO"LEDGE SPECIALI!ATION Ranked: No Tier: 2 7nce per round during your character&s turn, Activation: assive your character can use this talent to mount or Ranked: >es dismount from a vehicle or animal, or move Ghen making a no!ledge skill check, may from one position in a vehicle to another $such spend a x result to gain additional s equal to as from the cockpit to a gun turret% as an ranks in no!ledge -pecialization. #ncidental. #n addition, if your character suffers a -hort
Talents
DEAD END
LET#S TALK THIS OVER
LIFE OR DEATH (SUPREME
Tier: 1 Activation: Active $#ncidental, 7ut
Tier: 1 Activation: assive Ranked: No Your character must have purchased the +ife or #eath (Improved) talent to benefit from this talent . The effects of Life or Death activate !hen your character takes !ounds equal to one quarter of their !ound threshold, instead of half.
LETHAL BLO"S Tier: Activation: assive Ranked: >es Add M23 per rank of Lethal =lo!s to any 'ritical #n(ury results inflicted on opponents.
LIFE OR DEATH Tier: Activation: assive Ranked: No Ghen your character suffers !ounds equal to half of their !ound threshold or greater, add b to all comat checks they make.
LIFE OR DEATH (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the +ife or #eath talent to benefit from this talent. Ghen your character suffers !ounds equal to half of their !ound threshold or greater, upgrade the aility of all comat checks they make once. This replaces the normal effects of Life or Death.
Talents
LIGHT STEP Tier: / Activation: assive Ranked: No >ou are incredily light on your feet and make very little noise in comparison to others. Gith the Light )eet talent you cannot risk accidentally setting off or triggering floor traps or mines, regardless of kno!ing there are there or not.
LONE "ANDERER Tier: Activation: assive Ranked: No Gho needs friends any!ayO Ghen you are y yourself all attacks against you suffer b and you can carry additional *ncumrance equal to half your =ra!n rating $rounded do!n%.
LOOM Tier: / Activation: assive Ranked: No Ghen an ally *ngaged !ith the character makes a successful 'harm, Deception, or Negotiation check, the character adds a per rank in 'oercion to the ally6s check.
LUCKY START Tier: Activation: Active $#ncidental% Ranked: No -ometimes your luck overcomes a slo! natural reaction. At the
P3
PAUL M. N. HAAKONSEN ependiture of strain, you can reou must keep the result of the re
LUCKY STRIKE Tier: / Activation: Active $#ncidental% Ranked: No Ghen your character purchases this talent, choose one characteristic. After your character makes a successful comat check, you may spend one -tory oint to use this talent to add damage equal to your character6s ranks in that characteristic to one hit of the comat check.
MAD INVENTOR Tier: Activation: Active $Action% Ranked: No 7nce per session, your character may use this talent to make a :echanics check to attempt to cole together the functional equivalent of any item using spare parts or salvage. The difficulty of the check is ased on the item6s rarity5 see the tale elo!. >our ": !ill modify the check ased on the circumstances and might decide that some items simply can6t e created !ith !hat6s availale $if you are eing held in a prison cell, for instance%. >our ": may spend y on the check to indicate the item ends up eing dangerous to the user and anyone around them in some !ay. )or instance, a pistol might eplode instead of running out of ammo, or a reathing mask might make the user light
DIFFICULT
3
'asy !d"
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Avera%e !dd"
1
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)auntin% !dddd"
0
/ormidable !ddddd"
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P2
0m*ossible
MASTER Tier: 1 Activation: Active $#ncidental% Ranked: No Ghen you purchase this talent for your character, choose one skill. 7nce per turn, your character may suffer / strain to use this talent to reduce the difficulty of the net check they make using that skill y t!o, to a minimum of 'asy !d".
MASTER DEMOLITIONIST Tier: 1 Activation: Active $#ncidental% Ranked: No Ghen resolving an attack from a personal scale eplosive or ordinance !eapon, your character may spend a or x to have the !eapon6s =last quality affect all characters !ithin -hort range $rather than *ngaged%. #f the !eapon normally affects all characters !ithin -hort range, then the range of the effect is increased to :edium range instead.
MASTER DRIVERPILOT Tier: 1 Activation: assive Ranked: No 7nce per turn !hen driving, piloting, or operating a vehicle, may suffer / strain to perform any vehicle Action as a :aneuver.
MASTER GRENADIER Tier: 1 Activation: assive Ranked: No Decrease the a cost to activate the =last quality on any attack y 2 to a minimum of 2.
MASTER INSTRUCTOR Tier: 1 Activation: Active $#ncidental, 7ut
Talents
DEAD END
MASTER MERCHANT Tier: 1 Activation: Active $#ncidental% Ranked: No Ghen uying or selling goods, may suffer / strain to sell for /1@ more or uy for /1@ less.
MIND OVER BODY Tier: 1 Activation: assive Ranked: No >our ody heals faster than most others, and you are allo!ed to attempt to heal t!o 'ritical #n(uries per !eek, instead of one as per normal healing rules.
MIND OVER MATTER Tier: Activation: Active $#ncidental% Ranked: No >ou may spend 2 -tory oint to recover strain equal to your Gillpo!er rating.
multiple minions.
MUSEUM "ORTHY Tier: 2 Activation: Active $Action% Ranked: No 7nce per session, take :useum Gorthy Action, make a ard !ddd" #no$led%e c&eck to ascertain information regarding a relic, ruin, or piece of history.
NATURAL Tier: Activation: Active $#ncidental% Ranked: No Ghen your character purchases this talent, choose t!o skills. 7nce per session, your character may use this talent to reroll one skill check that uses one of those t!o skills.
NEVER OUTNUMBERED
Tier: 2 Activation: Active $:aneuver% Ranked: >es MOST IMPRESSIVE >ou can demoralize multiple enemies. >ou Tier: 1 can perform the Never 7utnumered :aneuver Activation: Active $#ncidental% and attempt a ard !ddd" Coercion c&eck to Ranked: No demoralize all opponents !ithin -hort range -pend x from any skill check to allo! a numer of allies not eceeding your character6s !hom can see you. #f you succeed, all to all skill resence !ithin -hort range add a to their net opponents add an automatic t checks until the end of their net turn. check. )or every rank of Never 7utnumered you etend the duration y one additional turn.
MOVING TARGET
Tier: Activation: assive Ranked: >es #f the character has already acted this turn, increase ?anged Defense y 2 per rank of :oving Target.
MULTIPLE FOES Tier: / Activation: assive Ranked: No >our character adds b to his =ra!l and :elee comat checks !hen engaged !ith multiple opponents. This includes single groups of Talents
NIGHT PERSON Tier: 2 Activation: assive Ranked: >es >ou are a creature of the night4 "ain b and a to erception per rank of Night erson et!een the hours of HR33 p.m. and HR33 a.m.
NOBODY#S FOOL Tier: Activation: assive Ranked: >es :ay upgrade difficulty of incoming 'harm,
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PAUL M. N. HAAKONSEN 'oercion, or Deception checks once per rank of Noody6s )ool.
ONE "ITH THE SHADO"S
Tier: Activation: Active $#ncidental% Ranked: No Your character must have purchased the Signature ehicle talent to benefit from this talent. 7nce per session, spend a -tory oint to save -ignature Jehicle from destruction.
Tier: / Activation: assive Ranked: No >ou are adept at fighting in darkness. Ghenever you egin comat !ithin an area of darkness or shado!y illumination, you gain a b on your #nitiative check. Ghen in shado!y illumination or lo!
NO" THE MASTER
OPENING TAP
Tier: 1 Activation: Active $#ncidental% Ranked: No 7nce per session, you may choose any one character in the current encounter and one talent that the target character possesses. )or the remainder of the encounter, you count as having that talent. #f you select a ranked talent, you count as having ranks in that talent equal to the numer of ranks in that talent that the target possesses.
Tier: / Activation: Active $Action% Ranked: No 9No time to !aste on tools – a sharp tap should pop that lock49 As an Action, you can make a -kulduggery check !ith an upgraded t!ice difficulty $!hich is determined y the lock% y tapping a lock !ith a hard, lunt o(ect such as the pommel of a !eapon. >ou don&t take any additional penalty for making the check !ithout tools. >ou can use this trick any numer of times per day until you fail an -kulduggery check made in this !ay. After a failure, you can&t use 7pening Tap again until after you have rested for 0 hours.
NOT TODAY
OFFENSIVE DRIVING Tier: Activation: Active $:aneuver% Ranked: No As a :aneuver, suffer system strain up to vehicle6s highest Defense to upgrade the difficulty of target6s net Driving check that many times.
ONE "ITH NATURE Tier: 2 Activation: Active $#ncidental% Ranked: No Ghen in the !ilderness, your character may make a +im*le !" +urvival c&eck, instead of Discipline or 'ool, to recover strain at the end of an encounter $see page 22P of the Genesys Core Rulebook%.
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OPPORTUNIST Tier: Activation: Active $#ncidental% Ranked: >es Ghen your character purchases this talent, choose one non
OUTDOORSMAN Tier: / Activation: assive Ranked: >es >ou remove b per rank of 7utdoorsman from your checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times y 13@ $this Talents
DEAD END does not decrease !ith additional ranks of 7utdoorsman%.
OUTSIDE THE BOX Tier: Activation: assive Ranked: No 'hoose one characteristic !hen purchasing this talent. 7nce per session, make one skill check using that characteristic rather than the characteristic linked to that skill.
OVERBALANCE Tier: Activation: assive Ranked: No Ghenever an enemy *ngaged !ith the character makes a comat check, after the attack is resolved, the character may spend y or or to -tagger the attacker until the end of to t t t the attacker6s net turn.
OVERSTOCKED AMMO Tier: / Activation: assive Ranked: >es Your character must have purchased the Signature ehicle talent to benefit from this talent. #ncrease the value of the Limited Ammo quality of any !eapons mounted on -ignature Jehicle y 2 per rank of 7verstocked Ammo.
OVER"HELM DEFENSES
#nitiative talent, you add an automatic s to your #nitiative check $applying to oth 'ool or Jigilance checks for #nitiative% per ally that has the ack #nitiative talent, not including yourself.
PACK RAT Tier: Activation: assive Ranked: No >ou are efficient at arranging arranging your your inventory in general. This makes it much easier to carry that little etra you&ve al!ays needed. This is useful for characters !ith lo! =ra!n. Any items that have an *ncumrance of / or less no! !eighs half their normal !eight for you.
PAINFUL BLO" Tier: 2 Activation: Active $#ncidental% Ranked: No Ghen your character makes a comat comat check, you may voluntarily increase the difficulty y one to use this talent. #f the target suffers one or more !ounds from the comat check, the target suffers / strain each time they perform a maneuver until the end of the encounter.
PAINKILLER SPECIALI!ATION Tier: Activation: assive Ranked: >es Ghen your character uses painkillers $or their their equivalent, depending on the setting%, the target heals one additional !ound per rank of ainkiller -pecialization. The sith painkiller and eyond each day still has no effect.
Tier: Activation: Active $#ncidental% Ranked: >es Fpon unsuccessful unsuccessful attack attack !ith !ith a vehicle PARRY !eapon, may spend a a per rank of 7ver!helm Defenses. ?educe the defense in the Tier: 2 Activation: Active $#ncidental, 7utes Ghen your your character character suffers a hit from a PACK INITIATIVE =ra!l or :elee comat check, after damage is Tier: / calculated ut efore -oak is applied $so Activation: assive immediately after -tep of erform a 'omat Ranked: No check, page 23/ of the Genesys Core >ou can can coordinate coordinate your your #nitiative !ith your your Rulebook%, your character may suffer strain to allies. #f you and an ally oth oth have the ack use this talent to reduce the damage of the hit y Talents
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PAUL M. N. HAAKONSEN t!o plus their ranks in arry. This talent can only e used once per hit, and your character needs to e !ielding a :elee !eapon.
PARRY (IMPROVED Tier: Activation: Active $#ncidental, 7utour character must must have have purchased purchased the arry arry talent to enefit from this talent. Ghen your character suffers a hit from a =ra!l or :elee comat check and uses arry to reduce the damage from that hit, after the attack is resolved, you may spend y or or t t t from from the attacker6s check to use this talent. Then, your character automatically hits the attacker once !ith a =ra!l or :elee !eapon your character is !ielding. The hit deals the !eapon6s ase damage, plus any damage from applicale talents or ailities. >our character can6t use this talent if the original attack incapacitates him.
PARTY ANIMAL Tier: 2 Activation: assive Ranked: No >ou are such a arty Animal Animal that you no longer suffer the !ithdra!al effect from alcohol addiction. Ghile intoicated you add b to all your skill checks.
PERSISTENT ATTACKER Tier: Activation: assive Ranked: >es 7nce you find a target&s !eak !eak point, point, you can easily strike it again. #f your attack successfully hits your intended target, you can spend a a from your attack to increase your net attack against the same target, as long as the attack is is !ithin the follo!ing turn. >ou can upgrade the net comat check once per rank of ersistent Attacker.
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PHYSICAL TRAINING Tier: / Activation: assive Ranked: >es Add b per rank of hysical Training to Athletics and ?esilience skill checks.
PHYSICIAN Tier: 2 Activation: assive Ranked: >es Ghen making making a :edicine check to help a character heal !ounds, the target heals 2 additional strain per rank of hysician.
PIN Tier: Activation: Active $Action% Ranked: No Take in Action5 Action5 make an opposed opposed Athletics check to #mmoilize an *ngaged opponent until the end of the character6s net turn. -pend x to etend duration one turn.
PINNING FIRE Tier: Activation: Active $Action% Ranked: >es -elect a target !ithin range of your currently currently !ielded ranged !eapon and make a inning )ire Action. Fntil the start of your net turn, the targeted character adds b to their checks for each rank of inning )ire, and suffers 2 strain.
PINNING FIRE (IMPROVED Tier: Activation: Active $Action% Ranked: No Your character must have the !inning %ire talent to benefit from this talent. Ghen making a inning )ire Action, you may affect a numer of targets equal to ranks of inning )ire.
Talents
DEAD END
PLAUSIBLE DENIABILITY
PO"ERFUL BLAST
Tier: 2 Activation: assive Ranked: >es >ou remove b per rank of lausile Deniaility from your 'oercion and Deception checks.
Tier: Activation: assive Ranked: >es #ncrease damage dealt y =last quality y M2 per rank of o!erful =last.
PRECISE AIM PLAUSIBLE DENIABILITY (IMPROVED Tier: Activation: Active $Action% Ranked: No Your character must have purchased the !lausible #eniability talent to benefit from this talent. Take a lausile Deniaility Action makes a ard !ddd" Coercion c&eck to convince one ystander equal to your Gillpo!er to depart quietly.
POINT BLANK Tier: Activation: assive Ranked: >es Add 2 damage per rank of oint =lank to damage of one hit of successful attack !hile using ?anged KCeavy or ?anged KLight skills at -hort range or *ngaged.
Tier: Activation: Active $:aneuver% Ranked: >es 7nce per per turn, turn, may perform recise Aim :aneuver. -uffer a numer of strain no greater than ranks in recise Aim, then reduce target6s :elee and ?anged Defense y that numer.
PRECISION STRIKE Tier: Activation: Active $#ncidental, 7ut< of
POINT BLANK SHOT Tier: Activation: assive Ranked: >es >ou are adept at firing against opponents at *ngaged range. #gnore one difficulty increase to your ranged comat check !hen *ngaged !ith opponents per rank of oint =lank -hot.
Talents
PRECISION STRIKE (IMPROVED Tier: Activation: Active $#ncidental, 7ut
PH
PAUL M. N. HAAKONSEN
PRECISION STRIKE (SUPREME
checks your character makes !hile !ithin -hort range of the -ignature Jehicle once.
Tier: 1 Activation: Active $#ncidental, 7ut
PREEMPTIVE AVOIDANCE Tier: Activation: Active $#ncidental, 7ut
PRESSURE POINT Tier: Activation: Active $#ncidental% Ranked: No Ghen your character makes an unarmed =ra!l check targeting a living opponent, they may use this talent to deal strain damage instead of !ound damage, and inflict additional strain damage equal to their ranks in :edicine.
PREY ON THE "EAK Tier: Activation: assive Ranked: >es Add M2 damage to one hit of successful comat checks against Disoriented targets per rank of rey on the Geak.
PRIDE AND 'OY Tier: / Activation: assive Ranked: No Your character must have purchased the Signature ehicle talent to benefit from this talent. >our character&s -ignature Jehicle, !ith a -ilhouette of or greater, ecomes their 8ride and Eoy9 vehicle. Fpgrade the aility of all -ocial skill
PP
PRIDE AND 'OY (SUPREME Tier: Activation: Active $#ncidental% Ranked: No Your character must have purchased the !ride and -oy (Improved) talent to benefit from this talent. 7nce per session !hile inside your character6s ride and Eoy, reduce its -ilhouette y / $to a minimum of 3% for the remainder of the turn and the follo!ing turn.
PRIME POSITIONS Tier: Activation: assive Ranked: >es Ghen this character or an ally in -hort range takes cover, he increases -oak against ranged attacks y 2 per rank of rime ositions until he leaves that cover.
PRONE MASTERY Tier: 2 Activation: assive Ranked: No >ou are skilled at attacking from a prone position. 7pponents gain no onus b on attacks against you !hile you are prone.
PROPER UPBRINGING Tier: 2 Activation: Active $#ncidental% Ranked: >es Ghen your character makes a social skill check
Talents
DEAD END in polite company $as determined y your ":%, they may suffer a numer of strain to use this talent to add an equal numer of a to the check. The numer may not eceed your character6s ranks in roper Fpringing.
PROPHETIC AIM Tier: Activation: assive Ranked: No Ghile enefiting from an Aim :aneuver, y from the character6s ?anged checks cannot cause attacks to hit allies *ngaged !ith the target.
PYROMANIAC Tier: Activation: assive Ranked: No -ome people (ust !ant to !atch the !orld urn. >our attacks !ith fire !eapons that possess the =urn quality increase its =urn rating quality y M2.
&UICK DRA" Tier: 2 Activation: assive Ranked: No 7nce per turn on your character6s turn, they may use this talent to dra! or holster an easily accessile !eapon or item as an #ncidental. Iuick Dra! also reduces a !eapon6s repare rating y one, to a minimum of one.
&UICK STRIKE Tier: 2 Activation: assive Ranked: >es >our character adds b for each rank of Iuick -trike to any comat checks they make against any targets that have not yet taken their turn in the current encounter.
RAIN OF DEATH Tier: Activation: Action $:aneuver% Ranked: No erform the ?ain of Death :aneuver to ignore the increased difficulty due to the Auto
RAPID REACTION Tier: 2 Activation: Active $#ncidental, 7utes >our character may suffer a numer of strain to use this talent to add an equal numer of s to a Jigilance or 'ool check they make to determine #nitiative order. The numer may not eceed your character6s ranks in ?apid ?eaction.
RAPID RECOVERY Tier: 2 Activation: assive Ranked: >es Ghen healing strain after an encounter, heal 2 additional strain per rank of ?apid ?ecovery.
&UICK DRA" (IMPROVED
RAPID RELOAD
Tier: / Activation: assive Ranked: No Your character must have purchased the uic, #ra &alent to benefit from this talent. :ay use Iuick Dra! t!ice per turn. This also allo!s you to reduce the prepare rating y 2 additional point, to a minimum of one.
Tier: / Activation: assive Ranked: >es >ou can reload !eapons such !eapons and firearms quickly. *very rank of ?apid ?eload reduces the repare quality of a !eapon y 2, to a minimum of 3.
Talents
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PAUL M. N. HAAKONSEN
RECKLESS CHARGE Tier: / Activation: Active $#ncidental% Ranked: No After using a :aneuver to engage an adversary, your character may suffer / strain to use this talent. They then add ss and tt to the results of the net =ra!l or :elee comat check they make this turn.
RECONSTRUCT THE SCENE Tier: / Activation: Active $Action% Ranked: No erform the ?econstruct the -cene Action5 make a ard !ddd" -erce*tion c&eck to identify the physical characteristics of person present at the scene !ithin / hours.
REDUNDANT SYSTEMS Tier: 2 Activation: Active $Action% Ranked: No 7nce per session, may take a ?edundant -ystems Action5 make an 'asy !d" (ec&anics c&eck to harvest components from a functioning device to repair a roken one !ithout reaking the first device.
?esearching takes 13@ less time $this does not decrease !ith additional ranks of ?esearcher%.
RESEARCHER (IMPROVED Tier: / Activation: assive Ranked: >es Your character must have purchased the Signature ehicle talent to benefit from this talent. 7n a successful no!ledge check, character and allies gain automatic a per rank of ?esearcher on checks to act on those facts until the end of his net turn.
RESIST DISARM Tier: / Activation: Active $#ncidental, 7ut
RESOLVE Tier: Activation: assive Ranked: >es Ghen a character involuntarily suffers strain, he suffers 2 less strain per rank of ?esolve to a minimum of 2.
RESOURCEFUL REFIT REINFORCED FRAME Tier: Activation: assive Ranked: No Your character must have purchased the Signature ehicle talent to benefit from this talent. -ignature Jehicle gains :assive 2R !hen making an attack targeting the vehicle, the 'ritical rating of any !eapon used counts as 2 higher.
Tier: Activation: Active $Action% Ranked: No :ay perform the ?esourceful ?efit Action, make an Avera%e !dd" (ec&anics c&eck to scavenge an old attachment to construct a ne! one, reducing its price y that of the dismantled attachment.
RESPECTED RESEARCHER Tier: 2 Activation: assive Ranked: >es >ou remove b per rank of ?esearcher from your no!ledge checks.
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Tier: 2 Activation: assive Ranked: >es Ghen first acquired, choose one social group. The character do!ngrades the difficulty of -ocial skill checks to interact !ith
Talents
DEAD END memers of that social group a numer of times equal to his ranks in ?espected. The social group affected must e approved y the ":, ut possiilities include institutions of higher learning, la!
RETRIBUTION Tier: 1 Activation: Active $#ncidental, 7ut
RICOCHET Tier: 1 Activation: Active $#ncidental, 7utou may spend y from an enemy&s attack pool to have the attack ricochet ack to the shooter and resolve the attack normally.
RUINOUS REPARTEE Tier: 1 Activation: Active $Action% Ranked: No 7nce per encounter, your character may use this talent to make an opposed 'harm or 'oercion versus Discipline check targeting one character !ithin :edium range $or !ithin earshot%. #f successful, the target suffers strain equal to t!ice your character6s resence, plus one additional strain per s. >our character heals strain equal to the strain inflicted. #f incapacitated due to this talent, the target could flee the scene in shame, collapse in a de(ected heap, or thro! themself at your character in fury, depending on your ": and the nature of your character6s !itty ars. Talents
SAVAGE S"EEP Tier: Activation: Active $#ncidental% Ranked: No #ncrease difficulty of =ra!l or :elee check once to perform -avage -!eep Action. :ay spend a a to hit an additional *ngaged target $you cannot strike the same target t!ice !ith -avage -!eep%.
SAVVY NEGOTIATOR Tier: Activation: Active $Action% Ranked: No Ghile engaged in a deate or argument, make a ard !ddd" Ne%otiation c&eck . #f successful, a numer of ystanders or oservers equal to your resence sees one of the opponent6s points $chosen y your character% as maliciously unreasonale. The ": has the final say as to !hether ystanders could see a point as unreasonale, ased on !ho those ystanders are and !hat the point is. #n these cases, the ": can suggest a modified version of that argument that !ould e more elievale.
SCATHING TIRADE Tier: / Activation: Active $Action% Ranked: No >our character may use this talent to make an Avera%e !dd" Coercion c&eck . )or each s the check generates, one enemy !ithin -hort range suffers 2 strain. )or each a , one enemy affected y -cathing Tirade suffers 2 additional strain.
SCATHING TIRADE (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the Scathing &irade talent to benefit from this talent. *nemies affected y your character6s -cathing Tirade add b to all skill checks they make for a numer of rounds equal to your character6s ranks in 'oercion.
03
PAUL M. N. HAAKONSEN
SCATHING TIRADE (SUPREME
SEI!E THE INITIATIVE
Tier: Activation: Active $#ncidental% Ranked: No Your character must have purchased the Scathing &irade (Improved) talent to benefit from this talent . >our character may choose to suffer 2 strain to use the -cathing Tirade talent as a :aneuver, instead of as an Action.
Tier: Activation: Active $:aneuver% Ranked: No 7nce per session, as a :aneuver, may make a ard !ddd" At&letics c&eck . 7n success, other 's may take their turns immediately.
SCAVENGER Tier: / Activation: assive Ranked: >es The character removes b equal to the character&s ranks in -cavenger from checks made to find or scavenge items or gear. These checks could include Negotiation, erception, or other checks, depending on circumstances and the ":&s discretion. -uch skill checks take half their normal time $this does not decrease !ith multiple ranks in -cavenger%.
SECOND CHANCES
SELECTIVE DETONATION Tier: / Activation: Active $#ncidental% Ranked: >es Ghen using a !eapon !ith the =last quality spend a to eclude 2 target that !ould e affected y the eplosion, up to ranks in -elective Detonation.
SENSE ADVANTAGE Tier: Activation: Active $#ncidental, 7ut
Tier: Activation: Active $#ncidental% Ranked: >es 7nce per encounter choose a numer of positive dice equal to ranks in -econd 'hances and re
SENSE DANGER
SECOND "IND
SENSE EMOTIONS
Tier: 2 Activation: Active $#ncidental% Ranked: >es 7nce per encounter, your character may use this talent to heal an amount of strain equal to their ranks in -econd Gind.
Tier: / Activation: assive Ranked: No Add b to all 'harm, 'oercion, and Deception checks.
SEEN A LOT OF THINGS Tier: Activation: assive Ranked: No Ghenever your character fails a no!ledge check, they may spend a a a to roll the check again during their net turn.
02
Tier: / Activation: Active $#ncidental% Ranked: No 7nce per game session, the character may remove bb from any one skill check.
SHAKE IT OFF Tier: 2 Activation: assive Ranked: No >ou support your allies and help them recover from crippling effects. Ghen you are in *ngaged range to one or more allies !ho also have this talent, you gain a onus b on all skill checks. Talents
DEAD END
SHARE PAIN
SIDE STEP
Tier: Activation: Active $#ncidental, 7ut
Tier: / Activation: Active $Action% Ranked: >es 7nce per turn, your character may suffer a numer of strain no greater than their ranks in -ide -tep to use this talent. Fntil the end of your character6s net turn, upgrade the difficulty of all ranged comat checks targeting your character a numer of times equal to the strain suffered.
SHORTCUT Tier: / Activation: assive Ranked: >es During a chase, add b per rank in -hortcut to any checks made to catch or escape an opponent.
SHORTCUT (IMPROVED Tier: Activation: assive Ranked: No Your character must have purchased the Shortcut talent to benefit from this talent. Ghen engaging in a chase or race, may suffer / strain to add s equal to ranks in -hortcut to the check.
SHOTGUN SURGEON Tier: Activation: assive Ranked: No Ghen using shotguns, regardless of ammunition used, treat the shotgun as if it had the ierce 2 quality.
SHO"BOAT Tier: Activation: Active $#ncidental% Ranked: No Ghen making a check in a vehicle, may suffer / strain to gain x on success or y on failure. >ou must declare that you use this talent efore rolling your check.
Talents
SIGNATURE VEHICLE Tier: 2 Activation: assive Ranked: No 'hoose one vehicle !ith a silhouette of or lo!er that your character o!ns. This vehicle is your character6s 8-ignature Jehicle.9 Fpgrade the aility of all :echanics checks made to !ork on the vehicle once. #f the vehicle ever lost or destroyed, the character may apply -ignature Jehicle to a ne! vehicle that meets the requirements.
SILVER PALM Tier: 2 Activation: assive Ranked: >es >ou are no stranger to haggling and the art of the deal. Negotiation ecomes a career skill !hen you select the -ilver alm talent. )urthermore, you add b to Negotiation checks per rank of -ilver alm.
SIXTH SENSE Tier: Activation: assive Ranked: No The character gains M2 ?anged Defense.
SKILLED 'OCKEY Tier: 2 Activation: assive Ranked: >es >ou remove b per rank of -killed Driver from
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PAUL M. N. HAAKONSEN your Driving and iloting checks.
SKILLED SLICER Tier: Activation: Active $#ncidental% Ranked: No Ghen making a 'omputers check may spend x a to make further 'omputers checks !ithin this system as :aneuvers.
SKILLED TEACHER Tier: Activation: Active $#ncidental, 7utes =efore an ally !ithin -hort range makes a skill check, if that ally has fe!er ranks in that skill than your character does, your character may suffer a numer of strain no greater than ranks in -killed Teacher to add an equal numer of s to the ally6s check.
SNIPER SHOT Tier: Activation: Active $:aneuver% Ranked: >es 7nce per turn efore making a non
SOLAR PO"ERED Tier: 2 Activation: assive Ranked: >es 'atch some rays4 "ain b and a to erception per rank of -olar o!ered et!een the hours of HR33 a.m. and HR33 p.m.
SMART HANDLING Tier: Activation: Active $Action% Ranked: No 7nce per session, !hile aoard a vehicle of -ilhouette or higher, your character may make a -mart Candling Action5 making a ard !ddd" #no$led%e c&eck . #f successful, until the start of the net turn, the vehicle6s handling increases y t!o plus one per a scored on the check to a maimum handling of M. x can e spent to etend the effect until the end of the encounter.
SMOOTH TALKER Tier: 2 Activation: Active $#ncidental% Ranked: >es Ghen first acquired choose 2 skill5 'harm, 'oercion, Deception, or Negotiation. Ghen making checks !ith that skill spend x to gain additional s equal to ranks in -mooth Talker.
0
SOLID REPAIRS Tier: 2 Activation: assive Ranked: >es The character repairs one additional point of hull trauma per rank of -olid ?epairs !henever he repairs a vehicle.
SOOTHING TONE Tier: 2 Activation: Active $Action% Ranked: No 7nce per encounter, take a -oothing Tone Action5 make an Avera%e !dd" #no$led%e c&eck to allo! a east to recover strain equal to s.
SORRY ABOUT THE MESS Tier: Activation: assive Ranked: No Decrease the 'ritical ?ating of a !eapon y 2 $to a minimum of 2% against targets that have not yet acted this encounter.
Talents
DEAD END
SOUND INVESTMENTS Tier: Activation: assive Ranked: >es At the start of each session, gain 233 money units for each rank of -ound #nvestments.
SPITFIRE Tier: Activation: assive Ranked: No After a successful comined check !ith t!o ?anged KLight !eapons, additional hits can e allocated to other targets !ithin range of the !eapon.
SPRAY AND PRAY Tier: Activation: Active $#ncidental% Ranked: No -pray &n ray reduces the damage you do to your companions y 13@ < rounded do!n. #n other !ords, you only do half of your normal damage to allies that you accidentally or actively hit in comat situations, from a y result, for eample.
STAGGERING CRITICAL Tier: Activation: assive Ranked: No >our 'ritical #n(uries leave your opponents reeling. Ghen you successfully inflict a 'ritical #n(ury, the target is also -taggered for 2 turn.
STALKER Tier: / Activation: assive Ranked: >es Add b per rank of -talker to all 'oordination and -tealth checks.
STAL"ART
to asor and redirect hits. Ghen you are the target of a comat check, ut efore the dice are rolled and the result calculated, you can opt to forefeit your Defense ?ating and instead add it to your -oak instead. )or eample, if you have :elee Defense rating of / you can negate this and increase your -oak y / points against a =ra!l or :elee attack. 7r if you have ?anged Defense 2, you could negate this to improve your -oak value y 2 against ranged attacks.
STEADY AIM Tier: Activation: assive Ranked: No >our character does not lose the enefits of the Aim :aneuver if they perform other :aneuvers $including moving% or Actions. >our character does lose the enefits of the Aim :aneuver if the encounter ends.
STEADY NERVES Tier: 2 Activation: assive Ranked: >es >ou remove b per rank of -teady Nerves from 'ool and -kulduggery checks.
STIM APPLICATION Tier: Activation: Active $Action% Ranked: No >ou may take the -tim Application Action. To perform this Action, you must have access to drugs, a medpac, or painkillers. >ou make an Avera%e !dd" (edicine c&eck #f successful, one ally you are *ngaged !ith $including yourself% increases one characteristic of your choice y one for the remainder of the encounter, and suffers four strain. A single character&s individual characteristic may each only e increased once y -tim Application during an encounter.
Tier: Activation: Active $#ncidental, 7utou adopt a defensive stance that allo!s you Talents
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PAUL M. N. HAAKONSEN
STIM APPLICATION (IMPROVED
STREET SMARTS
Tier: Activation: Active $#ncidental% Ranked: No Your character must have purchased the Stim Application talent to benefit from this talent. Ghen performing the -tim Application it ecomes an #ncidental instead of an Action. >ou may increase the difficulty of the :edicine check to ard !ddd" as an #ncidental. #f you do so, the target of the talent suffers one strain instead of four.
Tier: Activation: Active $Action% Ranked: >es 7nce per session, may take a -treet -marts Action5 make a /ormidable !ddddd" +treet$ise or #no$led%e c&eck to learn one vital clue from the ":. ?educe the difficulty once per rank of -treet -marts.
STIM APPLICATION (SUPREME Tier: 1 Activation: assive Ranked: No Your character must have purchased the Stim Application (Improved) talent to benefit from this talent. Ghen performing the -tim Application #ncidental, each x may e spent to increase an additional characteristic y one.
STONE"ALL
STRONG ARM Tier: 2 Activation: assive Ranked: No Treat thro!n !eapons as if they had one step greater range, to a maimum of :edium range.
STRONG BACK Tier: Activation: assive Ranked: >es #ncrease your *ncumrance threshold value y / per rank of -trong =ack.
STUDIOUS PLOTTING Tier: Activation: assive Ranked: No Ghen making a -treet!ise or -urvival skill check to navigate, the character may use #ntellect instead of 'unning.
Tier: Activation: assive Ranked: No All melee and ra!l attacks STUNNING BLO" that target you suffer a b to Tier: / the attack dice pool, and you cannot e knocked Activation: Active $#ncidental% prone y such attacks. Ranked: No Ghen making a :elee comat check, may inflict damage as strain instead of !ounds. STREET SLANG Tier: 2 Co!ever, -oak does still apply. Activation: Active $#ncidental% Ranked: >es STUNNING BLO" (IMPROVED Ghen making a -ocial skill check in criminal Tier: or duious company, may suffer a numer of Activation: Active $#ncidental% strain no greater than ranks in -treet -lang to Ranked: No add an equal numer of a to the check. Your character must have purchased the Stunning
Blo talent to benefit from this talent. Ghen 01
Talents
DEAD END dealing strain damage !ith =ra!l or :elee comat checks, may spend x to -tagger target for 2 turn per x.
SUNDER EXPERTISE Tier: Activation: assive Ranked: No *ach a a your character spends to activate a !eapon6s -under quality damages the target item t!o steps, instead of one.
SUPPORTING EVIDENCE Tier: Activation: assive Ranked: >es Ghen assisting an ally !ith a 'harm, Deception, Leadership, or Negotiation check, add a automatic per rank of -upporting *vidence.
SUPPRESSING FIRE
Tier: / Activation: assive Ranked: >es SUNDERING STRIKE The character and each ally !ithin -hort range Tier: / may spend a on their failed comat checks to Activation: Active $#ncidental% inflict one strain on the target per rank of Ranked: No -uppressing )ire. *ach character can only >ou can sunder your foes& !eapons more easily. Ghenever you attempt to active a -under activate this effect once per turn. effect as part of a comat check, you require one less a to activate the effect, to a minimum of SURGEON . a Tier: 2 Activation: assive Ranked: >es SUPER SLAM% Ghen your character makes a :edicine check Tier: to heal !ounds, the target heals one additional Activation: assive !ound per rank of -urgeon. Ranked: No All =ra!l and :elee !eapons that have the nockdo!n quality require one less a to S"IFT activate on a comat check, to a minimum of Tier: 2 one a . Activation: assive Ranked: No >our character does not suffer the penalties for SUPERHUMAN SKILL moving through difficult terrain $they move Tier: 1 through difficult terrain at normal speed Activation: Active $#ncidental% !ithout spending additional :aneuvers%. Ranked: No Ghen purchased, choose a skill. 7nce per session, !hen rolling y on a check !ith that TALK THE TALK Tier: skill, spend a -tory oint to remove the y and replace it !ith a numer of s equal to ranks in Activation: Active $#ncidental% Ranked: No that skill. Ghen aout to make a no!ledge skill check, the character may spend one -tory oint to SUPERIOR REFLEXES sustitute no!ledge !ith -treet!ise. The ": Tier: may suitale emellish any information Activation: assive gathered due to a success on the check to reflect Ranked: No its possile criminal and under!orld origins. The character gains M2 :elee Defense.
Talents
0H
PAUL M. N. HAAKONSEN
TARGETED FIREPO"ER
to your character&s ranks in 'oercion. The range of this talent increases y one and per rank of Threaten eyond the first.
Tier: Activation: Active $Action% Ranked: No 7nce per session, identify one enemy target THUG and make a ard !ddd" #no$led%e c&eck . #f Tier: 2 Activation: assive successful, for the rest of the encounter, allies !ithin -hort range of your character add one a Ranked: No >ou have a knack for getting the (ump on the to attacks against the target equal to s competition and pushing other people around. generated on the check. Ghile others deate, you act. >ou gain b to #nitiative checks, and also a a onus to TECHNICAL APTITUDE 'oercion skill checks. Tier: / Activation: assive Ranked: No Ghen making a 'omputer skill check may spend a a or x to reduce the time spent to complete the task y 13@
THAT#S HO" IT#S DONE Tier: Activation: Active $#ncidental% Ranked: >es :ay suffer 2 strain on successful skill check to add a to the same skill check made y a numer of allies equally to Gillpo!er !ithin -hort range during the net turn. ?ange increases !ith ranks.
THOROUGH ASSESSMENT
TIME TO GO Tier: / Activation: Active $:aneuver% Ranked: No The character may spend 2 -tory oint to perform a move :aneuver as an #ncidental to attempt to move into cover or out of the last range of a !eapon or eplosion.
TIME TO GO (IMPROVED Tier: Activation: Active $:aneuver% Ranked: No Your character must have purchased the &ime to Go talent to benefit from this talent. Ghen activating Time to "o, allo! one *ngaged ally to also perform an out
Tier: 1 Activation: Active $Action% Ranked: No 7nce per session, take a Thorough Assessment ActionR make a ard !ddd" #no$led%e c&eck TINKERER Tier: / to gain s equal to that can e distriuted Activation: assive during the session. Ranked: >es :ay add 2 additional hard point to a numer THREATEN of items equal to ranks in Tinkerer. *ach item Tier: / may only e modified once. Activation: Active $#ncidental, 7utes After an adversary !ithin -hort range of your character resolves a comat check that deals damage to one of your character&s allies, your character may suffer strain to use this talent to inflict a numer of strain on the adversary equal 0P
TOUCH OF FATE Tier: / Activation: Active $#ncidental% Ranked: No 7nce per game session, the character may add
Talents
DEAD END
bb to any one skill check.
in Trust the 'aptain.
TOUGHENED
TUMBLE
Tier: 2 Activation: assive Ranked: >es *ach rank of Toughened increases your character6s !ound threshold y t!o.
Tier: 2 Activation: Active $#ncidental% Ranked: No Ghile engaged !ith one or more adversaries, may suffer / strain to move to -hort range as an incidental, and thus circumventing having to disengage from opponents.
TRICKY TARGET Tier: Activation: assive Ranked: No 'ount vehicle piloted as having a -ilhouette 2 lo!er !hen eing attacked.
TRUE AIM Tier: Activation: Active $:aneuver% Ranked: >es 7nce per turn, efore the character makes a ranged comat check, he may perform a True Aim :aneuver. =y performing this :aneuver, the character gains all the enefits for aiming and also upgrades his attack roll once per rank of True Aim.
TRUST NO ONE Tier: Activation: Active $#ncidental, 7ut
TRUST THE CAPTAIN Tier: Activation: Active $Action% Ranked: >es :ake a ard !ddd" ,eaders&i* c&eck. #f successful, for the rest of the encounter allies !ithin -hort range increase their ranks in Discipline y an amount equal to ranks
Talents
TUNED MANEUVERING PARTS Tier: Activation: assive Ranked: >es Your character must have purchased the Signature ehicle talent to benefit from this talent. #ncrease the Candling of -ignature Jehicle y 2 per rank of Tuned :aneuvering arts.
T"IN "ARRIORS Tier: Activation: assive Ranked: No -ome martial arts schools teach their students to fight in teams, one martial artist using aggressive techniques and the other fighting defensively, the etter to keep opponents off alance. )or each ally, to a maimum of t!o, !ho possess this talent, is fighting using the =ra!l skill and is !ithin -hort range of you, you enefit from a M2 onus to :elee Defense and also add a b to =ra!l comat checks. No t!o characters may enefit from the same onus simultaneously ut any character can change the onuses $including the onuses of their allies% on their turn as a :aneuver.
T"ISTED "ORDS Tier: Activation: Active $#ncidental, 7ut
PAUL M. N. HAAKONSEN strain as an #ncidental to inflict strain equal to ranks in 'oercion on speaker.
UNARMED PARRY Tier: / Activation: assive Ranked: No :ay arry !hile unarmed. Ghen your character suffers a hit from a =ra!l or :elee comat check, after damage is calculated ut efore -oak is applied $so immediately after -tep of erform a 'omat 'heck, page 23/ in the "enesys 'ore ?uleook%, your character may suffer strain to use this talent to reduce the damage of the hit y t!o. This talent can only e used once per hit, and your character does not need to e !ielding a :elee !eapon.
UNDYING FATE Tier: 2 Activation: Active $#ncidental% Ranked: No As an #ncidental, you can determine ho! close creatures are to death. This etraordinary aility can e used at !ill. The ": !ill tell you !hat the status is of one specific creature that you can see, in terms of !ounds and strain and its threshold. >ou take a b penalty to your net skill check after having used the Fndying )ate talent.
UNMATCHED FORTUNE
Tier: 1 Activation: Active $#ncidental% Ranked: No =y some odd t!ist of fate or grain of luck you gain an etra edge !hen you need it the most. UNBELIEVABLE LUCK Tier: >ou can spend a -tory oint to set aside any x Activation: assive result on a skill check and roll a ne! c in its Ranked: No place. The po!ers of fortune truly smile on you )or every c you generate on your roll, even more than most others. As long as there are at on ne!ly added dice, you roll a ne! c to your least -tory oints equal to the numer of player skill check. Co!ever, any susequent x results characters ecluding yourself in the player pool, only count as s results. you gain a b onus on all skill checks that you make. UNRELENTING )or eample a gaming group !ith 1 player Tier: characters $oviously not including the ":% Activation: Active $#ncidental% require a minimum of -tory oints in the Ranked: No player&s pool for you to enefit from the 7nce per turn after resolving a successful Fnelievale Luck talent. =ra!l or :elee comat check, your character
UNCANNY REACTIONS Tier: 2 Activation: assive Ranked: >es Add b per rank of Fncanny ?eactions to all Jigilance checks.
UNCANNY SENSES Tier: 2 Activation: assive Ranked: >es Add b per rank of Fncanny -enses to all erception checks.
0;
may suffer strain to use this talent to make an additional attack as an incidental against the same target. #ncrease the difficulty of the comat check once if this attack uses a secondary !eapon, or y t!o if the attack uses the same !eapon.
UNRELENTING SKEPTIC Tier: Activation: assive Ranked: No Ghen targeted y a Deception check, the character automatically adds f to the check equal to ranks in Jigilance.
Talents
DEAD END y an allied character during the encounter. The susequent check should relate in some !ay to Tier: 1 the facts the character learned, or the player Activation: Active $#ncidental% should come up !ith an eplanation for !hy Ranked: No the information the character learned is Your character must have purchased the /nrelenting S,eptic talent to benefit from this talent. instrumental in the success of the ally6s check. Ghen targeted y a Deception check that fails, VEHICLE COMBAT TRAINING may spend 2 -tory oint to add y to results. Tier: / Activation: assive UNREMARKABLE Ranked: No Tier: 2 Driving, "unnery and iloting ecome career Activation: assive skills. Ranked: No
UNRELENTING SKEPTIC (IMPROVED
7ther characters add f to any checks made to VO" OF ABSTINENCE find or identify your character in a cro!d. Tier: 2 Activation: assive UNSTOPPABLE Ranked: No Tier: / >ou have taken a sacred vo! to astain from Activation: assive alcoholic everages, drugs, stimulants such as Ranked: No #f a 'ritical #n(ury roll is 2 or reduced to 2, do caffeine, and intoication. >ou gain a bb onus on ?esilience checks against poisons and drugs not receive the 'ritical #n(ury. $as long as you are su(ected to a drug un!illingly%. UP THE ANTE To fulfill your vo!, you must not consume Tier: intoicating, stimulating, depressant, or Activation: assive hallucinogenic sustances, including alcohol, Ranked: >es caffeine, and other drugs. #f you intentionally Ghen gamling !in 23@ more money reak your vo!, you immediately and currency per rank of Fp the Ante. irrevocaly lose the enefit of this talent. >ou may not take another talent to replace it. #f you UTILITY BELT reak your vo! unintentionally $a drug slipped Tier: into your drink, for eample%, you lose the Activation: Active $#ncidental% enefit of this talent until you perform a suitale Ranked: No penance. -pend 2 -tory oint to perform a Ftility =elt #ncidental5 produce an undocumented item VO" OF CHASTITY $maimum 2 encumrance% or !eapon $!ith Tier: 2 Limited Ammo 7ne quality% from a tool elt or Activation: assive a satchel. Ranked: No >ou have taken a sacred vo! to refrain from VALUABLE FACTS marriage and seual intercourse. >ou gain a b Tier: onus on attempts to resist 'harm and 'oercion Activation: Active $Action% checks. Ranked: No To fulfill your vo!, you must astain from 7nce per encounter, the character may make a any seual contact !ith any other creature. #f ard !ddd" #no$led%e c&eck . #f successful, you intentionally reak your vo!, you the character may add x to any one check made immediately and irrevocaly lose the enefit of Talents
;3
PAUL M. N. HAAKONSEN this talent. >ou may not take another feat to replace it. #f you reak your vo! unintentionally $eing raped, for eample%, you lose the enefit of this talent until you perform a suitale penance.
VO" OF PURITY Tier: 2 Activation: assive Ranked: No >ou have taken a sacred vo! to avoid contact !ith dead flesh. >ou add bb to ?esilience checks to resist diseases. To fulfill your vo!, you must avoid all contact !ith dead creatures, including meat cooked for food. >ou may not touch fallen foes. >ou may fight the living dead, ut must purify yourself as soon as possile after!ard. >ou may touch dead characters in order to restore them to life, ut for no other purpose. #f you fight the living dead or accidentally touch dead flesh, you must purify yourself in a special ritual that requires 2 hour. #f you intentionally reak your vo!, you immediately and irrevocaly lose the enefit of this talent. >ou may not take another talent to replace it. #f you reak your vo! unintentionally, you lose the enefit of this talent until you perform a suitale penance.
"ARRIOR INSTINCTS Tier: 2 Activation: assive Ranked: >es >ou !ere orn !ith a !arrior&s instincts and intuition. >ou add s to #nitiative checks per rank of Garrior #nstinct.
;2
"EAK FOUNDATION Tier: Activation: Active $Action% Ranked: No 7nce per game session, your character may identify one unker, !eapon emplacement, or other fied comat structure $su(ect to the ":6s approval% and then take a Geak )oundation Action5 make a Card $% no!ledge check. #f successful, until the end of the encounter, your character and all allies add automatic s or a a to all comat checks made targeting the structure $your character6s choice%.
"ELL-ROUNDED Tier: Activation: assive Ranked: No 'hoose any t!o skills. They permanently ecome career skills for your character.
"HEEL AND DEAL Tier: 2 Activation: assive Ranked: >es Ghen selling good legally, gain 23@ more currency per rank of Gheel and Deal.
"HIRL"IND Tier: 1 Activation: Active $Action% Ranked: No >our character may suffer strain to use this talent to make a =ra!l or :elee attack against the engaged adversary !ho is hardest to hit $as determined y the ":%, increasing the difficulty y one. #f the comat check succeeds, each adversary *ngaged !ith the character suffers one hit from the attack, that deals ase damage plus damage equal to the total s scored on the check.
Talents
DEAD END
"IDO"-MAKER
!EALOUS FIRE
Tier: / Activation: Active $#ncidental% Ranked: No >ou&re charming... and dangerous4 Nemesis adversaries suffer an additional !ound in comat !henever you deal damage, and you can remove a b from 'harm, 'oercion, Deception, Leadership and Negotiation checks !hen dealing !ith the nemesis adversaries.
Tier: 1 Activation: assive Ranked: No *ach time your "ame :aster spends a -tory oint, your character heals / strain.
"ISE "ARRIOR Tier: Activation: Active $#ncidental% Ranked: No 7nce per turn !hen making a comat check, you may perform a Gise Garrior #ncidental to spend 2 -tory oint and use any characteristic for the check.
"ISE "ARRIOR (IMPROVED Tier: 1 Activation: assive Ranked: No Your character must have purchased the 0ise 0arrior talent to benefit from this talent. Ghen you perform the Gise Garrior #ncidental, one ally at -hort range may use the same characteristic that you used in the Gise Garrior #ncidental for the net comat check the ally makes efore the end of your net turn.
"ORKS LIKE A CHARM Tier: Activation: Active $#ncidental% Ranked: No 7nce per game session, the character can choose to make one skill check using resence rather than the characteristic linked to that skill. Ghen he does this, he must eplain ho!, in this particular instance, his social aility helps him overcome this challenge.
Talents
;/
PAUL M. N. HAAKONSEN
GEAR AND EQUIPMENT
"GOOD, BAD, I'M THE GUY WITH THE GUN" – Army of Darkness
YOU GOT THE RIGHT STUFF A hero is only as good as the gear he is outfitted with, right? Outfitting yourself with the right gear for the situation can make the difference between life and death. So better not be stingy when stocking up on equipment. rom protecti!e armor, sharp kni!es, sturdy pistols and hunting rifles, to backpacks and flashlights, equipment is essential to e!ery sur!i!or. "his chapter details the core essential equipment that a sur!i!or could use, but it is hardly a complete and e#tensi!e list. And you, as the $%, should feel free to add to the lists, as your specific setting require. urthermore, this chapter also deals with gear attachments, !ehicles and any equipment that could come in handy for the sur!i!ors trying to make their way in the land of the dead.
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ITEM RARITY "he item rarity rules are detailed on pages &' and &( in the Genesys Core Rulebook . )owe!er, the Dead End setting does impose a little change on these rules, in the sense that the world is now a place of sca!enging and !ery little new is being produced, which means that items are harder to come by and are thus a greater commodity. *n game mechanic terms, that means that items ha!e an increased rarity, which will already be added to the rarity listings on the !arious gear lists in this chapter. +ut remember, that rarity is usually the listed rarity when attempting to trade or barter in terms of acquiring the desired item. emember that these are guidelines, and you as the $% ha!e the authority to make changes to the e#isting rarities depending on the needs of your particular campaign and setting.
$ear and quipment
DEAD END
ITEM QUALITIES
about who he or she is. 6ou probably want to equip your character with both a melee weapon "he following item qualities from the Genesys and a ranged weapon. *f you can7t afford both Core Rulebook are a!ailable in the Dead End your melee weapon of choice and your ranged setting. weapon of choice, decide which is more important to the character. / Accurate 01assi!e2 "he weapons in the Dead End setting setting / Auto-Fire 0Acti!e2 function similar to the weapons found in the / Blast 0Acti!e2 modern setting 0as detailed on page 899 of / Breach 01assi!e2 the Genesys Core Rulebook 2. / Burn 0Acti!e2 *n the Dead End setting, setting, if a ranged / Concussive 0Acti!e2 combat check generates t t t or or y that that / Cumbersome 01assi!e2 result may be spent to cause the / Defensive 01assi!e2 weapon to run out of ammo. / Deflection 01assi!e2 / Disorient 0Acti!e2 / Ensnare 0Acti!e2 / Guided 0Acti!e2 / Inaccurate 01assi!e2 / Inferior 01assi!e2 / Knockdon 0Acti!e2 / !imited Ammo 01assi!e2 / !inked 0Acti!e2 / "ierce 01assi!e2 / "re#are 01assi!e2 / Reinforced 01assi!e2 / $lo-Firin% 01assi!e2 01assi!e2 / $tun 0Acti!e2 / $tun Dama%e 01assi!e2 / $under 0Acti!e2 / $u#erior 01assi!e2 / &nieldy 01assi!e2 / 'icious 01assi!e2
WEAPONS "here are a lot of of ways to kill someone someone in this world. "he weapons that can be found out in there are !aried3 they are most likely relics from the times before the dead rose, cobbled together with 4unk and ingenuity in the time since, or in rare cases newly manufactured by one of the few weaponsmiths still able to make new weapons. 5eapons come in a great !ariation and suits many different purposes. %any of the weapons found out there ha!e seen better days and tend to be !ictim of poor maintenance or neglect. "he weapon weapon a character uses uses says says something
ASSAULT RIFLE 5hile clattering, hard:hitting assault rifles are ostensibly military weapons, they can and often do fall into the hands of gangs, crime syndicates, and insurgents. "he assault rifle presented here is a basic A: or A;:pattern rifle like those carried throughout the world. "he Autofire quality is the primary thing that separates these weapons from other types of rifles, although they can be fired on semiautomatic as well 0your character may choose whether or not to use Auto:fire2. Assault rifles do roughly the same damage as other
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PAUL M. N. HAAKONSEN BASEBALL BAT "his is a long, smooth wooden bat, bat, typically made of ash, for use in the sport of baseball. nder %@+ regulations, a baseball bat cannot e#ceed '.98 inches in diameter at the widest point, can be no longer than >' inches, and must be a single solid piece. +ats found in the ommonwealth ha!e a base weight of three pounds, approaching the weight of bats used in the early 'Bth century by players like +abe uth. BRASS KNUCKLES +rass knuckles are !ery simple simple weaponsC weaponsC chunks of brass designed to slip o!er your fingers and add power to your punches. +rass knuckles really are simple weapons, and this t his profile could also represent a roll of quarters. C4 PLASTIC EXPLOSIVE So:called Semte#, resemble slabs of wa#. )ard and translucent when cold, these e#plosi!es warm up when kneaded, and then can be coa#ed to take !arious shapes. "he information on the table represents a 8:pound block. Additional blocks can be wired together, increasing the damage and blast quality3 each additional block increases both by 8 point, and requires an Avera%e (dd) *echanics check to link them. > plastic plastic e#plosi!e requires a detonator to set off. 5hen purchased it comes with a detonator. *t is possible manufacture one, requiring a +ard (ddd) *echanics check .
in tension. A chain may consist of two or more links. CHAINSAW A chainsaw chainsaw is a portable, portable, mechanical mechanical saw saw which cuts with a set of teeth attached to a rotating chain that runs along a guide bar. *t is used in acti!ities such as tree felling, limbing, bucking, pruning, cutting firebreaks in wildland fire suppression and har!esting of firewood. hainsaws with specially designed bar and chain combinations ha!e been de!eloped as tools for use in chainsaw art and chainsaw mills. SpecialiFed chainsaws are used for cutting concrete. hainsaws are sometimes used for cutting ice, for e#ample for ice sculpture and in inland for winter swimming. COLLAPSIBLE BATON Simple but but effecti!e, this is a telescoping telescoping baton with a weighted tip. A powerful swing can break bones. COMBAT KNIFE A large knife designed designed for both both combat and sur!i!al purposes. *t has a long, clip:point blade with serrations along the back intended for cutting rope and small branches. "he knife uses a fast swing stabbing and slashing motion when used.
DYNAMITE Dynamite is a high e#plosi!e, e#plosi!e, consisting consisting of nitroglycerin mi#ed with the absorbent substance kieselguhr. Strictly speaking, dynamite is nitroglycerin:soaked absorbent, CARBINE RIFLE %any militaries make make carbine !ersions of their pressed into sticks. A!ailable in single sticks assault rifles, such as the .S. militaryEs olt %>. with safety fuses, to be lit and thrown, or as a "heyEre more compact than full:siFed rifles and bundle with a timing de!ice for use as a bomb. a bit easier to wield. Dynamite is especially helpful for clearing ca!e: ins, and can blow most doors apart. CHAIN A chain is a serial assembly assembly of connected pieces, called links, typically made of metal, with an o!erall character similar to that of a rope in that it is fle#ible and cur!ed in compression but linear, rigid, and load:bearing
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FLAMETHROWER A flamethrower flamethrower is a mechanical mechanical incendiary de!ice designed to pro4ect a long, controllable stream of fire. %ost military flamethrowers use flammable
$ear and quipment
DEAD END liquid, but commercial flamethrowers tend to use high:pressure propane and natural gas, which is considered safer as they both die out faster and are easier to put out. *n comparison, a liquid flamethrower7s fuel sticks to its targets and is mostly oil based and thus harder to put out with water. "hey are used by the military and by people needing controlled burning capacity, such as in agriculture 0e.g., sugar cane plantations2 or other such land management tasks. "hey can be designed to be either carried by the operator or mounted on a !ehicle.
the mine shortly thereafter. Anti:personnel mines are typically smaller mines primarily intended by design to inflict casualties only on personnel. 5hile the e#plosi!e blast of an anti:personnel mine may be large enough to damage small !ehicles, they also utiliFe some form of fragmentation or other means to damage soft tissue outside of the immediate blast area.
GAS GRENADE A non:lethal non:lethal grenade that lets out a cloud of of gassmoke upon detonation. 5hether it was to be used as smokescreen co!er or flammable gas FLARE GUN "he flare gun gun is a break:action break:action single:shot single:shot is unknown. Smoke grenades are used as both weapon that is not designed to deal direct signaling de!ices and to pro!ide concealment. A damage, but instead to summon nearby chemical reaction of different agents, when sent sentien ients ts for for ass assis ista tanc nce. e. iri iring ng a fla flare re dire direct ctly ly mi#ed and ignited, produce either colored at an enemy will cause a small smoke as a signaling de!ice, or a dense cloud cl oud of amount of damage, but !irtually chemical smoke to screen for concealment. e!ery other weapon will yield Anyone using using a gas grenade grenade for hiding is better results in the heat of allowed one free upgrade on his or her Stealth battle. check. FRAGMENTATION GRENADE "he standard thrown e#plosi!e de!ice used by militaries worldwide, the fragmentation 0or frag2 grenade causes a lethal blast sending metal shrapnel flying in all directions. ragmentation grenades are generally simple and effecti!e. seful against groups of unarmored enemies, or for hitting enemies around corners by banking grenades off walls. FRAGMENTATION MINE 5hen armed, the mine is placed on the ground, where it will lie dormant until an enemy strays too close, upon which its pro#imity fuse will trip, detonating
HATCHET *t is a hand:a#e hand:a#e with a rubber:gripped rubber:gripped wooden handle for chopping wood and limbs alike. HEAVY PISTOL "he ubiquitous pistol is the go:to solution for law enforcement, sport shooting, self:defense, and criminal acti!ity throughout the world. )ea!y pistols are the big, bulky hand cannons that show up in mo!ies in the hands of cops on the edge or great big heroes. HOLDOUT PISTOL "he ubiquitous ubiquitous pistol is is the go:to solution for law enforcement, sport shooting, self: defense, and criminal acti!ity throughout the world. )oldout pistols are light sidearms that are easy to operate and handle. *t could be a .'' caliber pistol, for e#ample.
-9
PAUL M. N. HAAKONSEN HUNTING RIFLE )unting rifles are nearly as ubiquitous as pistols in de!eloped countries with a long history of hunting and sporting. "hese rifles ha!e long barrels and are often fitted with long: range telescopic sights to increase their performance and accuracy. KNIFE A knife could be something as simple as a chef7s knife with low melee damage. #tremely common to the point of being cheap clutter. LIGHT PISTOL "he ubiquitous pistol is the go:to solution for law enforcement, sport shooting, self:defense, and criminal acti!ity throughout the world. "he light pistol listing is for a basic, medium:caliber pistolC a - mm or .(& caliber weapon, for e#ample. MACHETE A machete is a large, long, sharp knife, designed to hack through !egetation. "hey make handy melee weapons too. MACHINE GUN %achine guns are large, hea!y, often crew: ser!ed weapons. Depending on the type, a machine gun can be anything from a medium: weight, man:portable squad:support weapon to a hea!y, turret:mounted .GB cal. "he machine gun presented here can be used for any of the medium:caliber squad:support weapons like the %9B, %'>-, or %$>. "heyEre designed to be carried in the field, but they still ha!e a high encumbrance.
piercing ammunition, the minigun is e#tremely deadly, being able to cut through e!en the toughest target !ery fast, the downside being that it uses up the Gmm ammunition rather quickly. MOLOTOV COCKTAIL "he %oloto! cocktail, also known as the petrol bomb, gasoline bomb, fire bomb, or simply %oloto!, is a generic name used for a !ariety of impro!ised incendiary weapons. "hey are frequently used by rioters due to the relati!e ease of production. "hey typically consist of some form of easily breakable !essel or container, often a glass bottle, filled with a highly flammable mi#ture of gasoline or napalm mi#ed with surfactants or other thickening agents, with a wick, often of cloth, soaked in a slowly burning combustible liquid like kerosene that penetrates through the sealed opening of the !essel. "he bombs were derisi!ely named after the then oreign %inister of the So!iet nion, Iyachesla! %oloto!, by the inns during the 5inter 5ar. PORTABLE MISSILE LAUNCHER "he weapon presented here represents one of the countless shoulder:fired anti:aircraft missiles used throughout the world, such as the Stinger missile. "heir e#treme range and $uided quality reflect the fact that they are long:ranged anti:!ehicle weapons. "hey, of course, only hold one missile at a time and need a few moments to set up, so the @imited Ammo and 1repare qualities are a must for these weapons. RIOT-CONTROL BATON A roughly cylindrical club made of metal. *t can be used defensi!ely to block3 offensi!ely to strike, 4ab, or bludgeon3 and it can aid in the application of armlocks.
MINIGUN "his weapon is a si#:barreled hea!y machine gun, fed by a HcassetteH ammunition bo# using the Gmm round. tiliFing the $atling style rotating barrels powered by an internal motor, it SAWED-OFF SHOTGUN deli!ers an e#tremely high rate of fire, making it "he sawed:off shotgun is a break action, 8' an effecti!e weapon and is ideal for inflicting gauge shotgun with most of the original barrel hea!y damage on large quantities of relati!ely and stock remo!ed to make it smaller and more unarmored enemies. 5ith the use of armor easily concealed at the e#pense of range. 1ulling -J
$ear and quipment
DEAD END the trigger fires both barrels at once, unleashing 8> pellets instead of the typical J. SHOTGUN 5hen you really want to make an impression in a firefight, a shotgun is a great way to go. 1ulling a pistol from a hidden pocket 4ust doesnEt ha!e the same dramatic effect as, say, drawing a le!er:action 8B gauge out of a bo# of roses in slow motion. "he flat thump of the report, the muFFle flash, the shocking recoil, e!en the loud clack:clack noise of working a pump action make these weapons an assault on e!eryoneEs senses, and also is what makes them so popular in action mo!iesK "he stat line is for a basic pump or semi:automatic hunting weapon with buckshot. Shotguns possess the +last quality due to the cloud of shot they fire and the ;nockdown quality due to the concussion of their blast 0and, honestly, the ule of ool2. "he basic shotgun stat line also assumes a magaFine:fed weapon. SINGLE-SHOT SHOTGUN A single shotgun, also called a
SNIPER RIFLE 5hile they !ary by ser!ice and country, all sniper rifles are designed to fire high:caliber, high:!elocity rounds o!er long distances. "he sniper rifle entry here is a basic dedicated sniper rifle like the .S. ArmyEs %'> rifle. "he range is e#treme to represent its ability to reach farther than e!en regular hunting rifles. Sniper rifles possess the Accurate and 1ierce qualities to reflect their e#cellent balance and specialiFed rounds. "hey do, howe!er, ha!e a smaller magaFine, hence the @imited Ammo quality. SPEAR Although a simple weapon, a spear is easy to wield and allows the user to keep some distance from an opponent. )ence, spears don7t ha!e !ery high damage, but the Accurate 8 quality represents their ease of use. *n addition, the Defensi!e 8 quality represents their usefulness at keeping someone at arm7s reach. A spear requires two hands to use. STUN GRENADE A less:lethal alternati!e to a traditional grenade. lash bangs deal !ery little physical damage, but the blinding light and deafening bang it creates deal significant strain damage. STUN GUN "he name
-&
PAUL M. N. HAAKONSEN SUBMACHINE GUN Submachine guns 0S%$s2 use pistol:caliber ammunition and a high rate of fire to pro!ide a whole lot of damage capacity in a small, easy:to: use package. "hey are popular among criminals, police, and special forces operators the world o!er. "he S%$ presented here is a typical - mm weapon that might be used by a metropolitan police force or carried by a drug lordEs bodyguard. *t deals the same damage as a light pistol, since they share calibers. *t can fire full auto, so it has the Auto:fire quality. !en when it doesnEt fire on full auto, we imagine each
geographic region under consideration. A sword consists of a long blade attached to a hilt. "he blade can be straight or cur!ed. "hrusting swords ha!e a pointed tip on the blade, and tend to be straighter3 slashing swords ha!e a sharpened cutting edge on one or both sides of the blade, and are more likely to be cur!ed. %any swords are designed for both thrusting and slashing. THERMITE GRENADE "hermite does not technically e#plode. *nstead, it creates intense heat meant to burn or melt through an ob4ect upon which the grenade is set. %ilitary forces use thermite grenades to quickly destroy key pieces of equipment. VARMINT RIFLE "he !armint rifle is a low:powered hunting rifle, designed for hunting !armint and small game. *t utiliFes a magaFine:fed bolt:action system and is chambered for G.G9mm caliber rounds.
WEAPONS NAME
SKILL
DAM
CRIT
+rass ;nuckles
+rawl
L8
>
+rawling
+rawl
B
hain
+rawl
Sap
RANGE
ENC
HP
PRICE
RARITY
SPECIAL
ngaged
8
8
>B
'
Disorient 8
>
ngaged
:
B
:
:
L8
>
ngaged
'
8
'G
'
nsnare 8
+rawl
L8
>
ngaged
8
8
>B
'
Stun Damage
A#e
%elee
L(
(
ngaged
'
8
8GB
'
Iicious 8
+aseball +at
%elee
L'
>
ngaged
'
8
hainsaw
%elee
L(
(
ngaged
(
'
'BB
>
ollapsible +aton
%elee
L'
(
ngaged
8
8
JB
(
ombat ;nife
%elee
L8
(
ngaged
8
8
>G
(
)atchet
%elee
L'
(
ngaged
8
8
9G
(
;nife
%elee
L8
(
ngaged
8
8
'G
'
%achete
%elee
L(
'
ngaged
8
8
88G
>
1ierce 8
iot:ontrol +aton %elee
L(
(
ngaged
'
8
-B
(
Disorient 8
Sledgehammer
%elee
L(
>
ngaged
>
'
&B
(
;nockdown
Spear
%elee
L'
>
ngaged
'
8
9G
(
Accurate 8,
BRAWL WEAPONS
MELEE WEAPONS
--
( Iicious 8
Iicious 8
$ear and quipment
DEAD END Defensi!e 8 Stun $un
%elee
G
9
ngaged
8
8
8BB
'
Stun (, Stun Damage
Sword
%elee
L(
'
ngaged
8
8
8BB
>
Defensi!e 8
Assault ifle
anged M)ea!yN
&
(
@ong
>
'
8,BBB
&
Auto:fire
arbine ifle
anged M)ea!yN
&
(
%edium
(
'
8,BBB
&
Auto:fire
lamethrower
anged M)ea!yN
&
'
Short
9
(
8,'BB
J
+last &, +urn (
lare $un
anged M@ightN
9
(
@ong
8
8
GB
>
+urn ', *naccurate ', @imited Ammo 8, 1repare 8
)ea!y %achine $un
$unnery
8'
(
@ong
&
>
8,&BB
&
Auto:fire, umbersome >, 1ierce ', Iicious '
)ea!y 1istol
anged M@ightN
9
(
%edium
8
8
(BB
>
)oldout 1istol
anged M@ightN
>
(
Short
8
8
8BB
>
)unting ifle
anged M)ea!yN
&
(
@ong
>
'
JGB
G
@ight 1istol
anged M@ightN
G
>
Short
8
8
8BB
>
%achine $un
$unnery
8B
(
@ong
9
(
8,GBB
J
Auto:fire, umbersome ', 1ierce ', Iicious '
%inigun
$unnery
8G
'
#treme
-
G
>,GBB
-
Auto:fire only, umbersome G, 1ierce ', Iicious '
1ortable %issile @auncher
$unnery
'B
'
#treme
&
>
8BB,BBB
-
+last 8B, +reach ', umbersome (, $uided (, @imited Ammo 8, 1repare 8
Sawed:Off Shotgun
anged M)ea!yN
&
(
Short
8
8
GBB
>
+last >, *naccurate 8, ;nockdown, Iicious '
Shotgun
anged M)ea!yN
&
(
Short
(
'
GBB
>
+last >, ;nockdown, Iicious '
Single:Shot Shotgun
anged M)ea!yN
&
(
Short
(
'
>BB
>
+last >, @imited Ammo 8, ;nockdown, Iicious '
Submachine $un
anged M@ightN
G
(
%edium
'
8
>BB
J
Auto:fire
Sniper ifle
anged M)ea!yN
-
'
#treme
>
'
8,'BB
J
Accurate ', @imited Ammo >, 1ierce '
Iarmint ifle
anged M)ea!yN
J
(
@ong
>
'
&GB
G
Accurate 8
> 1lastic #plosi!e
%echanics
8G
(
ngaged
8
:
8GB
9
+last (, @imited Ammo 8, Iicious (
Dynamite
anged M@ightN
9
(
Short
8
:
8'G
9
+last &, @imited
RANGED WEAPONS
Accurate 8, @imited Ammo '
EXPLOSIVES
8BB
PAUL M. N. HAAKONSEN Ammo 8 ragmentation $renade
anged M@ightN
&
>
Short
8
:
8GB
G
+last 9, @imited Ammo 8
$as $renade
anged M@ightN
:
:
Short
8
:
8'G
>
@imited Ammo 8
ragmentation %ine
%echanics
8'
(
ngaged
(
:
8JG
G
+last >, @imited Ammo 8, Iicious >
%oloto! ocktail
anged M@ightN
9
(
Short
8
:
GB
>
+last 9, +urn (, @imited Ammo 8, 1repare 8
Stun $renade
anged M@ightN
8B
G
Short
8
:
8GB
G
+last &, oncussi!e ', Disorient G, @imited Ammo 8, Stun Damage
&
'
ngaged
8
:
8JG
9
+urn G, Sunder ', Iicious '
"hermite $renade %echanics
ARMOR %any modern militaries pro!ide body armor to their members, as do police departments. !en pri!ate indi!iduals can buy it, although it tends to be e#pensi!e. 6our armor protects you in combat, but it can also slow you down. Armor isn7t the only fashion statement a character can make, but it7s a big one. ARMORED CLOTHING @ightweight ballistic fiber wea!e makes these garments almost impossible to detect as armor. *t doesnEt pro!ide as much protection as real armor, but itEs a!ailable in a wide !ariety of styles. Attempts to spot that the clothing is an armored !ariety is done with a b penalty to the 1erception check. ARMORED JACKET "he most popular armor solution on the streets comes in all styles imaginable. *t offers good protection without catching too much attention. +ut donEt think of wearing one to a dinner party.
8B8
Anyone attempting to discern this being an armored 4acket has a b penalty to the 1erception check. BALLISTIC SHIELD "his large opaque shield is used by S5A" teams and in urban combat. *t features a clear plastic window and a built:in ladder frame along the inside so that it can be used to climb o!er small obstacles. A ballistic shield requires one hand to carry, which means that the wielder is prohibited from using two: handed weapons while carrying the shield. COLD SUIT A form:fitting, layered bodysuit designed to keep the wearer toasty and dry, this suit has three layersC an inner layer that transfers moisture away from the skin, a middle insulating layer, and an outer waterproof and windproof shell. "he full suit also includes heated boots, a hood, and a facemask with polariFing lenses. le#ible glo!es keep the fingers toasty while still allowing for ma#imum manual de#terity. 5earing a cold suit in subFero en!ironments bestows a b bonus to all esilience checks to ward off the effects of the frigid en!ironment.
$ear and quipment
DEAD END CONCEALABLE VEST Standard issue in many police forces, this !est pro!ides ma#imum protection in a garment that can be worn all day long under regular clothing. 5hile it may go unnoticed by a quick glance, it is usually !isible to anyone looking closely for it, granting a bb penalty on 1erception checks to notice the armor. DRYSUIT Drysuits enclose the di!er in a sheath of air, sandwiched between an outer layer keeping out the water and an inner layer snug against the skin. +ecause drysuits work e!en more effecti!ely in heat insulation than wetsuits, di!ers use them for di!es in Arctic waters or for di!es greater than 'BB meters that would last e#tended periods of time. A drysuit grants its wearer a b bonus to all esilience checks made to ward off the aquatic en!ironment.
FORM-FITTING BODY ARMOR 5hile armored clothing is effecti!e enough, and armored !ests are fairly well hidden, it takes truly ad!anced craftsmanship to produce form:fitting body armor. ach suit is tailor: made to its wearer, lea!ing neither gaps nor folds while still allowing the body to breathe. "he basic piece of armor is a shirt, co!ering the body from collarbone to groin, protecting the !ital organs, while the full suit adds protection for the limbs. *n either case, the hands, feet, and head are left e#posed, as co!ering them gi!es away the fact that armor is being worn. orm: fitting body armor can be worn under armor, but doing so wonEt change your protection much. "he primary benefit of form:fitting body armor is its highly concealable. Attempts to spot the armor has a bb penalty to 1erception checks.
GHILLIE SUIT $hillie suits are simple camouflage suits that FIRE RESISTANT SUIT conceal snipers and forward obser!ers. A suit is "his bulky, sil!er:coated suit pro!ides e#cellent resistance to fire and heat, but does not little more than a baggy shirt and pair of trousers co!ered in countless strips of fabric, protect against any other type of damage. *t is used primarily by fire fighters. 5earing the fire clumps of grass, and other detritus. Since ghillie suits are designed to obscure rather than resistant suit allows the wearer to upgrade protect, they ha!e a single point of Defense but esilience checks against e#treme heat once. no Soak. urthermore, the fire resistant suit has a Soak haracters trying to spot someone wearing a !alue of > against fire damage. ghillie suit upgrade the difficulty of their check once. FLAK VEST *n modern times, most militaries, police departments, and people in a war Fone use flak HAZMAT SUIT A haFmat suit 0haFardous materials suit2, also !ests. "hese are made from lightweight known as decontamination suit, is a piece of polymers and ballistic fabrics and pro!ide decent protection from small arms and shrapnel personal protecti!e equipment that consists of an impermeable whole:body garment worn as 0as represented by the !estEs Soak !alue2. protection against haFardous materials. Such suits are often combined with self:contained FORCED ENTRY UNIT breathing apparatus 0S+A2 to ensure a supply "he most powerful protection a!ailable is built of breathable air. )aFmat suits are used by into this suit, which consists of a hea!y torso firefighters, emergency medical technicians, 4acket with ceramic plates o!er the chest and paramedics, researchers, personnel responding back, neck and groin guards, arm protection, to to#ic spills, specialists cleaning up and a helmet. )ea!y and cumbersome, this contaminated facilities, and workers in to#ic armor is generally only donned by tactical en!ironments. "he haFmat suit remo!es up to officers heading into a dangerous assault. bb from haFardous en!ironment. 8B'
PAUL M. N. HAAKONSEN HEAVY COAT "his 5ild 5est style duster has been consistently popular on the mean streets of the worldEs sprawls for the past thirty years. +esides its protecti!e traits, the armored trenchcoat pro!ides a b penalty to 1erception check to spot items hidden underneath.
make a %elee combat check to use the shield for attacking, dealing G points of stunning damage, and an attack 0whether successful or not2 e#pends one charge from the shield. 5hen attached to a power point, it regains one charge per 8B seconds.
SPACE SUIT A standard suit for tra!el in the !oid of space. LEATHER JACKET Although a space suit is designed to block out "his armor is represented by a hea!y leather harmful interstellar radiation, this suit will not biker7s 4acket. A number of other impromptu protect you from radiation sources. A space suit armors, such as a football pads and a baseball catcher7s pads, offer similar protection and game will allow you to sur!i!e the !acuum of space for up to > hours, and is actually durable statistics. enough to protect against some abbration in combat. )owe!er, the space suit is not made LIGHT UNDERCOVER SHIRT for de#trous maneu!ers, and thus imposes a Designed for deep b penalty on Athletics and oordination underco!er work in which check, while not in !acuum. it7s critical that the wearer not appear to be armed or SPECIAL RESPONSE VEST armored, this garment consists +uilt like the tactical !est, but of a ":shirt with a band of light incorporating groin and neck protecti!e material sewn in protection as well as a ceramic plate around the lower torso. o!er the chest, this armor pro!ides additional protection in LIGHT-DUTY VEST battles against hea!ily A lightweight tactical !est armed opponents. designed for e#tended use by riot police and forces on alert for potential TACTICAL VEST attack, this armor sacrifices a degree of "he standard body armor for protection for a modicum of comfort:at police tactical units, this !est pro!ides least compared to other tactical body full:torso protection in the toughest armors. fle#ible protecti!e materials a!ailable. RIOT ARMOR A staple of police departments the world o!er, riot armor is designed to protect from stones, bottles, shrapnel, and small:arms fire. "he suit includes a helmet with eye protection. RIOT SHIELD As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting electricity damage. "he riot 0or taser2 shield has @imited Ammo 8B. "he wielder can 8B(
UNDERCOVER VEST o!ering a larger area of the torso, this !est pro!ides better protection than the light underco!er shirt:but it7s also more easily noticed. *t7s best used when the armor should remain unseen but the wearer doesn7t e#pect to face much scrutiny, granting a b penalty on 1erception checks to notice the armor.
$ear and quipment
DEAD END ARMOR NAME
DEFENSE
SOAK
HARD POINTS
ENCUMBRANCE
L8
B
8
'
8GB
9
Armored acket
B
L8
8
8
8GB
9
+allistic Shield
L8
B
8
'
'BB
G
old Suit
8
B
8
(
'BB
G
oncealable Iest
8
B
8
'
'BB
G
Drysuit
8
B
B
8
8JG
(
ire esistant Suit
B
B
8
(
'BB
>
lak Iest
B
L'
'
(
>JG
9
orced ntry nit
8
L'
(
G
8,'GB
-
orm:itting +ody Armor
8
L8
'
(
8,GBB
&
)aFmat Suit
B
B
B
'
8GB
G
)ea!y oat
B
L8
'
(
'BB
>
$hillie Suit
8
B
B
8
-G
G
@eather acket
B
L8
B
8
8GB
>
@ight nderco!er Shirt
8
B
8
'
GB
>
@ight:Duty Iest
B
L8
8
'
'GB
G
iot Armor
8
L8
(
G
9JG
J
iot Shield
8
B
'
(
GBB
J
Space Suit
B
L8
'
>
GBB
&
Special esponse Iest
8
L8
'
>
>GB
J
"actical Iest
B
L8
'
(
(BB
9
nderco!er Iest
8
B
B
8
'BB
G
Armored lothing
ATTACHMENTS AND CUSTOMIZATION "he world is seemingly filled with in!enti!e sur!i!ors that ha!e figured out how to kitbash and modify 4ust about anything. *n addition to the *tem Attachments and )ard 1oints alternate rules 0page 'B9 of the Genesys Core Rulebook2, the Dead End setting has se!eral more attachments to modify weapons and armor. +ut for good measure and easy reference, the ones from the Genesys Core Rulebook ha!e been included in this book as well.
WEAPON ATTACHMENTS "o go with these rules, the Dead End setting includes a list of basic weapon attachments
PRICE
RARITY
designed to be as broad as possible. BALANCED HILT "his attachment represents modifying a melee weaponEs balance 0particularly around the hilt or haft2 to make it easier to control. "his kind of attachment makes sense for any setting 0e!en futuristic combat kni!es can benefit from being finely weighted or balanced2. &se ,ith "his attachment can be applied to any one:handed weapons that use the %elee. *odifiers "he weapon gains the Accurate 8 quality, or increases any e#isting Accurate quality by 8. 0*f the weapon has the *naccurate quality, it reduces that qualityEs rating by 8 to a minimum of B, instead.2 +ard "oints Re.uired 8.
8B>
PAUL M. N. HAAKONSEN BAYONET "he bayonet is a blade attached to the underside barrel of any weapon. A tried and true method of making a melee weapon ready at a moment7s notice, most weapons can either support a bayonet or can be modified to do so. !en handguns can be retrofitted to ha!e a stabbing implement attached to them. &se ,ith A bayonet can be attached to any type of slugthrower firewarm 0pistol or rifle2. *odifiers "he weapon can now be used as a melee weapon with the following stats3 / Bayonet 0%elee3 Damage L'3 ritical (3 ange MngagedN3 1ierce 82. +ard "oints Re.uired 8. BIPOD MOUNT A bipod 0a folding, two:legged stand2 can be attached to the barrel of a firearm. "he legs stabiliFe the firearm and take up some of its weight. &se ,ith "his attachment can be applied to any anged M)ea!yN or $unnery weapon. *odifiers *f the user spends one preparation %aneu!er to deploy the bipod, the weaponEs umbersome or nwieldy qualities are reduced by ', to a minimum of B, and the weaponEs ncumbrance is reduced by ', to a minimum of B, while the user fires from a crouched or prone position 0or can brace the bipod against something solid2. +ard "oints Re.uired 8. CUSTOM GRIP A skilled tinkerer can tailer a weapon to perfectly fit its wielder7s hand. A custom grip is crafted to uniquely match its owner, allowing the weapon to act as an e#tension of the wielder7s body. 5hile the weapon fits perfectly in the hands of its owner, others who try to use it find the grip uncomfortable or the weapon off:balance. A finely customiFed grip is the hallmark of a master weaponsmith. 8BG
&se ,ith "his attachment can be applied to any weapon with a handle. *odifiers emo!e b from all combat checks the weapon7s owner makes using this weapon. Anyone other than the owner instead adds bb to all combat checks made with it. +ard "oints Re.uired 8. EXTENDED BARREL "his attachment e#tends the barrel 0or makes similar modifications2 to make the weapon fire farther. &se ,ith "his attachment can be applied to any anged 0@ight2, anged 0)ea!y2, or $unnery weapons 0you may e#clude weapons such as grenades, or weapons that fire self:propelled ammo such as missile launchers2. *odifiers "he weaponEs range increases by one range band, to a ma#imum of #treme range. "he weapon gains the umbersome ' quality, or increases its e#isting umbersome quality by '. +ard "oints Re.uired '. EXTENDED MAGAZINE "he ammunition capacity of many ballistic weapons can be modified to carry more rounds. &se ,ith "his attachment can be used for any anged M@ightN or anged M)ea!yN slugthrower without the @imited Ammo quality. *odifiers "he weapon can only suffer the Huns Out of AmmoH effect with a y or ttt result. +ard "oints Re.uired 8. FILED FRONT SIGHT An old assassin7s trick, this is the simple act of remo!ing the front sight of a pistol by filing it off. A common modification to light pistols, filing down the weapon7s front sight allows it to be drawn more quickly from its holster, and reduces the possibility of it becoming snared on clothing. nfortunately, while this modification makes for easy concealment and drawing, it also $ear and quipment
DEAD END reduces the weapon7s accuracy, as it effecti!ely makes it impossible to aim with any amount of precision. &se ,ith "his modificaiton may only be applied to pistols. *odifiers *nnate "alent 0Puick Draw2, increases difficulty of combat checks to hit targets at ranges beyond short by one. +ard "oints Re.uired 8.
+ard "oints Re.uired 8.
INTEGRATED ILLUMINATOR Operating in darkness darkness is ne!er ideal, but there are se!eral ways to compensate for one7s lack of night !ision. "he simplest, perhaps, is to integrate a single spotlight, similar in most respects to a high:powered flashlight, along the t he length of a ranged weapon7s barrel. *n addition to pro!iding illumination in dark conditions, high:powered spotlights ha!e the potential to FOREARM GRIP @ittle more than a !ertical handgrip handgrip affi#ed affi#ed blind enemies. &se ,ith "his attachment can be applied to below the barrel of a rifle:siFed weapon, forearm grips are a popular modification among any ranged weapon that could logically benefit mercenaries, designed to gi!e the user better from a spotlight. *odifiers emo!es up to bb due to darkness control o!er the weapon. &se ,ith "his attachment can only be used on on any checks to use this weapon against targets rifles 0but not shotguns, S%$s or machine within Short range. +ard "oints Re.uired 8. guns2. *odifiers Decrease the additional difficulty of making anged M)ea!yN checks with this LASER SIGHT weapon while ngaged to an additional d An e#tremely simply gun gun sight, sight, a laser sight sight 0rather than dd2. emits a low:power light beam to place a !isible +ard "oints Re.uired 8.
laser sight can help e!en an amateur shooter hit a taret. One drawback to this upgrade is that the GYROSTABILIZER A gyrostabiliFer artifically reduces the weight laser can alert an otherwise unaware target to of a weapon, allowing a user to heft and aim a the shooter. or these reasons, laser sights are hea!y weapon with greatly decreased difficulty. rarely used by sharpshooters and snipers. &se ,ith "his attachment can be used with any 5ith such a modification, a single combatant can operate a weapon that normally requires a anged M@ightN or anged M)ea!yN weapon that team of two. "hese sophisticated de!ices are do not possess the +last quality. comparati!ely e#pensi!e and rare, and thus are *odifiers $ain automatic a on successful seldom seen outside of elite forces. combat checks with this weapon. &se ,ith "his attachment can be applied to +ard "oints Re.uired 8. any anged M)ea!yN or $unnery weapons. *odifiers Decrease umbersome quality by 8. MAGNETIC WEAPON TETHER +ard "oints Re.uired '. A magnetic magnetic weapon weapon tether tether is a relati!ely simple modification that consists of a small HAIR TRIGGER magnetic de!ice built into the weapon. "he A
PAUL M. N. HAAKONSEN retrie!e the weapon as an *ncidental so long as he is ngaged with it. +ard "oints Re.uired 8. MARKSMAN BARREL "his barrel barrel is nearly two meters long and made of lightweight materials. *t not only increases the weapon7s range, but also its accuracy. "he trade:off for this increased range and accuracy is a weapon that7s slightly awkward to use and nearly impossible to conceal due to the length of the barrel. &se ,ith "his modification may only be applied to rifles. *odifiers *ncreases the weapon7s range by one range band, the weapon gains the umbersome ' quality. +ard "oints Re.uired '. MULTI-OPTIC SIGHT A comple# and sophisticated piece of equipment, the multi:optic sight is a wonder of modern sensor technology, consisting of a bulky on:weapon optic equipped with numerous sensors including low:light, thermal, ultrasound, milimeter wa!e emitters, and common optical enhancements. "he optic is connected to a pair of goggles worn by the user by a reinforced fiber cable that transmits the !ision enhancements directly to the user in real time. &se ,ith "his attachment can be fit to any ranged weapon. *odifiers emo!es up to bb on any checks to use this weapon due to smoke, darkness, or other en!ironmental conditions that obstruct !ision. +ard "oints Re.uired 8.
night:!ision scopes, so those that are a!ailable are found or sal!aged attachments. &se ,ith "his attachment can be added to any anged M@ightN or anged M)ea!yN weapon. *odifiers educe the penalty to ranged combat checks from darkness or concealment by bb. +ard "oints Re.uired 8. PAIRED WEAPONS %any wanderers wield wield a pistol in each hand, hand, and some sur!i!ors e!en prefer to pair a blade with a pistol. "his weapon modification balances a pair of weapons, allowing the wielder to use them in perfect tandem. &se ,ith "his attachment can only be applied to one:handed weapons. *odifiers %ust be applied to two weapons at the same time. educe the a required to hit with the secondary weapon when two: weapon fighting with this pair of weapons by 8. +ard "oints Re.uired 8 0per weapon2. PISTOL GRIP A pistol grip replaces replaces the stock or other grip on a long arm with one like that of a pistol, allowing it to be fired one:handed. %ost firearms feature a pistol:like grip by defeault, in which case this attachment makes additional modifications to make the weapon better:suited to one: handed use. &se ,ith "his attachment can be used with any anged M)ea!yN rifle or shotgun that does not possess the umbersome quality. *odifiers "he weapon7s skill changed to anged M@ightN, but add b to any combat check made while firing the weapon one:handed. "he weapon7s range is reduced to %edium if longer. +ard "oints Re.uired 8.
NIGHT VISION SCOPE "his useful useful relic from the pre:5ar era era allows a RAZOR EDGE shooter to see their targets in low:light and e!en "his attachment represents sharpening a blade no:light conditions. Iery few can make new to a raFor edge, then reinforcing or treating that 8BJ
$ear and quipment
DEAD END edge so that it can withstand repeated blows. &se ,ith "his attachment can be applied to any close combat weapon that has a blade. *odifiers "he weapon gains the 1ierce ' quality, or increases any e#isting 1ierce quality by 8. "he weapon also decreases its rit rating by 8, to a minimum of 8. +ard "oints Re.uired 8. REMOVED SAFETY FEATURES +y remo!ing or deacti!ating weapon safeties and other features, a gun can more easily be drawn and readied for combat. Of course, these safety features are in place for a reason, and weapons modified in such a way tend to be more accident prone. &se ,ith "his attachment can be applied to any anged M@ightN or anged M)ea!yN weapon that could logically ha!e such elements to remo!e. *odifiers Adds b to the first combat check made with the weapon during an encounter. "he $% may spend y or or t t from from any combat check to ha!e the weapon misfire3 it runs out of ammunition and inflicts > strain on the wielder. +ard "oints Re.uired Qone. SERRATED EDGE Adding 4agged 4agged sawteeth to a bladed weapon weapon means the wounds it makes are particularly brutal and damaging. &se ,ith "his attachment can be applied to any close combat weapon that has a blade. *odifiers "he weapon gains the Iicious 8 quality, or increases any e#isting Iicious quality by 8. +ard "oints Re.uired 8.
to anged M@ightN pistol weapons. *odifiers educes the difficulty of checks made to conceal this weapon by one. educes range by one range band to a minimum of short. *f already Short, add b to attack checks. +ard "oints Re.uired 8. STRIPPED DOWN +y remo!ing redundant components and stripping down the body, it is possible to significantly reduce the weight and profile of a weapon. A weapon modified this way is more easily carried and transported, and can be better hidden under a coat or among other equipment. &se ,ith "his attachment can be used with any anged M@ightN or anged M)ea!yN weapon. *odifiers Decrease the weapon7s ncumbrance by 8 0to a minimum of 82. Add b to a character7s 1erception check to find the weapon when it is hidden. +ard "oints Re.uired (. SUPERIOR WEAPON CUSTOMIZATIO CUSTOMIZATION N "his simply represents the weapon weapon being modified by a master craftsman to be better than other e#amples of its type. &se ,ith "his attachment can be applied to any weapon. *odifiers "he weapon gains the Superior quality. +ard "oints Re.uired 8.
SUPPRESSOR irearms and ordinary slugthrowers emit an audible crack when fired. "he suppressor is made for a firearm muFFle, making the weapon !irtually silent. &se ,ith "his attachment can only be used with ordinary slugthrowers such as pistols, S%$s and rifles. SHORTENED BARREL *odifiers Adds bb to any 1erception or Shortened barrels are a handy handy modification used by spies and anyone needing to conceal the Iigilance checks made to locate a concealed fact that they are carrying a weapon. @ittle more shooter firing the silenced firearm. +ard "oints Re.uired 8. than a replacement barrel shorter than the standard one, this attachment makes concealing a pistol easier, and can impro!e the speed of a TELESCOPIC SIGHT quick draw. A telescopic telescopic sight sight magnifies magnifies a target, allowing &se ,ith "his attachment can only be applied the user to shoot targets that they could 8B&
PAUL M. N. HAAKONSEN normally barely be able to see 0futuristic !ersions may use special enhanced optics, rather than simple lenses2. &se ,ith "his attachment can be applied to any ranged weapon that could logically benefit from the addition of a telescopic sight. *odifiers "he user reduces the difficulty of ranged combat checks made with this weapon at @ong and #treme range by 8. +ard "oints Re.uired 8. TRIPOD MOUNT @ike a bipod, the tripod mount is a set of three folding legs that deploy from the center of the weapon to pro!ide a stable stand to fire from. &se ,ith "his attachment can be applied to any anged M)ea!yN or $unnery weapon with an ncumbrance of > or more. *odifiers *f the user spends two preparation %aneu!ers to deploy the tripod, the weaponEs umbersome or nwieldy qualities are reduced by (, to a minimum of B, and the weaponEs ncumbrance is reduced by >, to a minimum of B. "he weapon may not be mo!ed 0e#cept to pi!ot on the tripod mount2 once it has been set up. "he user must spend two preparation %aneu!ers to take the tripod down. +ard "oints Re.uired '. UNDER-BARREL WEAPON ATTACHMENT %odern firearms sometimes ha!e secondary weapons attached under the barrel, allowing the wielder to effecti!ely carry two weapons in one. &se ,ith "his attachment can be applied to any rifle:siFed anged M)ea!yN weapons. *odifiers 5hen installed, the user chooses one of the following secondary weapons. "he weapon can then fire using the associated secondary profile. / Flamethroer 0anged M)ea!yN3 Damage 8B3 ritical '3 ange MShortN3 +last 9, +urn >, @imited 8B-
Ammo '2. / Grenade !auncher 0anged M)ea!yN3 Damage &3 ritical >3 ange M%ediumN3 +last 9, @imited Ammo 82. / $hot%un 0anged M)ea!yN3 Damage &3 ritical (3 ange MShortN3 +last G, ;nockdown2. "he weapon gains the umbersome ' quality, or increases its e#isting umbersome quality by 8. "he weapon also gains the nwieldy ' quality, or increases its e#isting nwieldy quality by 8. inally, the weapon increases its encumbrance by '. +ard "oints Re.uired '. WEAPON HARNESS A sling helps a user carry a particularly hea!y weapon by taking up part of the weight. &se ,ith "his attachment can be applied to any anged M)ea!yN or $unnery weapon or ranged weapons that require two hands to wield. *odifiers "he weapon decreases its encumbrance by '. +ard "oints Re.uired 8. WEIGHTED HEAD Adding e#tra weight to the head of a blunt weapon lets the wielder strike with greater impact and do more damage. &se ,ith "his attachment can be applied to any close combat weapon that deals bludgeoning or crushing damage 0not one with a cutting edge2. *odifiers "he weapon increases its damage by '. "he weapon gains the umbersome ' quality, or increases its e#isting umbersome quality by 8. +ard "oints Re.uired 8. WRIST MOUNT A wrist mount ensures that the user always has a weapon read while keeping his hands free. %any users choose wrist mounts as a way to pack further firepower, while it is simply an aestethic choice for some. 5rist:mounted weapons can be fired with a pressure:sensiti!e $ear and quipment
DEAD END palm trigger or a particular wrist motion. &se ,ith "his attachment can be applied to any anged M@ightN weapon. *odifiers "he weapon can be worn on the user7s wrist, allowing him to use his hands without interference. +ard "oints Re.uired '. WEAPON ATTACHMENTS NAME
PRICE
RARITY
+alanced )ilt
8,BBB
G
+ayonet
8,GBB
(
+ipod %ount
'GB
(
ustom $rip
GBB
9
8,BBB
G
#tended %agaFine
'BB
>
iled ront Sight
'G
B
orearm $rip
'GB
'
$yrostabiliFer
8,BBB
9
)air "rigger
8GB
>
*ntegrated *lluminator
'BB
>
@aser Sight
GBB
G
%agnetic 5eapon "ether
'GB
9
%arksman +arrel
8,'BB
G
%ulti:Optic Sight
',BBB
G
Qight Iision Scope
GBB
J
1aired 5eapons
(BB
G
1istol $rip
>BB
>
aFor dge
8,'GB
J
emo!ed Safety eatures
'GB
(
Serrated dge
JG
(
Shortened +arrel
'GB
>
Stripped Down
'GB
G
Superior 5eapon ustomiFation
JGB
J
Suppressor
JGB
G
"elescopic Sight
'BB
>
"ripod %ount
>BB
>
nder:+arrel lamethrower
(,BBB
J
nder:+arrel $renade @auncher
8,GBB
9
nder:+arrel Shotgun
8,BBB
G
'G
'
#tended +arrel
5eapon )arness
5eighted )ead
'GB
(
5rist %ount
'JG
G
ARMOR ATTACHMENTS "he Dead End setting also includes a list of basic armor attachments to go with these rules. Again, these are designed to be as broad as possible. CHEMICAL PROTECTION 5ater:resistant, non:porous, impermeable materials, and a coating of neutraliFing agents protect the wearer against contact:!ector chemical attacks. se 5ithC Any armor that has at least Soak 8. *odifiers educes the difficulty of esilience checks made to resist the effects of chemicals by one.. +ard "oints Re.uired 8. CUSTOM FIT Although standard
PAUL M. N. HAAKONSEN *odifiers educes the difficulty of esilience checks made to resist the effects of e#treme cold by one. emo!es up bb to added to checks due to e#treme cold. +ard "oints Re.uired 8. INTEGRATED ASCENSION GEAR *ncorporating a grapnel launcher, line, clips, and other climbing and rappelling equipment directly into a set of armor ensures that the user is always prepared to ascend or descend sheer surfaces in a hurry. 5hether to escape from pursuers, follow a target, infiltrate a building, or e#filtrate from a dangerous situation, ascension gear can pro!e in!aluable in a !ariety of situations. *n addition, ha!ing the grapnel and line integrated directly into one7s armor pro!ides a high degree of safety and security. &se ,ith "his attachment can be applied to any armor. *odifiers As an Action, a character may take an Avera%e (dd) Ran%ed /!i%ht0 check to secure the grappling hook to an ob4ect within medium range. On success, as an Action, he may reel in the cord, pulling himself to the ob4ect 0or, if the ob4ect is unsecured and lighter than he is, pulling it to him2. A character may use the grappling hook to pull another character aloft with him3 if he does he must make an Easy (d) Athletics check to a!oid losing his grip on his partner. +ard "oints Re.uired '.
holsters has access to a hidden arsenal that can o!erwhelm most foes. &se ,ith "his attachment can be used with any armor. *odifiers *ncreases ncumbrance by >. "he character may holster up to ' weapons of ncumbrance ( or lower in the armor. 5hile holstered, these weapons do not count towards the character7s ncumbrance !alue. +ard "oints Re.uired '. INTIMIDATING VISAGE 5arriors from many cultures paint their armor or add imposing face masks to intimidate opponents. &se ,ith "his attachment can be applied to any armor. *odifiers 5hen wearing this armor, the user adds s to oercion checks they make, and automatic f to harm checks they make. +ard "oints Re.uired 8.
LOW-FRICTION COATING @ow:friction coatings work by lowering the coefficient of friction against solid armor plates. 5ith the addition of such a coating, the surface of armor becomes almost impossible to grip or seiFe. *n addition, glancing blows from melee weapons are often unable to find purchase, which diminishes the damage they cause as they slide off. "he only downside to the coating is that it can make working on the armor more difficult, as tools must scramble for a grip on its slick surface. &se ,ith "his attachment can only be applied INTEGRATED HOLSTERS to armor with hard surfaces. +y mounting their holsters into the framework *odifiers *ncreases the armor7s %elee Defense of their armor, combatants can ensure no one by L8. Adds bb to %echanics checks to modify can catch them unarmed. Qot only does the or maintain the armor. wearer ha!e easy access to these weapons at all +ard "oints Re.uired 8. times, but powered ser!os and other systems can be set up to assist the wearer in drawing or OPTICAL CAMOUFLAGE SYSTEM stowing these weapons more rapidly. A Optical camouflage systems 01AO2 are a character with a fully tooled set of integrated wonder of modern stealth technology. sing a 888
$ear and quipment
DEAD END series of phased array optical pro4ectors combined with sound baffling equipment and thermal and radiation shielding, this can render a wearer nearly in!isible to the nake eye. "he 1AO pro4ectors allow the wearer to blend in with his surroundings by mimicking them, similar to a chameleon, and the different radiation shields hide the wearer7s body heat as well as any electromagnetic radiation from other sensors or communications gear. or all of its utility, howe!er, this system is incredibly fragile and is not recommended for combat. &se ,ith "his attachment can be equipped on any type of armor, but is nearly useless on hea!y body armor, which is often too bulky and loud to mask properly. *odifiers pgrades the ability of all Stealth checks twice while wearing this armor. +ard "oint Re.uired '. POCKETED ARMOR "his modification adds a series of pouches, bags and carrying loops to the armor in key areas. "hese additions makes it easier for the wearer to carry a greater amount of equipment. &se ,ith "his attachment can be applied to any type of armor. *odifiers *ncrease the ncumbrance threshold of the character by '. +ard "oints Re.uired 8. QUICK SHED Armor, especially hea!y armor, takes time to put on and take off. "hough putting armor on remains a chore, taking it off – especially in an emergency situation – is e#pedited with the quick: shed attachment. +y installing se!eral quick: release latches at strategic locations, suits of armor
can be quickly remo!ed by the wearer. &se ,ith "his attachment can only be applied to armor with an encumbrance of ( or higher. *odifiers As a %aneu!er, the wearer may shed the armor. Armor remo!ed in this fashion must be reassembled before the wearer can don it again. eassembly requires se!eral minutes and an Avera%e (dd) *echanics check. +ard "oints Re.uired 8. RANGE FINDER A system incorporating a simple computer and !isual sensors, a range finder calculates the distance to any spot in the user7s field of !ision, feeding him precise information to a !isor )D. 5ith this information, the wearer can push his weapon to its limits, while knowing when to hold his fire on an impossible shot. &se ,ith "his attachment can be applied to any type of military grade armor. *odifiers *nnate "alent 0Sniper Shot2. +ard "oints Re.uired 8. REINFORCED PLATING "his attachment represents adding e#tra layers of armor or using stronger materials to reinforce the armor. &se ,ith "his attachment can be applied to any armor that uses hardened plates for protection. *odifiers "he armor gains the einforced quality. "he armor also increases its ncumbrance by 8. +ard "oints Re.uired '. SHADOW COATING %ost suits of armor can be modified to enable the wearer to reduce the chance of being detected while sneaking. "his is accomplished through painting the armor dark colors to blend in with shadows, and placing noise dampening materials in key areas of the armor to reduce friction and noise. &se ,ith "his attachement can be applied to any armor. *odifiers Add b to all Stealth checks made while wearing the armor. +ard "oints Re.uired 8. 88'
PAUL M. N. HAAKONSEN STURDY ARMOR %ost armors can ha!e their protecti!e qualities increased by adding more plates or layers. "his comes at a slight consequence of weight and fle#ibility. &se ,ith "his attachment can only be applied to armor that has a Soak !alue. *odifiers *ncrease the armorEs Soak rating by L8 and the ncumbrance by L'. +ard "oints Re.uired 8. SUPERIOR ARMOR CUSTOMIZATION Any piece of armor can benefit from retooling at the hands of a superior craftsman. A skilled armorsmith can add impro!ed protecti!e plating to increase the protection a piece of armor offers, e!en as he decreases its weight and bulk. Of course, such delicate and e#acting work can make the armor less customiFable in other respects. &se ,ith "his attachment can be used with any armor. *odifiers $rants the armor the Superior quality. +ard "oints Re.uired 8. THERMAL SHIELDING SYSTEM tiliFing both acti!e and passi!e cooling systems, along with an insulated body glo!e and special coatings on the armor plates, this attachment allows a wearer to withstand dangerously high temperatures. "his thermal shielding is proof against open flames, molten rock and steel, intense heat, and e!en some forms of radiation. &se ,ith "his attachment can be installed on any armor that co!ers the entire body and can be sealed. *odifiers educes the difficulty of esilience checks made to resist the effects of fire and e#treme heat by one. emo!es up to bb added to checks due to e#treme fire or heat. +ard "oints Re.uired 8.
88(
ARMOR ATTACHMENTS NAME
PRICE
RARITY
8,BBB
9
>BB
>
8,BBB
>
*ntegrated Ascension $ear
(GB
>
*ntegrated )olsters
(BB
G
*ntimidating Iisage
8'G
>
@ow:riction oating
JGB
9
G,GBB
J
1ocketed Armor
'BB
(
Puick Shed
9GB
>
ange inder
8,GBB
J
einforced 1lating
&,BBB
&
&BB
9
Sturdy Armor
',BBB
G
Superior Armor ustomiFation
G,BBB
J
"hermal Shielding System
8,BBB
>
hemical 1rotection ustom it )eating System
Optical amouflage System
Shadow oating
MISCELLANEOUS GEAR $ear is a catchall term for anything that isn7t weapons or armor. $enerally, gear needs fewer rules than either of those. @isted here is the most essential of gear that a sur!i!or could find to come in handy. "his list is far from complete, as that would be far to e#tensi!e of a list, and you can add items as needed to your specifict campaign. BACKPACK +ackpacks are indescribably useful to the tra!eler in the 5asteland. %ost are simple te#tile constructs with a number of compartments and e#ternal pouches good for carrying tools, sur!i!al equipment, trophies, or anything else a user could desire. %ore ad!ances models are reinforced, built from ad!anced te#tiles, and may ha!e lightweight internal supports that allow for the easy carrying of incredible weights. +ackpacks increase the wearer7s encumbrance threshold by >.
$ear and quipment
DEAD END BEER +eer is an addicti!e alcoholic drink commonly found throughout e!ery settlement and community. haracters drunk on beer add an automatic a to +rawl and 1resence skill checks, and an automatic t to all *ntellect skill checks. BINDERS +inders are simple restraints used to keep prisoners subdued and manageable. "hey come in many shapes, siFes, and styles such as hardnened plastic strips and ordinary handcuffs. +reaking free from a set of binders requires either brute force or feats of agility and fle#ibility. "he difficulty !aries by the make and model of the binder, but the most common restraints require a Dauntin% ( dddd) Athletics or Coordination check to escape. BINOCULARS +inoculars are rugged imaginng systems to magnify far:off ob4ects for their users. "hey are reliable and sturdy. +inoculars magnify ob4ects up to fi!e kilometers away. "here are countless of binocular brands a!ailable, though most of the differences are purely cosmetic.
specifications and camouflage patterns. "he military:issue canteen holds 8.G liters of liquid and features an integrated filtration system that can purify water. CASUAL OUTFIT asual clothes range from cut:off 4eans and a ":shirt to neatly pressed khakis and a hand:knit sweater. CELL PHONE A digital communications de!ice that comes in a hand:held model or as a headset, a cell phone uses a battery that lasts for '> hours before it must be recharged. *t works in any area co!ered by cellular ser!ice. CHEMICAL LIGHT STICK "his disposable plastic stick, when acti!ated, uses a chemical reaction to create light for 9 hours. *t illuminates an area only in ngaged radius. Once acti!ated, it can7t be turned off or reused. CLIMBING GEAR limbing gear is a catchall term for tools used to scale and abseil steep or sheer surfaces. 5hether a character is attempting to scale a stony cliff or the smooth transparisteel facade of an office tower, climbing gear is essential for anyone who needs to gain access to otherwise:unreachable places. %ost sets of climbing gear include a few coils of rope or cable, a hook or adhesi!e attachment, and a number of pitons, picks, hammers, and other tools used to secure lines.
BUSINESS OUTFIT A business outfit generally includes a 4acket or blaFer, and it tends to look sharp and well groomed without being o!erly formal. 5earing a business outfit grants the wearer a b bonus on all Qegotiation checks.
COMPASS A compass relies on the arth7s magnetic field to determine the direction of magnetic north. A compass grants its user a a bonus on Sur!i!al checks made to na!igate.
CANTEEN "his standard military canteen is constructed from rugged synthetics and housed in a can!as co!er a!ailable in a !ariety of uniform
COMPUTER 5hether a desktop or notebook model, a computer includes a keyboard, a mouse, a 88>
PAUL M. N. HAAKONSEN monitor, speakers, a D:O% dri!e, a dial:up modem, and the latest processor. A character needs a computer to make omputer checks and to makechecks in!ol!ing the *nternet. CONCEALMENT HOLSTER "hese compact holsters built for small, light handguns are designed to fit the contours of the carrier7s body and mask his presence from e!en determined obser!ation and sur!eillance. oncealment holsters are a!ailable in a !ariety of forms, allowing them to be worn high on the belt, under the arm, in the small of the back, or on an ankle. "hese holsters add b to 1erception checks to disco!er the presence of the concealed weapon, but may only hold pistols. DIGITAL CAMERA A digital camera uses no film3 instead, its pictures are simply downloaded to a computer as image files. Qo film de!eloping is necessary. DISGUISE KIT Disguise kits are simple collections of make:up, contact lenses. *n addition, disguise kits contain basic camouflage paints for use in !arious en!ironments to help a user blend more easily into the surrounding. sing a disguise kit grants a b penalty to 1erception checks to recogniFe the character.
FATIGUES alled
FORMAL OUTFIT rom a little black dress to a fully appointed tu#edo, formal clothes are appropriate for
$ear and quipment
DEAD END recei!erEs location to within a few doFen feet. A $1S recei!er grants its user a to upgrade any Sur!i!al check made to na!igate, but because the recei!er must be able to pick up satellite signals, it only works outdoors. LIQUOR @iquor is a classification of alcoholic be!erages that all ha!e a high alcohol percentage in it. @iquor includes rum, scotch, !odka and whiskey. +eing drunk on liquor gi!es the recipient an automatic a to +rawn and 1resence checks, and also incurs an automatic t on all *ntellect checks. LOCKPICK SET A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a character to make Skulduggery checks to open mechanical locks 0deadbolts, keyed entry locks, and so forth2 without penalty. MAP 5hile a compass of $1S recei!er can help you find the way through the wilderness, a map can tell you where youEre going and what to e#pect when you get there. oad atlases can be purchased for most ma4or metropolitan areas, detailing e!ery street in the entire region. A map grants the wielder a b bonus on Sur!i!al checks made to na!igate. MILITARY PACK "his is a standard military:issue backpack used to stow and carry tents, rations, canteens, e#ca!ation tools, and all manner of other gear the soldier needs in the field. *t is constructed of durable and lightweight materials able to withstand a broad range of en!ironmental conditions while adding as little as possible to the soldier7s load. "he military packs are a!ailable in a !ariety of uniform specifications
and camouflage patterns. "his pack increases the user7s encumbrance capacity by 9, but has the umbersome ' quality. NIGHT VISION GOGGLES "hese goggles allow the user to see normally in the dark. 5hen wearing night !ision goggles, your character remo!es up to bb added to their checks due to darkness. PAINKILLERS "his is the profile for a painkiller, which is the generic term we use for a consumable, quick:healing item. +eing able to quickly heal a number of wounds is important to the system3 it lets you keep your character mo!ing when they would otherwise be eliminated, and it tempers the lethality of combat. Although these items mechanically heal wounds, thematically they can help your character get back on their feet in any number of ways, depending on the setting. A Dead End setting treats these as painkillers, allowing your character to ignore minor in4uries and keep going. sing a painkiller requires one %aneu!er for your character to apply it either to themself or to another engaged character. "he painkiller is consumed in the process, and the character immediately heals G wounds. 5hile a character can use multiple painkillers, this pro!ides diminishing returns. ach painkiller after the first heals one wound fewer. A second painkiller heals > wounds, a third heals (, and so on. sing a si#th painkiller in a day has no further effect. After one day, the lingering effects of the painkillers wear off, and the character may use painkillers again with their normal effect 0this means a character can consume up to fi!e painkillers a day, each day2. See page 889 in the Genesys Core Rulebook for more information on painkillers and healing. 889
PAUL M. N. HAAKONSEN PORTABLE MEDKIT A well:equipped portable medkit comes with e!erything someone might need to treat all manner of in4uries, from bullet wounds to broken legs. A portable medkit allows your character to perform %edicine checks to heal wounds and ritical *n4uries without penalty. "he inclusion of modern drugs adds automatic s to the check results.
coil of wo!en hemp, or maybe a high:tech nylonclimbing rope. ope doesnEt come with any unique rules. "he only rule associated with it is that often it is the right tool for the 4ob.
PORTABLE VIDEO RECORDER 1ortable !ideo camera use some format of !ideotape, DID, or harddri!e to record acti!ity. "he media can be played back through connecting the camera to a "I, a computer, or !ia the cameraEs @D screen.
TABLET A tablet computer, commonly shortened to tablet, is a portable personal computer, typically with a mobile operating system and @D touchscreen display processing circuitry, and a rechargeable battery in a single thin, flat package. "ablets, being computers, do what other personal computers do, but lack some *O capabilities that others ha!e. %odern tablets largely resemble modern smartphones, the only differences being that tablets are relati!ely larger than smartphones, with screens J inches or larger, measured diagonally.
RESPIRATOR Designed to allow a being to breathe in atmospheres that are typically dangerous to them, respirators are some of the most common pieces of sur!i!al gear in e#istence. "he respirator is a simple respirator plug and face mask that can filter to#ins and airborne pathogens. %ost are bulky and uncomfortable to wear for long periods. ROAD FLARE oad flares are small chemical sticks that produce a brilliant red light. "hey are lit by striking the cap against the stick. A road flare lasts for an hour before becoming completely consumed and fills a G: foot square with flickering red light. Anyone struck with a road flare takes > points of fire damage. ROPE "his is a profile for a length of ropeC maybe a
88J
SLEEPING BAG "his lightweight sleeping bag rolls up compactly. *t can keep a character warm e!en in se!ere weather and can also double as a stretcher in an emergency.
TENT ound in larger sur!i!al kits and sold separately by a number of !endors, tents are portable shelters used to pro!ide protection from the elements. Depending on the model, a tent can hold one to si# indi!iduals, and can be made from any material. THERMAL CLOAK "hermal cloaks are !ersatile pieces of equipment that can be worn or used as a blanket and pro!ide protection from e#treme heat and e#treme cold. se of a thermal blanket or cloak remo!es up to bb from any checks made to handle e#treme heat or cold. TOOL KIT rom small precision tools used to repair !ehicles and ad!anced computers to huge
$ear and quipment
DEAD END rolling bo#es used to maintain buildings, tool kits are an essential piece of equipment. 5hether general kits used for maintainance or custom:built sets for specific 4obs, tool kits offer their users a wide !ariety of necessary tools for getting the 4ob done. 5ith the proper tools, there is little that a skilled and in!enti!e technician can7t accomplish if gi!en the time and circumstances. "ool kits allow mechanics and technicians to perform most mechanical checks to repair de!ices.
ell 1hone
B
GB
(
hemical @ight Stick
B
G
>
limbing $ear
8
GB
>
ompass
B
8B
>
omputer
8
(BB
(
oncealment )olster
B
>B
G
Digital amera
B
'BB
(
Disguise ;it
'
8BB
9
#tra lip
B
'G
(
UNIFORM rom the cable guy to a senior Air orce officer, people on the 4ob tend to wear uniforms: making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer. 5earing a uniform grants a b bonus to oercion or Deception checks, at the $%s discretion.
atigues
B
GB
(
ield ation 1ack
B
G
>
lashlight
8
8B
'
ormal Outfit
B
8GB
>
$1S ecei!er
B
8BB
G
@iquor
B
G
'
@ockpick Set
B
8BB
9
UTILITY BELT A utility belt is a common item for those where quick access to tools and gear is a necessity. "heir contents will !ary with their user and their planned actions. Some belts e!en ha!e weapon holsters. tility belts increase the character7s encumbrance threshold by 8.
%ap
B
G
'
%ilitary 1ack
8
8BB
'
Qight Iision $oggles
8
GBB
9
1ainkillers
B
'G
(
1ortable %edkit
'
'BB
G
1ortable Iideo ecorder
8
(BB
(
espirator
8
'G
(
WALKIE TALKIE "his hand:held radio transcei!er communicates with any similar de!ice operating on the same frequency and within range.
oad lare
B
G
8
ope
8
G
'
Sleeping +ag
'
(B
'
"ablet
8
'BB
'
"ent
>
8BB
(
"hermal loak
'
'BB
(
GEAR AND EQUIPMENT NAME
ENCUM
PRICE
RARITY
"ool ;it
>
(GB
>
+ackpack
B
GB
'
niform
B
8BB
9
+eer
B
8
'
tility +elt
B
'G
'
+inders
B
'G
>
5alkie "alkie
8
(G
>
+inoculars
8
JG
(
+usiness Outfit
B
8BB
(
anteen
8
J
(
asual Outfit
B
GB
'
VEHICLES A !ehicle 0from @atinC !ehiculum2 is a machine that transports people or cargo. "ypical !ehicles include wagons, bicycles, motor !ehicles 88&
PAUL M. N. HAAKONSEN 0motorcycles, cars, trucks, buses2, railed !ehicles 0trains, trams2, watercraft 0ships, boats2, aircraft and spacecraft. @and !ehicles are classified broadly by what is used to apply steering and dri!e forces against the groundC wheeled, tracked, railed or skied. %ost new ci!ilian cars include such standard features as air conditioning, air bags, anti:lock brakes, cruise control, keyless entry, and an A%% radio with D player. @u#ury !ehicles often also include e#tras such as heated side mirrors, power seats, leather upholstery, and sunroofs. "he !ehicle rules are clarified in great detail on pages ''B through '(8 in the Genesys Core Rulebook. 4-WHEEL ALL-TERRAIN VEHICLE "his all:terrain !ehicle is something like a four:wheeled motorcycle.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity B 08 uncomfortably2. Consumables Qone. Encumbrance Ca#acity (. "rice1Rarity 8G,BBBG. ,ea#ons Qone.
"rice1Rarity 8BB,BBBG. ,ea#ons Qone.
AEROSPACE SUPERIORITY FIGHTER +arring the e#istence of armed satellites and ad!anced orbital platforms, the 4et fighter is usually the final word in superiority in the skies.
"ilotin% $kill 1iloting. Com#lement 8 pilot, 8 co:pilot. "assen%er Ca#acity Qone. Consumables 8 day. Encumbrance Ca#acity G "rice1Rarity 8BB,BBB,BBB ,ea#ons otary cannon 0ire Arc orward3 Damage '3 ritical G3 ange M@ongN3 Auto:fire2. Air:to:air missiles 0ire Arc orward3 Damage G3 ritical (3 ange M#tremeN3 $uided (, @imited Ammo 92. Anti:ship missile 0ire Arc orward3 Damage &3 ritical 83 ange MStrategicN3 +last G, +reach ', @imited Ammo 82.
ARMORED TRUCK sed to transport money between businesses 18-WHEELER and financial institutions, armored trucks are "he cab of an 8&:wheeler has either a classic designed to deter would:be thie!es. "he truck long nose or a flat front. *t is spacious, powerful, has three doors and firing ports that allow the and comfortable. "hese !ehicles usually crew to use their firearms without lea!ing the includes a sleeper space immediately behind the !ehicle. cab, gi!ing the dri!er a home away from home. "ractor trailers usually come with a basic "ilotin% $kill Dri!ing. mechanical tool kit, a + radio 0essentially a Com#lement 8 dri!er. professional walkie:talkie with twice the usual "assen%er Ca#acity ' 0( uncomfortably2. range2, and a $1S recei!er. Consumables Qone. "ilotin% $kill Dri!ing. Encumbrance Ca#acity (B. Com#lement 8 dri!er "rice1Rarity &G,BBB9. "assen%er Ca#acity ' 0( uncomfortably2. ,ea#ons Qone. Consumables 8 day. Encumbrance Ca#acity 8BB. 88-
$ear and quipment
DEAD END "assen%er Ca#acity B 0' uncomfortably2. Consumables Qone. Encumbrance Ca#acity GB. "rice1Rarity (BB,BBBG. ,ea#ons Qone. BUSINESS JET A sleek business 4et. "wo turbofans, set on the fuselage abo!e and behind the wings, pro!ide the power. "he interior includes lu#ury accomodations and a la!atory.
"ilotin% $kill 1iloting. omplementC 8 pilot, 8 co:pilot. "assen%er Ca#acity 8B 08G uncomfortably2. Consumables 8 week. Encumbrance Ca#acity >B. "rice1Rarity 9BB,BBB9. ,ea#ons Qone.
CABIN CRUISER A cabin cruiser is a motor yacht with two internal diesel engines. "hey come equipped with four berths and a fully equipped galley.
"ilotin% $kill Operating. Com#lement 8 pilot. "assen%er Ca#acity > 0& uncomfortably2. Consumables ' days. Encumbrance Ca#acity (B. "rice1Rarity 8'G,BBBG. ,ea#ons Qone.
CARGO HELICOPTER "his is a twin:engine cargo helicopter. As a ci!ilian aircraft, it is a sturdy, reliable helicopter used for cargo work.
CIGARETTE BOAT @ong and sleek, these e#pensi!e and high: powered boats are designed to mo!e fast and look good. "hey are commonly used for smuggling cargo between ports that are not likely to stop something that ob!iously belongs to an
"ilotin% $kill Operating. Com#lement 8 pilot. "assen%er Ca#acity ( 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity 8G. "rice1Rarity (G,BBBG. ,ea#ons Qone.
CITY BUS A typical city bus has a door at the front and a second door about halfway down the right: hand side.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity >B 09B uncomfortably2. Consumables Qone. Encumbrance Ca#acity 'G. "rice1Rarity (G,BBB>. ,ea#ons Qone.
"ilotin% $kill 1iloting. Com#lement 8 pilot, 8 co:pilot. 8'B
PAUL M. N. HAAKONSEN DIRT BIKE Dirt bikes are small cylinder motorcycles that are designed primarily for offroad biking, although it functions equally well on the streets.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity B 08 uncomfortably2. Consumables Qone. Encumbrance Ca#acity '. "rice1Rarity J,GBB>. ,ea#ons Qone.
FAMILY SEDAN A family sedan is a large, four:door !ehicle, equipped with I& engines. "hese !ehicles are large and durable.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity ( 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity 'B. "rice1Rarity 'G,BBB>. ,ea#ons Qone.
EMERGENCY VEHICLE 5hen someone needs medical attention, this is what shows up. *t contains a large amount of medical and emergency rescue supplies.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity ' 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity 8G. "rice1Rarity >B,BBBG. ,ea#ons Qone.
FAMILY COUPE A standard family coupe has two:doors.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 8 0( uncomfortably2. Consumables Qone. Encumbrance Ca#acity 8B. "rice1Rarity 'B,BBB>. ,ea#ons Qone.
8'8
FIRE TRUCK "here are technically two types of fire trucks – pumpers, which ha!e larger water tanks, and ladder trucks, which mount enormous ladders for getting firefighters up high.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 9 08B uncomfortably2. Consumables Qone. Encumbrance Ca#acity 8B. "rice1Rarity 9B,BBBG. ,ea#ons Qone.
HANG GLIDER A hang glider requires 8BB feet or so to land and take off, depending on wind conditions. *t is small enough to fit in the back of a pickup truck when disassembled. *t takes 8G minutes to disassemble a hang glider and (B minutes to assemble it. $ear and quipment
DEAD END "ilotin% $kill 1iloting. Com#lement 8 pilot. "assen%er Ca#acity 8. Consumables Qone. Encumbrance Ca#acity Qone. "rice1Rarity G,BBB9. ,ea#ons Qone.
HEAVY ARMORED PERSONNEL CARRIER An A1 is crewed by a dri!er, a gunner, and a commander. *t has three top hatches, one abo!e each crew position, and a large door in back for infantry soldiers to load or disembark. "his !ehicle comes equipped with a machine gun.
LIGHT ARMORED PERSONNEL CARRIER A smaller and lighter armored personnel carrier. *t is crewed by a dri!er and a commander, and features a top hatch abo!e each position as well as a rear door. nlike the hea!y A1, this !ehicle has no equipped weapons.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 9 0& uncomfortably2. Consumables Qone. Encumbrance Ca#acity 'G. "rice1Rarity >BB,BBBJ. ,ea#ons Qone.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 8B 08' uncomfortably2. Consumables Qone. Encumbrance Ca#acity 8G. "rice1Rarity JBB,BBB&. LIMOUSINE ,ea#ons "urret:%ounted %achine $un 0ire A limousine is a big, comfortable car. "he Arch All3 $unnery3 Damage 8B3 ritical (3 ange statistics gi!en are for a moderate:siFed !ehicle, M@ongN3 Auto:fire, 1ierce ', Iicious '2. rather than a stretch limo or a con!entional car with a professional dri!er. @imousines feature !irtually e!ery a!ailable lu#ury feature, often including tele!isions and small refrigerators. A partition de!ides the front seat from the rest of the !ehicle. JET SKI "ilotin% $kill Dri!ing. A 4et ski propels itself forward with a Com#lement 8 dri!er. powerful 4et of water. A 4et ski has two seats. "assen%er Ca#acity 9 08B uncomfortably2. "ilotin% $kill 1iloting. Consumables Qone. Com#lement 8 pilot. Encumbrance Ca#acity 8G. "assen%er Ca#acity 8. "rice1Rarity GB,BBB9. Consumables Qone. ,ea#ons Qone. Encumbrance Ca#acity '. "rice1Rarity G,BBB>. ,ea#ons Qone.
8''
PAUL M. N. HAAKONSEN LUXURY COUPE "hese !ehicles ha!e two doors and are equipped with I& engines.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 8 0( uncomfortably2. Consumables Qone. Encumbrance Ca#acity 8B. "rice1Rarity (B,BBBG. ,ea#ons Qone.
LUXURY SEDAN "hese four:door lu#ury sedan !ehicles are equipped with I& engines.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity ( 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity 'B. "rice1Rarity (G,BBBG. ,ea#ons Qone.
MINIVAN %ini!ans ha!e two con!entional doors up front, sliding doors on the side, and a read hatch:style door.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity ' 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity (G. "rice1Rarity 'G,BBB>. ,ea#ons Qone.
8'(
MOVING TRUCK "his is a large cargo truck used to mo!e furniture or deli!er freight. "rucks of this sort are often a!ailable as rentals.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity ' 0( uncomfortably2. Consumables Qone. Encumbrance Ca#acity GB. "rice1Rarity 'G,BBB>. ,ea#ons Qone.
MUSCLE CAR %uscle cars are powerful, fast, and noisy !ehicles. "hey usually come with I& or I8' engines that produce tremendous horsepower, usually '-G or more.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 8 0( uncomfortably2. Consumables Qone. Encumbrance Ca#acity 8B. "rice1Rarity >B,BBBJ. ,ea#ons Qone.
PERSONNEL HELICOPTER "his is a ci!ilian helicopter.
"ilotin% $kill 1iloting. Com#lement 8 pilot, 8 co:pilot. "assen%er Ca#acity ' 0( uncomfortably2. Consumables Qone. $ear and quipment
DEAD END Encumbrance Ca#acity 8'. "rice1Rarity 'GB,BBBJ. ,ea#ons Qone.
PICKUP 1ickups ha!e two doors at the front, usually runs on a I9 engine. 1ickups ha!e an open back space for storage and cargo capacity.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity ' 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity 'G. "rice1Rarity 'B,BBB>. ,ea#ons Qone.
POLICE CRUSER "his is a standard !ersion police !ehicle, with a strengthened chassis and impro!ed engine. *t is the typical police !ehicle found in cities and other urban areas.
"ilotin% $kill Dri!ing. Com#lement 8 dri!ing. "assen%er Ca#acity ( 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity 'B. "rice1Rarity 9G,BBB>. ,ea#ons Qone.
POLICE MOTORCYCLE %ost police departments use )arley:Da!idson motorcycles, specially altered to suit the POLICE ARMORED PERSONNEL CARRIER 5hen mobs are rioting in the streets, some departmentEs needs and painted to look police departments roll out these armored ob!ious. *t has a professional + radio, siren, personnel carriers to help quell !iolence. *n bubble lights, and a powerful 8>GB cc enging. *t addition to their siFe and intimidating has two large saddlebags that contain the appearance, police A1s mount a water cannon, following itemsC 9 Fip:tie binders, ( road flares, loudspeaker, and grenade launcher that fires a toolkit, a portable medkit, and a flashlight. tear gas rounds. "ilotin% $kill Dri!ing. "he police !an 0or . "ilotin% $kill Dri!ing. ,ea#ons Qone. Com#lement 8 dri!er. "assen%er Ca#acity 9 0& uncomfortably2. Consumables Qone. Encumbrance Ca#acity 'B. "rice1Rarity 8'G,BBB&. ,ea#ons Qone. POWER BOAT 1ower boats ha!e an outboard engine and 8'>
PAUL M. N. HAAKONSEN either a closed or open cockpit. losed cockpits ha!e a tiny cabin about the siFe of the interior of an economy car. "ilotin% $kill Operating. Com#lement 8 dri!er. "assen%er Ca#acity > 09 uncomfortably2. Consumables Qone. Encumbrance Ca#acity 8G. "rice1Rarity 8B,BBB>. ,ea#ons Qone.
RACING BIKE acing bikes are motorcycles made for high speed and e#cellent handling.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 8. Consumables Qone. Encumbrance Ca#acity B. "rice1Rarity 'B,BBB>. ,ea#ons Qone.
SCOOTER A compromise between a bicycle and a motorcycle, scooters are useful for getting through clogged city streets. +ecause they only ha!e small, single:cylinder engines, scooters are not allowed on highways.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 8. Consumables Qone. Encumbrance Ca#acity B. "rice1Rarity ',BBB>. ,ea#ons Qone.
8'G
SEA PLANE A seaplane has a fast cruise speed and low stall speed, making it ideal for water landings. 5ith twin pontoons instead of wheels, landing a seaplane on anything but water would be disastrous.
"ilotin% $kill 1iloting. Com#lement 8 pilot, 8 co:pilot. "assen%er Ca#acity 8B 08G uncomfortably2. Consumables Qone. Encumbrance Ca#acity (B. "rice1Rarity >BB,BBB9. ,ea#ons Qone.
SINGLE-ENGINE PLANE A common single:engine propeller plane, that is relati!ely ine#pensi!e.
"ilotin% $kill 1iloting. Com#lement 8 pilot. "assen%er Ca#acity ( 0> uncomfortably2. Consumables Qone. Encumbrance Ca#acity 'B. "rice1Rarity (GB,BBBG. ,ea#ons Qone.
SPORTS CAR Sports cars are usually equipped with a standard 9.B:liter I8' engine. Sports cars ha!e two doors.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. $ear and quipment
DEAD END "assen%er Ca#acity 8 0( uncomfortably2. Consumables Qone. Encumbrance Ca#acity G. "rice1Rarity GB,BBBG. ,ea#ons Qone.
STATION WAGON A station wagon is a big car with plenty of cargo capacity for a ci!ilian car. *t usually comes with four:doors and opens up in the back.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity ( 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity (G. "rice1Rarity 'B,BBB>. ,ea#ons Qone.
STREET BIKE Street bikes are motorcycles made for traffic dri!e, and not as fast as racing bikes. Street bikes ha!e smaller cylinders than racing bikes.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 8, Consumables Qone. Encumbrance Ca#acity B. "rice1Rarity 8G,BBB>. ,ea#ons Qone.
and hea!y:duty shock absorbers. "hey are not fast, but can get through difficult terrain much better than a normal car. SIs ha!e four doors and a back hatch. "ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity ( 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity 'G. "rice1Rarity 9B,BBBG. ,ea#ons Qone.
TANK A tank is crewed by a dri!er, a gunner, a gun loader, and a commander. *t has three top hatches, one for the dri!er and two on the turret. "he dri!erEs position cannot be reached from the other positions, which are all in the turret.
"ilotin% $kill Dri!ing. Com#lement 8 dri!er, 8 gunner. "assen%er Ca#acity B 08 uncomfortably2. Consumables Qone. Encumbrance Ca#acity &. "rice1Rarity 8,BBB,BBB-. ,ea#ons annon 0ire Arc All3 $unnery3 Damage 'B3 ritical '3 ange M#tremeN3 +last 8B, +reach ', @imited Ammo 8, 1repare 82. %achine $un "urret 0ire Arc All3 $unnery3 Damage 8B3 ritical (3 ange M@ongN3 Auto:fire, 1ierce ', Iicious '2.
VAN A typical full:siFed !an for hauling cargo or passengers comes with two con!entional doors SUV up front, and a sliding door on the side. A !an SIs are small trucks designed for serious off: may also ha!e a rear hatch:style door in roading. "hey sport o!ersiFed tired, a roll bar, 8'9
PAUL M. N. HAAKONSEN addition to the sliding side door, or only ha!e a back hatch and no sliding side door.
%ini!an
'G,BBB
>
%o!ing "ruck
'G,BBB
>
"ilotin% $kill Dri!ing. Com#lement 8 dri!er. "assen%er Ca#acity 8 0G uncomfortably2. Consumables Qone. Encumbrance Ca#acity >B. "rice1Rarity (G,BBB>. ,ea#ons Qone.
%uscle ar
>B,BBB
J
1ersonnel )elicopter
'GB,BBB
J
1ickup
'B,BBB
>
1olice A1
8'G,BBB
&
1olice ruiser
9G,BBB
>
1olice %otorcycle
8B,BBB
>
1ower +oat
8B,BBB
>
acing +ike
'B,BBB
>
Scooter
',BBB
>
Sea 1lane
>BB,BBB
9
Single ngine 1lane
(GB,BBB
G
VEHICLES NAME
PRICE
RARITY
>:5heel A"I
8G,BBB
G
Sports ar
GB,BBB
G
8&:5heeler
8BB,BBB
G
Station 5agon
'B,BBB
>
Aerospace Superiority ighter 8BB,BBB,BBB
-
Street +ike
8G,BBB
>
Armored "ruck
&G,BBB
9
SI
9B,BBB
G
+usiness et
9BB,BBB
9
"ank
8,BBB,BBB
-
abin ruiser
8'G,BBB
G
Ian
(G,BBB
>
argo )elicopter
(BB,BBB
G
igarette +oat
(G,BBB
G
ity +us
(G,BBB
>
Dirt +ike
J,GBB
>
mergency Iehicle
>B,BBB
G
amily oupe
'B,BBB
>
amily Sedan
'G,BBB
>
ire "ruck
9B,BBB
G
)ang $lider
G,BBB
9
)ea!y A1
JBB,BBB
&
G,BBB
>
@ight A1
>BB,BBB
J
@imousine
GB,BBB
9
@u#ury oupe
(B,BBB
G
@u#ury Sedan
(G,BBB
G
et Ski
8'J
$ear and quipment
DEAD END
CRAFTING
"WE GOT TO GET THESE THINGS TO LEARN TO EAT SOMETHING OTHER THAN US" – Survival of the Dead
HOW CRAFTING WORKS Technicians do more than just maintain and improve their equipment; such skilled artisans frequently build their own devices. Whether their creations are made from refined materials procured at reat cost or thrown toether in desperation from whatever scraps happen to be on hand at the time! the machines that technicians cobble toether are often incredible works of inenuity. The rules in this section provide "#s and players with options for craftin their own weapons! armor and adets. When a player wishes to have a character craft an item! the player should consult with the "#! and then the two should collaborate to o throuh the steps listed below to create the device. $s with all such matters! anythin that the player wants to craft is subject to the "#s approval. %raftin follows three steps. &n Step 1: Select
%raftin
Template! the player character chooses what kind of item to make. &n Step 2: Acquire Materials! the player character acquires the supplies to build that specific item. &n Step 3: Construction! the character actually crafts the item.
STEP 1: SELECT TEMPLATE When a craftsperson sets about craftin a piece of item! the character first chooses a template from the appropriate item table table. The template dictates the material required '#aterial (rice)*arity+! the difficulty of buildin it '%heck+! an estimate of how lon construction takes 'Time+! and the base mechanical statistics of the item should the character succeed on the check '(rofile+. ,ach template represents an incredibly vast number of specific models and desins of individual items that provide rouhly equal protection or effect. (layers and "#s should -/
DEAD END feel free to be creative in comin up with their own unique types of items that a iven template can represent. &nspired "#s are even encouraed to create their own new templates – all a template needs is a 0ame! #aterial)(rice! %heck! Time and (rofile! which "#s can furnish as they see fit. This step takes as much or little time as the character spends plannin! draftin! and desinin. $fter selectin a template! a character moves on to Step 2: Acquire Materials .
STEP 2: ACQUIRE MATERIALS To attempt to build an item based on a particular template! the player character must acquire appropriate material for that template. These are listed under #aterial (rice)*arity on the respective tables! and for acquisition purposes count as a sinle item wit hthe listed price and rarity. $s always! at the "#s discretion! certain supplies miht not always be available for the listed price at a iven market. 1ecause #aterial (rice)*arity for a template is defined only in terms of price in bottlecaps and abstracted rarity! the particular nature of the materials a character uses can vary wildly! and depends on the specifics of the item the character is craftin. $t the "#s discretion! player characters can acquire materials for a template via means other than payin for them 'such as salvain them! stealin them! or bein ifted with them+. This step requires as much time as it takes for the player character to actually obtain the materials. This endeavor could be as short as a trip to a scrapyard or market! or as lon as an epic quest to find a rare ore! dependin on the situation. $fter successfully acquirin materials! a character moves on to Step 3: Construction.
%raftin
STEP 3: CONSTRUCTION $fter acquirin the materials to make the specific item! the character must make the associated check listed under %heck on the respective tables to actually build the item in question. &f the character succeeds! the item is fully functional and has the profile listed in its template. &f the character fails on the check! the product that comes out of the attempt is unusable! and the materials are lost. There is a table linked to each individual type of craftin for suestions on how to interate other results into construction. 2irst! crafters can use a and x results to make improvements to the item. Then the "# can spend t and y to add flaws. The amount of time Step 3: Construction takes is determined by the estimate of workin hours listed in the template under Time. ,very s the character scores on the check beyond the first reduces this time by hours 'to the minimum of hour+. 3ther factors can also affect the time required at the "#4s discretion. $lternatively! the "# could ask the player interested in craftin to arrive early to the session 'or stay a bit late+ to take care of the mechanical side of the craftin! so that everyone else at the table doesn4t have to wait around while that player aoni5es over which quality to add to an item. The best option is the one that works best for the particular roup in question.
ARMOR CRAFTING %raftin a new set of armor can be a meaninful endeavor for a character! sinifyin an advancement in knowlede! a renewed resolve to protect oneself or others! or even just craftin because one is capable. #any wanderers choose to purchase or acquire armors via other means! but for a craftsperson! there is no substitute for creatin one4s own armor. -6
PAUL M. N. HAAKONSEN
ARMOR TEMPLATES NAME
PRICE / RARITY
CHECK
TIME
PROFILE
*einforced %lothin
7 ) -
Average (dd) Mechanics or Survival check
8 hours
9- Soak! 9: Defense! - ,ncumbrance! : hard points
iht $rmor
7: ) -
Average (dd) Mechanics or Survival check
- hours
9 Soak! 9: Defense! ,ncumbrance! : hard points
%ustomi5able $rmor
7:: ) 7
Average (dd) Mechanics check -8 hours
9 Soak! 9: Defense! < ,ncumbrace! < hard points
Deflective $rmor
7:: ) 8
Average (dd) Mechanics check < hours
9- Soak! 9- Defense! ,ncumbrance! - hard point
%ombat $rmor
-!7: ) 7
Har (ddd) Mechanics check
hours
9 Soak! 9: Defense! < ,ncumbrance! = hard points
Semented $rmor
!7:: ) >
!aunting (dddd ) Mechanics > hours check
9 Soak! 9- Defense! 8 ,ncumbrance! < hard points
$umentative $rmor
"ormia#le (ddddd ) Mechanics check
SPENDING SYMBOLS
,
,
AND
-: hours 9 Soak! 9 Defense! 8 ,ncumbrance! 7 hard points
WHEN CRAFTING ARMOR
EFFECT
a or x
$ractice Makes $er%ect: The character learns somethin valuable! and ains b on the ne?t check he makes with the same skill before the end of the session. &ight'eight: *educe the armor4s ,ncumbrance by - 'to a minimum of -+.
a a or x
&essons &earne: *educe the difficulty of the character4s ne?t craftin check by -. tra Melee !e%ense: $dd 9- #elee Defense to the armor 'can only be selected once+. Special m#ellishment: The wearer of this armor adds automatic a to checks for one of the followin skills@ %harm! %oercion! eadership! 0eotiation! *esilience or Stealth 'can only be selected once+.
a a a or x
%%icient Construction: $ si5eable portion of the material is unused or can be reclaimed from the process! the character retains supplies worth 7:A of the #aterial (rice needed to craft the item 'can only be selected once+. tra *ange !e%ense: $dd 9- *aned Defense to the armor 'can only be selected once+. tra Har $oint: $dd - hard point to the armor 'to a ma?imum of additional hard points+.
a a a a or x tra Soak: $dd 9- Soak to the armor 'can only be selected once+. !uplicate: %reate one additional! identical set of armor 'with all of the qualities! improvements! and flaws that the first possesses+ at no e?tra cost. Armor Schematic: %reate a schematic that permanently reduces the difficulty to create armors of this template by -! to a minimum of Simple (+) 'can only be selected once+.
xx
,ntegral Attachment: $dd 9- hard point to the armor! then install one applicable armor attachment that requires - hard point. 0o check is required to obtain this attachment! and it costs : money currency.
t or y
hausting %%ort: Bpon completin Step 3: Construction! the character suffers = strain. Heav-: &ncrease the armor4s ,ncumbrance by 9-. $oor "it: Donnin and removin this armor requires - additional $ction 'can only be selected once+.
tt or y
Comple: The armor is difficult to maintain. &ncrease the difficulty of checks to repair this item by -.
-=:
%raftin
DEAD END !i%%icult to Customi.e: &ncrease the difficulty of checks to install)modify attachments on this armor by -. to checks for one of the *estrictive: The wearer of this armor adds automatic t to followin skills@ $thletics! %oordination! (erception! Skulduery or Ciilance 'can only be selected once+.
t t t or or y
/ear an Tear: The tools the character was usin to craft the armor are worn down or destroyed! and are damaed one step 'minor damae if undamaed! from minor to moderate! or moderate to major+. "ragile: The armor has a substantial vulnerability that can be e?ploited; whenever the armor becomes damaed! the damae always counts as moderate damae unless it would be worse+.
tttt or or y pensive: The armor has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaed! the cost to repair the armor is doubled. Suppl- Shortage: The character runs out of equipment midway throuh constructin the armor. The crafter cannot finish it until he has a chance to acquire more supplies and spends bottlecaps equal to 7A of the #aterial (rice on these additional supplies 'can only be selected once+.
y y
0nepecte "la': The armor has a serious problem the crafter does not detect. $t some point in the future! the "# may spend a Story (oint to cause the armor to fail. When he does so! the armor counts as sufferin major damae! and thus becomes unusable. 3nce the armor has been repaired! this flaw is removed and cannot be e?ploited this way aainst 'can only be selected once+.
BRAWL AND MELEE CRAFTING #elee weapons weapons miht not not be the battlefield mainstay that they once were in ancient days! but many still carry them to war as symbols! as secondary weapons! or for the sheer menace they e?ude. Smiths have been craftin fine melee weapons since time immemorial! and many traditionalists still work the craft of the weaponsmiths of old with incredible finesse and artistry. 3ther melee melee weapons weapons are are modern modern in desin! developed based on innovations in martial sciences and machinecraft. Some powered weapons even use heat! tihtly focused bursts of enery! or cracklin fields of electricity as their
primary means of inflictin harm. 1rawl and melee weapons weapons are far far from obsolete in the Dead End settin settin as they are easily acquired and require less maintenance in comparison to most raned weapons. 1rawl and melee weapon weapon craftin follows the normal steps for craftin! as detailed earlier in this chapter.
BRAWL AND MELEE WEAPON TEMPLATES NAME
PRICE / RARITY
CHECK
TIME
EXAMPLES
2ist Weapon
-: ) -
Average (dd) Mechanics or Survival check
< hours
1rass knuckles
1ludeonin Weapon
7)-
as- (d) Mechanics or Survival check
8 hou hourrs
1aseball ba bat! 1a 1aton
1laded Weapon
-: ) -
Average (dd) Mechanics or Survival check
-8 hour ours
$?e! Sword
(owered Weapon
<: : ) 7
!aunting (dddd) Mechanics check
hours
Stun un
%raftin
- =-
PAUL M. N. HAAKONSEN
BRAWL AND MELEE WEAPON TEMPLATE PROFILES NAME
SKILL
DAM
CRIT
RANGE
ENCUM
HP
SPECIAL
1rawl
9-
<
,naed
-
:
Disorient =
1ludeonin Weapon #elee
9
7
,naed
=
-
Disorient
1laded Weapon
#elee
9-
=
,naed
-
(owered Weapon
#elee
9
=
,naed
=
2ist Weapon
SPENDING SYMBOLS
,
,
AND
Stun =
WHEN CRAFTING BRAWL AND MELEE WEAPONS
EFFECT
a or x
$ractice Makes $er%ect: The character learns somethin valuable! and ains b on the ne?t check he makes with the same skill before the end of the session. T'o+Hane: &ncrease the weapon4s damae by - and ,ncumbrance by ; it becomes a weapon that requires two hands to wield 'can only be selected once+. &ight'eight: *educe the weapon4s ,ncumbrance by - 'to a minimum of -+. nocko'n ualit-: The weapon ains the nockdown quality 'can only be selected once+.
a a or x
&essons &earne: *educe the difficulty of the character4s ne?t craftin check by -. !e%ensive ualit-: The weapon ains the Defensive - quality 'or increase its Defensive quality by -! to a ma?imum of =+. Customi.a#le: &ncrease the weapon4s hard points by - 'can only be selected once+. $ierce ualit-: The weapon ains the (ierce - quality 'or increase its (ierce quality by -+. icious ualit-: The weapon ains the Cicious - quality 'or increase its Cicious quality by -! to a ma?imum of 7+. Stun ualit-: This weapon ains the Stun - quality 'or increase the value of its Stun quality by -+.
a a a or x
%%icient Construction: $ si5eable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 7:A of the #aterial (rice needed to craft the item 'can be selected once+. nsnare ualit-: The weapon ains ,nsnare - quality 'or increase its ,nsnare quality by -+. !e%lection ualit-: The weapon ains the Deflection - quality 'or increase its Deflection quality by -! to a ma?imum of 7+. !estructive: &ncrease the weapon4s damae by - 'can only be selected once+.
or x Accurate ualit-: The weapon ains the $ccurate - quality 'or increase its $ccurate a a a a or quality by -! to a ma?imum of 7+. ðal: *educe the weapon4s critical ratin by -! to a minimum of - 'can only be selected once+. Suner ualit-: The weapon ains the Sunder quality 'can only be selected once+. Schematic: %reate a schematic that permanently reduces the difficulty of creatin weapons of this template by - 'to a minimum of Simple 4+5+.
xx
Concussive ualit-: The weapon ains the %oncussive - quality 'can only be selected once+. ,ntegral Attachment: $dd 9- hard point to the weapon! then install one applicable weapon attachment that require - or fewere hard points. 0o check is required to obtain this attachment! and it costs : money currency.
t or or y
hausting %%ort: Bpon completin Step 3: Construction! the character suffers = strain.
-=
%raftin
DEAD END Heav-: &ncrease the weapon4s ,ncumbrance by -.
t t or y
Cum#ersome ualit-: The weapon ains the %umbersome - quality 'or increase its %umbersome quality by -+. Har to Moi%-: &ncrease the difficulty of checks to modify attachments to this weapon by -.
t t t or y
/ear an Tear: The tools the character was usin to craft the weapon are worn down or destroyed! and are damaed one step 'minor damae! from minor to moderate! or moderate to major+. !i%%icult to *epair: &ncrease the difficulty of checks to repair this weapon by -. ,naccurate ualit-: The weapons ains the &naccurate - quality 'or increase its &naccurate quality by -+.
or y 6rittle: 3n a result of y from from a combat check usin the weapon! it becomes damaed tttt or one level 'minor damae! from minor to moderate! or moderate to major+.
y y
Hien "la': $t some point in the future! the "# may flip a Story (oint to have the weapon fracture or break. 3nce repaired! this flaw is removed and cannot be used aain.
GADGET CRAFTING CRAFTING %raftin one4s one4s own tools takes takes a special level of dedication! even for skilled machinists. $fter all! any time spent creatin the perfect tool t ool is time not spent tinkerin with more comple? and volatile devices. Still! there are those technicians who set out to build everythin from the scratch. 2urther! many technicians find that they need devices that they cannot simply purchase – and indeed! often devices that do not e?ist – and thus delve into the world of inventin new adets for their own use.
"adet craftin follows follows the normal normal steps steps for craftin! as detailed earlier in this chapter.
GADGET TEMPLATES NAME
PRICE / RARITY
CHECK
TIME
Simple Tool
7: )
as- (d) Mechanics check
hours
Specialist Tool
<: : ) 7
Average (dd) Mechanics check
-: hours
(recision Tool
-7 : ) 8
Har (ddd) Mechanics check
-8 hours
GADGET TEMPLATES NAME
ENCUMBRANCE
EFFECT
EXAMPLES
Simple Tool
<
%hoose a "eneral skill! the tool allows the character %limbin ear! Toolkit to make checks with the skill. $t the "#4s discretion this tool counts as the riht tool for the job.
Specialist Tool
/
%hoose a "eneral skill. $dd automatic s to checks with that skill.
(recision Tool
7
%hoose a "eneral skill. *emove with that skill.
%raftin
bb from checks
Table saw! Weldin ear #icroscope! 1inoculars
- ==
PAUL M. N. HAAKONSEN
SPENDING SYMBOLS
,
,
AND
WHEN CRAFTING GADGETS
EFFECT
a or x
&ight'eight: *educe the encumbrance of the adet by - 'to a minimum of -+. $ractice Makes $er%ect: The character learns somethin valuable! and ains b on the ne?t check he makes with the same skill before the end of the session.
a a or x
Compact: &f the adet is of encumbrance = or smaller! add b to checks other characters make to find it on the wearer4s person 'to a ma?imum of bbb+. &essons &earne: *educe the difficulty of the character4s ne?t craftin check by -.
a a a or x
%%icient Construction: $ si5eable portion of the material is unused or can be reclaimed from the process! the character retains supplies worth 7:A of the #aterial (rice needed to craft the item 'can only be selected once+. Sa%et- "eatures: $dd automatic a to checks with the "eneral skill chosen for this tool 'can only be selected once+.
a a a a or x ,n#uilt /eapon: %hoose a weapon of ,ncumbrance or lower that the character possesses to build into the adet! add b to checks to determine that the adet contains a weapon 'can be selected only once+.
xx
Supreme Cra%tsmanship: %hoose a "eneral skill; uprade checks with that skill made with this tool once.
t or y
hausting %%ort: Bpon completin Step 3: Construction! the character suffers = strain. Heav-: &ncrease the ,ncumbrance of the adet by -.
tt or y
!i%%icult to *epair: &ncrease the difficulty of checks to repair this adet by -. !elicate: The "# may spend tt or y from any check to have it become damaed one step 'undamaed to minor! minor to moderate! moderate to major! etc.+ 'can be selected only once+.
ttt or y
0npresenta#le: Decrease the base price others are willin to pay for this item by 7:A 'can be selected only once+.
tttt or y "ragile: Whenever this item would be damaed one step! it is damaed two steps instead 'can be selected only once+.
yy
"ault-: Whenever a character uses this tool for a check! uprade the difficulty of the check once.
RANGED WEAPON CRAFTING #ost survivors know the value of a ood firearm and a steady hand. Tradesmen and individual unsmiths alike turn a profit craftin and sellin firearms and other raned armaments. 2irearms is the most commonly used of all armaments throuhout the world! be it simple lihtweiht pistols or hihEcaliber assault rifles. 2irearms! however! are less easy to maintain in comparison to melee and brawl weapons! thouh they offer the safety of bein able to take out hostiles from afar. *aned weapon craftin follows the normal
-=<
steps for craftin as detailed earlier at the very beinnin of this particular chapter. $ny weapon with the imited $mmo quality is crafted with a number of rounds equal to its imited $mmo quality 'so! a weapon with imited $mmo - could only be fired once before the wielder would need to o about either craftin or acquirin reloads for the weapon+. So be prepared for additional time at the craftin station for weapons with imited $mmo quality.
%raftin
DEAD END
RANGED WEAPON TEMPLATES NAME
PRICE / RARITY
CHECK
TIME
EXAMPLES
Simple (rojectile Weapon
-: ) -
Average (dd) Mechanics or Survival check
< hours 1ow! Favelin
Solid (rojectile (istol
7: ) =
Average (dd) Mechanics check
/ hours (istol
Solid (rojectile *ifle
-7 ) =
Har (ddd) Mechanics check
/ hours *ifle! Shotun
#issile auncher
!aunting (dddd ) Mechanics check -8 hours (ortable #issile auncher
#issile
-:: ) <
Har (ddd) Mechanics check
< hours #issile
"renade
=7 ) 7
Har (ddd) Mechancs check
hours 2ramentation renade! Stun renade
RANGED WEAPON TEMPLATE PROFILES NAME
DAM
CRIT
Simple (rojectile Weapon *aned GihtH
<
7
Solid (rojectile (istol
*aned GihtH
<
Solid (rojectile *ifle
*aned GIeavyH
#issile auncher
"unnery
#issile "renade
SPENDING SYMBOLS
SKILL
,
,
ENCUM
HP
Short
=
:
7
Short
-
:
>
7
#edium
7
-
%umbersome
E
E
E
>
<
%umbersome =! (repare -
E
:
,?trene
E
:
1last -:! 1reach -! imited $mmo -
*aned GihtH
/
<
Short
-
:
1last 8! imited $mmo -
AND
RANGE
SPECIAL imited $mmo -
WHEN CRAFTING RANGED WEAPONS
EFFECT
a or x
$ractice Makes $er%ect: The character learns somethin valuable! and ains b on the ne?t check he makes with the same skill before the end of the session. &ight'eight: *educe the weapon4s encumbrance by - 'to a minimum of -+. !isorient ualit-: The weapon ains the Disorient quality 'or increase its Disorient quality by -+. pane Maga.ine: &f the weapon has the imited $mmo quality! increase its imited $mmo quality by -.
a a or x
&essons &earne: *educe the difficulty of the character4s ne?t craftin check by -. Customi.a#le: &ncrease the weapon4s hard points by one 'can only be selected once+. ,ncrease *ange: &ncrease the weapon4s rane by - rane band! to a ma?imum of ,?treme 'can only be selected once+. nocko'n ualit-: The weapon ains the nockdown quality 'can only be selected once+. icious ualit-: The weapon ains the Cicious - quality 'or increase its Cicious quality by -! to a ma?imum of 7+. Stun Setting: This weapon ains the Stun settin quality 'can only be selected once+.
a a a or x
%%icient Construction: $ si5eable portion of the material is unused or can be reclaimed from the process! the character retains supplies worth 7:A of the #aterial (rice needed to craft the item 'can only be selected once+.
%raftin
-=7
PAUL M. N. HAAKONSEN !estructive: &ncrease the weapon4s damae by - 'can only be selected once+. nsnare ualit-: The weapon ains the ,nsnare - quality 'or increase its ,nsnare quality by -+. Stun ualit-: This weapon ains the Stun = quality 'or increase its Stun quality by -+. $ierce ualit-: The weapon ains the (ierce - quality 'or increase its (ierce quality by -+.
a a a a or x Auto+"ire ualit-: The weapon ains the $utoE2ire quality 'can only be selected once+. 6urn ualit-: The weapon ains the 1urn - quality 'or increase its 1urn quality by -+. ðal: *educe the weapon4s critical ratin by -! to a minimum of - 'can only be selected once+. Accurate ualit-: The weapon ains the $ccurate - quality 'or increase its $ccurate quality by -! to a ma?imum of =+. Schematic: %reate a schematic that permanently reduces the difficulty of creatin weapons of this template by - 'to a minimum of Simple 4+5+.
xx
6last ualit-: The weapon ains the 1last 7 quality 'or increase its 1last quality by +. Concussive ualit-: The weapon ains the %oncussive - quality 'can only be selected once+. ,ntegral Attachment: $dd 9- hard point to the weapon! then install one applicable weapon attachment that requires - or fewer hard points. 0o check is required to obtain this attachment! and it costs : money currency.
t or y
hausting %%ort: Bpon completin Step 3: Construction! the character suffers = strain. Heav-: &ncrease the weapon4s ,ncumbrance by -. Cum#ersome ualit-: The weapon ains the %umbersome - quality 'or increase its %umbersome quality by -+.
tt or y
pensive: The wepaon has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaed! the cost to repair the weapon is doubled 'can only be selected once+. Har to Moi%-: &ncrease the difficulty of checks to install or modify attachments to this weapon by -. !i%%icult to *epair: &ncrease the difficulty of checks to repair this weapon by -.
ttt or y
/ear an Tear: The tools the character was usin to craft the weapon are worn down or destroyed! and are damaed one step 'minor damae if undamaed! from minor to moderate! or moderate to major+. $repare ualit-: The weapon ains the (repare - quality 'or increase its (repare quality by -+. Ammunition+,ne%%icient: Durin combat! the "# may make this weapon run out of ammunition by spendin tt ! this is in addition to the standard spendin of y as discussed on pae -:< of the 7enes-s Core *ule#ook or ttt as per rules in the Dead End settin 'can only be selected once+. ,naccurate ualit-: The weapon ains the &naccurate - quality 'or increase its &naccurate quality by -+.
tttt or y &imite Ammo ualit-: This weapon ains the imited $mmo = quality 'or decrease its imited $mmo quality by -! to a minimum of -+. Slo'+"iring ualit-: The weapon ains the SlowE2irin - quality 'or increase its SlowE 2irin quality by -+.
yy
-=8
!angerousl- olatile: The "# may spend y from any combat check made with this weapon to have it e?plode. The weapon is destroyed! and the character holdin it and each enaed character suffers -: damae 'can only be selected once+.
%raftin
PAUL M. N. HAAKONSEN
FEAR
"OH NO! THE ZOMBIES KILLED GOD!" – Left 4 Dead It was at that very moment that Abigail knew her world and everything she loved had come to an end. The pain of the bite felt distant and numbing, as the decaying woman sank her teeth into her forearms, as Abigail tried to fend her off. Everything she had fought for, gone in the blink of an eye. She didn't even realie that !illiam put down the shambling woman and rushed to her side. "It will be okay. It is not that deep of a wound. It is not deep enough to cause an infection.# $ut she knew differently. She had seen it happen too many times.
FEAR THE WALKING DEAD While the circumstances and gore events in a survival horror game may be scary to your players, these circumstances and in-gameevents should be far more horrifying for your players’ characters, naturally. (fter all, the characters don’t have the lu!ury of "no#ing that it’s all only a game$% &o represent this – and also recogni'e that some characters are braver than others – the fear rules is very much a part 213
of the Dead End setting. When characters in your game confront something that you feel may be terrifying to them, you can have them ma"e a ool or Discipline s"ill chec". We sometimes call this a fear check. s the )*, you set the difficulty of the chec". +ou can use the table belo# to help figure out ho# difficult a chec" should be and #hat circumstances might elicit a fear chec" from your s in the first place. &ypically, once a character has rolled a fear chec" for a specific set of circumstances, you shouldn’t reuire them to chec" again for the same circumstances during the same encounter. emember that circumstances might add the penalties to the chec"$ /ear is detailed on page 041 in the Genesys Core Rulebook. &he Dead End setting sourceboo", ho#ever, e!pands on these rules, and thus the material from the Genesys Core Rulebook has been reprinted here for easy reference and convenience. /ear
DEAD END FEAR GUIDELINES STATE OF FEAR
DIFFICULTY
EXAMPLE
tartled
Easy (d)
omething momentarily frightening, such as a 'ombie bursting out of a closet, or unsettling circumstances li"e being alone in a spoo"y house. &hese circumstances may not even elicit a chec".
*oderately afraid
Average (dd)
5eing stal"ed by a dangerous animal6 danger that appears credible but not mortal, #atching a loved one die and rise again from the dead.
7ery afraid
Hard (ddd)
5eing hunted by a pac" of #ild animals (or malevolent humans%, danger that appears eminent and could be mortal.
*ortally afraid
Daunting (dddd )
/acing a situation li"ely to result in your death.
8tterly terrified
Formidable (ddddd ) hopeless and utterly terrifying situation, combat against things incomprehensible to one’s mind, coming face to face #ith a herd of the living dead, fear so paraly'ing that sanity crac"s.
onfronting something reputed to be dangerous
2 difficulty upgrade
onfronting a notorious villain.
onfronting something 0 difficulty upgrades "no#n to be dangerous and very rare
5eing trapped by a herd of the living dead and having no means of escape.
onfronting something "no#n to be e!tremely dangerous and uniue
/ighting the main villain of the campaign (provided he9she is dangerous enough%, finding yourself trapped in a herd of the living dead and having no means of escape and no #eapons.
1 difficulty upgrades
EFFECTS OF FEAR :n the list belo#, some basic game mechanical effects have been provided for failing fear chec"s (and succeeding on them as #ell%. ;f course, you can also add narrative effects to a chec", depending on the circumstances. nd this is intended as a guideline, you as the )* can modify this as needed to suit your particular campaign in the Dead End setting. &he )* should interpret the results of the dice pool. ome creatures or talents may dictate the results of a fear chec" they specifically trigger. &he )* may also create additional effects. t and a carry effects regardless of success and failure. :f multiple fear chec"s are needed, a and t of later rolls may cancel out the effects from earlier rolls.
/ear
RESULTS OF FAILURE DIE RESULT
EFFECT
f
Aversion &he character is unnerved and distracted, and is Disoriented for the rest of the encounter.
t
Adrenaline Rush *omentary panic gives the character a rush of adrenalin, but at a cost. &he character adds b to their ne!t chec", but suffers 1 strain.
or y Flee in !error &he character has to spend tt their ne!t turn doing nothing but fleeing the source of the fear chec" (this includes do#ngrading their ctions to *aneuvers to move farther a#ay%. or y Co"ering &he character is Disoriented ttt and loses his free *aneuver until the end of the encounter. or Fro#en in !error &he character is tttt :mmobili'ed and taggered during their y ne!t turn.
y
$ver"helming Fear &he character is so frightened, all chec"s he ma"es have their difficulty upgraded by one until the end of the encounter.
21>
PAUL M. N. HAAKONSEN uggested effects for succeeding on a fear chec" or generating a , s or x= RESULTS OF SUCCESS DIE RESULT
EFFECT
s
%teady &erves &he character "eeps their nerve and suffers no ill effects. &he character avoids any fear effects, e!cept those triggered by t .
a
' Can ersevere &he character stands firm in the face of fear. ?e adds b to any s"ill chec" for that turn.
a a or x %tand "ith e &he character’s steadfast response emboldens their allies. ny allied characters forced to ma"e a fear chec" from the same source add b to their chec".
a a a or x *ndaunted &he character upgrades his s"ill chec"s by one for the remainder of the encounter. or %een +orse &he player character may aaaa immediately move a tory oint from the x )*@s pool to the layer@s pool.
x
21A
Fearless &he character faces the source of fear and finds that it no longer has a hold on them. &hey automatically pass any further fear chec"s from that source. result also cancels out the penalties from fear chec"s – no matter the source.
/ear
DEAD END
THE LIVING DEAD
"WHEN THERE IS NO MORE ROOM IN HELL, THE DEAD WILL WALK THE EARTH" – Dawn of the Dead It was still Evan that stood before him, but at the ZOMBIES? same time it was not. His tall, looming figure was Zombies are known by many names, now pallid and his eyes were glazed over, almost especially since many hesitate to use the Zmilky-gray. But the gash that ran from the left temple, down across the cheek and chest wound have, word. Among those names are the walkers, the undead, walking dead, zeds, zees, dead-heads, and should have, put a grown man si feet under. But here he stood, in clothes that was torn, shredded revenants, returned, the recently deceased, and caked with dried blood. !hether or not the blood greens, infected, shamblers, the risen, rotters, flesh-eaters, the living dead, ghouls, the was only Evan"s he could only guess. But he didn"t damned, biters, deadites, hungries, and that is want to stick around and find out. #s he took a step back, he accidentally knocked over a bottle. $he noise ust to name but the most commonly used terms. caused dead Evan to look up, directly at him. $here !here"s more to a zombie than ust a walking was no emotion in his face, no life in those horrible corpse. #hile it"s busy busting down the front eyes. $his was not Evan anymore. It was a husk of door and scooping out your sister"s brains, his former friend. %eanimated, and brought back to there"s not much time to think about that. $ut life in a grostes&ue abominable form that appalled later, when the action slows, there"s some time him in every way. to reflect in the basement, while you hope that door doesn"t give way. Aside from wondering !he %iving Dead
&'(
DEAD END how much food is around, your thoughts turn to considering ust where these damn dead guys came from. After all, the dead don"t rise up and start consuming the flesh of the living for no reason at all. $ehind every good zombie story, there"s a good )or at least amusing* back story. #hile there are many aspects of zombie mythology and lore, depending on what movie or book you are reading, then there is one universal one+ the slow shambler. !hat slow shambler, is incidentally, also the foundation of which the zombies in the Dead End setting are based on. Aside from those, then there are bloated zombies )often referred to a fatties or even boomers*, and fast, agile zombies )often referred to a runners or hunters* are also included in the book for good measure – if your particular campaign has the need to branch out beyong the usual slow shambling zombies.
THE SHARED BASICS egardless of the type of living dead, they all share three universal aspects – aim for the head, infectious virus carriers and not of the living – which should be applied to all types of zombies in the Dead End setting.
AIM FOR THE HEAD t is a commonly known fact that in order to put down the living dead for good, you have to aim for the head. Disable the brain and the rotting corpse crumbles like a sack of potatoes. ne might dismember appendages from a living dead, but it only slows them down, as they feel no pain from such measures. n order for a character to permanently shut down and put down a living dead, he or she has to perform the Aim /aneuver and aim for the head, !he %iving Dead
actively aiming for a specific part of the target )see Aim /aneuver on page 01 in the Genesys Core Rulebook*. !hat means, that the character suffers bb to his or her combat check. f they spend two consecutive /aneuvers aiming, the combat check suffers b instead. !he character does not add any b from the Aim /aneuver, as a specific bodypart is called out.
INFECTIOUS VIRUS CARRIERS #hile no one knows e2actly where this necrotic virus originated, it is a widely known fact that getting bitten by a living dead proves deadly within a matter of hours or days. f the zombie spends x on a bite combat check )using $rawl for its combat skill*, it manages to chomp down on the victim, sinking its teeth in. 3eedless to say that the zombie must inflict more damage with its bite than the character has in 4oak rating in order to have bypassed any protection the character might have, and have found a soft, unprotected and e2posed patch of warm flesh. 3ow, there are two ways of handling the infection+ realistic and heroic. Realistic: #ell, as far as realistic goes for zombies, is where the bitten is infected with the virus automatically. !he character makes a Hard (ddd) Resilience check for determining the time before succumbing to the rampaging virus inside him or her. !he character starts with an ingestation time of 1 hours per point of $rawn. 5very uncancelled s adds 6 hours, while every uncancelled a adds 7( minutes. An x result adds an additional 1 hours, as if the character had & $rawn rating higher. And, of course, to even this out, every uncancelled f reduces the ingestation time by 6 hours, and &'&
PAUL M. N. HAAKONSEN
t by 7( minutes. A y result reduces the ingestation time by 1 hours, as if the character had & point of $rawn less, though this cannot be lower than & hour. 3eedless to say that the realistic approach makes for fre8uent character deaths and replenishing of characters on the party 8uite often. Heroic: !he heroic approach to the infectious virus makes the characters stand out as being immune to the virus, which makes very little sense in terms of the virus being a global event that has wiped out most of the human population. 4ure, there may be the odd survivor here and there that actually is immune to the virus, but having several congregated at the same time sort of works against the whole concept of the zombie outbreak. !his is, of course, a player-friendly approach to the game, but it removes the tension of the fact that zombies are actually dangerous and to be feared. !he heroic approach means less character death, as the characters would essentially only be at risk when e2ceeding twice their wounds threshold )while still being incapacitated when e2ceeding the wound threshold as per detailed on page &&6 in the Genesys Core Rulebook*.
NOT OF THE LIVING $eing undead certainly do come with some perks. $ut are they worth trading in for9 As undead creatures, the living dead are no longer a living member of its species. t has no respiratory functions, no heart function, and very limited brain functions – would be more of synapsis impulses than anything else. !his mean that the living dead does not breathe, eat, or drink. !hey can survive in vacuum and underwater indefinitely, or at least until they are rendered &'6
inoperable, for e2ample by environmental conditions, scavenger eating insects and animals, and the like. :urthermore, they are fully immune to poisons and to2ins.
TYPES OF ZOMBIES #hile the Dead End setting is initially built around using only the basic zombie, other types of zombies have been included, to add flavor and spice to the campaign. $ut, of course, also to add variety to the zombie encounters. 4ome ;/
BASIC ZOMBIE (MINION) !hese are classified as basic zombies, as they do not have any uni8ue traits, aside from being undead. A generic reanimated corpse, if you will, the )basic* zombie is the corpse of a deceased human being that has come back to life. !hese zombies make up the vast maority of the living dead that roam the world now. !hese zombies are slow walking, often with a gait from the onset of rigor mortis, which makes it have a shambling method of movement. Zombies are obviously in various stages of decay, as the bodies gradually decompose, and may have different wounds inflicted on them, wounds that never heal, or might be missing body parts entirely – well, aside from the head and brain, obviously. !he zombies are weak and easily outrun, but can prove 8uite dangerous to one
!he %iving Dead
DEAD END down from a height* without inury. ther physical mutations observed include massive boil-like growths that appeared upon their skin and face. #hether this is due to overproduction of bile is unknown. Skills (Group Only): $rawl &. Silhouette: &. Talents: = 5nduring & )increase the zombielaw and $ite )$rawl+ Talents: = Adversary & )upgrade all Damage '+ >ritical 7+ ange ?5ngaged@+ combat checks against the boomer 5nsnare &*. once*. = 5nduring & )increase the boomer
&'7
PAUL M. N. HAAKONSEN 5ngaged range. Anything affected is human speech and barking at enemies in a highautomatically affected by the Disorient 7 8uality pitched tone. t will also screech upon spotting of the bile. A result of x on a ranged attack may survivors and release a loud yell when charging. also be spent on having the boomer e2plode in this manner*. Equipent: >law and $ite )$rawl+ Damage '+ >ritical 7+ ange ?5ngaged@*, Croectile $ile )anged ?%ight@+ Damage -+ >ritical -+ ange ?4hort@+ Disorient 7, 4warming*. Skills: $rawl 6, Cerception &. Silhouette: &. A charger is an infected individual, that is Talents: = Adversary & )upgrade all combat clearly mutated. !he chargerritical nuries against asymmetrical. /ost notably, one of the chargerharge )if the charger spends at fingers. !his causes it to lean to the right while least one /aneuver on moving towards a target, moving. tlaw and $ite )$rawl+ Damage
CHARGER (RIVAL)
&''
!he %iving Dead
DEAD END + >ritical 7+ ange ?5ngaged@+ 5nsnare 6, Enockdown, Cin*.
CHILD (MINION) >hild zombies are perhaps among the scariest of the living dead. 3ot because of their abilities, but because they are innocent children that have succumbed to the virus and turned into ravenous flesheaters. /any hesitate to pull the trigger when coming face to face with an infected child. And this hesitation often leads to it being the last thing that the survivor did. !he child zombie, like all other zombies, can
Skills (Group Only): 3one. Silhouette: (. Talents: = 5nduring & )increase the 4oak rating of the child zombie by &*. Abilities: = >hild )when encountering a child zombie, a survivor must make a Hard (ddd) Cool check, failure means that the survivor takes a b penalty to all checks against the zombie, from shock or hesitation )up to the player*. 5very ttt on the >ool check increases the amount of b. A y result on the check means that the survivor must upgrade all checks against the child zombie once*. = 4hambling )the child zombie can only perform & /aneuver and & Action each turn. t cannot downgrade an Action to a second /aneuver*. Equipent: >law and $ite )$rawl+ Damage '+ >ritical 7+ ange ?5ngaged@*.
DOG (MINION) 3o one knows how the virus has transmitted to dog, though speculations circulate about it being because of mutation of the virus strain, while others hint at it being the result of man!he %iving Dead
made attempts to manipulate genes and tinker with the D3A of dogs. egardless of the actual fact, the fact of the matter is that some dogs have been infected and now roam the land as living dead canines. A truly ghastly aspect indeed. nfected dogs do not respond to human-given commands, as they might have done while alive. And they retain their heightened sense of smell, which makes these infected capable trackers. As with all victims of the virus, zombie dogs also suffer from necrosis, resulting in e2posed muscles, tendons, and even bones, as well as significantly decomposing bodies. nfected dogs retain much of their former agility, with a noticeably increase in durability and aggression. All dogs could potentially be fitted into this category, although not all dogs would make interesting adversaries, so the below listed characteristics are presented for a muscle dog or an attack dog of some kind, such as a doberman, a mastiff, a rottweiler, and so forth.
Skills (Group Only): $rawl &, Cerception &, 4urvival &. Silhouette: (. Talents: = 5nduring & )increase the 4oak rating of the zombie dog by &*. Abilities: = !racking )zombie does retain their highly sensitive sense of smell, and upgrade any 4urvival checks to track prey by scent once*. Equipent: $ite )$rawl+ Damage + >ritical 7+ &'
PAUL M. N. HAAKONSEN anged ?5ngaged@+ Cierce &, Bicious &*.
EXPLODER (MINION) 52ploders are creatures trapped in a disfigured, pulsing form. !hey retain a semblance of awareness, even though their instincts drive them to get close to an uninfected survivor and attack it with a self-destructive e2plosion. 52ploders are zombies infected with a special strain of the virus. Due to the specific strain of the virus, the accelerated production of internal decomposition gasses leaves the e2ploder bloated to the near bursting point. Fuge, pulsating pockets of these volatile gasses have grown all over the e2ploder
Abilities: = 52plosive )when an e2ploder comes within 5ngaged range of an opponent, it starts to inflate and will violently e2plode. nflating takes a full turn, so it will e2plode on the beginning of its ne2t turn, after which it has come within 5ngaged range of a survivor. Anyone within 4hort range of the e2ploder when it detonates are struck with infected flesh, volatile gas and bone shards, and suffers 1 points of damage and is struck prone. 3eedless to say that this, of course, instantly kills the e2ploder*. = Bolatile )any attack that brings the e2ploder above its wounds threshold, or an attack that has x or a a on its combat check, will cause the e2ploder to violently e2plode, sending infected flesh, volatile gas and bone shards out to 4hort range. Anyone within 5ngaged or 4hort range of the e2ploder will suffer 1 points of damage and are knocked prone from the sheer force of the blast*. Equipent: >law and $ite )$rawl+ Damage '+ >ritical 7+ ange ?5ngaged@*.
FAST ZOMBIE (MINION) !hese zombies are believed to be the recently reanimated, as they retain their speed and agility, unlike the common )basic* zombie. Fowever, this theory is not without its flaws, as many of these fast zombies are decomposed and might have numerous bodily wounds and inuries to their bodies. egardless, these fast zombies prove more of a threat than the regular )basic* zombie, as they are 8uite capable of running and keeping up with the living survivors.
Skills (Group Only): $rawl &. Silhouette: &. Talents: = 5nduring & )increase the 4oak rating of the e2ploder by &*. &'J
!he %iving Dead
DEAD END Skills (Group Only): Athletics &, $rawl &. Silhouette: &. Talents: = 5nduring & )increase the fast zombielaw and $ite )$rawl+ Damage '+ >ritical 7+ ange ?5ngaged@+ 5nsnare &*.
HUNTER (NEMESIS) !he hunter is a least visibly mutated special infected and superficially resembles an ordinary zombie. t has yet to be e2plained how the hunter
Silhouette: &. Talents: = Adversary & )upgrade all combat checks against the hunter once*. = Dodge & )the hunter may suffer & strain to upgrade the difficulty of any combat check against it once*. = 5nduring & )increase the hunterritical nuries inflicted by the hunter by &(*. = 4tealthy )the hunter adds b to all 4tealth checks*. Abilities:= :lay )by spending x or a a a on its $rawl combat check, the hunter knocks its prey prone and starts to flay the victim. n subse8uent turns where the prey is being flayed, the hunter may make an additional attack against the prey, using the same dice pool as itlaw and $ite )$rawl+ Damage + >ritical 7+ ange ?5ngaged@+ :lay, Bicious 6*.
RADIOACTIVE ZOMBIE (NEMESIS)
Skills: Athletics &, $rawl 6, >oordination &, 4tealth 6. !he %iving Dead
#hen zombies are e2posed to e2treme doses of radiation they mutate, and often become radioactive zombies. !hese living dead have radioactive tumors on their bodies, tumors that glow with an unhealthy and clearly highly radioactive green flourescent color. &'K
PAUL M. N. HAAKONSEN t re8uires no brain-child to figure out that these infected are particularly nasty, as they are not ust reanimated corpses+ they are highly radioactive corpses. And they do indeed pose a heightened threat to the survivors. 3ot only are they hungry for flesh, like all other infected, but they are also capable of weakening the survivor with e2posure to the radiation that pulsates within their decomposing flesh. %uckily, this heavy radiation is particularly ta2ing on the human body, and radioactive zombies tend to decompose far 8uicker than the ordinary infected. $ut while they e2ist, they are 8uite capable of dealing a lot of destruction and mayhem around them, both inadvertably and actively.
ttt or y on his esilience check, the survivor suffers from radiation sickness and add b to all skill checks until their radiation level is reduced to (. !his effect is cumulative, so failing three esilience checks with ttt or y results in b to all skill checks. t is possible to treat radiation with a Hard (ddd) !edicine check, and this can be done once a week – ust like attempting to heal a >ritical nury. 5ach s on the /edicine check heals and removes one level of radiation. Any survivor reduced to either wound or strain threshold of ( will die and rise as a radioactive zombie, as detailed on page &'&*. Equipent: >law and $ite )$rawl+ Damage + >ritical 7+ ange ?5ngaged@+ Cierce &, adioactive*.
SMOKER (RIVAL)
Skills: $rawl 6, Cerception &, Bigilance &. Silhouette: &. Talents: = Adversary & )upgrade all combat checks against the radioactive zombie once*. = Defensive & )increase the radioactive zombie
!he smoker is a special infected characterized by his e2tremely long tongue. !he smoker
!he %iving Dead
DEAD END out when shot. t is said that the smoke it e2pels gives off a putrid smell, but it is otherwise harmless. 4mokers are often bloated and some even appears to be covered by a large tumors. 4ome have suggested that the mutated GtongueI could actually be intestines. ccasionally, when killing the smoker, hundreds of feet of GtongueI will spew from his mouth, supporting the intestines theory. A second theory leading to the smoker
Skills: $rawl &, anged ?%ight@ 6, 4tealth &. !he %iving Dead
Silhouette: &. Talents: = Adversary & )upgrade all combat checks against the smoker once*. = 5nduring & )increase the smokerlaw and $ite )$rawl+ Damage '+ >ritical 7+ ange ?5ngaged@+ Bicious &*, !ongue )anged ?%ight@+ Damage + >ritical 7+ ange ?/edium@+ 5nsnare 6, Cull*.
TANK (NEMESIS) !he tank is an e2clusively male special infected who has e2perienced the most e2tensive physical mutations of any other class of special infected. !he most obvious trait is his e2treme hypertrophy, or abnormally increased muscle mass. Despite his enormous bulk, the tank is incredibly fast and agile, able to keep up with even a healthy survivor. !his abnormal muscular growth is most obvious in his arms and upper body but less pronounced around the tank
PAUL M. N. HAAKONSEN !he tank
Skills: $rawl 7, anged ?Feavy@ &. Silhouette: 6. Talents: = Adversary 6 )upgrade all combat checks against the tank twice*. = Durable 6 )all >ritical nuries against the tank are reduce by 6(, to a minimum of &*. = 5nduring 6 )increase the tankritical nuries inflicted by the tank by &(*. Abilities: = Cowerhouse )the tank can lift up obects up to 4ilhouette 7 and hurl it up to /edium distance, re8uiring a anged ?Feavy@ combat check*. Equipent: :ist )$rawl+ Damage 0+ >ritical 7+ ange ?5ngaged@+ Enockdown, Disorient 7, Bicious 6*.
&(
!he %iving Dead
DEAD END
INDEX 4-Wheel All-Terrain Vehicle......................................119 18-Wheeler....................................................................119 Academic (career)..........................................................10 Acrobatic Strike (talent)................................................44 Action Boy (talent)........................................................44 Action Boot (talent).....................................................44 Action S!r"e (talent).....................................................4# Ado$table %lanker (talent)...........................................4# Adroitne (talent).........................................................4# Ad&ent!rer (career)......................................................11 Ad&erary (talent).........................................................4# Aero$ace S!$eriority %i"hter..................................119 A"ent 4' (talent)............................................................4# All-Terrain ri&er (talent)............................................4# All!rin" (talent).............................................................4# Amb!h (talent).............................................................4# Anatomy eon (talent)............................................4# Animal *om$anion (talent).........................................4# Animal +,$ertie (talent).............................................4 Antici$ate od"e (talent).............................................4 Archety$e....................................................................... Armor............................................................................101 Armor Attachment....................................................110 Armor *ratin"............................................................1/9 Armor ater (talent)...................................................4 Armor ater 2m$ro&ed (talent)...............................4 Armor ater S!$reme (talent).................................4 Armored *lothin".......................................................101 Armored 3acket............................................................101 Armored Tr!ck............................................................119 Aain (career)............................................................11 Aain Strike (talent).................................................4' Aa!lt ile...................................................................94 Athlete (career)..............................................................11 Attachment and *!tomi5ation..............................104 A&ailable Talent.........................................................../9 A&era"e 6ero (archety$e).............................................. A,e...................................................................................94 Back-to-Back (talent).....................................................4' Back$ack.......................................................................117 Backtab (talent)............................................................4' Bad *o$ (talent).............................................................4' Bad re (talent)...........................................................4' Balanced 6ilt................................................................104 Bale!l a5e (talent)......................................................4' Ballitic Shield..............................................................101 Barra"e (talent)..............................................................4' Barrel oll (talent).........................................................4'
2nde,
Baeball Bat....................................................................9# Baic ilitary Trainin" (talent)...................................4' Baic :ombie................................................................14/ Bayonet.........................................................................10# Beer................................................................................114 Bi""et %an (talent)........................................................48 Binder..........................................................................114 Binoc!lar.....................................................................114 Bi$od o!nt................................................................10# Black arket *ontact (talent)......................................48 Blackmail (talent)...........................................................48 Blind S$ot (talent).........................................................48 Blindene (talent).........................................................48 Bl!e *ollar (career).......................................................11 Body !ard (talent)......................................................48 Body !ard 2m$ro&ed (talent)...................................48 Body !ard S!$reme (talent)....................................48 Boltered Armor (talent)..............................................48 Boomer..........................................................................147 Bo!"ht 2no (talent).......................................................49 Brace (talent)..................................................................49 Bra ;n!ckle...............................................................9# Bra+m (talent).............................................................49 *an>t We Talk Abo!t Thi? (talent)............................#0 *anteen.........................................................................114 *a$itol Sendo (talent)................................................#0 *a$itol Sendo 2m$ro&ed (talent).............................#0 *arbine ile..................................................................9# *areer............................................................................10 *are!l lannin" (talent)..............................................#0 *ar"o 6elico$ter.........................................................1/0 *a!al =!tit................................................................114 *atch =-!ard (talent)..............................................#0 *atall (talent)................................................................#0 *a&e
1#1
PAUL M. N. HAAKONSEN *enter o Bein" 2m$ro&ed (talent).............................#1 *hain...............................................................................9# *haina<........................................................................9# *hallen"e@ (talent).........................................................#1 *haracter oti&ation....................................................18 *har"er.........................................................................144 *harimatic 6ero (archety$e).......................................' *hemical i"ht Stick...................................................114 *hemical rotection....................................................110 *hild..............................................................................14# *hild At 6eart (talent)..................................................#1 *ho$ho$ +,$ertie (talent)........................................#1 *hoen %oe (talent).......................................................#1 *i"arette Boat...............................................................1/0 *ity B!.........................................................................1/0 *le&er etort (talent)....................................................#1 *limbin" ear..............................................................114 *ode Breaker (talent)....................................................#1 *old S!it.......................................................................101 *olla$ible Baton...........................................................9# *ombat ;nie.................................................................9# *ombat Veteran (talent)...............................................#1 *ommand (talent).........................................................#/ *ommandin" reence (talent)...................................#/ *om$a.......................................................................114 *om$limentary 2ni"ht (talent)..................................#/ *om$!ter......................................................................114 *omrade 2n Arm (talent)..........................................#/ *omrade 2n Arm 2m$ro&ed (talent).......................#/ *oncealable Vet.........................................................10/ *oncealment 6olter..................................................11# *onc!i&e Attack (talent)...........................................#/ *onditioned (talent)......................................................#/ *onidence (talent)........................................................#/ *onidence 2m$ro&ed (talent)....................................#/ *on"enial (talent)..........................................................#7 *ontant Vi"ilance (talent)..........................................#7 *ontr!ction S$ecialit (talent)...................................#7 *oordinated Aa!lt (talent).......................................#7 *oordinated od"e (talent).........................................#7 *o!nterattack (talent)...................................................#7 *o!nteroer (talent).....................................................#7 *rack Shot (talent).........................................................#7 *ratin".........................................................................1/8 *reatin" *haracter........................................................4 *reati&e (career)............................................................11 *reati&e ei"n (talent)................................................#4 *reati&e ;iller (talent)..................................................#4 *riminal (career)............................................................1/ *ritical atery (talent)................................................#4 *r!hin" Blo< (talent).................................................#4 *!tom %it....................................................................110 *!tom ri$.................................................................10#
1#/
*!tom oado!t (talent)..............................................#4 *!tomi5ed *oolin" nit (talent)...............................#4 *!ttin" !etion (talent).............................................#4 arede&il (talent)..........................................................#4 arin" A&iator (talent).................................................#4 arin" T!rn (talent)......................................................#4 a!ntle (talent)..........................................................## eadeye (talent).............................................................## eadly Acc!racy (talent)..............................................## eath a"e (talent)........................................................## ebilitatin" Shot (talent)..............................................## ece$ti&e Ta!nt (talent)...............................................## edicated 6ero (archety$e)...........................................' edication (talent).........................................................## eeni&e (talent)..........................................................## eeni&e ri&in" (talent)............................................## eeni&e Stance (talent)..............................................# eeni&e Syo$ (talent).............................................# eeni&e Syo$ 2m$ro&ed (talent).........................# ey eath (talent)........................................................# e$erate eco&ery (talent).........................................# i"ital *amera.............................................................11# ilettante (career)..........................................................1/ irt Bike........................................................................1/1 irty Trick (talent).......................................................# iarm (talent)...............................................................# iarmin" Smile (talent)..............................................# icredit (talent)............................................................# i"!ie ;it..................................................................11# iorient (talent)............................................................#' itincti&e Style (talent)...............................................#' itractin" Beha&ior (talent)........................................#' itractin" Beha&ior 2m$ro&ed (talent)....................#' octor (career)...............................................................1/ od"e (talent)................................................................#' o"................................................................................14# on>t Shoot@ (talent)......................................................#' o!ble or Cothin" (talent)..........................................#' o!ble or Cothin" 2m$ro&ed (talent).......................#' o!ble or Cothin" S!$reme (talent).........................#' o!ble-Talk (talent)......................................................#8 read!l *arna"e (talent)............................................#8 riter (career)...............................................................1/ ry!it..........................................................................10/ !al Strike (talent)........................................................#8 !al Wielder (talent)....................................................#8 !elit (talent)...............................................................#8 !mb !ck (talent).......................................................#8 !rable (talent)..............................................................#8 ynamic %ire (talent)....................................................#8 ynamite........................................................................9# +a"le +ye (talent).........................................................#8 +ay rey (talent)...........................................................#9
2nde,
DEAD END +ect o %ear...............................................................178 +mer"ency Ser&ice (career)........................................1/ +mer"ency Vehicle......................................................1/1 +ncoded *omm!niD!e (talent)...................................#9 +nco!ra"in" Word (talent)........................................#9 +nd!rin" (talent)...........................................................#9 +norcer (talent).............................................................#9 +ntre$rene!r (career)....................................................17 +&aion (talent)..............................................................#9 +,$ert Tracker (talent)..................................................#9 +,$loder........................................................................14 +,$loit (talent)...............................................................#9 +,$lorer (career)............................................................17 +,tended Barrel...........................................................10# +,tended a"a5ine....................................................10# +,tra Ammo (talent).....................................................#9 +,tra *li$......................................................................11# +ye %or etail (talent)...................................................0 %amiliar Sky (talent)......................................................0 %amily *o!$e...............................................................1/1 %amily Sedan................................................................1/1 %an the 6ammer (talent)..............................................0 %ancy aint 3ob (talent).................................................0 %at 6ero (archety$e).....................................................' %at :ombie..................................................................14 %ati"!e.........................................................................11# %ear................................................................................17' %ear the Shado< (talent).............................................0 %earome (talent)...........................................................0 %earome e$!tation (talent)......................................0 %eint (talent)...................................................................0 %eral Stren"th (talent)...................................................0 %ield *ommander (talent)............................................0 %ield *ommander 2m$ro&ed (talent)........................1 %ield ation ack.........................................................11# %i"hter ilot (career).....................................................17 %i"hter> Stance (talent)................................................1 %iled %ront Si"ht..........................................................10# %ine T!nin" (talent)......................................................1 %inih 6im@ (talent).......................................................1 %ire *ontrol (talent).......................................................1 %ire eitant S!it........................................................10/ %ire Tr!ck.....................................................................1/1 %lak Vet.......................................................................10/ %lamethro
2nde,
%orced +ntry nit........................................................10/ %orearm ri$...............................................................10 %or"ot to *o!nt? (talent)............................................../ %orm-%ittin" Body Armor..........................................10/ %ormal =!tit...............................................................11# %ormation Tactic (talent)............................................/ %ormation Tactic 2m$ro&ed (talent)........................./ %ortiied Str!ct!re (talent).........................................../ %ort!ne %a&or the Bold (talent)................................./ %ra"mentation renade...............................................9 %ra"mentation ine.....................................................9 %reer!nnin" (talent)....................................................../ %reer!nnin" 2m$ro&ed (talent)................................../ %ren5ied Attack (talent)................................................/ %riend o the Ci"ht (talent)..........................................7 %riendly %oe (talent)......................................................7 %!ll Sto$ (talent)............................................................7 %!ll Throttle (talent)......................................................7 %!ll Throttle 2m$ro&ed (talent)..................................7 %!ll Throttle S!$reme (talent)....................................7 ad"et *ratin"...........................................................177 ambler (career)............................................................17 a renade...................................................................9 ear and +D!i$ment.....................................................97 earhead (talent)...........................................................7 hillie S!it....................................................................10/ hot Ste$ (talent).......................................................7 o Witho!t (talent).......................................................4 ood *o$ (talent)..........................................................4 S ecei&er................................................................11# ra$$le (talent)..............................................................4 reaed alm (talent)..................................................4 renadier (talent)..........................................................4 rit (talent).....................................................................4 yrotabili5er..............................................................10 6acker (career)..............................................................17 6air Tri""er..................................................................10 6amtrin" Shot (talent)................................................4 6an" lider..................................................................1/1 6ara (talent)................................................................4 6ard-Boiled (talent)......................................................4 6ard-6eaded (talent)...................................................# 6atchet............................................................................9 6a5mat S!it..................................................................10/ 6eatin" Sytem............................................................110 6ea&y Armored eronnel *arrier..........................1// 6ea&y *oat...................................................................107 6ea&y 6itter (talent).....................................................# 6ea&y itol...................................................................9 6ei"htened A
1#7
PAUL M. N. HAAKONSEN 6idden Stora"e (talent)................................................# 6inderin" Shot (talent).................................................# 6it the eck (talent)......................................................# 6old To"ether (talent)..................................................# 6oldo!t itol................................................................9 6o< *on&enient@ (talent)............................................. 6o< *ratin" Work..................................................1/8 6!nter...........................................................................14' 6!nter (talent)............................................................... 6!nter> !arry (talent)............................................... 6!nter> !arry 2m$ro&ed (talent)........................... 6!ntin" ile.................................................................9' 2m$alin" Strike (talent)................................................. 2m$ro&ed eene (talent)......................................... 2n the ;no< (talent)...................................................... 2ncite ebellion (talent)................................................ 2nde,..............................................................................1#1 2ndomitable (talent)...................................................... 2normant (talent)..........................................................' 2n$irin" eaderhi$ (talent).......................................' 2n$irin" hetoric (talent)............................................' 2n$irin" hetoric 2m$ro&ed (talent)........................' 2n$irin" hetoric S!$reme (talent)..........................' 2nte"rated Acenion ear.........................................111 2nte"rated 6olter.....................................................111 2nte"rated 2ll!minator................................................10 2ntene %oc! (talent)....................................................' 2nterEection (talent)........................................................' 2ntimidatin" (talent)......................................................' 2ntimidatin" Via"e.....................................................111 2ntrod!ction...................................................................../ 2n&entor (talent).............................................................' 2n&eti"ator (career)......................................................14 2ron Body (talent)..........................................................8 2ron So!l (talent)............................................................8 2t> Cot That Bad (talent)..............................................8 2tem !alitie.................................................................94 2tem arity......................................................................97 3et Ski.............................................................................1// 3!m$ $ (talent)............................................................8 3!ry i""ed (talent).......................................................8 3!t ;iddin" (talent)......................................................8 ;ill With ;indne (talent)..........................................8 ;nack %or 2t (talent)......................................................8 ;nie................................................................................9' ;nockdo
1#4
ar"er roEect (talent)...................................................9 aer Si"ht....................................................................10 a< +norcer (career)...................................................14 eader (career)...............................................................14 eather 3acket...............................................................107 et> ide (talent)...........................................................9 et> Talk Thi =&er (talent)........................................'0 ethal Blo< (talent).....................................................'0 ie or eah (talent)......................................................'0 ie or eath 2m$ro&ed (talent).................................'0 ie or eath S!$reme (talent)...................................'0 i"ht Armored eronnel *arrier.............................1// i"ht itol.....................................................................9' i"ht Ste$ (talent)..........................................................'0 i"ht nderco&er Shirt...............................................107 i"ht-!ty Vet...........................................................107 imo!ine.....................................................................1// iD!or............................................................................11 ock$ick Set.................................................................11 one Wanderer (talent)................................................'0 oom (talent)..................................................................'0 o<-%riction *oatin"..................................................111 !cky Start (talent)........................................................'0 !cky Strike (talent)......................................................'1 !,!ry *o!$e..............................................................1/7 !,!ry Sedan...............................................................1/7 achete...........................................................................9' achine !n..................................................................9' ad 2n&entor (talent)....................................................'1 a"netic Wea$on Tether...........................................10 a$................................................................................11 arkman Barrel.........................................................10' ater (talent)................................................................'1 ater emolitionit (talent).......................................'1 ater ri&er F ilot (talent)......................................'1 ater renadier (talent).............................................'1 ater 2ntr!ctor (talent).............................................'1 ater erchant (talent)..............................................'/ erit..............................................................................18 ilitary (career).............................................................14 ilitary ack................................................................11 ind =&er Body (talent)..............................................'/ ind =&er atter (talent)............................................'/ ini"!n..........................................................................9' ini&an.........................................................................1/7 icellaneo! ear.....................................................117 oloto& *ocktail...........................................................9' ot 2m$rei&e (talent)...............................................'/ o&in" Tar"et (talent)..................................................'/ o&in" Tr!ck..............................................................1/7 !lti-=$tic Si"ht.........................................................10' !lti$le %oe (talent)....................................................'/ !cle *ar....................................................................1/7
2nde,
DEAD END !e!m Worthy (talent)..............................................'/ Cat!ral (talent)..............................................................'/ Ce&er =!tn!mbered (talent).......................................'/ Ci"ht eron (talent).....................................................'/ Ci"ht Viion o""le.................................................11 Ci"ht Viion Sco$e......................................................10' Cobody> %ool (talent)..................................................'/ Cot Today (talent).........................................................'7 Co< the ater (talent)...............................................'7 =cc!ltit (career)............................................................14 =eni&e ri&in" (talent)............................................'7 =ne With Cat!re (talent).............................................'7 =ne With the Shado< (talent)...................................'7 =$enin" Ta$ (talent).....................................................'7 =$$ort!nit (talent)......................................................'7 =$tical *amo!la"e Sytem......................................111 =!tdoorman (talent)...................................................'7 =!tide the Bo, (talent)................................................'4 =&erbalance (talent)......................................................'4 =&ertocked Ammo (talent)........................................'4 =&er
2nde,
o
1##
PAUL M. N. HAAKONSEN !ral (career).................................................................1 Sa&a"e S
1#
S$ear................................................................................98 S$ecial e$one Vet.................................................107 S$itire (talent)...............................................................84 S$ort *ar.....................................................................1/# S$ray and ray (talent).................................................84 Sta""erin" *ritical (talent)...........................................84 Stalker (talent)................................................................84 Stal
2nde,
DEAD END Technician (career)........................................................1 Teleco$ic Si"ht...........................................................108 Tent................................................................................11' That> 6o< 2t> one (talent).......................................8' The *haracter...................................................................4 The i&in" ead..........................................................140 The Shared Baic........................................................141 Thermal *loak.............................................................11' Thermal Shieldin" Sytem.........................................117 Thermite renade.........................................................99 Thoro!"h Aement (talent)....................................8' Threaten (talent)............................................................8' Th!" (talent)...................................................................8' Time to o (talent)........................................................8' Time to o 2m$ro&ed (talent).....................................8' Tinkerer (talent).............................................................8' Tool ;it.........................................................................11' To!ch o %ate (talent)....................................................8' To!"hened (talent)........................................................88 Trade$eron (career)...................................................1 Tricky Tar"et (talent)....................................................88 Tri$od o!nt..............................................................109 Tr!e Aim (talent)...........................................................88 Tr!t Co =ne (talent)....................................................88 Tr!t the *a$tain (talent).............................................88 T!mble (talent)..............................................................88 T!ned ane!&erin" art (talent)..............................88 T
2nde,
Vo< o *hatity (talent)...............................................90 Vo< o !rity (talent)...................................................91 Walkie Talkie...............................................................118 Warrior 2ntinct (talent)..............................................91 Weak %o!ndation (talent)............................................91 Wea$on Attachment.................................................104 Wea$on 6arne.........................................................109 Wea$on.........................................................................94 Wei"htened 6ead.......................................................109 Well-o!nded (talent)..................................................91 Wheel and eal (talent)................................................91 Whirl
1#'