Desert: Black and Brown - Dragontouched Tyrant Saurial (Green)
Artificer
More Character Information
22
None
-Behemoth Kin: When an attacker attempts to knock you prone via spending , they must spend an additional to do so. You also reduce the difficulty to break free from being ensnared/immobilized once.
-Intimidating Appearance: Add an automatic to all Coercion skill checks made.
-Terrifying Roar: When an engaged opponent makes a check targeting you, as an out-of-turn incidental you may suffer 2 strain and add two to the dice pool.
-Great Magic Affinity: Immune to sleep and paralysis effects.
-Dragon's Will: Instead of suffering from the effects of fear induced by a Dragon, you instead resist the mind controlling effects of the Dragon. When you fail this check you are forced to do whatever the Dragon commands. Increase the Difficulty once if the Dragon is the same type as you.
-Draconic Bloodline Talents.
-Educated: Add an automatic advantage on all Intellect based Career Skill checks.
5
170
100
00
00
4
3
4
2
2
2
Name
Skill
Damage
Crit
Range
Qualities
Thunder Cannon
Ranged
7
3
Long
Pierce 2, Prepare 1
Ranged
7
3
Long
7640
0
0
4
2
Qualities
Pierce 2
Prepare 1
Vicious Bite
Brawl
6
3
Engaged
Vicious 1.
Brawl
6
3
Engaged
3604
0
0
0
0
Qualities
Vicious 1.
Acid Spitter
Ranged
8
4
Medium
Burn 2., Pierce 2., Sunder., Unlimited Ammo.
Ranged
8
4
Medium
6979
0
0
0
0
Qualities
Burn 2.
Pierce 2.
Sunder.
Unlimited Ammo.
Slaughterking Whip
Melee-Light
5
5
Short
Ensnare 2 and Stun Damage.
Melee-Light
5
5
Short
6770
0
0
2
2
Qualities
Ensnare 2 and Stun Damage.
95
915
718
25363
2012
Name
D100
Severity
Result
Talent Pyramid
Passive
Knowledge Specialization (Geography ×1)
When acquired, choose 1 Knowledge skill. When making that skill check, may spend a result to gain additional equal to ranks in Knowledge Specialization.
Ranked
5 XP
Passive
Knowledge Specialization (Geography ×1)
When acquired, choose 1 Knowledge skill. When making that skill check, may spend a result to gain additional equal to ranks in Knowledge Specialization.
Ranked
5 XP
Passive
Extra Ammo
Cannot run out of ammo due to a . Items with Limited Ammo quality run out of ammo as normal.
5 XP
Passive
Extra Ammo
Cannot run out of ammo due to a . Items with Limited Ammo quality run out of ammo as normal.
5 XP
Passive
Macgyver
When your character makes a Mechanics skill check to modify gear or weapons, they do not increase the difficulty of the check for not having a Tool Kit.
10 XP
Passive
Macgyver
When your character makes a Mechanics skill check to modify gear or weapons, they do not increase the difficulty of the check for not having a Tool Kit.
10 XP
Passive
Knack for It (X1) [Stealth]
When you purchase this talent for your character,
select one skill. Your character removes from any checks they make using this skill. Each additional time you purchase this talent for your character, select two additional skills. Your character also removes from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent.
Ranked
5 XP
Passive
Knack for It (X1) [Stealth]
When you purchase this talent for your character,
select one skill. Your character removes from any checks they make using this skill. Each additional time you purchase this talent for your character, select two additional skills. Your character also removes from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent.
Ranked
5 XP
Incidental
Inventor (X1)
When your character makes a check to construct new items or modify existing ones, use this talent to add a number of to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.
Ranked
10 XP
Incidental
Inventor (X1)
When your character makes a check to construct new items or modify existing ones, use this talent to add a number of to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.
Ranked
10 XP
Passive
Improved Arcane Savant
You can now cast as many Arcana spells as you want.
15 XP
Passive
Improved Arcane Savant
You can now cast as many Arcana spells as you want.
15 XP
Passive
Arcane Savant
Arcane is now a career skill for your character. They can only cast one spell using this skill per encounter.
5 XP
Passive
Arcane Savant
Arcane is now a career skill for your character. They can only cast one spell using this skill per encounter.
5 XP
Incidental
Mad Tinker (X1)
Before your character makes a Mechanics check, they may use this talent to add equal to their ranks in Mad Tinker to the results. They then add an equal number of to the results of that check.
Ranked
10 XP
Incidental
Mad Tinker (X1)
Before your character makes a Mechanics check, they may use this talent to add equal to their ranks in Mad Tinker to the results. They then add an equal number of to the results of that check.
Ranked
10 XP
Passive
Point Blank (X1)
Add 1 damage per rank of Point Blank to damage
of one hit of successful attack while using Ranged skills at short range or engaged.
Ranked
15 XP
Passive
Point Blank (X1)
Add 1 damage per rank of Point Blank to damage
of one hit of successful attack while using Ranged skills at short range or engaged.
Ranked
15 XP
Action
Mad Inventor
Once per session, your character may use this
talent to make a Mechanics check to attempt to
cobble together the functional equivalent of any
item using spare parts or salvage. The difficulty of
the check is based on the item’s rarity; see Table
I.4–1: Mad Inventor Item Rarity in the Genesys
Core Rulebook. Your GM will modify the check
based on the circumstances and might decide
that some items simply can’t be created with
what’s available (if you are being held in a prison
cell, for instance). Your GM may spend d on the
check to indicate the item ends up being
dangerous to the user and anyone around them
in some way. For instance, a pistol might explode
instead of running out of ammo, or a breathing
mask might make the user light-headed.
20 XP
Action
Mad Inventor
Once per session, your character may use this
talent to make a Mechanics check to attempt to
cobble together the functional equivalent of any
item using spare parts or salvage. The difficulty of
the check is based on the item’s rarity; see Table
I.4–1: Mad Inventor Item Rarity in the Genesys
Core Rulebook. Your GM will modify the check
based on the circumstances and might decide
that some items simply can’t be created with
what’s available (if you are being held in a prison
cell, for instance). Your GM may spend d on the
check to indicate the item ends up being
dangerous to the user and anyone around them
in some way. For instance, a pistol might explode
instead of running out of ammo, or a breathing
mask might make the user light-headed.
20 XP
Incidental
Overchannel (X1)
When casting a spell, your character may select a number of additional effect in ( ) up to their ranks in Overchannel. The effect must be limited to single ( ) effects. The character gains 2 threat per ( ) added in this way rather than increase the difficulty of the check. This is in addition to any Threat rolled. Threat added by this talent can be cancelled by rolled advantages.
Ranked
5 XP
Incidental
Overchannel (X1)
When casting a spell, your character may select a number of additional effect in ( ) up to their ranks in Overchannel. The effect must be limited to single ( ) effects. The character gains 2 threat per ( ) added in this way rather than increase the difficulty of the check. This is in addition to any Threat rolled. Threat added by this talent can be cancelled by rolled advantages.
Ranked
5 XP
Passive
Knockdown
May spend one less advantage to knock a target prone.
10 XP
Passive
Knockdown
May spend one less advantage to knock a target prone.
10 XP
Action
Contraption
Once per game session, the character can take a Contraption action. With a successful Hard Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. A Triumph may be spent to allow the tools to be reused later.
15 XP
Action
Contraption
Once per game session, the character can take a Contraption action. With a successful Hard Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. A Triumph may be spent to allow the tools to be reused later.
15 XP
Passive
Deadly Accuracy X1
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. May not choose the same skill more than once. (Ranged)
Ranked
20 XP
Passive
Deadly Accuracy X1
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. May not choose the same skill more than once. (Ranged)
Ranked
20 XP
Incidental
Master Demolitionist
When resolving an attack from a personal scale explosive or ordinance weapon, your character may spend or to have the weapon’s Blast quality affect all characters within short range (rather than engaged). If the weapon normally affects all characters within short range, then the range of the effect is increased to medium range instead.
25 XP
Incidental
Master Demolitionist
When resolving an attack from a personal scale explosive or ordinance weapon, your character may spend or to have the weapon’s Blast quality affect all characters within short range (rather than engaged). If the weapon normally affects all characters within short range, then the range of the effect is increased to medium range instead.
25 XP
Incidental
Bullrush
When your character makes a Brawl, Melee (Light), or Melee (Heavy) combat check after using a maneuver to engage a target, you may spend or to use this talent to knock the target prone and move them up to one range band away from your character.
10 XP
Incidental
Bullrush
When your character makes a Brawl, Melee (Light), or Melee (Heavy) combat check after using a maneuver to engage a target, you may spend or to use this talent to knock the target prone and move them up to one range band away from your character.
10 XP
Maneuver
Berserk
Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds to all melee combat checks they make. However, opponents add to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks. At the end of the encounter (or when they are incapacitated), your character suffers 6 strain.
15 XP
Maneuver
Berserk
Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds to all melee combat checks they make. However, opponents add to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks. At the end of the encounter (or when they are incapacitated), your character suffers 6 strain.
15 XP
Passive
Feral Strength (X1)
Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills.
Ranked
20 XP
Passive
Feral Strength (X1)
Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills.
Ranked
20 XP
Passive
Death Rage
Your character adds +2 damage to melee attacks for each Critical Injury they are currently suffering. (Your GM may also impost additional penalties on social skill checks your character makes if they are suffering Critical Injuries due to their frenzied behavior.)
25 XP
Passive
Death Rage
Your character adds +2 damage to melee attacks for each Critical Injury they are currently suffering. (Your GM may also impost additional penalties on social skill checks your character makes if they are suffering Critical Injuries due to their frenzied behavior.)
25 XP
Incidental
Crushing Blow
Once per session after rolling a melee attack but before resolving the check, your character may suffer 4 strain to use this talent. While resolving the check, the weapon gains the Breach 1 and Knockdown item qualities and destroys one item the target is wielding that does not have the Reinforced quality.
30 XP
Incidental
Crushing Blow
Once per session after rolling a melee attack but before resolving the check, your character may suffer 4 strain to use this talent. While resolving the check, the weapon gains the Breach 1 and Knockdown item qualities and destroys one item the target is wielding that does not have the Reinforced quality.
30 XP
Passive
Specialist Knowledge (Geography)
When you purchase this talent, select a specific area of expertise for your character. When making a Knowledge check which pertains to that area of knowledge, reduce the difficulty of the check once.
10 XP
Passive
Specialist Knowledge (Geography)
When you purchase this talent, select a specific area of expertise for your character. When making a Knowledge check which pertains to that area of knowledge, reduce the difficulty of the check once.
10 XP
Passive
Big Guns
Your character’s encumbrance threshold is 10 plus their Brawn, instead of 5 plus their Brawn. Your character reduces the Cumbersome rating of any weapon they carry by 1, to a minimum of 3.
15 XP
Passive
Big Guns
Your character’s encumbrance threshold is 10 plus their Brawn, instead of 5 plus their Brawn. Your character reduces the Cumbersome rating of any weapon they carry by 1, to a minimum of 3.
15 XP
Incidental
Natural (Mechanics and Ranged)
When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills.
20 XP
Incidental
Natural (Mechanics and Ranged)
When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills.
20 XP
Incidental
Deadeye
After your character inflicts a Critical Injury with a ranged weapon and rolls the result, your character may suffer 2 strain to use this talent. Then, you may select any Critical Injury of the same severity to apply to the target instead.
25 XP
Incidental
Deadeye
After your character inflicts a Critical Injury with a ranged weapon and rolls the result, your character may suffer 2 strain to use this talent. Then, you may select any Critical Injury of the same severity to apply to the target instead.
25 XP
Passive
Dedication X3 (Intellect, Brawn, and Agility)
Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.
Ranked
30 XP
Passive
Dedication X3 (Intellect, Brawn, and Agility)
Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.
Ranked
30 XP
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Name
Soak
Defense
Qualities
Leather Armor
1
0
1378
0
0
2
1
1
0
Qualities
Name
Quantity
Encum
Rarity
Price
Thieve's Tools
1
1
0
0
1
5399
0
0
1
Qualities
When making a Skulduggery check to open a lock or latch, your character adds to the results.
Traveling Gear
1
0
0
0
1
4553
0
0
0
Qualities
Traveling gear consisting of a backpack (+4 Encumbrance), a bedroll (1), a rope (1), flint and steel, 3 torches (1), and a waterskin (1-2).
Winter Clothing
1
1
0
0
1
5994
0
0
1
Qualities
When wearing winter clothing, your character removes from any Survival or Resilience checks they make due to cold weather. When worn, winter clothing’s encumbrance is 1.
Fishing Kit
1
1
0
0
1
6623
0
0
1
Qualities
This kit contains a sectioned wooden rod with brass fittings, to be easily portable and assembled. Silken line, cork bobbers, steel hooks, lead sinkers, and various lures are also included in the leather-bound kit. Using this kit
adds to Survival skill checks to determine fishing
results.
Cartographer's Kit
1
1
0
0
1
5018
0
0
1
Qualities
Any character in possession of a cartographer’s kit may add to any Knowledge (Geography) checks they make to navigate.
Compass
1
0
0
0
1
8955
0
0
0
Qualities
Adds to checks to navigate in the wilderness.
Equipment Frame
1
0
0
0
1
1225
0
0
0
Qualities
When used with a backpack, this thin metal frame with leather straps allows a character to carry more gear. While wearing an equipment frame with a backpack, your character increases their encumbrance threshold by two (in addition to the +4 from the backpack).
Background
Motivation
Desire, Fear, Strength, Flaw
Name
Origins
Description
Sacrifice
Artifact of Power (Cloak)
Artifact of Power (Cloak)
You and any creature at up to Engaged Range from you suffers 10 Wound and Strain Damage.
The range now goes out to Short Range dealing only 5 Wound and Strain damage.
You and any creature affected by your heroic ability are now inflicted with a critical injury with a modifier of +50. Creatures at Short Range from you only have a +25 modifier for their critical injury.
Story: Your character only needs to spend one Story Point to activate the ability. You can only purchase this upgrade once.
1 AP / 0 Ranks
Duration : Your character’s Heroic Ability effect lasts for one additional turn for each purchase of Duration.
1 AP / 3 Ranks
Frequency: Your character can activate their Heroic Ability one additional time per session for each purchase of Frequency.
2 AP / 1 Ranks
Diminish: While the ability is active, enemies within short range add to their skill checks.
1 AP / 1 Ranks
Drain: When your character activates their Heroic Ability and at the beginning of each of their turns it remains active, enemies within short range suffer 2 strain.