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Genesys After Seven

A Low Tech High Magic Steampunk


RPG Setting

Christopher Lewis
Contents Former Service Table: Former Slave..................9
Character Creation .................................................... 4 Former Service Table: Former Elite ...................9
Setting ................................................................... 4 Former Service Table: Former Military Officer ..9
Adventures............................................................ 4 Former Service Table: Former Military .......... 10
What you need ..................................................... 4 Former Service Table: Random Confederate . 10
Who Were You...................................................... 4 Former Service Table: Random Follower ....... 10
The Six Governments ............................................ 4 Former Service Table: Random Imperial ........ 10
Canadian Confederacy ...................................... 4 Former Service Table: Random Royalist ......... 10
Kingdom of Quebec .......................................... 4 Former Service Table: Random Republican.... 10
Holy American Empire ...................................... 4 Former Service Table: Random Loyalist ......... 11
The Imperium of the North ............................... 5 Profiles ................................................................... 11
New American Republic .................................... 5 Former Slummer ................................................ 11
Western Coast Commonwealth ........................ 5 Former Blacksmith ............................................. 11
Various Antagonists .............................................. 5 Former Elementalist........................................... 12
The Remaining Avatars ..................................... 5 Stereotypical 2H Fighter..................................... 12
Monsters ........................................................... 5 Former Transmuter ............................................ 12
The Nobility ....................................................... 5 Stereotypical Healer ........................................... 12
The Enforcers .................................................... 5 Stereotypical Rogue ........................................... 13
The Non-Aligned ............................................... 5 Stereotypical Paladin.......................................... 13
Deadlands ......................................................... 5 Stereotypical Wizard .......................................... 13
Species ...................................................................... 6 Careers ................................................................... 14
Arisen .................................................................... 6 Arcanist .............................................................. 14
Elf .......................................................................... 6 Druid .................................................................. 14
Human .................................................................. 7 Emissary ............................................................. 15
Lowborne .............................................................. 7 Infantry............................................................... 15
Character Creation Tables......................................... 8 Knight ................................................................. 15
Key Character Concepts ........................................ 8 Lost One ............................................................. 15
Government Origin ............................................... 8 Magus ................................................................ 16
Government Origin Table: General ................... 8 Medic ................................................................. 16
Species Generation Tables .................................... 8 Operator ............................................................ 16
Species Generation Table: General ................... 8 Raider ................................................................. 16
Species Generation Table: Detailed Slave ......... 8 Refugee .............................................................. 17
Species Generation Table: Detailed Non-Slave . 9 Shaman .............................................................. 17
Former Service ...................................................... 9 Storm Trooper.................................................... 17
Former Service Table: General .......................... 9 Warlock .............................................................. 18

Character Creation Setting pg. 1


Worker ................................................................ 18 Screaming Red Robes ..................................... 24
Setting Items ........................................................... 19 Gear ................................................................... 24
Brawl Weapons ................................................... 19 Sweet Bloodoil Tonic ...................................... 24
Double Knuckles.............................................. 19 Alchemist Pack ............................................... 24
Large Improvised ............................................ 19 Thieves Tools .................................................. 24
Medium Improvised ........................................ 19 Fine Clothing .................................................. 25
Small Improvised............................................. 19 Spirit Compass................................................ 25
Gunnery Weapons .............................................. 19 Legal Papers (Forged) ..................................... 25
Deathrfile ........................................................ 20 Pack of Holding .............................................. 25
Repeating Dreadrifle ....................................... 20 Vehicles .............................................................. 25
Hand Drake ..................................................... 20 Alchemist Mobile Lab ..................................... 25
Melee Weapons .................................................. 20 Republic Walker ............................................. 25
Double Shiv ..................................................... 21 Small Airship................................................... 26
Long Knife ....................................................... 21 Executive Airship ............................................ 26
Longsword ...................................................... 21 Machinist Lab ................................................. 26
Magus Mace ................................................... 21 Bonedust Walker............................................ 26
Pistoned Swordedge ....................................... 21 New and Adjusted Skills ......................................... 27
Royal Rapier .................................................... 21 Alchemy ............................................................. 27
Thunderknife / Thunderblade ......................... 21 Arcana ................................................................ 27
Ranged (Light) ..................................................... 21 Divine ................................................................. 27
Handspring Crossbow ..................................... 22 Knowledge: Mortality......................................... 27
Thunderknife................................................... 22 Knowledge: Natural............................................ 27
Ranged (Heavy) ................................................... 22 Knowledge: Paranormal ..................................... 27
Blunderbuss .................................................... 22 Knowledge: Systems .......................................... 27
Light Dreadrifle ............................................... 23 Mechanics .......................................................... 27
Repeating Springrifle....................................... 23 Primal ................................................................. 28
Royal Sparklebit Rifle ...................................... 23 Riding ................................................................. 28
Slaver’s Rifle .................................................... 23 Spell Effects: Adjustments ...................................... 29
Sparklebit Rifle ................................................ 23 Attack Spell ........................................................ 29
Armor .................................................................. 23 Blast ............................................................... 29
Chainmail ........................................................ 23 Fire, Ice, Lightning .......................................... 29
Bonedust Plate ................................................ 23 Poisonous ....................................................... 29
Bloodoil Treated Robes ................................... 23 Augment Spell .................................................... 29
Sparklebit Plate ............................................... 23 Divine Health .................................................. 29
Livingbark Armor............................................. 24 Primal Fury ..................................................... 29

Character Creation Setting pg. 2


Barrier Spell ........................................................ 30
Conjure Spell ....................................................... 30
Curse Spell .......................................................... 30
Dispel Spell .......................................................... 30
Heal Spell ............................................................ 30
Magic Implements .................................................. 31
Shaman Collar ..................................................... 31
Divine Icons ......................................................... 31
Magic Amulets .................................................... 31
Magic Orbs .......................................................... 31
Magic Implement Table .................................. 31
Talents .................................................................... 32
Tier 1 Talents ...................................................... 32
Tier 2 Talents ...................................................... 36
Tier 3 Talents ...................................................... 41
Tier 4 Talents ...................................................... 45
Tier 5 Talents ...................................................... 47
Works Cited ............................................................ 49
New Spell: Augur..................................................... 50
Effects and Schools ............................................. 50
Effects and Difficulties ........................................ 50
New Spell: Enchant ................................................. 51
Effects and Difficulties ........................................ 51
Spend Table: Enchanting................................. 51
New Spell: Transmogrify ......................................... 52
Effects and Schools ............................................. 52
Effects and Difficulties ........................................ 53
Spend Table: Transmogrify ............................. 53
Item Catalog ............................................................ 54

Character Creation Setting pg. 3


Character Creation
Setting Who Were You
The world has seen seven apocalypses, changing the Your character once served a mighty empire.
world drastically. Technology is at a low point, while Perhaps they were a merchant, mechanic, spy,
Magic rules throughout the land. Industry is infantry or a minor officer. You were loyal, idealist
replaced by magic and alchemy. Monsters lurk the and naïve. You served your empire well. You carried
wilds and sinister elite nobility rule the lands with a out and executed orders that are morally
dreadful iron fist. Wars are raged with terrible questionable at daily rate.
machines. There is no harmony. There is no peace. One of three things happened to your character.
There is only the struggle to survive and be free.
1. An event that opened your eyes on how
This setting borders on a several different genres. It twisted and nightmarish your empire is,
is a mixture of Fantasy, Steampunk and Weird War. causing you to barely escape with your life.
It deals with spirits, low technology and magic
against organizations and sinister plots. 2. You were sold to another empire and was
made clear that you were betrayed by
It takes place in a very different North America,
friends and the system that you served.
where Canada, Mexico and the United States no
longer exist. Chunks of land is submerged, such as 3. You escaped a life of misery in one of the
New York to Toronto. Most of Mexico is overran by remaining cities, but are a fugitive on the
the Undead. run from slavers.

Adventures The Six Governments


The follow are broad explanations of what the major
During the course of the campaign, your characters
will take part in the following: governments are. For more information, consult the
setting book supplement chapter.
 Ambush military patrols
 Plunder civilian and military targets Canadian Confederacy
 Subterfuge through a noble’s feast A pro-Human, Human First alliance between city-
 Sabotage industrial targets states. They are very militant, simple and extremely
 Political assassinations violently racist against Elf-kind. They seek to return
 Liberating slaves to the world prior to the Seven Apocalypses and will
What you need fight anything or anyone that is anti-humanity.
Primal magic is the only legal magic to be practiced.
1. The Genesys Rulebook
2. An idea of the kind of guy or gal you want to Think: Evil Rangers, Evil Fighters, Judge Dredd
be
a. Choose a Government Kingdom of Quebec
b. Choose a Species A magical monarchy ruled by the Elven crown.
c. Choose a Career Everything belongs to the royalty. They are very
d. Choose motivations and fears much a Camelot, but for the Elf only. They seek to
3. Spend XP enslave all Humanity and Lowborne, as it is their
If you need help choosing governments, species or birth right. Their society is built around human
careers look up the Character Generation and Profile slavery and raids.
section of this book. They come with samples and
roll tables for such things. Think: Evil Knights, Evil Pirates, Berserk’s Griffith

Holy American Empire


A superstitious theocratic government that mirrors
modern day failed Communist states. Everyone is

Character Creation Setting pg. 4


poor. Citizens are more slave like than citizens. Monsters
Corruption is high. Divine magic is only practice. Monsters are real. Orcs, Goblins, Kobolds, Gnolls and
They must worship their God, which mirrors the the usual cast of fantasy monsters exist. They are
Judeo-Christian God of the old commandment. not organized into governments or anything really
comparable as to culture or society. They all worship
Think: Evil Paladins, Evil Clerics, Roman Empire
some Avatar though, and as such, will strike at
The Imperium of the North mortals randomly and violently. Should they not
Barely a government, but it has a shared legal code serve an Avatar, they are like an ultra-apex predator.
among its clans. It is a culture that has They hunt the wilds to eat and prey upon
institutionalized theft, hyper-aggression, and brutal unexpecting mortals.
violence towards those that appear weaker than an
The Nobility
individual which breeds super soldiers that pillage,
The Nobles are corrupt and powerful individuals that
rape and plunder North America.
rule over entire populations in a geographical area.
Think: Evil Sorcerers, Evil Barbarians, Conan A nobles’ authority is never questioned. Those
seeking shelter from the dangers of the world bend
New American Republic their knee to the nobles and are grateful of the
A dictatorship with a residing president for 35 years. protection and shelter they provide. The nobles take
The New American Republic is mysterious and advantage of this by solidifying their power over the
sinister. They are a nation of alchemists, machinists peasantry through a never-ending quest to satisfy
and magicians that enslave populations to feed their power-hungry ambitions.
them to their machines.
The Enforcers
Think: Mad Scientists, Evil Wizards, Mordor
Those that serve the Noble’s will is an enforcer. They
Western Coast Commonwealth are loyal to only one Noble. They are given free reign
A diverse nation that sees gangers, druids, shamans in how to accomplish their master’s will. Enforcers
and everything in between. They are ruled by a take form of Military Generals, mid-level officers of
strange and complex feudal system that functions the government, Chief of Police or secret police.
similarly to a republic. If you are not an officer of the
The Non-Aligned
government, you are property of the government.
There are those that roam the lands without a
Think: Deranged Druids, Evil Shamans, Tau master other than themselves. They are merchants,
sly and mischievous. These rogues will gladly sell out
Various Antagonists other people to get ahead in life. While rare, they
The Remaining Avatars are very deadly and untrustworthy individuals.
Avatars are powerful creatures that have supreme
Deadlands
power, intellect and presence. They want to rule the
There are pockets of land which have earned the
world and will cause terrible wars for this conquest.
name “deadlands”. These are pockets of land that
After the seventh apocalypse, this caused these which no mortal can inhabit. These lands not only
titan-like beings to slumber after a humiliating have toxic earth, air and rivers but they are also
defeat which freed all mortals from their slavery. home to copious amounts of inhospitable beasts,
demons and various creatures who are supernatural
They still sing songs to mortals, giving their power in
in origin. These creatures wish to slay any mortal
return for prayers and meditations. This is the
that treads these lands.
source of Divine magic.

Character Creation Various Antagonists pg. 5


Species Unprovoked Mage Rage: When targeting an ally with
a spell, add one setback die. An uncanceled threat
At one time, there were seven races that roamed
causes the ally to become disoriented until the end
Earth. These races were birthed after the initial
of his next turn. This can be canceled by taking two
apocalypse and are considered subspecies of
additional strain.
Humans. Throughout the wars, plagues and
tragedies now only four races remain.
Natural Mage: You may remove one setback die per
encounter to any spell made.
If one could cast a bell chart to show that Humans
are the most populous, followed by Lowbornes and
Elf-kind. Lastly, a genetic mutant of Humans known Elf
as Arisen, dwindle in numbers.
Tall and long pointed ears, the Elf-kind all originate
from the second apocalypse. They are very close in
Arisen terms of human anatomy, except the Elf-kind minds
have a brilliant capacity for reflexes and timing. They
They are human looking enough, but have long, thin
are either very pale or a coal black.
whip-like tails with an arrow head at its tip. Arisen
also have bright eyes that glow a light blue. Their
Their natural senses are very much heightened as
spines can glow as well under stress and joy.
well. The Elf-kind also can outlive humans, with a
lifespan of 225 years.
Adult Arisen have small bumps on their temples.
Their teeth are fang-like. They do not produce breast
If not in the Confederacy of Kingdom, Elf-kind is
milk and their childhood is much shorter than
generally tolerated.
Humans. They can live up to 150 years. Their
pigment is varying colors of green, dark yellow,
white and browns. Elf Stat Value
Brawn 1
Arisen are typically not well liked. They are arrogant. Agility 3
They are cavalier. Their intelligence gets the best of Cunning 2
them. They are also rumored to be birthed from Intellect 2
Avatars.
Presence 2
Willpower 2
Arisen Stat Value Wounds 10 + Brawn
Brawn 2 Strain 10 + Willpower
Agility 2 Melee Defense 1
Cunning 2 Ranged Defense 1
Intellect 3 Starting XP 90
Presence 1
Willpower 2
Wounds 10 + Brawn I See Things: An elf begins with one rank in
Strain 10 + Willpower Perception. You still cannot train their Perception
Melee Defense 0 above rank 2 during character creation.
Ranged Defense 0
Starting XP 90

I Know Things: Pick any one Knowledge and gain


one rank of it. They start off with this knowledge
prior to spending any points in Character Creation. It
can not be increased above Rank 2.

Species Arisen pg. 6


Human
Humans are plentiful and adaptive. They are capable Lowborne
of surviving and have proven this capability A humanoid creature, the Lowborne are a strong
throughout the seven apocalypses. They are able to and tall lot. Horn-like bones wrap around their
make quick choices, adapt to hostile environments waists. Their skin is rough and scale like. They have a
and persist. skinless face that slopes backwards, with a triangle
(pointed downwards) eye in the middle top of the
They are mostly slaves or nobles, it just depends on
skull. Their mouths are small, but produce human-
the circumstance. like speech.
Human Stat Value
They are very emotional creatures, often expressing
Brawn 2
thoughts and feelings with violence. They can be
Agility 2
different pastel colors of pinks, blues and greens.
Cunning 3
Intellect 2
Presence 2 Lowborne Stat Value
Willpower 1 Brawn 3
Wounds 10 + Brawn Agility 2
Strain 10 + Willpower Cunning 2
Melee Defense 0 Intellect 1
Ranged Defense 0 Presence 2
Starting XP 100 Willpower 2
Wounds 12 + Brawn
Strain 8 + Willpower
Capable: A human starts with one rank in each of
Melee Defense 0
two different non-career skills at character creation.
Ranged Defense 0
They obtain this rank before spending experience
Starting XP 100
points, and these skills may not be increased higher
than rank 2 during character creation.
Brick Wall: Lowbornes are hard to socialize with, as
they do not understand the simplest of
Flexible: A human can ignore a setback die when communications at time. They are stubborn,
repairing a device, making a makeshift shelter, or reacting normally only to physical threats or
using an improvised weapon. coercion. All non-Lowborne creatures get a setback
die for Charm, Deception, Leadership, and
Negotiation checks they make on a Lowborne.

Tough as Nails: Once per session, a Lowborne


character may spend a Story Point as an out-of-turn
incidental immediately after suffering a Critical
Injury and determining the result. If they do so, they
count the result rolled as “01.”

Figure 1- Eyardt on Deviant Art: Shattered RPG


Species Human pg. 7
Character Creation Tables The second will assume that you are rolling your
Since this world is so new to you and there is a lot of former service and have rolled your government
information being flung out at you, there are tables origin table.
to help you get into the feel and vibe of the game. Species Generation Table: General
You do not have to use these tables, but if you don’t Result Species
know where to start – it doesn’t hurt to start here 1 Arisen
and then look up the lore about government, 2 Elf
species and careers. 3 Human
4 Lowborne
Feel free to use: http://www.kreativekorp.com/ to
help with rolling weird die.
Species Generation Table: Detailed Slave
Key Character Concepts Result Species
As a reminder, the protagonist of these stories has Canadian Confederacy
the following backgrounds 1 Human
2 Arisen
1. Your character’s former life was one of 3 Lowborne
servitude, brutality and misery. 4 Lowborne
Holy American Republic
2. Your character was betrayed, or did betray, 1 Human
their government in some way and is on the
2 Lowborne
run.
3 Elf
4 Arisen
3. The character has joined up with other such
Imperium of the North
people who raid, sabotage, subvert and
harass the terrible and evil governments. 1 Arisen
2 Arisen
Government Origin 3 Elf
Below is a simple table to determine your 4 Elf
government’s origin, if you’d want to. Kingdom of Quebec
1 Human
Government Origin Table: General
2 Human
Result Govnermnet
3 Lowborne
1 Canadian Confederacy
4 Lowborne
2 Holy American Empire
New American Republic
3 Imperium of the North
1 Elf
4 Kingdom of Quebec
2 Human
5 New American Republic
3 Human
6 Western Coast Commonwealth
4 Lowborne
Western Coast Commonwealth
1 Arisen
2 Elf
Species Generation Tables 3 Human
There are two paths for generating your character’s 4 Lowborne
species. First is a general way. This is assuming that
you will figure out your career or government origin
separately.

Character Creation Tables Key Character Concepts pg. 8


Species Generation Table: Detailed Non-Slave
Result Species
Canadian Confederacy
1 Human Former Service Table: Former Slave
2 Human Result Career (Government)
3 Human 1 Refugee (Slave) (Canadian Confederacy)
4 Arisen 2 Refugee (Slave) (Holy American Empire)
Holy American Republic 3 Refugee (Slave) (Imperium of the North)
1 Lowborne 4 Refugee (Slave) (Kingdom of Quebec)
2 Elf 5 Refugee (Slave) (New American Republic)
3 Human 6 Refugee (Slave) (Western Coast Commonwealth)
4 Arisen 7 Worker (Slave) (Canadian Confederacy)
Imperium of the North 8 Worker (Slave) (Holy American Empire)
1 Lowborne 9 Worker (Slave) (Imperium of the North)
2 Lowborne 10 Worker (Slave) (Kingdom of Quebec)
3 Lowborne 11 Worker (Slave) (New American Republic)
4 Human 12 Worker (Slave) (Western Coast Commonwealth)
Kingdom of Quebec
1 Elf
2 Elf Former Service Table: Former Elite
3 Elf Result Career (Government)
4 Arisen 1 Druid (Western Coast Commonwealth)
New American Republic 2 Knight (Kingdom of Quebec)
1 Arisen 3 Lost One (Canadian Confederacy)
2 Human 4 Magus (Holy American Empire)
3 Human 5 Raider (Imperium of the North)
4 Lowborne 6 Warlock (New American Republic)
Western Coast Commonwealth 7 Shaman (Canadian Confederacy)
1 Arisen 8 Shaman (Western Coast Commonwealth)
2 Elf 9 Emissary (Holy American Empire)
3 Human 10 Emissary (Imperium of the North)
4 Lowborne 11 Arcanist (Imperium of the North)
12 Arcanist (Kingdom of Quebec)
13 Aristocrat (Canadian Confederacy)
Former Service 14 Aristocrat (Holy American Empire)
Can’t figure out what kind of life your character had? 15 Aristocrat (Imperium of the North)
Need some inspiration? 16 Aristocrat (Kingdom of Quebec)
17 Aristocrat (New American Republic)
Former Service Table: General
18 Aristocrat (Western Coast Commonwealth)
Result Service
1 Former Military Officer
2 Former Elite Former Service Table: Former Military Officer
3 Former Military Result Career (Government)
4 Former Slave 1 Druid (Western Coast Commonwealth)
2 Knight (Kingdom of Quebec)
3 Lost One (Canadian Confederacy)
4 Magus (Holy American Empire)
5 Raider (Imperium of the North)
6 Warlock (New American Republic)

Character Creation Tables Former Service pg. 9


Former Service Table: Random Follower
Result Career (Holy American Empire)
1 Infantry
Former Service Table: Former Military 2 Medic
Result Career (Government) 3 Operator
1 Infantry (Canadian Confederacy) 4 Storm Trooper
2 Infantry (Holy American Empire) 5 Refugee (Slave)
3 Infantry (Imperium of the North) 6 Worker (Slave)
4 Infantry (Kingdom of Quebec) 7 Aristocrat
5 Infantry (New American Republic) 8 Emissary
6 Infantry (Western Coast Commonwealth) 9 Magus
7 Medic (Canadian Confederacy)
8 Medic (Holy American Empire) Former Service Table: Random Imperial
9 Medic (Imperium of the North) Result Career (Imperium of the North)
10 Medic (Kingdom of Quebec) 1 Infantry
11 Medic (New American Republic) 2 Medic
12 Medic (Western Coast Commonwealth) 3 Operator
13 Operator (Canadian Confederacy) 4 Storm Trooper
14 Operator (Holy American Empire) 5 Refugee (Slave)
15 Operator (Imperium of the North) 6 Worker (Slave)
16 Operator (Kingdom of Quebec) 7 Aristocrat
17 Operator (New American Republic) 8 Emissary
18 Operator (Western Coast Commonwealth) 9 Raider
19 Storm Trooper (Canadian Confederacy)
20 Storm Trooper (Holy American Empire) Former Service Table: Random Royalist
21 Storm Trooper (Imperium of the North) Result Career (Kingdom of Quebec)
22 Storm Trooper (Kingdom of Quebec) 1 Infantry
23 Storm Trooper (New American Republic) 2 Medic
24 Storm Trooper (Western Coast 3 Operator
Commonwealth) 4 Storm Trooper
5 Refugee (Slave)
Former Service Table: Random Confederate 6 Worker (Slave)
Result Career (Canadian Confederacy) 7 Aristocrat
1 Infantry 8 Arcanist
2 Medic 9 Knight
3 Operator
4 Storm Trooper Former Service Table: Random Republican
5 Refugee (Slave) Result Career (New American Republic)
6 Worker (Slave) 1 Infantry
7 Aristocrat 2 Medic
8 Shaman 3 Operator
9 Lost One 4 Storm Trooper
5 Refugee (Slave)
6 Worker (Slave)
7 Aristocrat
8 Arcanist
9 Warlock

Character Creation Tables Former Service pg. 10


Former Service Table: Random Loyalist Former Blacksmith
Result Career (Western Coast Commonwealth) You were once an established blacksmith. You held
1 Infantry contracts for your government to forge steel bars for
2 Medic some nightmarish machine. However, you soon
3 Operator became a target of the nightmarish machine, for you
4 Storm Trooper “knew too much”. You fled, barely escaping with
5 Refugee (Slave) your life, branded as a traitor.
6 Worker (Slave)
7 Aristocrat Race: Human
8 Shaman Career: Worker
9 Druid B A C I P W
3 2 3 2 2 3
Wounds: 13 (10 + Brawn)
Profiles Strain: 14 (10 + Willpower + Grit)
Having trouble thinking up of characters? Try these Skills:
profiles out! These have spent all starting XP and Brawl [1], Discipline [1], Mechanics [1], Operating
have rolled their starting bonuses. [1], Cool [1] (Racial), Ranged (Light) [1] (Racial)
Talents
Former Slummer
Sly Bartering (5xp)
You were born into a system that deemed you not
Second Wind (5xp)
worthy. As a Slummer, you found yourself at the
Desperate Recovery (5xp)
mercy of everyone else. You found yourself left to
Grit (5xp)
die, barely surviving in the city. You made a break for
Improved Improvised Weapons (Starting)
it one day, and succeeded escaping city life. Now
Gear
you scavenge out in the wild – finding what you can
Medium Armor (150g)
and helping others that may help you in the future.
Revolver (250g)
Race: Human Arcanite Salt (5) (50g)
Career: Refugee
B A C I P W
2 3 3 2 2 3
Wounds: 12 (10 + Brawn)
Strain: 13 (10 + Willpower)
Skills:
Cool [1], Coordination [1], Survival [1], Stealth [2] (1
+ 10xp), Ranged (Light) [2] (Racial + 10xp),
Knowledge: Mortality [1] (Racial)
Talents
Knack for it: Stealth (starting bonus)
Gear
Handspring Crossbow (350g)
Medium Armor (150g)

Former Slummer pg. 11


Former Elementalist Former Transmuter
A shaman who communes with the natural spirits of You were a spell-casting slave hooked up to tubing
earth, fire, wind and water. You have left the to drain Arcanite out of you. You were able to
comfort of your elders to seek freedom in the wild. escape through chance.

Race: Elf Race: Arisen


Career: Shaman Career: Arcanist
B A C I P W B A C I P W
1 3 2 2 3 2 2 2 2 4 1 2
Wounds: 13 (10 + Brawn) Wounds: 12 (10 + Brawn)
Strain: 12 (10 + Willpower) Strain: 14 (10 + Willpower + Grit + Grit)
Skills: Primal [2] (1 + 10xp), Knowledge: Natural [2] (1 Skills:
+ 5xp), Cool [2], (1 + 5xp) Charm [2] (1 + 5xp), Alchemy [2] (1 + 10xp), Arcana [2] (1 + 10xp),
Perception [1] (Racial) Knowledge: Paranormal [2] (1 + 10xp), Discipline (1),
Talents Knowledge: Mortality [1] (Racial),
Stoic Spellcasting (Starting) Talents
Aggressive Caster (5xp) Grit (2) [10 xp]
Primal Pride (5xp) Sparklebit Scientist (Starting)
Spirit Speech (5xp)
Naturalist (10xp) Gear
Elementalist (10xp) Alchemist Pack (375g)
Gear Spellcaster Robes (45g)
Medium Armor (150g)
Spirit Compass (100g)
Bloodoil Tonic (4) (248g) Stereotypical Healer
Medic that goes into Primal healing for alchemy and
healing spells.
Stereotypical 2H Fighter
Classical fighter, big HP with attack damager, Race: Human
Nothing else going on. Career: Medic
B A C I P W
Race: Lowborne
2 2 3 2 2 2
Career: Infantry Wounds: 12 (10 + Brawn)
B A C I P W Strain: 12 (10 + Willpower)
4 2 2 1 2 2 Skills:
Wounds: 20 (12 + Brawn + Toughened (4) )
Cool [1], Medicine [2] (1 + 10xp), Knowledge:
Strain: 10 (8 + Willpower)
Natural [2) (1 + 10xp), Melee (1), Primal [2] (Starting)
Skills:
+ 15xp), Alchemy [2] (Racial + 10xp), Knowledge:
Athletics (1), Brawl (1), Melee [2] (10 xp), Operating
Paranormal [2] (Racial + 10xp)
(1), Ranged (Heavy) [2] (15 xp), Medicine [1] (10 xp)
Talents
Talents
Stoic Spellcasting (5xp)
Toughened (2) (10 xp)
Muted Spellcasting (5xp)
Familiar Enemy
Gear
Berserk
Mace (75g)
Gear
Spellcaster Robes (45g)
Greataxe (350g)
Alchemy Pack (375g)
Medium Armor (150g)
Standard Rifle (Starting)

Profiles Former Elementalist pg. 12


Stereotypical Wizard
Stereotypical Rogue Race: Arisen
Race: Elf Career: Refugee
Career: Operator B A C I P W
B A C I P W 2 2 2 3 1 2
2 3 2 2 2 2 Wounds: 12 (10 + Brawn)
Wounds: 12 (10 + Brawn) Strain: 14 (10 + Willpower + Grit + Grit)
Strain: 12 (10 + Willpower) Skills:
Skills: Perception [1], Survival [1], Stealth [1], Resilience [1],
Deception [1], Ranged (Light) [1], Skullduggery [2], Knowledge: Paranormal [2] (1 Race + 15 xp), Arcana
Stealth [2], Perception [1] (Racial) [2] (25 xp), Alchemy [2] (25 xp)
Talents Talents
Knack for it (Skullduggery) (5xp) Grit (2) [10 xp]
Knack for it (Deception) (5xp) Arcane Adept (5xp)
Disarm (10xp) Bloodoil Specialist (5xp)
Light Auto-fire (10xp) Stoic Casting (5xp)
Feint (15xp)
Gear
Gear Thieves tools (Starting Bonus)
Thieves Tools (Starting) Alchemist Pack (375g)
Handspring Crossbow Spellcaster Robes (45g)
Medium Armor

Stereotypical Paladin
Race: Human
Career: Worker
B A C I P W
2 2 3 2 2 3
Wounds: 14 (10 + 2 + Brawn)
Strain: 15 (10 + Willpower)
Skills:
Athletics [1], Melee [2] (1 + 10xp), Vigilance [2] (1 +
10xp), Divine [2] (Racial + 15xp), Knowledge:
Paranormal [1] (Racial).

Talents
Rapid Reaction (Starting)
Grit (2) (10xp)
Toughened (1) (5xp)

Gear
Longsword (175g)
Divine Icon (150g)
Chainmail (250g)
Figure 2- Eyardt on Deviant Art: Shattered
RPG

Profiles pg. 13
for their social rivals, giving them more power and
control.
Careers Starting skill selection: Charm, Deception,
The following are careers available in this setting. Leadership, Knowledge: Mortality, Negotiation,
Each career receives a bonus after rolling a 1d20. Perception, Streetwise, Vigilance
Arcanist Result Aristocrat Starting Bonus
Government Prerequisites: 1-6 Fine Clothing
Kingdom of Quebec / New American Republic 7-10 315g
Former Service Prerequisites: 11-13 Talent: Proper Upbringing
Former Elite 14-15 Talent: Know Somebody
16-19 Talent: Clever Retort
One who studies or has studied magic. They are
20 Sparklebit Breastplate
scholars, thinkers and philosophers. Some turn mad,
others become hermits, all seek to make the
impossible possible. Druid
In the Kingdom of Quebec it is tradition for the first Government Prerequisites:
female born to train to be an arcanist, which Western Coast Commonwealth
involves human sacrifice at one point or another. Former Service Prerequisites:
While in the New American Republic, Arcanists are Former Elite / Former Military Officer
sought after to experiment on people for the pursuit
of magical knowledge. Druids are emotionless, quiet and stoic spellcasters.
Each druid interprets their place in the world
Starting skill selection: Alchemy, Arcana, Charm, differently, but at their core believe that they are
Coercion, Discipline, Knowledge: Paranormal, wardens of the cycle of life. They are life givers and
Knowledge: Systems, Medicine life takers. Anything that interrupts the cycle so
Result Arcanist Starting Bonus unnaturally must be destroyed.
1-2 Fine Clothing Starting skill selection: Cool, Knowledge: Natural,
3-6 Talent: Sparklebit Scientist Knowledge: Paranormal, Medicine, Primal, Resilience,
7-10 Talent: Bloodoil Specialist Survival, Vigilance
11-12 Talent: Grit
Result Druid Starting Bonus
13-14 Talent: Muted Spellcasting
1-4 Talent: Bloodoil Specialist
15-16 Alchemy Pack
5-8 Talent: Second Wind
17-19 Backpack of Holding
9-12 Talent: Death Sight
20 Alchemist Lab
13-15 Talent: Grit
16-17 Talent: Aggressive Caster
Aristocrat 18-19 Talent: Primal Pride
Government Prerequisites: 20 Living Bark Armor
None

Former Service Prerequisites:


Former Elite

Usually born into a comfortable life at the sacrifice


of some peasant or lesser class. They have climbed
the social ladder by arranging terrible “misfortunes”

Careers Arcanist pg. 14


1-9 Standard Rifle
10-12 Medium Armor
Emissary
13-18 Long Knife and Shield
Government Prerequisites:
Holy American Empire / Imperium of the North 19 Sniper Rifle
20 Repeating Dreadrifle
Former Service Prerequisites:
Former Elite
Knight
Emissaries are divine spellcasters. They preach the Government Prerequisites:
words of their masters, the Avatars. Through deeds Kingdom of Quebec
and actions, they are charged by the Avatar’s power.
Mostly protagonists that were Emissaries have Former Service Prerequisites:
either started to worship a new Avatar or have a Former Elite / Former Military Officer
great disbelief in their former government.
An elite servant of the nobility of Quebec. They are
Within the Holy American Empire, these Emissaries charged to upkeep the Royal Code and defend the
are priests, serving “God”. In the Imperium of the realm from invasions and wickedness. Knights are
North, these are the well-respected J’tunlings - renowned for their nationalism and racism.
claiming to act on behalf of J’Tunn.
Starting skill selection: Athletics, Charm, Coercion,
Starting skill selection: Charm, Cool, Discipline, Cool, Leadership, Melee, Ranged (Heavy), Vigilance
Divine, Knowledge: Systems, Knowledge: Paranormal,
Result Knight Starting Bonus
Leadership, Vigilance
1-5 5 Bloodoil Health Potions
Result Emissary Starting Bonus 6-9 Fine Clothing
1-5 Spellcaster Robes 10-11 Talent: Know Somebody
6-7 Talent: Master of Crowd 12-13 Halberd
8-10 Talent: Bloodoil Specialist 14-15 Royal Rapier
11-13 Talent: Devoted Servent 16-17 Longbow
14-16 Talent: Medium Telepathic Communication 18-19 Sabre
17-19 Talent: Boneduster 20 Royal Sparkle Rifle
20 Bloodoil Treated Robes

Infantry Lost One


Government Prerequisites: Government Prerequisites:
None Canadian Confederacy
Former Service Prerequisites: Former Service Prerequisites:
Former Military Former Elite / Former Military Officer
Infantry are trained with one purpose, to die in The warden of the wilds of Canada, the Lost One
combat in the service of their faction. The few that also serves as secret police. They have free reign
live go on to be legends. outside the city walls to enforce laws and order as
Starting skill selection: Athletics, Brawl, Gunnery, they see fit. They are hunters, infiltrators, and
Knowledge: Systems, Melee, Operating, Ranged scouts.
(Heavy), Ranged (Light)

Result Infantry Starting Bonus

Careers Emissary pg. 15


Starting skill selection: Coordination, Deception, Medics are military trained personal. A medic is
Knowledge: Mortality, Medicine, Perception, Ranged trained to also fight while going into battle to revive
(Light), Skulduggery, Stealth or retrieve the fallen soldiers.

Result Lost One Starting Bonus Starting skill selection: Cool, Discipline, Knowledge:
1-6 Thieves Tools Natural, Medicine, Melee, Resilience, Survival,
7-10 Talent: Many Faced Vigilance
11-13 Talent: Quick Strike Result Medic Starting Bonus
14-17 Talent: Familiar Enemy 1-4 Skill: Arcana 1
18-19 Double Shiv 5-8 Medical Tools
20 Confederate Hand cannon 9-12 Talent: Rapid Reaction
13-15 Talent: Tumble
Magus 16-18 Skill: Primal 1
Government Prerequisites: 19-20 10 XP
Holy American Empire Operator
Government Prerequisites:
Former Service Prerequisites:
None
Former Elite / Former Military Officer
Former Service Prerequisites:
A melee warrior devoted to the God the Holy
Former Military
American Empire serves. If forbidden by the Empire,
they still access their magic by prayers and tradition. Operators are tasked with special tasks. These tasks
They are level headed, rational and pragmatic. They involve smuggling, sabotage, assassination or quick
want to see good return to the world. raids. They are enforcers, goons, special forces in the
military or perhaps secret police.
Starting skill selection: Charm, Coercion, Cool,
Discipline, Divine, Knowledge: Paranormal, Starting skill selection: Cool, Coordination,
Leadership, Melee Deception, Operating, Ranged (Light), Skullduggery,
Stealth
Result Magus Starting Bonus
1-5 Mace and Shield Result Operator Starting Bonus
6-9 Halberd 1-6 Thieves Tools
10-13 Talent: Devoted Servant 7-9 Talent: Quick Draw
14-16 Talent: Medium Telepathic Communication 10-12 Springslug
17-19 Talent: Master of Crowd 13-15 Talent: Hamstring Shot
20 Magus Mace 16-17 Talent: Knack for It
18-19 Talent: Second Wind
20 Hand Cannon

Medic
Raider
Government Prerequisites:
Government Prerequisites:
None
Imperium of the North
Former Service Prerequisites:
Former Service Prerequisites:
Former Military
Former Elite / Former Military Officer

Careers Magus pg. 16


A clansman who wanders the countryside pillaging, Shaman
plundering and despoiling everything in his path. If Government Prerequisites:
he thinks he can take it, he will try to. He only Canadian Confederacy / Western Coast
answers to the Imperium clan elders. Commonwealth
Starting skill selection: Athletics, Brawl, Coordination, Former Service Prerequisites:
Medicine, Melee, Perception, Resilience, Survival Former Elite
Result Raider Starting Bonus Natural born leaders, Shaman are community elders
1-6 Talent: Improved Improvised Weapons or leaders. They seek guidance of the spirits they can
7-9 Talent: Toughened talk to. Some bind them to weapons, others consult
10-12 Axe and Shield the spirits wisdom and riddles. Shamanism is
13-15 Talent: Durable primarily practiced only in the Confederacy and
16-17 Claymore Commonwealth.
18-19 Double Knuckles Starting skill selection: Alchemy, Cool, Leadership,
20 J'Tunn's Sword Knowledge: Paranormal, Knowledge: Natural, Charm,
Perception, Primal,

Refugee Result Shaman Starting Bonus


Government Prerequisites: 1-4 Talent: Bloodoil Specialist
None 5-7 Talent: Boneduster
Former Service Prerequisites: 8-12 Talent: Spirit Speech
Former Slave 13-15 Talent: Stoic Spellcasting
16-17 Talent: Knack For It
The brave few who escape their oppressive 18-19 Talent: Grit
governments are known as refugees. They have no 20 Bonedust Plate
allegiances. They cling on to hope of a better life,
somehow and someway. They live nomadically,
hunting what they can and surviving however they Storm Trooper
can. Government Prerequisites:
Starting skill selection: Athletics, Coordination, Canadian Confederacy / Western Coast
Mechanics, Perception, Ranged (Light), Resilience, Commonwealth
Stealth, Survival Former Service Prerequisites:
Former Military
Result Refugee Starting Bonus
1-2 Talent: Unremarkable Specialist who are trained to enter a combat zone,
3-4 Talent: Improved Improvised Weapons rush towards targets, and win by any means
5-6 Talent: Natural Orientation necessary. They fight deadly and unmercifully.
7-8 Flintlock Pistol Starting skill selection: Athletics, Coordination,
9-12 Thieves Tools Melee, Ranged (Heavy), Ranged (Light), Resilience,
13-14 Talent: Knack for It Stealth, Survival
15-16 Talent: Toughened
17-19 Hand Spring Crossbow Result Storm Trooper Starting Bonus
20 10 XP 1-3 Slaver's Rifle
4-6 Talent: Hamstring Shot
7-9 Long Knife and Shield

Careers Refugee pg. 17


10-12 Talent: Quick Draw Starting skill selection: Athletics, Brawl, Melee,
13-15 Blunderbuss Mechanics, Negotiation, Operating, Streetwise,
16-17 Talent: Quick Strike Vigilance
18-19 Talent: Swift Result Refugee Starting Bonus
20 Sparklebit Plate
1-2 Talent: Clever Retort
3-4 Talent: Grit
5-6 Talent: Rapid Reaction
7-8 Talent: Sly Bartering
9-10 Thieves Tools
11-12 Talent: Unremarkable
13-14 Talent: Knack for It
15-16 Talent: Improved Improvised Weapons
Warlock 17-18 Talent: Machinist
Government Prerequisites: 19-20 10 XP
New American Republic

Former Service Prerequisites:


Former Elite / Former Military Officer

A detached individual who is obsessed with magic,


alchemy and machines. They have little regard for
humanity and is more interested in how to extract
souls and infuse them with terrible technology.

Starting skill selection: Alchemy, Arcana, Coercion,


Knowledge: Paranormal, Leadership, Mechanics,
Medicine, Operating

Result Warlock Starting Bonus


1-5 Talent: Bloodoil Specialist
6-7 Talent: Fast Casting
8-9 Talent: Arcane Adept
10-13 Alchemist Pack
14-16 Talent: Menacing
17-19 Talent: Medium Telepathic Communication
20 Screaming Red Robes

Worker
Government Prerequisites:
None

Former Service Prerequisites:


Former Slave

From a mechanic, blacksmith, merchant, farmer,


rancher or miner the Worker is the backbone of the
empires.

Careers Warlock pg. 18


Setting Items
There are the allow items of this setting. Some of
these have a specific twist created through the
rulebook. However, many of these are straight from
the Fantasy, Steampunk and Weird War setting.

The Rarity and Value are based without any


modifications. Given the government or
geographical region, the rarity and value will shift.

Figure 3 The World of Scythe by Jacob


Rozalski
Brawl Weapons
Note: all brawl weapons add the Brawn trait for damage.

Name DMG CRIT Encum Value Rarity Qualities


Double Knuckles 2 4 1 600 4 Concussive 1, Slow Firing 1, Stun Damage 1
Large Improvised 3 5 4 - 0
Medium
2 5 3 - 0
Improvised
Small Improvised 1 5 1 - 0
Unarmed 0 5 0 - 0 Knockdown

Double Knuckles Medium Improvised


Similar to brass knuckles, but have a tightly wound Object used as a weapon such as a two-handed rock
up system of springs that serve as an immediate or chair.
second punch to the target of similar force.
Small Improvised
Large Improvised Object used as a weapon such as a bottle or fist-
Object used as a weapon such as a shovel, large tree sized rock.
branch, table, crate.

Gunnery Weapons

Name DMG CRIT Range Encum Value Rarity Qualities


Auto fire, Cumbersome 3,
Deathrifle 11 2 Extreme 7 2,000 9
Unwieldy 3, Vicious 1
Auto fire, Cumbersome 2,
Repeating Dreadrifle 10 3 Long 7 1,700 8
Pierce 2
Blast 6, Burn 2,
Hand Drake 12 2 Medium 8 2,100 8
Cumbersome 3, Prepare 1

Setting Items Brawl Weapons pg. 19


Deathrfile get the best use out of the heavy and thick rifle. A
This rifle uses special grease from Bloodoil to fling its tripod is recommended to use with the Repeating
bullets long distances with deadly force. Plumes of Dreadrifle.
smoke whirl out of the chambers during automatic
Hand Drake
fire, blinding the area with light while also deafening
A large, awkward and heavy firearm that can spit fire
the area with screaming souls. It is very unruly to use
from a moderate distant. It is created by Alchemy
and requires both agility and brawn to use to make
and runs on Arcanite salts and acids. The flames
sure the gun does not point anywhere else than the
produced are a chemical burn, which water can not
enemy, as the alchemy seems to have given these
put out. If there was still a Christmas, this would on
rifles quite a mind of their own in terms of aiming.
the top of the list for every infantry man.
Repeating Dreadrifle
It is a rifle operated by a hand crank that winds gears
and springs to project bullets at high velocity and
distances. The cranks require strength to operate to

Melee Weapons
Very similar to Iron Age weapons, all range is engaged.

Name DMG CRIT Encum Value Rarity Qualities


Axe 3 3 2 125 3 Vicious 1
Claymore 4 2 3 400 3 Cumbersome 2, Defensive 2, Pierce 1
Dagger 2 2 1 200 2 Vicious 1
Double Shiv 4 2 2 500 5 Slow Firing 3, Pierce 4, Vicious 2
Greataxe 4 3 4 350 4 Cumbersome 3, Pierce 2, Vicious 1
Halberd 3 3 3 250 4 Defensive 1, Pierce 3
Cumbersome 3, Defensive 2, Pierce 1,
J'Tunns Sword 6 2 4 1,200 9
Vicious 1
Knife 2 3 1 150 2
Light Spear 2 4 3 150 2 Accurate
Long Knife 3 3 2 100 2
Longsword 3 3 2 175 2 Accurate, Defensive 1
Mace 3 4 2 75 2
Accurate, Cumbersome 2, Defensive 2,
Magus Mace 8 3 4 975 9
Disorient 2
Cumbersome 3, Defensive 3, Limited
Pistoned Swordedge 5 2 9 1,150 6
Ammo 4, Prepare 1, Vicious 2
Rapier 2 2 3 450 4 Accurate, Vicious 2
Accurate, Vicious 2, Pierce 1, Duelist
Royal Rapier 5 3 3 1,250 8
Cross Guard
Sabre 3 3 3 650 6 Superior
Shield 0 6 2 300 2 Defensive 1, Deflection 1
Thunderknife Cumbersome 2, Pierce 1, Unwieldly 2,
5 2 4 1,100 6
(Blade) Vicious 1
Thundersword Cumbersome 2, Defensive 1,
4 3 7 1,200 6
(Blade) UnwieldlyW 2, Vicious 1

Setting Items Melee Weapons pg. 20


Double Shiv sword that runs on ammo. It must be primed prior
Similar to that of the Double Knuckle, the double to its use. It is not held like a traditional sword, but
shiv stabs twice into the target through a very tightly has compartments to hold it as Pistons vibrate and
wound up system of springs. jostle the sword. It is like a chain-saw, but terribly
engineered and bizarre – but it gets the job done.
Long Knife
It is just a long-pointed piece of steel, very much Royal Rapier
seen in the Iron Age. A very beautiful and ornate sword. When an
opponent resolves a melee combat check against
Longsword
the wielder, if the check generated at least one
This can be used either by one hand or two hands.
uncanceled threat, the wielder may suffer 1 strain as
Magus Mace an out-of-turn incidental to add two threat to the
A rounded spiked ball of metal that is very results.
impressive and forged with care. It is primarily used
in the Holy American Empire by its zealots. Thunderknife / Thunderblade
These two weapons are similar. They are awkwardly
Pistoned Swordedge heavy chopping blades that can function as a
Teeth are placed on rails that move up and down at firearm. They are thick and are traditionally not used
a hurried and ungraceful pace. The numerous by infantry men or women - but reserved for
pistons, fueled by oils, vibrate the hilt and the blade dueling. The knife can deal deadly blows quickly
to move the teeth along the tiny rails, like a while the sword gives enough length to make it
sawblade. This sword is a very lethal sword, but a useful in swordfights.

Ranged (Light)

Name DMG CRIT Range Encum Value Rarity Qualities


Blast 3, Limited Ammo 2, Pierce 1,
Confederate Hand
9 3 Short 3 2,250 9 Unwieldly 2, Vicious 1, Superior, Hair
Cannon
Trigger
Revolver 6 2 Medium 3 250 3 Limited Ammo 4
Blast 3, Limited Ammo 2, Pierce 1,
Hand Cannon 9 3 Short 3 950 2
Prepare 1, Unwieldly 2, Vicious 1
Handspring Crossbow 5 3 Short 2 350 2 Auto fire, Inaccurate
Blast 4, Burn 1, Concussive 2,
Manarok Grenade 7 2 Short 1 1,680 8 Inaccurate, Knockdown, Limited
Ammo 1, Prepare 1, Vicious 1
Springslug 6 4 Long 2 700 4 Inaccurate, Vicious 1
Blast 2, Cumbersome 2, Inaccurate,
Thunderknife (Gun) 5 2 Short 4 1,100 6
Pierce 2, Unwieldly 2, Vicious 1

Setting Items Ranged (Light) pg. 21


Confederate Hand Cannon irritate the spirits. When struck, the device will
shatter with the spirit's anger releasing in a deadly
A dual barrel thick shotgun that fires out a wide blast explosion.
of shrapnel with thick pluming smoke after the blast.
Add one success and one threat when user first uses Springslug
this weapon in the encounter.
A lightweight pistol with a good range that is
Handspring Crossbow common on the battlefield, used by officers. The
A lightweight cross bow that is spring and rubber thing is hard to aim and is largely unreliable due to
band operated. It is very easy to break, but easy to the inner mechanisms of gears, bolt actions and
manufacture. This is a staple of criminals and thugs springs.
alike.
Thunderknife
Manarok Grenade A thunderous pistol that produces smoke and death
when fired.
A device containing angry and imprisoned elemental
spirits. In order to use this, attackers must prime the
device by pushing a series of buttons that shock and

Ranged (Heavy)

Name DMG CRIT Range Encum Value Rarity Qualities


Blunderbuss 7 4 Medium 3 725 4 Blast 3, Inaccurate, Pierce 1
Bow 7 3 Medium 2 275 2 Unwieldy 2
Crossbow 7 2 Medium 3 600 3 Pierce 2, Prepare 1
Light Dreadrifle 8 3 Long 4 1,400 3 Accurate, Vicious 1
Longbow 8 3 Long 3 450 3 Unwieldy 3
Auto fire, Cumbersome 2,
Repeating Springrifle 11 4 Medium 4 1,300 4
Unwieldy 3
Disorient 2, Stun Damage 2,
Royal Sparklebit Rifle 6 4 Medium 5 2,100 9 Superior, Weapon Sling, Hair
Trigger
Disorient 4, Ensnare 2, Limited
Slaver's Rifle 1 6 Short 6 600
Ammo 1, Stun Damage 2
Sniper Rifle 8 2 Extreme 2 1,000 5 Accurate, Limited Ammo 4
Sparklebit Rifle 6 4 Medium 7 700 7 Disorient 2, Stun Damage 2
Standard Bolt Rifle 7 3 Long 3 500 4 Accurate
Cumbersome 2, Disorient 4,
Thundersword (Gun) 9 2 Short 7 1,200 6
Inaccurate, Unwieldy 2, Vicious 1

Blunderbuss Discharges create thick puffs of smoke that leaves a


A very capable and common weapon that will shoot greasy residue.
anything, granted if it is small enough, out of its
barrel. It is a very crude, and loud, shotgun.

Setting Items Ranged (Heavy) pg. 22


Light Dreadrifle one success and one threat when user first uses this
A well-made rifle that is deadly accurate. It made to weapon in the encounter. Note, the encumbrance
shoot out modern-style ammunition at a high bonus is already applied in the table above from
caliber. It is a single bolt action rifle that uses Weapon Sling.
modern style ammunition, but can be outfitted to
Slaver’s Rifle
use Bloodoil based ammunition.
A rifle that shoots out a cannon to ensnare and trap
targets. A small coating of a liquid charged form of
Repeating Springrifle Sparklebit is on the net itself, giving a small bolt of
A crude, yet effective rifle, makes this a very electric shock that disorientates the target as well.
common rifle in the setting. It is operated by a
Sparklebit Rifle
crankshaft that winds up the various springs and
Designed by alchemists of the Kingdom of Quebec,
gears inside of it. While it fires its ordinance, it has a
they use a special kind of ammunition and
high recoil - making those that seek to use this rifle
gunpowder known as Sparklebit. Upon being struck
having to be fit enough to wield it.
by a sparklebit bullet, small amounts of electricity
Royal Sparklebit Rifle will jump out of the bullet and into the target.
Used by the Kingdom of Quebec officers. It is made
for easy access to dispense the Crown’s will. Add

Armor

Name Defense Soak Encum Value Rarity Qualities


Chainmail 0 2 3 250 2 See description
Spellcaster Robes 1 0 1 45 0
Medium Armor (Leather /
0 1 2 150 3
thick pads)
Bonedust Plate 1 2 3 550 8 See description
Bloodoil Treated Robes 0 1 1 350 4 See description
Sparklebit Plate 0 1 3 750 6 See description
Livingbark Armor 2 0 2 550 9 See description
Screaming Red Robes 0 1 3 600 9 See description

Chainmail Bloodoil Treated Robes


Able to absorb a hit, but loud. Add one setback die to Very thick, leather like cloth hangs off the wearer.
your dice pool while using the Stealth checks. Soaking robes with Bloodoil turns to have a benefit
when practicing Alchemy. When performing
Bonedust Plate Alchemy, remove one setback die from your dice
Bonedust Plate is forged through a tedious process pool.
of drying out Bonedustings to not be flammable.
Then through a process of ritualistic like alchemy, Sparklebit Plate
the Bondust plates are molded into large flakes of When struck, the infused Sparklebit sparks and
scale-like metal that are woven together with lessens the blow of the force, giving good defense
countless thread into a suit. As a result, it is able to and soak. Engaged opponents suffer a one setback
absorb vicious blows with given a good defense die, as melee attacks can cause complications
against lethal attacks. against the plated armor.

Setting Items Armor pg. 23


Livingbark Armor Gear
Crated by Druids in the Commonwealth, the armor Item Encum Value Rarity
set is a breastplate made of Bonedusting and a Alchemy Products
moving set of brush that twists around the wearer Arcanite Salt 0 10 1
much like a snake at all times. This gives the armor 0 25 1
Arcanite Acid
the ability to slap away incoming attacks, but makes
Arcanite Putty 0 33 1
it easily detectable. This is an unsettling look, adding
Bloodoil 0 31 1
an automatic success when making Coercion checks
Bloodoil Tonic 0 62 1
while adding an automatic failure to Charm checks.
Sweet Bloodoil Tonic 0 97 4
Screaming Red Robes Bonedusting 0 112 5
Adorned by the sinister and disquieting Warlocks of Sparklebit 0 250 5
the Republic, the robes is treated with Bloodoil and Manarok 5 3,780 8
Bonedustings . Additionally, once per encounter, the Adventuring Gear
wearer is granted + 2 defense to both melee and Alchemist Pack 2 175 3
range until the end of their next turn as an
Thieves Tools 1 75 5
incidental. This is an unsettling look, adding an
Fine Clothing 1 120 3
automatic success when making Coercion checks
Spirit Compass 0 100 6
while adding an automatic failure to Charm checks.
Legal Papers (Forged) 1 350 4
Pack of Holding 2 600 8
Implementations
Shaman Collar 0 750 5
Divine Icons 0 150 4
Magic Amulets 1 1,000 6
Magic Orbs 1 8,500 8
Magic Rings 0 10,000 9
Magic Staffs 2 400 4
Magic Wands 1 400 6

Sweet Bloodoil Tonic


You may treat this as a painkiller taken for the third
time of the day – regardless if reached maximum
number of painkillers for the day (healing three
wounds).

Alchemist Pack
A set of beakers, tubing and hot plates to aid and
assist in Alchemy, removing one setback from the die
Figure 4 Prince of Persia: Warrior Within Concept Art
pool.

Thieves Tools
Allows the users to open locks, latches that are
locked. In addition when making a Skulduggery
check to open a lock or latch, your character adds
an automatic advantage to the results.

Setting Items Gear pg. 24


Fine Clothing Vehicle Stats Value
When worn, the fine clothing because an Silhouette 2
encumbrance of 0. In addition, remove one setback Max Speed 1
die when Charm, Deception, Leadership are made Handling -3
while wearing this item. Defense 0
Armor 0
Spirit Compass Hull Threshold 2
When using this, you can orientate your way System Threshold 1
through the wilderness by focusing inner thoughts Control Skill Dependent
and meditations. Remove one setback die from the Complement 1
dice pool while navigating. Passengers 2
Consumables None
Legal Papers (Forged) Encumbrance Capacity 12
Ideally used when questioned or stopped for
inspection. These papers will give one boost die for
Republic Walker
social engagements with government personal.
A barrel with legs, pistons, cogs, smoke and screams
Pack of Holding from the Bloodoil it consumes. It is used for
A backpack of holding is a deceptively normal- intimidating and enforcement within the borders of
looking pack whose interior is substantially larger the New American Republic. It is fueled by a mixture
than its exterior. How this is possible is a secret of Bloodoil and Manarok.
known only to the most learned spell casters. It is,
obviously, magical. A backpack of holding can carry It allows the pilot to cast Arcana attack and utility
items of up to 12 encumbrance total. The backpack spells.
is always encumbrance 2, regardless of how much
Vehicle Stats Value
it’s holding.
Silhouette 3
Max Speed 2
Vehicles Handling -2
Defense 1
Vehicle Price Rarity Armor 1
Alchemist Mobile Lab 600 5 Hull Threshold 14
Republic Walker 1,750,000 9 System Threshold 8
Small Airship 300,000 9 Control Skill Operating
Executive Airship 5,000,000 9 Complement 1
Machinist Lab 900 5 Passengers 0
Bonedust Walker 750,000 8 Consumables None
Encumbrance Capacity 15
Alchemist Mobile Lab
A small cart that can be towed by two humans or a
horse. The Lab has a lot of tables and space to make
Alchemy slightly less savage while out in the
wilderness. When operating the mobile lab, use the
following skills in the following scenario

1. Slave: Coercion / Charm


2. Animal: Survival
Reduce one setback die from conducting Enchanting
and Alchemy.

Setting Items Vehicles pg. 25


Small Airship Machinist Lab
Flying through the skies fueled by Manarok is a small A small cart that can be towed by two humans or a
vessel designed for transporting goods and people. horse. The Lab has a lot of tables and space to make
It uses a combination of rotating blades to achieve Mechanics slightly less savage while out in the
lift and balloons. wilderness. An example use is a portable forge for
black smithing. When operating the mobile lab, use
Vehicle Stats Value
the following skills in the following scenario
Silhouette 4
Max Speed 2 1. Slave: Coercion / Charm
Handling -3 2. Animal: Survival
Defense 0 Reduce one setback die from conducting Mechanics
Armor 2 skill checks.
Hull Threshold 24
System Threshold 15 Vehicle Stats Value
Control Skill Operating Silhouette 2
Complement 4 Max Speed 1
Passengers 9 Handling -3
Consumables 1 Month Defense 0
Encumbrance Capacity 15 Armor 0
Hull Threshold 2
System Threshold 1
Executive Airship Control Skill Dependent
Designed for military use, it is an extremely rare Complement 1
sight to see. It is also very difficult to manufacture. It Passengers 2
uses a combination of rotating blades to achieve lift Consumables None
and balloons. It is complicated to use, requiring a Encumbrance Capacity 12
crew of 90.
Bonedust Walker
Vehicle Stats Value
A large steel plated cockpit hangs between two long
Silhouette 5
legs. These legs are wrapped with tubbing, cogs,
Max Speed 3
pistons and smoke stacks. The walker is used like
Handling -3
tanks in this setting.
Defense 1
Armor 3 Vehicle Stats Value
Hull Threshold 65 Silhouette 3
System Threshold 45 Max Speed 2
Control Skill Operating Handling -3
Complement 90 Defense 1
Passengers 225 Armor 3
Consumables 3 Months Hull Threshold 25
Encumbrance Capacity 215 System Threshold 3
Control Skill Operating
Complement 2
Weapons:
Passengers 1
Power Cannons (15 Starboard, 15 Port)
Consumables None
Fire Arc, Damage 6, Critical 3, Range: Long
Encumbrance Capacity 18
Manarok Bombs (7) Weapons:
Damage 16, Blast 10, Critical 2, Breach 4 Spring Loaded Rifles (2)
Damage 11, Critical 3, Range: Medium, Auto-fire

Setting Items Vehicles pg. 26


New and Adjusted Skills Divine casters pray, meditate and focus solely on
This setting requires a bit more specialization than their service to an avatar. Prior to casting a spell,
previously required. We introduced five knowledges divine spell casters reach out to their Avatars.
to help diversify skills and their use. We also alter Should the Avatar answer their prayer, it will be in
what it means to have Arcana, Divine and Primal terms of a successful casting of that spell.
magic. It is unpredictable as to forecast a spell casting being
successful. When a spell caster has enough
Alchemy successes casting a spell, it turns into a tradition.
Alchemy is the practice of binding magic to items or After repeated celebrations and traditions of this
creating magical substances. This includes particular set of spells, it leads to cults having
enchanting objects with special properties. Alchemy strange and vibrant superstitions for each cult.
is the replacement of industry in this setting.
Divine magic spell casters cannot tap into Arcana or
Arcana Primal sources, they must abandon their beliefs and
There is an invisible but tangible natural force that practices of the other schools.
swims around in the space-between-space that
individuals can tap into. Divine magic is different yet similar to Arcana magic.
It has a more synthetic feeling to the spell than a
It is best described as a flickering flame on a candle. Primal spell. Yet, it has a more mysterious and
It helps you see what’s not there. It casts dancing organic feel than an Arcana spell.
shadows. It can destroy by dancing off the candle,
catching parchment on fire. Yet – one needs it if Knowledge: Mortality
they are to learn and understand. Geography, History, Languages, Literature, Political
Anything is possible with Arcana magic. It is the Science, Philosophy and Theology. All knowledges
practice of interacting with the mysterious and and things regarding mortals and their society.
wondrous magical winding streams of Arcana
Knowledge: Natural
energy.
Sciences, such as Agricultural, Biology, Ecology,
Divine Chemistry, Geology, Meteorology, and Physics.
Divine magic is rather superstitious and least
Knowledge: Paranormal
understood branches of magic in the world. Divine
This centers around the super natural forces of the
magic is not learned through books. It is experienced
world, such as the Arcana, Divine and Primal forces.
and earned, as they say. However, some would say it
Every mention in the rulebook to Knowledge in
is luck and chance.
relation to Magic, this is the skill that rulebook
Divine magic roots from supernatural beings who should be referring to.
are ultra-powerful named Avatars. These creatures
entrust slivers of power to worthy beings who Knowledge: Systems
worship or serve them. They are not Gods, but it is Knowledge which stems from predictable and
very easy to mistake them as such. repeatable patterns and various man-made
applications. Examples include, but not limited to,
They do not communicate with mortals often. When Construction, Law, Engineering, Mathematics, War,
an Avatar does, it is in form of riddles and cryptic Logistics, and Administrative affairs.
messages that are widely open to many
interpretations. No same mortal will exactly hear the Mechanics
same message from an Avatar. No changes here, just want to mention players can
use this skill instead of Alchemy via a talent to allow
them to enchant items.

New and Adjusted Skills Alchemy pg. 27


Primal
There is the natural world which everything is
tangible and is considered real. Then there is the
nebulous and not well understood spirit world. This
is where ghosts, elements, souls and spirits of
objects walk.

Primal magic is about the link between the natural


world and the spirit world. Primal spell casters are
able to understand, interject their will, and intercept
the linkage between the natural world and spirit
world.

These spell casters can speak to elementals, see


spirits and commune with those who already
permanently wonder the afterlife. This in turn can
give them a wide range of capabilities. They can
convince air elementals to appear as a tornado, they
can talk to trees, they can create terrible plagues or
restore health to living creatures. The strongest
casters have great control over life and death.

Let is not be understood though, that Primal magic


may see a soul, it can not outright own it or control
it. Primal magic is about the linkage between the
natural world and the spirit world.

Primal magic can only be used if a mortal was born


with the ability. It cannot be taught. Those that do
have Primal magic are not accepted by those who
would grant Divine magic. In addition, the Arcana
stream proves too difficult to control, making them
not able to cast Arcana spells.

Riding
Being a character who just is good at horses, piloting
or driving is very niche.

Riding is not a necessary skill. If you are in a machine


and need to maneuver in a complicated way, use
Operating. If you want to ride a beast use Survival. If
you’re riding a wagon in a wagon chase, Operating:
Agility would be okay to use.

It is unlikely there will be a car chase, horse chase or


Airship battle that requires the “riding” skill. This is
to free up XP and choices to focus on other areas of
the setting.

New and Adjusted Skills Primal pg. 28


Spell Effects: Adjustments Fire, Ice, Lightning
Arcana, Primal and Divine magic are all different and Divine casters can worship avatars of the elements,
have their uses. Primal magic is about souls, spirits such as Mount St. Helens as a “fire deity”. This is
and the elements that be. Arcana magic is about how the Divine school can cast such effects.
doing wondrously impossible with the tangible. Primal commune with the nature spirits of Fire, Air,
Divine being a little bit Primal and Arcana. Water, and Earth. They speak to the spirits and get
That being said, some effects are limited to a school them to do their bidding.
of magic. Nature is used as a skill as a way to be potent and
Since Knowledge was split into four different types effective of mastering and applying the natural
of schools, certain rulebook effects were impacted. elements.
It can be explained through the following. Poisonous
Elemental magic or magic dealing with biological Nature itself is the master of decay and death –
chemistry, such as poison, deals with knowing about however it isn’t hard for other domains to try to
chemistry, meteorology and other natural sciences. corrupt the biochemistry of a being. Divine and
Wielding such spells is one thing, but applying them Arcana can just as easily kill – but still needs to know
potently is where knowledge comes in. biology to effectively and efficiently wield such a
spell.
There are talents that help redefine and optimize
characters should there be that itch. Augment Spell
Please result page 216 in the Genesys rule book for
Attack Spell more detail of effects.
Please result page 215 in the Genesys rule book for
more detail of effects. Augment Effect School Knowledge
Available Divine, Primal
Attack Effect School Knowledge Divine Health Divine Paranormal
Available All Haste Divine, Primal
Blast Arcana, Divine Paranormal Primal Fury Primal Paranormal
Close Combat All Range Divine, Primal
Deadly All Paranormal Swift Divine, Primal
Fire Divine, Primal Nature Additional Target Divine, Primal
Holy / Unholy Divine
Ice Divine, Primal Nature
Impact Arcana, Divine Paranormal Divine Health
Lightning Divine, Primal Nature The Avatar has an invested interest in his chosen’s
Manipulative Arcana survival. He is able to grant health to push through
Non-Lethal Divine an obstacle.
Range All
Destructive Arcana, Divine Paranormal Primal Fury
Empowered All This spell is not about a rage. It is only named this
Poisonous All Nature for sake of the Rulebook. This spell corrupts the link
between the natural world and spirit world, causing
the target to be closer to death.
Blast
It is a magical thing to create such a destructive
force out of nothing. The spirit world is not
concerned with such destruction.

Spell Effects: Adjustments Attack Spell pg. 29


Barrier Spell Heal Spell
Please result page 216 in the Genesys rule book for Please result page 218 in the Genesys rule book for
more detail of effects. more detail of effects. Note: Those that give Divine
magic, wants all humans to perish. They do not heal.
Barrier Effect School Knowledge
Arcana can heal slightly, but Primal magic is the link
Available Arcana, Divine
between the afterlife and the natural world.
Additional Target Arcana, Divine
Range Arcana, Divine Dispel Effect School Knowledge
Add Defense Arcana, Divine Paranormal Available Arcana, Primal
Empowered Arcana, Divine Additional Target Arcana, Primal
Reflection Arcana Range Arcana, Primal
Sanctuary Divine Restoration Primal
Heal Critical Primal
Revive Incapacitated Primal
Conjure Spell Resurrection Primal
Please result page 217 in the Genesys rule book for
more detail of effects.

Conjure Effect School Knowledge


Available Arcana, Primal
Additional Summon Arcana, Primal
Medium Summon Arcana, Primal
Range Arcana, Primal
Summon Ally Arcana, Primal
Grand Summon Arcana, Primal

Curse Spell
Please result page 217 in the Genesys rule book for
more detail of effects.

Curse Effect School Knowledge


Available Divine, Primal
Enervate Divine, Primal
Misfortune Divine, Primal
Additional Target Divine, Primal
Range Divine, Primal
Despair Divine Paranormal
Doom Primal
Paralyzed Divine, Primal

Dispel Spell
Please result page 218 in the Genesys rule book for
more detail of effects.

Dispel Effect School Knowledge


Available Arcana
Range Arcana
Additional Target Arcana

Barrier Spell pg. 30


Magic Implements Magic Implement Table
Magic is slightly different than that in the core
rulebook, as such, these are the following Implementation School Damage
implements in the system. Shaman Collar Primal 0
Divine Icons Divine 1
Shaman Collar Magic Amulets Divine, Primal 3
Used only by Primal Spell Casters Magic Orbs Divine, Arcana 0
A collar made up of the four natural elements, Magic Rings All 2
woven together by Arcanite Putty that rests against Magic Staffs Arcana, Primal 4
a Druid’s neck. Magic Wands Arcana 3

When the user casts the Conjure spell to summon a


living creature, adding the Summon Ally effect does
not increase its difficulty. In addition, the creature
remains summoned until the end of the encounter
without your character having to use the
concentrate maneuver.

Divine Icons
Used only by Divine Spell Casters

Works as Holy Icons, but uses the word “Divine”


because there is nothing righteous worshiping a
powerful being that wants everyone dead, after
their long slumber.

Holy icons enable divine spell casters to perform


unique miracles. When they are casting a spell,
adding any Divine Only effects increase the spell’s
difficulty one less than they would normally. All
damage done by Divine spells are increased by 1.

Magic Amulets
Used by Any Spell Caster

Magic amulets help augment the user’s ability to


affect more targets with their spells. When the user
casts a spell, adding the Additional Target and
Additional Summon effects do not increase its
difficulty. In addition, attack spells cast by the user
increase their base damage by three.

Magic Orbs
Used by Any Spell Caster

Orbs help spell casters Augur with greater ease.


When attempting Astral Projection or Real Time do
not increase difficulties.

Magic Implements Shaman Collar pg. 31


Talents Bloodoil Specialist
Prerequisite: Alchemy 1+
The following talents are available for use within this
Tier: 1
system. These talents are from the core Genesys
Activation: Passive
rulebook, Fantasy Flight books prior to Genesys’
Ranked: No
publications, community contributions and
When using the alchemy skill with anything relating
homebrewed ones.
to Bloodoil, remove a setback dice.
A special shout out and thank you to them. The
Boneduster
footnotes and the works cited will lead to their
Prerequisite: Alchemy 1+
original sources.
Tier: 1
Tier 1 Talents Activation: Passive
Ranked: No
Aggressive Caster1 When using the alchemy skill with anything relating
Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+ to Bonedustings, remove a setback dice.
Tier: 1
Activation: Active (Incidental, Once per Encounter) Desperate Recovery3
Ranked: No Prerequisite: None
Increase the base damage of your Attack spell by Tier: 1
one per rank of this talent, to a maximum of five. Activation: Passive
This increase to damage does not stack with other Ranked: No
effects that increase the base damage of the Attack Before your character heals strain at the end of an
spell, such as magical implements. encounter, if their strain is more than half of their
strain threshold, they heal two additional strain.
Arcane Adept
Prerequisite: Arcane 1+ Duelist4
Tier: 1 Prerequisite: None
Activation: Active (Incidental, Once per Encounter) Tier: 1
Ranked: No Activation: Passive
Remove one setback die while using non-attack Ranked: No
Arcane spells. Your character adds one boost die to their melee
combat checks while engaged with a single
Better Aim2 opponent. Your character also adds one setback die
Prerequisite: None to their melee combat checks while engaged with
Tier: 1 three or more opponents.
Activation: Passive
Ranked: No Durable5
Do not add setback dice to combat checks due to the Prerequisite: None
use of the aim maneuver. Tier: 1
Activation: Passive
Ranked: Yes
Your character reduces any Critical Injury result they
suffer by 10 per rank of Durable, to a minimum of
01.

1 4
Fantasy Flight Games Thread, OgreBane99 GCRB
2 5
FC, “Call ‘Em” GCRB
3
GCRB

Talents Tier 1 Talents pg. 32


Devoted Servant Hamstring Shot9
Prerequisite: Divine 1+ Prerequisite: None
Tier: 1 Tier: 1
Activation: Active (Incidental, Once per Encounter) Activation: Passive (Once per Round)
Ranked: No Ranked: No
Make a Hard (Three Diamond) Divine check; upon Once per round, your character may use this talent
success remove the immobilization status from your to perform a ranged combat check against one non-
character. vehicle target within range of the weapon used. If
the check is successful, halve the damage inflicted
Fast Casting6 by the attack (before reducing damage by the
Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+ target’s soak). The target is immobilized until the
Tier: 1 end of its next turn.
Activation: Passive
Ranked: No Improved Improvised Weapons
Add a boost to a spell casting skill check when Prerequisite: Brawl 1+
targeting a character who has not yet acted in the Tier: 1
current encounter. Activation: Passive
Ranked: Yes
Familiar Enemy Reduce critical to three while using improvised
Prerequisite: None weapons. Critical Injury rolls apply Knockdown and
Tier: 1 Disorient.
Activation: Active (Incidental, Once per Encounter)
Ranked: Yes Jump Up10
Select a specific type of enemy, such as a spell caster Prerequisite: None
from a government or an entire species. When Tier: 1
encountering them in combat, remove any setback Activation: Passive
die once per encounter. Each rank selects another Ranked: No
specific type of enemy. Once per round during your character’s turn, your
character may use this talent to stand from a prone
Forager7 or seated position as an incidental.
Prerequisite: None
Tier: 1 Knack for It11
Activation: Passive Prerequisite: None
Ranked: No Tier: 1
Your character removes up to two setback dice from Activation: Passive
any skill checks they make to find food, water, or Ranked: Yes
shelter. Checks to forage or search the area that When you purchase this talent for your character,
your character makes take half the time they would select one skill. Your character removes two setback
normally. dice from any checks they make using this skill. Each
additional time you purchase this talent for your
Grit8 character, select two additional skills. Your character
Prerequisite: None also removes two setback dice from any checks they
Tier: 1 make using these skills. You cannot select combat or
Activation: Passive magic skills when choosing skills for this talent.
Ranked: Yes
Each rank of Grit increases your character’s strain
threshold by one.

6 9
Genesys Talents Expanded GCRB
7 10
GCRB GCRB
8 11
GCRB GCRB

Talents Tier 1 Talents pg. 33


Know Somebody12 Menacing
Prerequisite: None Prerequisite: Coercion 1+ / Leadership 1+
Tier: 1 Tier: 1
Activation: Passive (Once per Session) Activation: Active (Incidental, Once per Encounter)
Ranked: Yes Ranked: Yes
Once per session, when attempting to purchase an While making leadership or coercion checks,
available item, your character may use this talent to characters making opposing skill checks add a one
reduce its rarity by one per rank of Know Somebody. setback die to their dice pool.

Knowledge Specialization13 Medium Telepathic Communication


Prerequisite: None Prerequisite: Arcane 1+ / Divine 1+
Tier: 1 Tier: 1
Activation: Passive Activation: Active (Incidental, Once per Encounter)
Ranked: Yes Ranked: Yes
When acquired, choose one knowledge skill. When Select a mundane trinket. An Ally in short range can
making that skill check, may spend one triumph telepathically communicated to by the spellcaster as
result to gain additional successes equal to ranks in an incidental, so long as both characters are in
Knowledge Specialization. possession of the trinket. This range is extreme and
requires the spell caster to have a whereabouts of
Machinist the ally. Each additional rank “enchants” another
Prerequisite: Mechanics 1+ mundane item.
Tier: 1
Activation: Passive Muted Spellcasting14
Ranked: Yes Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+
This replaces the Enchanting portion of the setting Tier: 1
with being an adept machinist. Able to modify Activation: Passive
weapons and items through engineering. Swap out Ranked: No
Alchemy with Mechanics when trying to enchant Your character is in harmony with magic. The
items. character ignores the penalty for casting a spell
while gagged, silenced or otherwise unable to speak.
Many Faced
Prerequisite: Deception 1+ Natural Orientation
Tier: 1 Prerequisite: None
Activation: Passive Tier: 1
Ranked: Yes Activation: Active (Incidental, Once per Encounter)
While in disguise, ignore up to two setback dice Ranked: No
while making deception checks. Remove one setback die while disoriented until the
start of your next turn.
Master of a Crowd
Prerequisite: Leadership 1+ Parry15
Tier: 1 Prerequisite: None
Activation: Passive Tier: 1
Ranked: Yes Activation: Active (Incidental, Out of Turn)
When speaking to a crowd of two or more, while Ranked: Yes
generating a triumph on a leadership check remove When your character suffers a hit from a melee
two setback dice to the results. combat check, after damage is calculated but before
soak is applied, your character may suffer three
strain to use this talent to reduce the damage of the

12 14
GCRB Greatfrito's Genesys Magic Talents
13 15
ACRB, ECRB, FBGR GCRB

Talents Tier 1 Talents pg. 34


hit by two plus their ranks in Parry. This talent can Quick Strike19
only be used once per hit, and your character needs Prerequisite: None
to be wielding a Melee weapon. Tier: 1
Activation: Passive
Physician16 Ranked: Yes
Prerequisite: None Your character adds one setback die for each rank of
Tier: 1 Quick Strike to any combat checks they make against
Activation: Passive any targets that have not yet taken their turn in the
Ranked: Yes current encounter.
When making a Medicine check to help a character
heal wounds, the target heals 1 additional strain per Rapid Reaction20
rank of Physician. Prerequisite: None
Tier: 1
Proper Upbringing17 Activation: Active (Incidental, Out of Turn)
Prerequisite: None Ranked: Yes
Tier: 1 Your character may suffer a number of strain to use
Activation: Active (Incidental) this talent to add an equal number of successes to a
Ranked: Yes Vigilance or Cool check they make to determine
When your character makes a social skill check in Initiative order. The number may not exceed your
polite company (as determined by your GM), they character’s ranks in Rapid Reaction.
may suffer a number of strain to use this talent to
add an equal number of advantages to the check. Second Wind21
The number may not exceed your character’s ranks Prerequisite: None
in Proper Upbringing. Tier: 1
Activation: Active (Incidental, Once per Encounter)
Primal Pride Ranked: Yes
Prerequisite: Primal 1+ Once per encounter, your character may use this
Tier: 1 talent to heal an amount of strain equal to their
Activation: Passive ranks in Second Wind.
Ranked: No
Your character can make a Simple (-) Primal check Sly Bartering
instead of a Discipline or Cool to recover a strain at Prerequisite: Negotiation 1+
the end of an encounter. Tier: 1
Activation: Active (Incidental, Once per Session)
Quick Draw18 Ranked: No
Tier: 1 When your character buys items, they have a reduce
Activation: Active (Incidental) cost of 10%. When your character sells items, they
Ranked: No are sold at 10% higher. These prices are negotiated
Once per round on your character’s turn, they may for the price prior to the 10% adjustment. This is
use this talent to draw or holster an easily accessible done while buying from one specific merchant, shop
weapon or item as an incidental. Quick Draw also or store once per session for every sell or purchase
reduces a weapon’s Prepare rating by one, to a transaction while negotiating price with the
minimum of one. merchant, shop or store.

16 19
GCRB GCRB
17 20
GCRB GCRB
18 21
GCRB GCRB

Talents Tier 1 Talents pg. 35


Sparklebit Scientist Tumble
Prerequisite: Alchemy 1+ Prerequisite: None
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
When using the alchemy skill with anything relating While engaged with one or more adversaries, may
to Sparklebits, remove a setback dice. suffer two strain to move to short range as an
incidental.
Spirit Speech
Prerequisite: Divine 1+ / Primal +1 Unremarkable25
Tier: 1 Prerequisite: None
Activation: Active (Incidental, Once per Encounter) Tier: 1
Ranked: No Activation: Passive
All spirits are revealed to you the space you can see. Ranked: No
You are able to speak to the spirits and understand Other characters add one failure to any checks made
the spirits clearly, without riddles. Remove one to find or identify your character in a crowd.
setback die while socially interacting with spirits or
undead.
Tier 2 Talents
22
Stoic Spellcasting
Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+ A Charmed Life
Tier: 1 Prerequisite: Charm 1+ / Coercion 1+
Activation: Passive Tier: 2
Ranked: No Activation: Active (Incidental, Once per Encounter)
Your character is in accord with magic, being able to Ranked: No
feel the magic. Your character ignores the penalties Change every despair to a success, not greater than
for casting a spell without at least having one free the rank of this talent during social interactions of
hand, and for wearing heavy armor or using a shield. using the skills Charm or Coercion.

Swift23 Alchemist
Prerequisite: None Prerequisite: None
Tier: 1 Tier: 2
Activation: Passive Activation: Active (Active)
Ranked: No Ranked: No
Your character does not suffer the penalties for Remove the automatic threat produced by practicing
moving through difficult terrain (they move through Alchemy.
difficult terrain at normal speed without spending
additional maneuvers). Berserk26
Prerequisite: None
Toughened24 Tier: 2
Prerequisite: None Activation: Active (Maneuver)
Tier: 1 Ranked: No
Activation: Passive Once per encounter, your character may use this
Ranked: Yes talent. Until the end of the encounter or until they
Each rank of Toughened increases your character’s are incapacitated, your character adds one success
wound threshold by two. and two advantages to all melee combat checks they
make. However, opponents add one success to all

22 25
Greatfrito's, “Still Casting” GCRB
23 26
GCRB GCRB
24
GCRB

Talents Tier 2 Talents pg. 36


combat checks targeting your character. While character’s turn a number of times equal to the
berserk, your character cannot make ranged combat wounds suffered.
checks. At the end of the encounter (or when they
are incapacitated), your character suffers six strain. Blooded31
Prerequisite: None
Belligerent Arcanist27 Tier: 2
Prerequisite: Arcana +1, Attack Spell Activation: Active (Maneuver, Once per Round)
Tier: 2 Ranked: Yes
Activation: Active (Incidental, Once per Round) Add one boost per rank of Blooded to all checks to
Ranked: No resist or recover from poisons, venoms, or toxins.
Once per round, after making a magic combat check Reduce duration of ongoing poisons by 1 round per
but before resolving its effects, you may suffer two rank of Blooded to a minimum of 1.
strain to add an advantage to the results. This
advantage may only be used to help pay to activate Body Guard32
the Blast, Destructive and Impact special qualities, or Prerequisite: None
the Manipulative additional effect. You cannot use Tier: 2
this talent if the magic combat check resulted in Activation: Active (Maneuver, Once per Round)
more than threats than advantages. Ranked: Yes
Once per round, perform the Body Guard maneuver
Blackmail28 to guard an engaged character. Suffer a number of
Prerequisite: None strain no greater than ranks of Body Guard, then
Tier: 2 until the beginning of the next turn upgrade the
Activation: Passive difficulty of combat checks targeting the character
Ranked: No by that number.
When an NPC exceeds his strain threshold, may
spend 1 Story Point to convince that NPC to perform Burly33
a single task of choice instead. Prerequisite: None
Tier: 2
Block29 Activation: Passive
Prerequisite: None Ranked: Yes
Tier: 2 Reduce any wielded weapon's Cumbersome quality
Activation: Passive and Encumbrance rating by a number equal to ranks
Ranked: No in Burly to a minimum of 1.
While holding a shield, may use Parry to reduce
damage from ranged attacks. Coordinated Assault34
Prerequisite: None
Bloodbinding30 Tier: 2
Prerequisite: Divine 1+ / Primal 1+ Activation: Active (Maneuver)
Tier: 2 Ranked: Yes
Activation: Active (Maneuver, Once per Round) Once per turn, your character may use this talent to
Ranked: Yes have a number of allies engaged with your character
Once per round, before you make a divine or primal equal to your ranks in Leadership add one advantage
skill check, you may suffer a number of wounds no to all combat checks they make until the end of your
greater than your rank in Bloodbinding to use this character’s next turn. The range of this talent
talent. Then, you may upgrade the next Divine or increases by one band per rank of Coordinated
Primal skill check you make before the end of your Assault beyond the first.

27 31
Greatfrito's “Expert Controller” ACRB, ECRB
28 32
DA ACRB, FIB, EBGR, ECRB, FBGR, FCRB
29 33
GHC FIB, DC
30 34
Greatfrito's, “Blood Magic” GCRB

Talents Tier 2 Talents pg. 37


Dexterous
Counteroffer35 Prerequisite: None
Prerequisite: None Tier: 2
Tier: 2 Activation: Passive
Activation: Active (Action) Ranked: Yes
Ranked: No Reduce any wielded weapon's Unwieldy quality and
Once per session, your character may use this talent Encumbrance rating by a number equal to ranks in
to choose one non-nemesis adversary within Dexterous to a minimum of 1.
medium range and make an opposed Negotiation
versus Discipline check. If successful, the target Disarm38
becomes staggered until the end of their next turn. Prerequisite: None
At your GM’s discretion, you may spend t on this Tier: 2
check to have the adversary become an ally until the Activation: Passive
end of the encounter. However, the duration of this Ranked: No
may be shortened or extended depending on After hitting with combat check, may spend two
whether your GM feels your offer is appealing to the advantages that disorient target for number of
adversary and whether your character follows rounds equal to ranks in Disorient.
through on their offer!
Dual Wielder39
36
Command Prerequisite: None
Prerequisite: None Tier: 2
Tier: 2 Activation: Active (Maneuver)
Activation: Passive Ranked: No
Ranked: Yes Your character may use this talent to decrease the
Add one boost per rank of Command while making difficulty of the next combined combat check they
Leadership checks. Affected targets add one boost make during the same turn by one.
to Discipline checks for the next 24 hours.
Elementalist40
Defensive Stance37 Prerequisite: Primal 1+, Attack Spell
Prerequisite: None Tier: 2
Tier: 2 Activation: Active (Maneuver, Once per Round)
Activation: Active (Maneuver) Ranked: No
Ranked: Yes Once per round, after making a magic combat check
Once per round, your character may suffer a but before resolving its effects, you may suffer two
number of strain no greater than their ranks in strain to add an advantage to the results. This
Defensive Stance to use this talent. Then, until the advantage may only be used to help pay to activate
end of your character’s next turn, upgrade the the Fire, Ice, or Lightning special qualities. This
difficulty of all melee combat checks targeting your cannot be used if the magic combat check resulted
character a number of times equal to the strain in more threats than advantages, or does it deal with
suffered. an element, death spirit or life spirits.

35 38
GCRB FCRB
36 39
ACRB, ECRB, FCRB GCRB
37 40
GCRB Greatfrito, “Expert Elementalist”

Talents Tier 2 Talents pg. 38


Healer Not a Fighter41 Light Auto-fire
Prerequisite: Arcana 1+ / Primal 1+ Prerequisite: None
Tier: 2 Tier: 2
Activation: Active (Maneuver, Once per Round) Activation: Active (Incidental)
Ranked: No Ranked: No
Gain a boost die on healing spells, but a setback die Once per encounter before making a combat check
for attack spells. with a light-ranged weapon (per GM’s approval),
your character may use this talent to add the Auto-
Grapple42 fire quality to the pistol when resolving the check. If
Prerequisite: None your character does, the weapon runs out of ammo
Tier: 2 exactly as with an Out of Ammo.
Activation: Active (Maneuver, Once per Round)
Ranked: No Lucky Strike45
Once per round, the character may perform the Prerequisite: None
Grapple maneuver. Until the beginning of the Tier: 2
character's next turn, enemies must spend two Activation: Active (Incidental)
maneuvers instead of one maneuver to move from Ranked No
engaged range to short range of him. When your character purchases this talent, choose
one characteristic. After your character makes a
Heightened Awareness43 successful combat check, you may spend one Story
Prerequisite: None Point to use this talent to add damage equal to your
Tier: 2 character’s ranks in that characteristic to one hit of
Activation: Passive the combat check.
Ranked: No
Allies within short range of your character add one Mark Target
boost die to their Perception and Vigilance checks. Prerequisite: Survival 1+ / Knowledge: Systems 1+
Allies engaged with your character add two boost Tier: 2
dice instead. Activation: Active (Action)
Ranked: No
Inspiring Rhetoric44 Take the Mark Target action, make a Hard (three
Prerequisite: None diamond) Survival check to upgrade the ability of all
Tier: 2 attacks made against a target at long range until the
Activation: Active (Active) end of the character's next turn.
Ranked No
Your character may use this talent to make an Naturalist
Average (two diamond) Leadership check. For each Prerequisite: Primal 1+
success the check generates, one ally within short Tier: 2
range heals one strain. For each advantage, one ally Activation: Passive
benefiting from Inspiring Rhetoric heals one Ranked: No
additional strain. Replace all Knowledge: Paranormal checks while
spellcasting with Knowledge: Natural checks.

41 44
Greatfrito, “Expert Elementalist” GCRB
42 45
ND, KTP GCRB
43
GCRB

Talents Tier 2 Talents pg. 39


Occult Warrior46 Stalker48
Prerequisite: Divine 1+, Attack Skill Prerequisite: None
Tier: 2 Tier: 2
Activation: Active (Maneuver, Once per Round) Activation: Passive
Ranked: No Ranked: Yes
Once per round, when making a non-spell attack Add one boost dice per rank of Stalker to all Stealth
check you may choose modifiers from an attack spell and Coordination checks.
effect and increase the difficulty of that check by the
listed amounts. This combat check counts as both as Superstitious
the based skill check and magic check, and can use Prerequisite: None
the threat and triumph results for either skills. Tier: 2
Melee or Brawl skills cannot extend their range. Activation: Active (Incidental, Once per Session)
Ranked: No
Physical Training Replace all Knowledge: Natural checks while
Prerequisite: Athletics 1+ / Coordination 1+ spellcasting with Knowledge: Paranormal checks.
Tier: 2
Activation: Active (Action) Touch of Fate49
Ranked: Yes Prerequisite: None
Add one boost per rank of Physical Training to Tier: 2
Athletics or Coordination Checks Activation: Active (Incidental, Once per Session)
Ranked: No
Side Step47 Once per session, add two boost dice to any one
Prerequisite: None check.
Tier: 2
Activation: Active (Action, Once per Round) Unarmed Parry50
Ranked Yes Prerequisite: None
Once per round, your character may suffer a Tier: 2
number of strain no greater than their ranks in Side Activation: Passive
Step to use this talent. Until the end of your Ranked: No
character’s next turn, upgrade the difficulty of all May Parry while unarmed. Reduce strain cost to
ranged combat checks targeting your character a Parry while unarmed by 1 (to a minimum of 1).
number of times equal to the strain suffered.
Uncanny Senses51
Selective Blasts Prerequisite: None
Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+ Tier: 2
Tier: 2 Activation: Passive
Activation: Active (Incidental, Once per Encounter) Ranked: Yes
Ranked: Yes Add two boost dice per rank of Uncanny Senses to all
When using a magical attack with the Blast quality, Perception and Vigilance checks.
spend one advantage to exclude one target that
would be have been affected by the explosion, up to
ranks in Selective Detonation.

46 50
Greatfrito, “Imbue Weapon” ND
47 51
GCRB ACRB, ECRB, FCRB
48
ABGR, ACRB, ECRB
49
ACRB, ECRB, FCRB

Talents Tier 2 Talents pg. 40


Unstoppable52 action and one maneuver during your character’s
Prerequisite: None turn. The animal must be within hearing and visual
Tier: 2 range of your character (generally medium range) to
Activation: Passive do this. Otherwise, the animal does not contribute
Ranked: No to the encounter. The specifics of its behavior are up
If a Critical Injury roll is 1 or reduced to 1, do not to you and your GM. For every additional rank of
receive the critical injury. Animal Companion your character has, increase the
allowed silhouette of the companion by one (this
Well Read53 may mean your character gets a new companion, or
Prerequisite: None their companion grows in size). This talent can also
Tier: 2 change in flavor depending on the nature of your
Activation: Passive character. This can be an elemental spirit, spirit
Ranked: No guide or ghoul.
Choose any three knowledge skills. They are
permanently now career skills. Ambush56
Prerequisite: None
Well Rounded54 Tier: 3
Prerequisite: None Activation: Passive
Tier: 2 Ranked: No
Activation: Passive Once per round while benefiting from cover, may
Ranked: Yes make the Ambush maneuver. Add damage equal to
Choose any two skills. They are permanently now Stealth skill to one hit of next successful combat
career skills. check against a target within short range before the
end of the turn.
Tier 3 Talents
Armor Master57
Animal Companion55 Prerequisite: None
Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+ Tier: 3
Tier: 3 Activation: Passive
Activation: Passive Ranked: No
Ranked Yes When wearing armor, increase total soak value by
Your character creates a bond with a single animal one.
approved by your GM. This animal must be
silhouette 0 (no larger than a mid-sized dog). The Barrage58
bond persists as long as your character chooses, Prerequisite: None
although at your GM’s discretion, the bond may also Tier: 3
be broken due to abusive treatment or other Activation: Passive
extenuating circumstances. As long as the bond Ranked: Yes
persists, the animal follows your character, and you Add 1 damage per rank of Barrage to one hit of a
dictate the animal’s overall behavior (although, since successful attack while using Ranged (Heavy) or
the animal is only bonded with the character, not Gunnery skills at long or extreme range.
dominated, it may still perform inconvenient actions
such as scratching furniture, consuming rations, and
marking territory). Once per round in structured
encounters, your character may spend one
maneuver to direct their animal in performing one

52 56
ACRB FIB
53 57
LBE ACRB, EBGR, ECRB, KTP
54 58
ACRB, EBGR, ECRB, FBGR, FCRB ABGR, FIB, EBGR, ECRB
55
GCRB

Talents Tier 3 Talents pg. 41


Blind Spot59 Constant Vigilance63
Prerequisite: None Prerequisite: None
Tier: 3 Tier: 3
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
Your character, and allies within a short range, add May always use Vigilance when making checks to
an automatic advantage to combat checks they determine initiative.
make while benefiting from cover.
Creative Weapons64
Bloodoil Addiction60 Prerequisite: None
Prerequisite: None Tier: 3
Tier: 3 Activation: Passive
Activation: Active (Incidental, Once per Session) Ranked: No
Ranked: No Reduce the critical rating of improvised weapons by
When your character takes a potion from Bloodoil, two (to a minimum of 1).
your target heals one additional wound per rank of
this talent (if does not meet his Painkiller limits). If Distant Spell65
he suffers any threat on the next roll, he becomes Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+
disorientated for the half the amount (rounded up) Tier: 3
of rounds. If he rolls any despair, he becomes Activation: Passive
knocked down on top of disorientated. Ranked: No
Once per session, spend a Story Point and when
Bonded Implement61 casting a spell the first range enhancement does not
Prerequisite: Divine 1+ / Primal 1+ increase the difficulty of the spell.
Tier: 3
Activation: Passive Disruptive Counterspell66
Ranked: Yes Prerequisite: Arcana 1+ / Divine 1+
Choose one magical implement your character owns Tier: 3
when taking this talent. Your character becomes Activation: Passive
bonded to this implement, and no other person may Ranked: No
use it. Your character may attempt to summon it by When you take the Counterspell maneuver, all
making a Hard (3 Diamond) Magic check. opponents within short range upgrade the difficulty
of checks to cast spells one additional time (for a
Channel Magical Energy62 total of two times), until the end of your next turn.
Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+
Tier: 3 Dodge67
Activation: Active (Maneuver, Once per Round) Prerequisite: None
Ranked: Yes Tier: 3
Once per round, before you make a magic check, Activation: Active (Incidental, Out of Turn)
you may perform a Channeling maneuver. By Ranked Yes
performing this maneuver, you gain a boost die on When your character is targeted by a combat check
your next magic check this turn while also upgrading (ranged or melee), they may suffer a number of
the check once per rank of channeling. strain no greater than their ranks in Dodge to use
this talent. Then, upgrade the difficulty of the

59 64
ABGR, FIB, EBGR, ECRB ACRB
60 65
GCRB Community Content
61 66
Community Content Greatfrito
62 67
Greatfrito GCRB
63
EV

Talents Tier 3 Talents pg. 42


combat check targeting your character a number of Forgot to Count72
times equal to the strain suffered. Prerequisite: None
Tier: 3
Eagle Eyes68 Activation: Active (Incidental, Out of Turn)
Prerequisite: None Ranked: No
Tier: 3 When an opponent makes a ranged combat check,
Activation: Passive you can spend two threat from that check to use this
Ranked: No talent to cause their weapon to run out of ammo as
Once per encounter before making a ranged combat long as the weapon can normally run out of
check, you may use this talent to increase your ammunition.
weapon’s range by one range band (to a maximum
of extreme range). This lasts for the duration of the Heavy Hitter73
combat check. Prerequisite: Ranged (Heavy) 1+, Gunnery 1+
Tier: 3
Encouraging Words69 Activation: Active (Incidental, Once a Session)
Prerequisite: None Ranked: No
Tier: 3 Once per session, spend one triumph on a successful
Activation: Passive Ranged (Heavy) or Gunnery check to add the Breach
Ranked: No 1 quality to the attack, or increase the existing
After an engaged ally fails a check, may suffer one Breach rating by 1.
strain to assist that ally's next check this encounter
as an out of turn incidental. Heroic Will74
Prerequisite: None
Feint70 Tier: 3
Prerequisite: None Activation: Active (Incidental, Out of Turn)
Tier: 3 Ranked: No
Activation: Passive When you purchase this talent for your character,
Ranked: Yes choose two characteristics. You may spend a Story
Spend a triumph or three advantages generated on a Point to use this talent to have your character ignore
missed melee attack to upgrade difficulty of the effects of all Critical Injuries on any skill checks
opponent's next attack targeting character by ranks using those two characteristics until the end of the
in Feint. current encounter. (Your character still suffers the
Critical Injuries; they just ignore the effects)
Field Commander71
Prerequisite: None Inspiring Rhetoric (Improved)75
Tier: 3 Prerequisite: Inspiring Rhetoric
Activation: Active (Action) Tier: 3
Ranked: No Activation: Passive
Your character may use this talent to make an Ranked: No
Average (2 diamond) Leadership check. If successful, Allies affected by your character’s Inspiring Rhetoric
a number of allies equal to your character’s add one boost die to all skill checks they make for a
Presence may immediately suffer one strain to number of rounds equal to your character’s ranks in
perform one maneuver (out of turn). If there are any Leadership.
questions as to which allies take their maneuvers
first, your character is the final arbiter.

68 72
GCRB GCRB
69 73
DA, LBE, DOH FIB, DC
70 74
FCRB GCRB
71 75
GCRB GCRB

Talents Tier 3 Talents pg. 43


Implementation Mimic Persistent Spell79
Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+ Prerequisite: Arcana 1+ / Primal 1+
Tier: 3 Tier: 3
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Gain the ability to use any magical implementation When you cast a spell that can be sustained through
and their benefits. concentration on an ally, you can spend three
advantages, a triumph, or one story point to have
Natural76 that spell last until the end of the encounter
Prerequisite: None without your character having to use the
Tier: 3 concentrate maneuver.
Activation: Active (Incidental, Once per Session)
Ranked: No Rapid Archery80
When your character purchases this talent, choose Prerequisite: None
two skills. Once per session, your character may use Tier: 3
this talent to reroll one skill check that uses one of Activation: Active (Maneuver, Once per Turn)
those two skills. Ranked: No
While your character is armed with a bow (or similar
No Escape77 weapon, at your GM’s discretion) they may suffer
Prerequisite: None two strain to use this talent. During the next ranged
Tier: 3 combat check your character makes this turn, the
Activation: Active (Incidental, Once per Session) bow gains the Linked quality with a value equal to
Ranked: No their ranks in the Ranged skill.
May spend two advantages from a Coercion check
or two threats from a foe’s Discipline check; that Scathing Tirade (Improved)81
target cannot perform a free maneuver during his Prerequisite: Scathing Tirade
next turn. Tier: 3
Activation: Passive
Parry (Improved)78 Ranked: No
Prerequisite: Parry Scathing Tirade adds one setback die to all skill
Tier: 3 checks they make for a number of rounds equal to
Activation: Active (Incidental, Once per Turn) your character’s rank in Coercion.
Ranked: No
When your character suffers a hit from a melee Sound Investments82
combat check and uses Parry to reduce the damage Prerequisite: Scathing Tirade
from that hit, after the attack is resolved, you may Tier: 3
spend one despair or three threat from the Activation: Passive
attacker’s check to use this talent. Then, your Ranked: Yes
character automatically hits the attacker once with a At the start of each session, gain 100g for each rank
Brawl or Melee weapon your character is wielding. of sound investment.
The hit deals the weapon’s base damage, plus any
damage from applicable talents or abilities. Your
character cannot use this talent if the original attack
incapacitates them.

76 80
GCRB GCRB
77 81
GCRB GCRB
78 82
GCRB ACRB, FH
79
Greatfrito

Talents Tier 3 Talents pg. 44


Touch of Detail attacks the target. In addition, your GM may rule
Prerequisite: None that some targets are immune to this ability, as
Tier: 3 characters driven by vengeance or monsters will not
Activation: Active (Incidental) care to “talk about it”.
Ranked: Yes
After making a Mechanics, Operating or Alchemy Deadeye86
check, may suffer strain up to ranks in Touch of Prerequisite: None
Detail to convert that many successes to Tier: 4
advantages. Activation: Active (Incidental)
Ranked: No
Violent Caster83 After your character inflicts a Critical Injury with a
Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+ ranged weapon and rolls the result, your character
Tier: 3 may suffer two strain to use this talent. Then, you
Activation: Passive may select any Critical Injury of the same severity to
Ranked: No apply to the target instead.
Once per session spend a Story Point and your
character may add the Deadly quality to a spell Deadly Accuracy87
without increasing the difficulty. Prerequisite: None
Tier: 4
Tier 4 Talents Activation: Active (Incidental)
Ranked: Yes
Armor Master (Improved)84 When acquired, choose one combat skill. Add
Prerequisite: Armor Master damage equal to ranks in that skill to one hit of
Tier: 4 successful attack made using that skill. May not
Activation: Passive choose the same skill more than once.
Ranked: No
When wearing armor with a soak value of 2 or Don’t Shoot88
higher, increase defense by 1. Prerequisite: None
Tier: 4
Activation: Active (Incidental)
Can’t We Talk About This85
Ranked: Yes
Prerequisite: None
One per session as an action, make a Hard (3
Tier: 4
diamond) Charm check. On a success, you cannot be
Activation: Active (Action)
a target of combat checks until the end of the
Ranked: No
encounter or until making a combat check.
Your character can use this talent to make an
opposed Charm or Deception versus Discipline check
Enduring89
targeting a single non-nemesis adversary within
Prerequisite: None
medium range. If the check succeeds, the target
Tier: 4
cannot attack your character (or perform hostile
Activation: Passive
actions against your character) until the end of their
Ranked: Yes
next turn. You may spend two advantage to increase
Each rank of Enduring increases your character’s
the length of the effect by one additional turn, and
soak value by one.
spend one triumph to extend the benefits to all of
their identified allies within short range. The effect
ends immediately if your character or a known ally

83 87
Community Content ABGR, ACRB, ECRB
84 88
ACRB, ECRB, KTP FC
85 89
GCRB GCRB
86
GCRB

Talents Tier 4 Talents pg. 45


Experienced Defenses90 Heroic Spell95
Prerequisite: None Prerequisite: Arcana 1+ / Divine 1+ / Primal 1+
Tier: 4 Tier: 4
Activation: Passive Activation: Active (Incidental, Once per Session)
Ranked: Yes Ranked: No
Each rank of Experienced Defenses increases your Once per session, you may suffer two strain to cast a
character’s melee defense and ranged defense by spell as a maneuver instead of as an action.
one.

Field Commander (Improved)91 It’s Not That Bad 96


Prerequisite: Field Commander Prerequisite: None
Tier: 4 Tier: 4
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
When your character uses the Field Commander Once per session, you may suffer two strain to cast a
talent, your character affects a number of allies spell as a maneuver instead of as an action.
equal to twice the character’s Presence. In addition,
you may spend one triumph to allow one ally to Jury Rigged 97
suffer one strain to perform an action instead of a Prerequisite: None
maneuver. Tier: 4
Activation: Passive
Fortune Favors the Bold92 Ranked: Yes
Prerequisite: None The character chooses one personal weapon or
Tier: 4 piece of armor per rank of Jury Rigged. He may
Activation: Active (Incidental, Once per Session) increase the damage of the weapon by one;
Ranked: No decrease the advantage cost on its Critical, or any
Once per session as an incidental, suffer two strain single other effect by one to a minimum of one; or
to flip one GM Story Point to a Player Story Point. increase his armor’s ranged or melee defense by
one. Alternatively, he can decrease the
Gang Up93 encumbrance of the item by two to a minimum of
Prerequisite: None one. The bonus only applies so long as the character
Tier: 4 is using the item. If the item is ever lost or
Activation: Active (Maneuver) destroyed, the character may apply Jury Rigged to a
Ranked: Yes new personal weapon or armor.
Take this maneuver. Until the beginning of next turn,
attacks against the target increase their critical rating Madman
by 1 per rank of Gang Up. Prerequisite: None
Tier: 4
Hero94 Activation: Active (Action)
Prerequisite: None Ranked: No
Tier: 4 Once per session, your character may use this talent
Activation: Passive (Incidental, Out of Turn) to make a Mechanics or Alchemy check to attempt
Ranked: Yes to cobble together the functional equivalent of any
When an engaged ally suffers a hit, may use Parry or item using spare parts or salvage to create a potion
Reflect incidental against the hit. or device. The difficulty of the check is based on the
item’s rarity. Your GM will modify the check based

90 94
GCRB FBGR, FCRB
91 95
GCRB Greatfrio
92 96
GCRB ACRB
93 97
FCRB ACRB, EBGR, ECRB

Talents Tier 4 Talents pg. 46


on the circumstances and might decide that some
items simply can’t be created with what’s available Valuable Facts102
Your GM may spend d on the check to indicate the Prerequisite: None
item ends up being dangerous to the user and Tier: 4
anyone around them in some way. For instance, a Activation: Active (Action, Once per Encounter)
pistol might explode instead of running out of Ranked: No
ammo, a breathing mask might make the user light- Once per encounter, perform a Valuable Facts
headed, or a health potion only works temporarily. action, making an Average (2 Diamond) Knowledge
check. If successful, add one triumph to one ally’s
Prime Positioning98 skill check during the encounter.
Prerequisite: None
Tier: 4
Activation: Passive Tier 5 Talents
Ranked: Yes Armor Master (Supreme)103
When this character or an ally in short range takes Prerequisite: Armor Master (Improved)
cover, he increases soak against ranged attacks by 1 Tier: 5
per rank of Prime Positions until he leaves that Activation: Active (Incidental, Out of Turn)
cover. Ranked: No
Once per round, when the character suffers a Critical
Scathing Tirade (Supreme)99 Injury, he may suffer three strain to take the armor
Prerequisite: Scathing Tirade master incidental. If he does, he reduces the Critical
Tier: 4 Injury result he suffers by 10 per point of his soak to
Activation: Active (Incidental) a minimum of 1.
Ranked: Yes
Your character may choose to suffer 1 strain to use Dedication104
the Scathing Tirade talent as a maneuver, instead of Prerequisite: None
as an action. Tier: 5
Activation: Active (Action, Once per Encounter)
Second Chances100 Ranked: No
Prerequisite: None Once per encounter, perform a Valuable Facts
Tier: 4 action, making an Average (2 Diamond) Knowledge
Activation: Active (Incidental, Once per Encounter) check. If successful, add one triumph to one ally’s
Ranked: Yes skill check during the encounter.
Once per encounter, choose a number of positive
dice equal to ranks of Second Chances and reroll Indomitable105
them. Prerequisite: None
Tier: 5
Supporting Evidence101 Activation: Active (Action, Once per Encounter)
Prerequisite: None Ranked: No
Tier: 4 Once per encounter, when your character would be
Activation: Passive incapacitated due to exceeding their wound or strain
Ranked: Yes threshold, you may spend a Story Point to use this
When assisting an ally with a Charm, Deception, talent. Then, your character is not incapacitated
Leadership, or Negotiation check, add an automatic until the end of their next turn. If your character
advantage per rank of Supporting Evidence. reduces their strain or wounds to below their

98 102
FIB, KTP DA, FBGR, FCRB
99 103
GCRB KTP
100 104
SOT, FC GCRB
101 105
GCRB GCRB

Talents Tier 5 Talents pg. 47


threshold before the end of their next turn, they are Ruinous Repartee110
not incapacitated. Prerequisite: None
Tier: 5
Leer106 Activation: Active (Action)
Prerequisite: Coercion 1+ Ranked: No
Tier: 5 Once per encounter, your character may use this
Activation: Active (Incidental, Out of Turn) talent to make an opposed Charm or Coercion
Ranked: No versus Discipline check targeting one character
When targets by combat check from medium range, within medium range (or within earshot). If
you may spend a Story Point to upgrade the difficulty successful, the target suffers strain equal to twice
of the check a number of times equal to ranks in your character’s Presence, plus one additional strain
your Coercion. per success. Your character heals strain equal to the
strain inflicted. If incapacitated due to this talent,
Just Kidding107 the target could flee the scene in shame, collapse in
Prerequisite: None a dejected heap, or throw themselves at your
Tier: 5 character in fury, depending on your GM and the
Activation: Active (Incidental, Once per Round) nature of your character’s witty barbs.
Ranked: No
Once per round as an incidental spend 1 Story Point
to ignore dispair results generated on a social check
by the character or ally in short range.

Master108
Prerequisite: None
Tier: 5
Activation: Active (Incidental, Once per Encounter)
Ranked: No
When you purchase this talent for your character,
choose one skill. Once per round, your character
may suffer two strain to use this talent to reduce the
difficulty of the next check they make using that skill
by two, to a minimum of Easy (one diamond).

Pressure Point109
Prerequisite: None
Tier: 5
Activation: Active (Incidental)
Ranked: No
When making a Brawl check against an opponent,
instead of dealing damage, may deal equivalent
strain plus additional strain equal to ranks of
Medicine, ignoring soak.

106 109
KTP ECRB
107 110
FC GCRB
108
GCRB

Talents Tier 5 Talents pg. 48


Works Cited  FO Fully Operational
There are two sources of information leveraged in  GCRB Genesys Core Rulebook
these talents, besides the own unique homebrewed  GHC Gencon 2017 Haunted City Module
talents.  GMK Game Master's Kit
 GOD Ghosts of Dathomir
Genesys Talents Expanded  HD Hidden Depths
A work with over 300 talents from various Fantasy  IARAD Imperials and Rebels Adversary Deck
Flight Games published books. TheSapient and  JOY Jewel of Yavin
ESP77 has compiled and/or modified these such  KTP Keeping the Peace
talents and talents submitted by the community.  LBE Lead by Example
The following abbreviations can be used to  LONH Lords of Nal Hutta
determine the published book from Final Flight  MPQ Mask of the Pirate Queen
Games  ND No Disintegrations
 NOP Nexus of Power
 ABGA Age of Rebellion Beginner Game -
 OAA Onslaught at Arda I
Adventure Book
 OS Operation Shadowpoint
 ABGR Age of Rebellion Beginner Game -
 RAGP Rescue at Glare Peak
Rulebook
 SAVAD Scum and Villainy Adversary Deck
 ACRB Age of Rebellion Core Rulebook
 SM Special Modifications
 BTR Beyond the Rim
 SOF Suns of Fortune
 CCC Community Created Content
 SOR Strongholds of Resistance
 COTG Chronicles of the Gatekeeper
 SOT Stay on Target
 COTGAD Citizens of the Galaxy Adversary
 SS Savage Spirits
Deck
 DA Desperate Allies Fantasy Flight Games Thread
 DC Dangerous Covenants
This thread on the forums was a good one for
 DITW Dead in the Water
inspiration and understanding. One poster,
 DOH Disciples of Harmony
OgreBane 99 had an exceptional concept for a
 EBGA
talent.
 Edge of the Empire Beginner Game -
Adventure Thread:
 Book https://community.fantasyflightgames.com/topic/26
 EBGR Edge of the Empire Beginner Game - 4521-magic-talents/
Rulebook
Author: DarthDude
 ECRB Edge of the Empire Core Rulebook
 ETU Enter the Unknown Date: 2017-12-03
 EV Endless Vigil
Greatfrito's Genesys Magic Talents v1.0
 FBGA Force and Destiny Beginner Game -
Adventure Book This author was brilliant with the few talents he
 FBGR Force and Destiny Beginner Game - homebrewed.
Rulebook
 FC Fly Casual
 FCRB Force and Destiny Core Rulebook
 FH Far Horizons
 FIB Forged in Battle
 FLT Friends Like These

Works Cited Tier 5 Talents pg. 49


New Spell: Augur Geographical Precision: You are able to extract the
location, at the current time of auguring, where the
Allowed Schools: Arcana, Divine, Primal
target is.
You are able to locate any sentient creature on the
Group Precision: The spell caster can track multiple
continent or as to understand what happened at a
targets equal to his Knowledge: Mortality.
location. This starts off with a difficulty of Average (2
Diamonds). Social Auguring: Through serious meditation,
pontification and thought the spell caster is able to
This spell would normally be used not in combat
understand their exact locations for the last days
encounters, as it would take quite some time to set
equal to their Knowledge: Mortality.
up and for a spell caster to cast.
True Sight: You are able to travel to the target’s
Note that when a spell caster Augurs, each type of
location, seeing them interact with the environment
school of magic handles this differently. For
with absolute clarity and are aware of the target’s
example, Arcana spell casters would use devices to
motivations. Nothing is hidden to you. However, are
help them augur. Crystal balls, pools of water or
unable to communicate with the target. The target is
Arcanite salt spreads would be common placed.
unaware of your presence. You may stay at the
Whereas a Divine spell caster might have prayers,
location for the spell casters Knowledge: Paranormal
and chants he’d do. A Primal spell caster might try to
hours.
chase down his target’s spirits, or ask around the
spirit world the location of the target. Effects and Schools
Creature Target: The spell caster must know some Transmogrify Effect School Knowledge
detail about the creature they seek. Successful Available All
casting means that the target is known to either be Creature Target All
alive or dead and the general where-about of the Scene Context Divine, Primal
target. It is not exact, but more of a guidance. Afterlife Sonar Primal Paranormal
Astral Projection Arcana Paranormal
Scene Context: The spell caster must be at the scene Geographical Precision All
to Augur it properly. A rough and broad Chronological Precision All Mortality
understanding of what happened within the day at Group Precision All Mortality
the location. Social Auguring All Mortality
True Sight Divine Paranormal
Afterlife Sonar: The Primal spell caster can view the
last few days or moments of the target’s death,
understanding anywhere from the emotional feeling Effects and Difficulties
to the physical location. The amount of days where Transmogrify Effect Difficulty Increase
the “sonar” is effective is up to the rank of the spell Geographical Precision +1 Diamond
caster’s Knowledge: Paranormal skill. Chronological Precision +1 Diamond
Social Auguring +1 Diamond
Astral Projection: The spell caster may send a Afterlife Sonar +2 Diamonds
representation of themselves to the creature target Astral Projection +2 Diamonds
to verbally communicate with the creature for True Sight +2 Diamonds
minutes equal to Knowledge: Paranormal. Group Precision +3 Diamond
Chronological Precision: You are able to extract the
whereabouts of your target the number of days
equal to ranks in Knowledge: Mortality

New Spell: Augur Effects and Schools pg. 50


New Spell: Enchant
Allowed Schools: Arcana, Divine, Primal Effects and Difficulties
This is a slight deviance from the Augment spell in Transmogrify Effect Difficulty Increase
the core rulebook. This deals with permanent Item Attachment +1 Diamond per Point
enchantments. Like Alchemy, it is a dangerous and Burn, Ensnare +2 Diamonds per Rank
difficult practice to enchant items. Cumbersome +2 Diamonds per Rank
Unwieldy +2 Diamonds per Rank
A base enchant spell grants the item an increase Modify Range Band +3 Diamonds per Band
rarity rating of 2 and reduce encumbrance by 1 Item Damage +3 Diamonds per Damage
(minimum of 0) at an Easy (1 Diamond) check, with Limited Ammo +3 Diamonds per Rank
an automatic threat added to the outcome. This is Concussive +4 Diamonds per Rank
also limited to once per session. Additionally, Defensive +4 Diamonds per Rank
Enchanting comes with a default of two setback dice Item Critical, Vicious +4 Diamonds per Rank
to the pool. Item Soak, Defense +4 Diamonds per Rank
Prepared +4 Diamonds per Rank
Keep in mind that Melee / Brawl weapons can not
change their range bands, nor can weapons have
Armor qualities. Enchantment’s bonuses must make Spend Table: Enchanting
sense. Dice Pool Result Other Product Outcome
1 Advantage / 1 Triumph +1 Rarity Value
Each school of magic treats Enchantment differently Reinforced (Harder to
2 Advantage / 1 Triumph
and can impact items differently. break)
Product is treated as
Arcana: This is the classical feel of any fantasy RPG. 3 Advantage / 1 Triumph
Superior
Crystals and components are magically exposed to Item gains free Breach or
an item that grants it bonuses. Arcana spell casters Accurate or Deflect (Armor
may remove one setback die while trying to enchant 1 Triumph
only) or Defense (Armor
these qualities: Cumbersome, Unwieldy and Range Only)
Band. Gain a free item
2 Triumph attachment or equal item
Divine: These spell casters see the item as holy, and
quality (per GM approval)
“bless it” - be it decorating with prayers, feathers, Break the tools used for
beads or runes. Divine spell casters can remove one 1 Threat / 1 Despair the enchantment, needing
setback die while trying to enchant with these average repair.
qualities: Item attachment, Item damage. Break the item, needing
2 Threat / 1 Despair
hard repair.
Primal: Spirits are intertwined and bonded to the
Product is treated as
item. Primal spell casters can remove one setback 3 Threat / 1 Despair
Inferior.
die while trying to enchant with these qualities:
Product is “cursed”,
Item, Vicious, Burn or Ensnare. 1 Despair always having a threat
Note: Transmogrified items cannot be enchanted. generated with it.
2 Despair Roll on Critical Injury chart

New Spell: Enchant Effects and Difficulties pg. 51


New Spell: Transmogrify  All items are considered inferior with a negative
33% reduce value when they change object
Allowed Schools: Arcana, Primal
“type”.
The art of changing the chemical properties of a  When objects change object type (item to
non-living object to change it to another kind of non- Weapon, Gear, Armor), qualities can be
living object. This is largely plays out not in combat. transferred over. The GM decides which qualities
It also has a lot of rules and complexity to it. can transfer over. The number of qualities that do
transfers over is decided by the spell caster’s
Mundane Object to Object: Transmogrify starts off Mechanics skill divided by 2 (rounded down).
with an Easy (1 Diamond) check to turn an object Changing Objects to Weapons, Gear or Armor:
into another kind of object with an automatic threat Changing objects to weapons usually results in
included in a roll. This is to akin to turning a bucket changing not only their encumbrance, but also rarity
of water into block of wood, or a fork into a spoon. rating. All object to weapon items have the Inferior
rating. The new transformed object has the base
These things do not exceed or fall away from their
stats (plus any qualities that did carry over)
encumbrance rating (see page 84 for details) or their
intended use in the world. Mortal Binding: Mortals cannot be changed into
another mortal, this is not a polymorphic effect. This
Obviously, there’s going to be a lot of gray areas and is simply taking the essence of a mortal and trapping
players may try to push the boundaries of this spell. it into a non-living object. The non-living object can
How exciting for both the GM and Player to take be equal to or less than the spell caster’s Mechanics
that journey. Keep in mind the way the default spell rating.
works:
Mortals that are unwilling must be incapacitated
 Object cannot drop an encumbrance rating. before this is able to take place.

 Object cannot be anything but mundane, no


Effects and Schools
enchanted or magic items! Transmogrify Effect School Knowledge
Available Arcana, Primal
 Object cannot be turned into a weapon from a Increase Rarity Arcana, Primal Paranormal
weapon. Increase Encumbrance Arcana, Primal
Mortal Binding Arcana, Primal
 All utility is lost upon change, i.e. the block of Non-Item to Non-Item Arcane Mechanics
wood that was a bucket of water has no water Item to Non-Item Arcana, Primal
inside the wood.

 If an item has new qualities, such as a towel


turned to Fine Clothing, the Fine Clothing quality
and bonuses are applicable.

 The rarity and market value are default for the


geographic location of the new object.

 This cannot turn items with a rarity over than


two.

 Items cannot be turned into “magical” or


“alchemy products”.

New Spell: Transmogrify Effects and Schools pg. 52


Effects and Difficulties
Transmogrify Effect Difficulty Increase
Increase Rarity +1 Diamond per Rarity
Increase Encumbrance +1 Diamond per “Band”
Armor to Armor +2 Diamonds
Weapon to Weapon +2 Diamonds
Item to Armor +3 Diamonds
Item to Weapon +3 Diamonds
Item to Gear +3 Diamonds
Mortal Binding +4 Diamonds

Figure 5 Original Artist Unknown

Spend Table: Transmogrify


Dice Pool Result Transmogrify Effect
1 Advantage / 1 Triumph Reduce encumbrance by 1, item is now 20% reduced market value.
2 Advantage / 1 Triumph Increase rarity by 1, item is now 10% reduced market value.
3 Advantage / 1 Triumph Remove the inferior quality item, is now 0% reduced market value.
1 Triumph Despairs cannot break the item, item is now is worth 10% more.
2 Triumph Add one positive quality to the item.
1 Threat / 1 Despair Reduce the rarity by 1, reduced 50% market value.
2 Threat / 1 Despair The item needs to be repaired (Moderate)
3 Threat / 1 Despair The item needs to be repaired (Hard)
1 Despair Apply one negative quality to the item.
2 Despair Transmogrified object is lost, destroyed or killed in the process.

New Spell: Transmogrify Effects and Difficulties pg. 53


Item Catalog
Item Price Rarity
Brawl Weapons
Double Knuckles 600 4
Gunnery Weapons
Deathrifle 2,000 9
Repeating Dreadrifle 1,700 8
Hand Drake 2,100 8
Melee Weapons
Axe 125 3
Claymore 400 3
Dagger 200 2
Double Shiv 500 5
Greataxe 350 4
Halberd 250 4
J'Tunns Sword 1,200 9
Knife 150 2
Light Spear 150 2
Long Knife 100 2
Longsword 175 2
Mace 75 2
Magus Mace 975 9
Pistoned Swordedge 1,150 6
Rapier 450 4
Royal Rapier 1,250 8
Sabre 650 6
Shield 300 2
Thunderknife (Blade) 1,100 6
Thundersword (Blade) 1,200 6
Ranged (Light)
Confederate Hand Cannon 2,250 9
Revolver 250 3
Hand Cannon 950 2
Handspring Crossbow 350 2
Manarok Grenade 1,680 8
Springslug 700 4
Thunderknife (Gun) 1,100 6
Ranged (Heavy)
Blunderbuss 725 4
Bow 275 2
Crossbow 600 3
Light Dreadrifle 1,400 3
Longbow 450 3

Item Catalog Effects and Difficulties pg. 54


Repeating Springrifle 1,300 4
Royal Sparklebit Rifle 2,100 9
Slaver's Rifle 600
Sniper Rifle 1,000 5
Sparklebit Rifle 700 7
Standard Bolt Rifle 500 4
Thundersword (Gun) 1,200 6
Armor
Chainmail 250 2
Spellcaster Robes 45 0
Medium Armor (Leather / thick 150 3
pads)
Bonedust Plate 550 8
Bloodoil Treated Robes 350 4
Sparklebit Plate 750 6
Livingbark Armor 550 9
Screaming Red Robes 600 9
Alchemy Products
Arcanite Salt 10 1
Arcanite Acid 25 1
Arcanite Putty 33 1
Bloodoil 31 1
Bloodoil Tonic 62 1
Sweet Bloodoil Tonic 97 4
Bonedusting 112 5
Sparklebit 250 5
Manarok 3,780 8
Adventuring Gear
Alchemist Pack 375 3
Thieves Tools 75 5
Fine Clothing 120 3
Spirit Compass 100 6
Legal Papers (Forged) 350 4
Pack of Holding 600 8
Implementations
Shaman Collar 750 5
Divine Icons 150 4
Magic Amulets 1,000 6
Magic Orbs 8,500 8
Magic Rings 10,000 9
Magic Staffs 400 4
Magic Wands 400 6

Item Catalog Effects and Difficulties pg. 55


Item Catalog Effects and Difficulties pg. 56

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