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Character Image: Coriandus MortisTwilight Imperium

Coriandus Mortis

Hive World
Chastener
Arbites

• Vigilant: Hive Worlders begin the game with one rank in either Perception or Streetwise. They still may not train these skills above rank 2 during character creation. • Accustomed to Crowds: Hive Worlders suffer no penalty for moving through dense crowds or cramped alleyways. • Wary: When rolling for initiative, Hive Worlders add :n*: to the check.

5
22 9
12 5
1 1
3 3 2 3 2 2
General Skills Career Rank
Athletics (BR)
Cool (PR)
Cool (Initiative) (PR)
Coordination (AG)
Discipline (WILL)
Driving (AG)
Medicae (INT)
Perception (CUN)
Resilience (BR)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Tech Use (INT)
Vigilance (WILL)
Vigilance (Iniative) (WILL)
Magic Skills Career Rank
Biomancy (BR)
Divination (CUN)
Pryomancy (AG)
Telekinesis (INT)
Telepathy (PR)
Combat Skills Career Rank
Brawl (BR)
Gunnery (AG)
Melee (BR)
Melee (Heavy) (BR)
Ranged-Heavy (AG)
Ranged-Light (AG)
Social Skills Career Rank
Charm (PR)
Coercion (BR)
Deception (CUN)
Leadership (PR)
Negotiation (PR)
Knowledge Skills Career Rank
Forbidden Lore (INT)
Lore (INT)
Scholastic Lore (INT)
Weapons Skill Damage Crit Range Qualities
Combat Shotgun Ranged-Heavy
8 2 Short Blast 6, Knockdown
Shotgun
Ranged-Heavy
8
2
Short
650
4
2
5

Qualities

Blast 6

Knockdown

Attachments

Cost

Rarity

Hard Points: -/2

Shock Maul Melee
3 4 Engaged stun 4
3894
Melee
3
4
Engaged
300
3
2
5

Qualities

stun 4

Attachments

Cost

Rarity

Hard Points: -/2

Choke Grenade Ranged-Light
0 - Short limited ammo 1, smoke 5
1985
Ranged-Light
0
-
Short
-
0
0

: Designed primarily for combatting riots, a choke grenade’s foul gases can reduce violent mobs to easily dispersed groups of coughing, sobbing wretches. In dense hives the gases often spread across hab areas, a reminder of the price for disobeying the Emperor’s Laws. Special: Any target that begins their turn inside this smoke created by this weapon must succeed on a Hard ( :nD: :nD: :nD: ) Resilience check or suffer 5 strain, bypassing soak. hhh on this check causes the character to be disoriented for one round.

Qualities

limited ammo 1

smoke 5

Attachments

Cost

Rarity

Hard Points: -/-

Riot Shield Melee
0 6 Engaged Defensive 1, Deflection 2, inaccurate 1, knockdown
4208
Melee
0
6
Engaged
110
4
3
0

Qualities

Defensive 1

Deflection 2

inaccurate 1

knockdown

Attachments

Cost

Rarity

Hard Points: -/3

0 500 100 12 11
Critical Injury Difficulty Severity Description
Stunned
34

The target is staggered until the end of their next turn

Passive

You have a sinister and upsetting voice. This may be due to infrasonic cadences produced by a vox synthesiser, interrogation training, or just an inborn air of malice. Your character adds :nB: to all Coercion checks when using their voice, but adds :nK: to all other social interaction checks when dealing with persons likely to be put off by the character’s disturbing cadence.

Passive

Once per round, your character may use this talent to perform a ranged combat check against one non-vehicle 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 target is immobilized until the end of its next turn.

Passive

Your character may spend :n^: :n^: from a Coercion or Deception check to upgrade the ability of a single ally’s subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to your character’s ranks in Bad Cop. A single check may only benefit from one use of Bad Cop.

Incidental

When your character makes a combat check, you may voluntarily increase the difficulty by one to use this talent. If the target suffers one or more wounds from the combat check, the target suffers 2 strain each time they perform a maneuver until the end of the encounter.

Passive

When an ally engaged with your character makes a successful Charm, Deception or Negotiation check, your character adds a :n^: per rank in Coercion to the result of that ally’s check.

Action

Once per session, your character may perform the Reconstruct the Scene action. The character makes a Hard ( :nD: :nD: :nD: ) Perception check when present at a single crime scene (or similar location). If the character succeeds, they identify all prominent physical characteristics of one person who was at the crime scene in the last 24 hours per uncancelled :n*: Trying to identify the characteristics of individuals who were present at the crime scene longer than 24 hours ago is sometimes possible, but increases the difficulty to Daunting ( :nD: :nD: :nD: :nD: ).

Passive

During a chase, your character adds :nB: per rank of Shortcut to their checks made to catch or escape an opponent

Incidental

If your character would be disarmed or their weapon would be damaged or destroyed, you may choose to suffer 2 strain to ignore the effect.

Incidental

When your character inflicts a Critical Injury with a severity of Average ( :nD: :nD:) or higher, or incapacitates a target with their attack, they may use this talent to inflict 3 strain on all characters within short range of the target.

Incidental

Once per encounter, when your character would become incapacitated due to suffering excess wounds, you may spend a story point. If you do so, your character does not become incapacitated until the end of their next turn, and they ignore the effects of any critical injuries they have suffered except that those which relate to lost limbs, eyes or other body parts

Passive

Your character increases their encumbrance threshold by two per rank of Well Organized.

Passive

When performing a combat check with a Ranged (Light) or Melee (Light) weapon, if your character has nothing in their other hand, they add :n^: a to the results.

Passive
Passive
Passive
Passive

When you purchase this talent, your character gains Gunnery, Ranged (Light) or Ranged (Heavy) as a career skill. In addition, once per session your character may use this talent to perform an aim maneuver as an incidental

Incidental

When making a Coercion check, your character may use this talent to use Brawn instead of Willpower.

Passive

When your character makes a ranged combat check with a weapon that has the Blast item quality, you may spend one Story Point to use this talent to trigger the weapon’s Blast quality, instead of spending :n^: (even if the attack misses). In addition, your character treats grenades as having a range of medium.

Passive

If your character spends at least an uninterrupted hour each day blessing and preparing their armour, they increase the soak provided by the armour by 1. This bonus only applies to armour worn by your character

Passive
Passive
Passive
Passive

Once per round while benefiting from cover, your character may perform the Ambush maneuver. You may add additional damage equal to your ranks in Stealth to one hit of the next successful combat check you make against a target within short range. This attack must be made before the end of your turn.

Passive

While engaged with one or more allies, your character and allies they are engaged with add :nB: to combat checks. If one or more allies engaged with your character also have Back to Back, the effects are cumulative to a maximum of :nB: :nB: .

Incidental

When targeted by a combat check made by an enemy within medium range, you may spend a Story Point to upgrade the difficulty of the check a number of times equal to your ranks in Coercion.

Passive

When you gain this talent, select a target for your character’s hatred. This must be a specific group, such as gangers, daemons or psykers. When making attacks against a target that belongs to this group, add :nB: to the roll. To retreat or surrender when fighting a foe that belongs to this group, your character must first pass an Average ( :nD: :nD: ) Cool check. Each additional time you purchase this talent for your character, select two additional targets for your character’s hatred.

Incidental

When performing a combat check with a Ranged (Heavy) weapon, if your character did not perform a maneuver to ready or stow a weapon or item during this turn, they add :n^: to the results.

Incidental

Your character may use this talent to attack an unaware adversary using a Melee (Light) weapon. Backstab is a melee attack, and follows the normal rules for performing a combat check (see page 101 of the Genesys Core Rulebook), using the character’s Skulduggery skill instead of Melee (Light). If the check succeeds, each uncanceled :n*: adds +2 damage (instead of the normal +1).

Incidental

Once per encounter, your character makes a Ranged (Light) or Ranged (Heavy) attack against a target and if the attack hits, they may heal Strain equal to half the damage taken by the opponent, rounded up. The character must activate this talent before making the check.

Incidental

Before you roll to determine initiative, you may choose to suffer 2 strain. If you do so, add :n*: equal to half your Intellect (rounding up) to the results of each of your allies’ initiative rolls for this encounter, including your own.

Incidental

Once per round on your character’s turn, they may suffer 2 strain to disengage from all engaged adversaries.

Passive

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 :n^: 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.

Incidental
Passive

When you make a successful Melee (Light) check, you may spend :n!: or :n^: :n^: to disarm your opponent. The disarmed weapon lands anywhere within short range of the engagement (your choice).

Passive

Each time your GM spends a Story Point, your character heals 2 strain.

Passive

When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon.

Passive
Incidental

Your character must have purchased the Parry talent to benefit from this talent. When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend :n$: or :n%: :n%: :n%: from the attacker’s check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. Your character can’t use this talent if the original attack incapacitates them.

Incidental
Passive
Passive

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

Passive

Your character may use this talent to decrease the difficulty of the next combined combat check (see Two- Weapon Combat, on page 108) they make during the same turn by one.

Passive
Passive

When targeted by the effects of a Psychic Power, you may add one :n-: to the pool for each rank your character has in Discipline.

Incidental
Passive

Before your character heals strain at the end of an encounter, if their strain is more than half of their strain threshold, they heal two additional strain.

Passive
Incidental

Once per encounter before making a ranged combat check, you may use this talent to increase your weapon’s range by one range band (to a maximum of extreme range). This lasts for the duration of the combat check.

Passive
Passive
Passive

Your character adds :nB: to their melee combat checks while engaged with a single opponent. Your character adds :nK: to their melee combat checks while engaged with three or more opponents.

Incidental

When your character purchases this talent, choose one characteristic. After your character makes a successful combat check, you may spend one Story Point to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check.

Passive

Reduce the difficulty of Medicae or Biomancy checks made to heal your character by one, to a minimum of Easy

Maneuver

Your character may perform the Lightning Attack maneuver, suffering 1 strain. Your next Melee (Light) combat check this turn gains the Linked item quality, with ranks equal to your Agility.

Passive
Incidental

Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one.

Incidental

Once per session, your character may add :nB: :nB: to any one skill check.

Passive
Maneuver

Once per session when making an initiative roll, you may suffer 2 strain to add a number of :n*: equal to your character’s Agility to the roll.

Incidental

When attacking with a ranged weapon, if your attack successfully incapacitates your target, you may spend :n!: to immediately perform an attack against another target within range as an incidental. Further attacks may not be triggered by :n!: generated on this incidental attack.

Passive

Your character may suffer a number of strain to use this talent to add an equal number of :n*: to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.

Incidental

When your character makes a combat check with a Ranged (Heavy), Ranged (Light) or Melee (Light) weapon, they may suffer 2 strain to use this talent to add the Ensnare quality to the attack. The rating of the Ensnare quality is equal to your character’s ranks in Exploit.

Incidental

Immediately after being hit by a successful combat check but before damage is applied, you may spend a Story Point to increase your character’s soak by an amount equal to their ranks in Discipline. This may be done once per encounter, plus an additional time for each rank of Armour of Faith.

Passive
Passive
Passive
Passive
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Armor Soak Defense Qualities
Light Flack Coat 1 1
7273
1
1
320
3
2
4

Qualities

Attachments

Cost

Rarity

Hard Points: -/2

Riot Shield - -
9500
-
-
0
0
0

Qualities

Attachments

Cost

Rarity

Hard Points: -/-

Equipment and Gear Quantity Encumbrance Rarity Price
Combat Fest 1 - - -
9782
1
-
-

Qualities

+2 Encumbrance

Micro-Bead 1 - - -
1943
1
-
-

Qualities

Manacles 1 - - -
9899
1
-
-

Qualities

Respirator 1 - - -
7675
1
-
-

Qualities

Choke Grenades 3 - - -
7914
3
-
-

Qualities

Corruption Threshold: 12/0

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