Claws: Catfolk possess sharp, retractable claws and may choose to attack with the following weapon pro- file: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1). (Vicious (passive) - When an attack with this weapon results in a Critical Injury or Hit, the character adds ten times the Vicious rat- ing to the Critical roll. With Vicious 3, for example, you would add +30 to the resulting Critical Injury or Hit result.)
Fleet of Paw: Catfolk can perform a second maneuver to move without suffering strain. They still cannot exceed the limitation of two maneuvers in a turn.
3
110
113
00
2
2
2
4
3
2
Name
Skill
Damage
Crit
Range
Qualities
Claws
Brawl
3
3
Engaged
Vicious
Brawl
3
3
Engaged
claws-7127
0
0
0
0
Qualities
Vicious
hello there
Dagger
Melee (Light)
4
3
Engaged
Accurate
Melee (Light)
4
3
Engaged
dagger-9362
60
1
1
0
Qualities
Accurate
Bow
Ranged
7
3
Medium
Unwieldy
Ranged
7
3
Medium
bow-6535
275
2
2
0
Qualities
Unwieldy
Bone wand
Primal
3
0
Extreme
Primal
3
0
Extreme
9619
0
0
1
0
Qualities
The Bone Wand is a magic implement, as described on page
218 of the GENESYS Core Rules book. While using the Bone
Wand as their implement, adding the Doom effect does not
increase a spell's difficulty (and this effect can be added regard-
less of which Magic skill is being used). In addition, if one of
your allies has suffered 5 or more wounds during the encounter,
you may use the Bone Wand to cast Heal spells with any Magic
skill you possess. This effect lasts until the end of the encounter.
0
140
11
2761
129
Name
D100
Severity
Result
Talent Pyramid
Incidental
Rapid Reaction
Your character may suffer a number of strain to use this talent to add an equal number of to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.
Ranked
5 XP
Incidental
Rapid Reaction
Your character may suffer a number of strain to use this talent to add an equal number of to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.
Ranked
5 XP
Incidental
One With Nature
When in the wilderness, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter (see page 117).
5 XP
Incidental
One With Nature
When in the wilderness, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter (see page 117).
5 XP
Passive
Wallcrawler
Your character can move across vertical surfaces (like a wall) as easily as horizontal surfaces. In addition, when your character attempts to reduce the damage taken from falling, reduce the difficulty of the Athletics or Coordination check by one.
10 XP
Passive
Wallcrawler
Your character can move across vertical surfaces (like a wall) as easily as horizontal surfaces. In addition, when your character attempts to reduce the damage taken from falling, reduce the difficulty of the Athletics or Coordination check by one.
10 XP
Passive
Shape-Shifter
When your character is incapacitated due to having exceeded their strain threshold while in their normal form, they undergo the following change as an out-of-turn incidental: they heal all strain, increase their Brawn and Agility by one to a maximum of 5 and reduce their Intellect and Willpower by one to a mini- mum of 1. They deal +1 damage when making unarmed attacks and their unarmed attacks have a Critical rating of 3, but they cannot use magic skills or make ranged attacks.
Your GM should ensure that NPCs react appropriately to this (at the very least, upgrading the difficulty of social skill checks twice). Your character reverts to their normal form after eight hours or if they become incapacitated (for instance, by exceeding their wound or strain threshold).
5 XP
Passive
Shape-Shifter
When your character is incapacitated due to having exceeded their strain threshold while in their normal form, they undergo the following change as an out-of-turn incidental: they heal all strain, increase their Brawn and Agility by one to a maximum of 5 and reduce their Intellect and Willpower by one to a mini- mum of 1. They deal +1 damage when making unarmed attacks and their unarmed attacks have a Critical rating of 3, but they cannot use magic skills or make ranged attacks.
Your GM should ensure that NPCs react appropriately to this (at the very least, upgrading the difficulty of social skill checks twice). Your character reverts to their normal form after eight hours or if they become incapacitated (for instance, by exceeding their wound or strain threshold).
5 XP
Incidental
Shape-Shifter (Improved)
Once per session, your character may make a Hard ( ) Discipline check as an out-of-turn incidental either to trigger Shapeshifter or to avoid triggering it when they exceed their strain threshold.
10 XP
Incidental
Shape-Shifter (Improved)
Once per session, your character may make a Hard ( ) Discipline check as an out-of-turn incidental either to trigger Shapeshifter or to avoid triggering it when they exceed their strain threshold.
10 XP
Maneuver
Rapid Archery
While your character is armed with a bow (or similar weapon, at your GM’s discretion) they may suffer 2 strain to use this talent. During the next ranged combat check your character makes this turn, the bow gains the Linked quality with a value equal to their ranks in the Ranged skill.
15 XP
Maneuver
Rapid Archery
While your character is armed with a bow (or similar weapon, at your GM’s discretion) they may suffer 2 strain to use this talent. During the next ranged combat check your character makes this turn, the bow gains the Linked quality with a value equal to their ranks in the Ranged skill.
15 XP
Incidental
Silent Communication
The character can soundlessly communicate messages to allies within Short range. Allies cannot reply in turn (unless they also possess this talent). The complexity and length of a message may be limited by the GM during structured gameplay, as it is with spoken communication, or based on the current situation or environmental conditions. Increase the range of this talent by one range band for each additional rank of Silent Communication. This is accomplished through hand and body gestures the character has established as a way for his or her allies to understand basic messages. This is often used by Watchmen to communicate along walls or between towers where it may be difficult to hear or where the conversation must be secretive.
Ranked
5 XP
Incidental
Silent Communication
The character can soundlessly communicate messages to allies within Short range. Allies cannot reply in turn (unless they also possess this talent). The complexity and length of a message may be limited by the GM during structured gameplay, as it is with spoken communication, or based on the current situation or environmental conditions. Increase the range of this talent by one range band for each additional rank of Silent Communication. This is accomplished through hand and body gestures the character has established as a way for his or her allies to understand basic messages. This is often used by Watchmen to communicate along walls or between towers where it may be difficult to hear or where the conversation must be secretive.
Ranked
5 XP
Passive
Heightened Awareness
Allies within short range of your character add to their Perception and Vigilance checks. Allies engaged with your character add instead.
10 XP
Passive
Heightened Awareness
Allies within short range of your character add to their Perception and Vigilance checks. Allies engaged with your character add instead.
10 XP
Passive
Precise Archery
When making a Ranged combat check targeting a character engaged with one of your character's allies, downgrade the dif- ficulty of the check once (thus negating the penalty for shoot- ing at engaged targets).
15 XP
Passive
Precise Archery
When making a Ranged combat check targeting a character engaged with one of your character's allies, downgrade the dif- ficulty of the check once (thus negating the penalty for shoot- ing at engaged targets).
15 XP
Passive
Defensive
Each rank of Defensive increases your character’s melee defense and ranged defense by one.
Ranked
20 XP
Passive
Defensive
Each rank of Defensive increases your character’s melee defense and ranged defense by one.
Ranked
20 XP
Action
Hamstring Shot
Once per round, your character may use this talent to perform a ranged combat check against one non-vehi- cle target within range of the weapon used. If the check is successful, halve the damage inflicted by the attack (before reducing damage by the target’s soak). The tar- get is immobilized until the end of its next turn.
5 XP
Action
Hamstring Shot
Once per round, your character may use this talent to perform a ranged combat check against one non-vehi- cle target within range of the weapon used. If the check is successful, halve the damage inflicted by the attack (before reducing damage by the target’s soak). The tar- get is immobilized until the end of its next turn.
5 XP
Maneuver
Coordinated Assualt
Once per turn, your character may use this talent to have a number of allies engaged with your character equal to your ranks in Leadership add to all combat checks they make until the end of your character’s next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first.
Ranked
10 XP
Maneuver
Coordinated Assualt
Once per turn, your character may use this talent to have a number of allies engaged with your character equal to your ranks in Leadership add to all combat checks they make until the end of your character’s next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first.
Ranked
10 XP
Action
Field Commander
Your character may use this talent to make an Aver- age ( ) Leadership check. If successful, a number of allies equal to your character’s Presence may imme- diately suffer 1 strain to perform one maneuver (out of turn). If there are any questions as to which allies take their maneuvers first, your character is the final arbiter.
15 XP
Action
Field Commander
Your character may use this talent to make an Aver- age ( ) Leadership check. If successful, a number of allies equal to your character’s Presence may imme- diately suffer 1 strain to perform one maneuver (out of turn). If there are any questions as to which allies take their maneuvers first, your character is the final arbiter.
15 XP
Passive
Field Commander (Improved)
Your character must have purchased the Field Commander talent to benefit from this talent. When your character uses the Field Commander talent, your character affects a number of allies equal to twice the character’s Presence. In addition, you may spend to allow one ally to suffer 1 strain to perform an action, instead of a maneuver.
20 XP
Passive
Field Commander (Improved)
Your character must have purchased the Field Commander talent to benefit from this talent. When your character uses the Field Commander talent, your character affects a number of allies equal to twice the character’s Presence. In addition, you may spend to allow one ally to suffer 1 strain to perform an action, instead of a maneuver.
20 XP
Passive
Dedication
Each rank of Dedication increases one of your charac- ter’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.
Ranked
25 XP
Passive
Dedication
Each rank of Dedication increases one of your charac- ter’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.
Ranked
25 XP
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Name
Soak
Defense
Qualities
Leather
1
0
leather-9979
50
3
2
0
1
0
Qualities
Name
Quantity
Encum
Rarity
Price
Torches (3)
1
1
0
1
1
torches-3-1523
1
0
1
Qualities
Holy icon
1
0
0
0
1
unknown-3583
0
0
0
Qualities
Whenever you cast a spell, adding a divine only effect increases the difficulty by one less than it would normally. In addition, your healing spells heal 2 more wounds.
Flint and Steel
1
0
2
10
1
flint-and-steel-4633
10
2
0
Qualities
Waterskin (empty)
1
1
1
5
1
waterskin-empty-2315
5
1
1
Qualities
Rope
1
1
1
5
1
rope-3692
5
1
1
Qualities
Bedroll
1
1
1
15
1
bedroll-6724
15
1
1
Qualities
Backpack
1
0
3
50
1
backpack-4319
50
3
0
Qualities
Max Encumbrance
Tarp
1
1
0
0
1
7068
0
0
1
Qualities
Amulet of Health
0
0
0
0
0
8537
0
0
0
Qualities
Increased wound threshold 2
Wound Threshold increased by 2
Background
Motivation
Desire, Fear, Strength, Flaw
Name
Amount
Description
Triggered
Name
Amount
Description
Triggered
Emotional Strength
Emotional Weakness
Session Conflict
Value
Triggered
Name
Origins
Description
Sixth sense
In your blood (family)
Your character possesses a rare, maybe even unique, capacity to perceive that goes beyond the five senses that limit most mortals. They might be able to understand the language of animals, sense the thoughts of others, or even communicate with the spirits of the recently dead.
In your blood (family)
Your character possesses a rare, maybe even unique, capacity to perceive that goes beyond the five senses that limit most mortals. They might be able to understand the language of animals, sense the thoughts of others, or even communicate with the spirits of the recently dead.
Base: When you choose this Heroic Ability, you and the GM decide what type of entity your character’s extrasensory per- ception applies to, such as animals, the dead, others’ minds, and so on. While this ability is active, your character can communicate in a limited fashion with this type of entity, receiving emotions and vague impressions. In addition, when you activate this ability, your character uses this method of communication to automatically gain one important piece of information relevant to the current encounter.
Improved: While this ability is active, your character can understand and exchange simple ideas through their unusual method of perception and communication. In addition, they automatically gain another important piece of information that is relevant to the current session.
Supreme: While this ability is active, your character can engage in complex conversations through their unusual method of perception and communication; it is just as effective and efficient as ordinary speech, if not better. In addition, they automatically gain another important piece of information that is relevant to the adventure or campaign.