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DEAD END

a survival horror sourcebook for Genesys

PAUL M. N. HAAKONSEN
CREDITS
GAME DESIGN BASED ON COVER ART
Genesys Nicolas Siner
by Fantasy Flight Games
INTERIOR ART
LEAD DEVELOPER Wes Burt, Lee Carter, Dylan Choonhachat,
Paul M. N. Haakonsen Andrey Denisov, Anthony Devine,
Mauricio Herrera, Andrew Lac-Tic,
WRITING Arvin Liu, Hyoung Nam, Giao Nguyen,
Nuare, Joakim Olofsson, Patrick Reilly,
Paul M. N. Haakonsen
Aadi Salman, Jurga San, Darius Zablockis,
Dmitrij Zinkovskij, 诸海波
EDITING
Paul M. N. Haakonsen
PUBLISHER
Paul M. N. Haakonsen
GRAPHIC DESIGN MANAGER
Paul M. N. Haakonsen
PLAYTESTERS
Karsten Frandsen, Johnni Jensen,
ART DIRECTION Paul M. N. Haakonsen,
Paul M. N. Haakonsen Rasmus Lund, Martin Rosenvinge

A copy of the Genesys Core Rulebook from Fantasy Flight Games is required to play.

FANTASY
LOVE THE CRAFT
SWON BOOKS FLIGHT
PUBLISHING
GAMES

DEAD END is a trademark of PM Games. Genesys is a trademark of Fantasy Flight Games. This material is
protected under the copyright laws of the Denmark. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of Paul Magne Nørager
Haakonsen. This product is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental. Copyright ©2018 PM Games. LOVE THE CRAFT Publishing and SWON
Books are subsidiaries owned by PM Games. Fantasy Flight Games and the FFG logo are registered
trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.

ISBN: 978-0-20137-962-4 Product Code: DE-01

Printed in Denmark

www.FantasyFlightGames.com
DEAD END

TABLE OF CONTENTS
Table of Contents..........................................................................................................................................1
Introduction...................................................................................................................................................2
The Character................................................................................................................................................4
Archetypes.....................................................................................................................................................6
Careers..........................................................................................................................................................10
Character Motivation..................................................................................................................................18
Merits.......................................................................................................................................................18
Flaws........................................................................................................................................................22
Skills..............................................................................................................................................................26
Talents..........................................................................................................................................................28
Gear and Equipment...................................................................................................................................93
Item Rarity..............................................................................................................................................93
Item Qualities.........................................................................................................................................94
Weapons..................................................................................................................................................94
Armor....................................................................................................................................................101
Attachments and Customization........................................................................................................104
Weapon Attachments..........................................................................................................................104
Armor Attachments.............................................................................................................................110
Miscellaneous Gear..............................................................................................................................113
Vehicles.................................................................................................................................................118
Crafting.......................................................................................................................................................128
Armor Crafting.....................................................................................................................................129
Brawl and Melee Crafting...................................................................................................................131
Gadget Crafting....................................................................................................................................133
Ranged Weapon Crafting....................................................................................................................134
Fear............................................................................................................................................................. 137
The Living Dead........................................................................................................................................140
The Shared Basics.................................................................................................................................141
Types of Zombies.................................................................................................................................142
Index...........................................................................................................................................................151

1
PAUL M. N. HAAKONSEN

INTRODUCTION

"ZOMBIES, MAN. THEY CREEP ME OUT."


– Land of the Dead

This message is a broadcast from the Civil Defense


Network. Due to the recent outbreak of the
WHY ZOMBIES?
Why a zombie apocalypse? On a practical
unidentified virus, the goverment has declared a
state of emergency and has raised the danger level to level, the zombie apocalypse is a doomsday
Defcon 6. The authorities are warning all civilians to scenario that everyone is at least somewhat
take defensive action to protect themselves. Military familiar with. Movies, television, novels, comic
forces are converging to establish quarantines in the books, and video games have all explored the
infected areas and will restore martial law within the concept, with various twists and varieties of
next 72 hours. In the meantime, all civilian zombies. Most such stories center on a small
personnel should adhere to the following group of survivors, often everyday people,
instructions: number one, avoid all contact with any trying to pull through the disaster alive – a
person or animal you believe to be infected. The virus perfect setup for a roleplaying game. There's a
is highly contagious and can be transferred through good chance your players have even spent some
the bloodstream. There is a minimal ingestation time wondering how they might fare in the face
period before the virus will cause mental breakdown of a zombie doomsday. Their knowledge of
and violent behavior. Number two, stay inside your zombies could just save their characters' lives.
homes, barricade your doors and windows, and Zombies are the perfect manifestation of the
ration your food and water. If you have weapons, end of the world. Inexorable, unstoppable,
arm yourself and your family members. Number contagious, and beyond understanding –
three, if you are forced into a confrontation with one whatever scares you, whatever you think could
of the infected, shoot to kill! Aim for the head to destroy the world, it's represented through
separate the brain from the body, this is the only way zombies. For everything from drug-resistant
to stop them! I repeat, the government has declared superdiseases and environmental disasters to
Defcon 6. Military forces are establishing murderous ideologies, there's a metaphor to be
quarantines in the infected areas and will restore found in tales of the living dead. Zombies
martial law within the next 72 hours. In the represent all the worst aspects of humanity
meantime, may God help us all! pushed to eleven: unreasoning, self-destructive,

2 Introduction
PAUL M. N. HAAKONSEN
merciless. It's not hard to relate to the survivors
in a zombie story. They are among the only
rational people left in the world, surrounded by
mobs of brain-dead consumers. And if you're
not careful, you'll lose your individuality, too. It
might even be tempting to just give in and join
them. And once you start down that path, there
is no coming back – well, technically there is,
but you will not be your old self!
Mortality is our ultimate fear, and zombies are
the ultimate expression of it. They are truly
death incarnate: that which awaits us all. Just
like death, they come after us slowly but
unceasingly. They represent the mistakes of the
past and the doom of the future. And as far as
metaphors go, zombies allow for buckets of
blood and outrageous gore. Whether that's
incorprorated for horror or shocking humor, at
least you know you're exploring the human
condition and all that.
And most importantly, zombies are just
inherently and unavoidably cool.

IMPORTANT NOTICE
It should go without saying that the events of
a zombie apocalypse are fictitious. Zombies
aren't real (at least not yet), and the world
(probably) won't end because of them. This is a
game, and it's meant purely for fun. Of course,
a resemblance to real people, both living and
undead, is not a coincidence in this case, which
can blur the lines in a way other games don't.
Before playing, it's a good idea to talk with the
other players about expectations for the game,
to make sure no one is upset by events
described during play. If some players aren't
comfortable with detailed descriptions of
people being devoured by zombies, leave it
vague. The events of a zombie apocalypse are
pretty horrifying if taken literally, so don't be
afraid to approach them in a lighthearted, even
comical way, if that's what your group prefers.
The important thing is that everyone has fun,
and the PCs all have at least a fighting chance
to survive.
Voodoo is real, but it's nothing like in the
movies (or this game). So don't worry about
that, either.

3 Introduction
PAUL M. N. HAAKONSEN

THE CHARACTER

“THEY'RE COMING TO GET YOU, BARBARA”


– Night of the Living Dead

good suggestions!
CREATING CHARACTERS Your characters star in the adventures you
The very first thing your group should do
play, just like the heroes in movie. They are the
when you sit down to play Dead End is create main character in the game. We refer to them as
characters. Character creation is a collaborative “heroes,” not in the “good guy” sense per se,
process between the players and the Game but because they are the main protagonists (or
Master that can be just as much fun as playing antagonists) of the story. Each character’s
the game itself! imaginary life is different. Your character might
The premise behind Dead End is that you are be...
playing a person that is not yourself, thrust into
these imaginary scenarios and forced to contend • A tough bodyguard-for-hire.
with the horrors of the end times. However, it • A martial artist seeking enlightenment.
should be noted that it is very possible to also • A brash stunt person.
portray yourself as a character in the game, if • A gambler looking to make the next big score.
the entire group decides on that approach to the • A grizzled trucker traveling the highways.
game. The process outlined in this section • A thief with a heart of gold.
allows you to work with your friends to create a • A young dilettante from a prosperous family.
portrayal of a ficticious character in the game. If • A police officer or private detective.
at any point you don't know what to write • A survivor of something horrible.
down on your sheet, feel free to ask everyone • A returned alien abductee.
else at the table. They are sure to have some • A government agent or super-spy.

4 The Character
PAUL M. N. HAAKONSEN
• A reporter hot on the next big story.
• A scientist about to make a breakthrough.
• A movie star put into a real-life role as a hero.
• Or any kind of character you can imagine.

The character creation process is broken into


seven easy steps (as fully detailed in the
Genesys Core Rulebook).

• Determine background.
• Select a character archetype.
• Choose a career.
• Invest experience points.
• Determine derived attributes.
• Determine motivation.
• Choose gear, appearance, and personality.

Once all of these seven steps are finished, you


are ready to take on the zombie apocalypse!

5 The Character
PAUL M. N. HAAKONSEN

ARCHETYPES

"YOU'RE ALL GOING TO DIE DOWN HERE"


– Resident Evil

character creation, and portrays the most


ARCHETYPES, AREN'T WE ALL? customizable example of a person.
The archetypes in the Dead End role-playing
game represent the wide range of skills and
knowledge that people in the future world have
access to.
Mechanically, archetypes establishes your
character's base characteristics as well as your • Wound Threshold: 10 + Brawn.
secondary attributes, such as wound and strain • Strain Threshold: 10 + Brawn.
thresholds. Once you've set the baseline through • Starting Experience: 110 XP.
your choice, then that choice also provides a • Starting Skills: An average human starts with
budget of experience points that you spend to 1 rank in each of two different non-career skills
improve your characteristics and buy skills and at character creation. They obtain this rank
stalents. before spending experience points, and these
Keep in mind that the choice of archetype is skill can not be increased higher than rank 2
permanent. Your character is not going to be during character creation.
able to adopt a new archetype in the midst of a • Ready for Anything: Once per session, as an
game; you would just need to build a new out-of-turn Incidental, you may move one Story
character at that point. Point from the Game Master's pool to the
player's pool.
AVERAGE HERO
The average hero archetype is the baseline for

6 Archetypes
PAUL M. N. HAAKONSEN

CHARISMATIC HERO
Persuasive leaders, attractive celebrities and
personalities, inspiring politicians, adept
negotiators, entertainers, seducers, fast-talkers, • Wound Threshold: 9 + Brawn.
cult leaders, and suave gamblers are some of the • Strain Threshold: 11 + Brawn.
professional choices of the Charismatic hero • Starting Experience: 100 XP.
archetype. • Starting Skills: A dedicated hero character
The charismatic hero archetype reprents any starts with 1 rank in Discipline during character
character who has the gift of a silver tongue. As creation. They obtain this rank before spending
charming smooth talkers, charismatic archetype experience points, and may not increase
typically rely on high Presence characteristics. Discipline above rank 2 during character
creation.
• Focused: Once per session, as an out-of-turn
Incidental, you may spend one Story Point to
recover all your strain up to your strain
threshold.
• Wound Threshold: 10 + Brawn.
• Strain Threshold: 10 + Brawn.
• Starting Experience: 100 XP. FAST HERO
• Starting Skills: A charismatic hero character Athletes who employ speed and grace instead
starts with 1 rank in Cool during character of raw power, stunt people, pilots, professional
creation. They obtain this rank before spending drivers, law enforcement or military personnel
experience points, and may not increase Cool who concentrate on using ranged weapons, and
above rank 2 during character creation. agents – on either side of the law – who employ
• Forceful Personality: Once per session, your stealth and sleight of hand are just some of the
character may spend a Story Point as an professional choices available to the Fast hero
Incidental. If they do so, during the next Social archetype.
skill check they make during that turn, your The fast hero archetype represents a character
character doubles the strain they inflict or the with increased body control and coordination,
strain they heal (you choose before making the who has a background in something that
check). requires precision and deft hand-eye
coordination. This could be an athlete, riders, or
even thieves. Quick and nimble, the fast hero
DEDICATED HERO archetype typically relies on a high Agility
Health care workers, clergy, activists,
characteristic.
investigators, and those dedicated to a cause or
idea are some of the professional choices
available to the Dedicated hero archetype.
The dedicated hero archetype represents a
character with a stout and stalwart dedication or
morale compass, who has a background in a • Wound Threshold: 10 + Brawn.
field that requires an unmatched will and • Strain Threshold: 10 + Brawn.
nerves of steel. This could be a student, an • Starting Experience: 100 XP.
entrepreneur, or even a priest. The Dedicated • Starting Skills: The fast hero character starts
hero’s features revolve around investigative, with 1 rank in Athletics or Coordination during
empathic, healing, and spiritual devotions. character creation. They obtain this rank before
Strong willed and alert, the dedicated character spending experience points, and may not
typically relies on a high Willpower increase Athletics or Coordination above rank 2
characteristic.

7 Archetypes
DEAD END
during character creation. typically relies on a high Intellect characteristic.
• Did You See That?: Once per session you may
spend a Story Point as an Incidental and
immediately take two additional Maneuvers in
a turn, even if this exceeds the limitations of 1
Maneuver and 1 free Maneuver.
• Wound Threshold: 8 + Brawn.
• Strain Threshold: 12 + Brawn.
RESOURCEFUL HERO • Starting Experience: 100 XP.
The resourceful hero archetype represents a • Starting Skills: A smart hero starts with 1
character who gets things done by rank in Knowledge during character creation.
unconventional ways or manners, one whom They obtain this rank before spending
does not always think inside the box. The experience points, and may not increase
pursuit of a resourceful character could be a con Knowledge above rank 2 during character
artist, survivalists, outdoorsmen or even spies. creation.
Unconventional and innovative, the resourceful • Brilliant!: Once per session, your character
archetype relies on a high Cunning may spend a Story Point as an Incidental. If they
characteristic. do so, during the next check they make during
that turn, you count their ranks in the skill being
used as equal to their Intellect.

STRONG HERO
• Wound Threshold: 9 + Brawn. Boxers, martial artists, some types of soldiers,
• Strain Threshold: 11 + Brawn. athletes who depend on raw physical power,
• Starting Experience: 100 XP. blue-collar workers, and others who rely on
• Starting Skills: A resourceful hero character pure brawn all fall within the scope of the
starts with 1 rank in Perception or Streetwise. Strong hero archetype.
They obtain this rank before spending The strong human archetype represents a
experience points, and may not increase character who has a background in some form
Perception or Streetwise above rank 2 during of manual labor, and who is generally strong
character creation. and tough. Powerful and good at close quarter
• It Came Out of the Blue!: Once per session, combat, the strong human archetype typically
your character may spend a Story Point as an relies on a high Brawn characteristic.
Incidental to change any number of a to s
results equal your Cunning.

SMART HERO
Scientists and researchers of all descriptions, • Wound Threshold: 12 + Brawn.
academics, law enforcement or military • Strain Threshold: 8 + Brawn.
professionals who specialize in using tactics, • Starting Experience: 100 XP.
deduction, or reason, and many kinds of white- • Starting Skills: A strong hero character starts
collar professionals fall within the scope of the with 1 rank in Athletics during character
Smart hero archetype. creation. They obtain this rank before spending
The smart hero archetype represents a experience points, and may not increase
character who has a background grounded in Athletics above rank 2 during character
some sort of intellectual pursuit. This pursuit creation.
could be any number of fields of expertise. • Tough As Nails: Once per session, your
Brilliant and skillful, the smart hero archetype

Archetypes 8
PAUL M. N. HAAKONSEN
character may spend a Story Point as an out-of-
turn Incidental immediately after suffering a
Critical Injury and determining the reuslt. If
they do so, they count the result rolled as “01”.

9 Archetypes
PAUL M. N. HAAKONSEN

CAREERS

"I LOVE YOU... LET ME EAT YOUR BRAAAAAAINS"


– Return of the Living Dead

final vote on determining whether or not the list


YOUR CAREER DEFINES YOU below fits into his or her specific campaign.
Select one starting career (or occupation, if you
All of the starting careers have a prerequisite
will) for your starting hero character. This
that the character must meet to qualify for the
represents the training and life experience the
career.
character has had prior to the start of the
campaign. A hero may hold other jobs as his
career unfolds, but the benefits of a starting ACADEMIC
career are only applied once, at the time of Academics include librarians, archaeologists,
character creation. scholars, professors, teachers, and other
You can think of a career as your character's education professionals.
job or role. It's a broad concept of what your The academic counts the following skills as
character is going to be especially good at career skills: Charm, Computers, Cool,
during the game. Careers enable your character Discipline, Knowledge, Leadership,
to focus on being better at certain tasks at the Perception and Resilience. Before spending
expense of others. A career is usually definited experience during character creation, the
by the role the character plays in the game. academic may choose four of their career skills
The following careers below are available to and gain one rank in each of them.
the players in the Dead End setting. Please take • Prerequisite: Age 23+.
into consideration that the Game Master has the

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PAUL M. N. HAAKONSEN
may choose four of their career skills and gain
ADVENTURER one rank in each of them.
Adventurers include professional daredevils,
• Prerequisite: Age 16+.
big-game hunters, relic hunters, explorers,
extreme sports enthusiasts, field scientists, thrill-
seekers, and other called to face danger for a BLUE COLLAR
variety of reasons. Blue collar careers include factory work, food
The adventurer counts the following skills as service jobs, construction, service industry jobs,
career skills: Brawl, Cool, Coordination, taxi drivers, postal workers, and other jobs that
Driving, Knowledge, Perception, Ranged are usually not considered to be desk jobs.
[Light] and Resilience. Before spending The blue collar counts the following skills
experience during character creation, the as career skills: Athletics, Brawl, Discipline,
adventurer may choose four of their career Mechanics, Negotiation, Perception,
skills and gain one rank in each of them. Resilience and Streetwise. Before spending
• Prerequisite: Age 15+. experience during character creation, the
blue collar may choose four of their
career skills and gain one rank in each
ASSASSIN of them.
Masters of murder, assassins can
• Prerequisite: Age 18+.
infiltrate places most would deem
inaccessible and quietly eliminate
their quarry. Although the CELEBRITY
methods of different assassins A celebrity is anyone who, for
are infinitely various, many use whatever reason, has been thrust
similar skills to achieve into the spotlight of the public eye.
their goals. Everyone, it is said, eventually
The assassin counts the gains his or her 15 minutes of fame.
following skills as career skills: Cool, The celebrity stretches those 15 minutes
Coordination, Deception, Melee, into a career. Actors, entertainers of all
Perception, Ranged [Light], types, newscasters, radio and television
Skulduggery and Stealth. Before personalities, and more fall under this
spending experience during character starting career.
creation, the assassin may choose The celebrity counts the following
four of their career skills and gain skills as career skills: Charm,
one rank in each of them. Coordination, Deception,
• Prerequisite: Age 25+. Discipline, Leadership, Melee,
Skulduggery and Stealth. Before
spending experience during
ATHLETE character creation, the celebrity
Athletes include amateur athletes of Olympic
may choose four of their career skills and gain
quality and professional athletes of all types,
one rank in each of them.
including gymnasts, weight trainers, wrestlers,
• Prerequisite: Age 15+.
boxers, martial artists, swimmers, skaters, and
those who engage in any type of competitive
sport. CREATIVE
The athlete counts the following skills as The creative starting career covers artists of all
career skills: Athletics, Coordination, types who fan their creative spark into a career.
Discipline, Melee, Perception, Resilience, Illustrators, copywriters, cartoonists, graphic
Stealth and Vigilance. Before spending artists, novelists, magazine columnists, actors,
experience during character creation, the athlete sculptors, game designers, musicians,

11 Careers
DEAD END
screenwriters, photographers, and web
designers all fall under this career.
DOCTOR
A doctor can be a physician (general
The creative counts the following skills
practitioner or specialist), a surgeon, or a
as career skills: Charm, Computers,
psychiatrist.
Coordination, Discipline, Mechanics,
The doctor counts the following skills as
Negotiation, Perception and
career skills: Cool, Discipline, Knowledge,
Streetwise. Before spending
Medicine, Melee, Resilience, Survival and
experience during character creation,
Vigilance. Before spending experience
the creative may choose four of their
during character creation, the doctor may
career skills and gain one rank in
choose four of their career skills and gain
each of them.
one rank in each of them.
• Prerequisite: Age 15+.
• Prerequisite: Age 25+.

CRIMINAL DRIFTER
This illicit starting career reveals a
As opposed to someone who is
background from the wrong side
poverty-stricken, the drifter’s wandering
of the law. This career includes
life is chosen, perhaps compensating for a
con artists, burglars, thieves,
social, philosophical or economic lack, or
crime family soldiers, gang
perhaps taken due to a desire to break free
members, bank robbers, and
of societal constraints. The drifter takes jobs,
other types of career criminals.
sometimes for days or months, however he or
The criminal counts the following skills as
she is disposed to solve problems with the
career skills: Charm, Cool, Coordination,
answer of mobility and isolation, not comfort
Deception, Ranged [Light], Skulduggery,
and intimacy. The life of the road might seem
Stealth and Streetwise. Before
especially patriotic, but the same sort of life is
spending experience during character
chosen wherever travel itself is not
creation, the criminal may choose four of
systematically dangerous.
their career skills and gain one rank in each of
The drifter counts the following skills as
them.
career skills: Brawl, Charm, Coercion,
• Prerequisite: Age 15+.
Deception, Perception, Stealth, Streetwise and
Survival. Before spending experience during
DILETTANTE character creation, the drifter may choose four
Dilettantes usually get their wealth from of their career skills and gain one rank in each of
family holdings and trust funds. The typical them.
dilettante has no job, few responsibilities, and at • Prerequisite: Age 15+.
least one driving passion that occupies his or
her day. That passion might be a charity or
philanthropic foundation, an ideal or cause
EMERGENCY SERVICES
Rescue workers, firefighters, paramedics,
worth fighting for, or a lust for living a fun and
hazardous material handlers, and emergency
carefree existence.
medical technicians fall under this category.
The dilettante counts the following skills as
The emergency services character counts the
career skills: Brawl, Charm, Computers, Cool,
following skills as career skills: Cool, Driving,
Deception, Driving, Negotiation and
Leadership, Medicine, Melee, Perception,
Streetwise. Before spending experience during
Resilience and Streetwise. Before spending
character creation, the dilettante may choose
experience during character creation, the
four of their career skills and gain one rank in
emergency services character may choose four
each of them.
of their career skills and gain one rank in each of
• Prerequisite: Age 18+.

Careers 12
PAUL M. N. HAAKONSEN
them.
• Prerequisite: Age 18+.
FIGHTER PILOT
Though what a fighter pilot flies changes a lot
depending on the setting, the fighter pilot career
ENTREPRENEUR stays roughly similar. Whether they're flying a
Entrepreneurs have an obsession about being prop-driven fighter plane or modern jet fighter,
their own boss. They believe in themselves, your fighter pilot is probably a cool, cocky, and
have an abundance of confidence, and the confident individual with lightning-fast reflexes.
ability to acquire the funds necessary to bankroll The fighter pilot counts the following skills as
their newest moneymaking venture. These small career skills: Cool, Driving, Gunnery,
to large business owners have a knack for Mechanics, Perception, Piloting, Ranged
putting together business plans, gathering [Light] and Vigilance. Before spending
resources, and getting a new venture off the experience during character creation, the fighter
ground. They rarely want to stick around after pilot may choose four of their career skills and
the launch, however, as they prefer to gain one rank in each of them.
put their energies into the next big • Prerequisite: Age 25+.
thing.
The entrepreneur counts the
following skills as career skills:
GAMBLER
Gamblers are the dandies of the criminal
Charm, Computers, Deception,
world. Sharp dressers, they usually
Discipline, Knowledge,
possess some bags of charm, either earthy
Leadership, Negotiation and
or sophisticated. Whether frequenting the
Ranged [Light]. Before
racetrack, card table or casino, such
spending experience during
individuals often base their life upon chance.
character creation, the entrepreneur
More sophisticated gamblers probably
may choose four of their career skills
frequent the illegal casinos operated by
and gain one rank in each of them.
organized crime. A few are known as poker
• Prerequisite: Age 18+.
players and are often involved in lengthy,
high-stakes games where they may even
EXPLORER be backed by outside investors. The
The explorer is at home in the lowest frequent alleys and dives, playing
wild, able to handle anything the craps with loaded dice, or hustling in
wilderness throws at them. pool halls.
Explorers tend to excelt at The gambler counts the following skills
surviving in the wilderness, and as career skills: Brawl, Charm, Cool,
they often are pretty good with Deception, Knowledge, Negotiation,
ranged weapons. Explorers may Skulduggery and Streetwise. Before
be military scouts, gruff and spending experience during character
unsociable hunters, or people who creation, the gambler may choose four of
just prefer living in the wild. their career skills and gain one rank in
The explorer counts the each of them.
following skills as career skills: Athletics, • Prerequisite: Age 18+.
Brawl, Coordination, Deception, Perception,
Ranged [Heavy], Stealth and Survival. Before
spending experience during character creation,
HACKER
When we say hacker, we're talking about the
the explorer may choose four of their career
type of computer operator who can do things
skills and gain one rank in each of them.
with computers that are well beyond modern
• Prerequisite: Age 15+.
reality. Hackers are a stable of the modern

13 Careers
DEAD END
setting, where they can use their unparalleled each of them.
affinity for computers to gain access to remote • Prerequisite: Age 20+.
servers, control and override robotic drones,
and engage in virtual dules on the Internet or its
equivalent.
LEADER
The leader focuses on leading and directing
The hacker counts the following skills as
their fellows, as well as interacting with others.
career skills: Computers, Discipline, Driving,
Leaders have a knack for taking charge and
Knowledge, Mechanics, Perception, Streetwise
overseeing a situation, but their methods of
and Vigilance. Before spending experience
leadership can vary wildly. A leader can be a
during character creation, the hacker may
kind and caring boss, a soft-spoken politician, or
choose four of their career skills and gain one
a military commander who believes in absolute
rank in each of them.
discipline.
• Prerequisite: Age 15+.
The leader counts the following skills as career
skills: Charm, Coercion, Cool, Discipline,
INVESTIGATOR Leadership, Melee, Negotiation and
There are a number of jobs that fit within this Perception. Before spending experience during
career, including investigative reporters, character creation, the law enforcer may choose
photojournalists, private investigators, police four of their career skills and gain one rank in
detectives, criminologists, criminal profilers, each of them.
espionage agents, and others who use their • Prerequisite: Age 20+.
skills to gather evidence and analyze
clues.
The investigator counts the following
MILITARY
Military covers any of the branches of the
skills as career skills: Brawl, Charm,
armed forces, including army, navy, air
Computers, Driving, Perception,
force, and marines, as well as the various
Ranged [Light], Skulduggery and
elite training units such as Seals,
Streetwise. Before spending
Rangers, and Special Forces.
experience during character
The military character counts the
creation, the investigator may
following skills as career skills:
choose four of their career skills
Athletics, Coercion, Gunnery,
and gain one rank in each of them.
Melee, Perception, Ranged
• Prerequisite: Age 23+.
[Heavy], Survival and Vigilance.
Before spending experience during
LAW ENFORCER character creation, the military
Law enforcement personnel character may choose four of their
include uniformed police, state career skills and gain one rank in each of
troopers, federal police, federal them.
agents, SWAT team members, and • Prerequisite: Age 18+.
military police.
The law enforcer counts the
following skills as career skills:
OCCULTIST
Occultists are students of esoteric secrets
Coercion, Cool, Driving,
and arcane magic. They fully believe in
Knowledge, Perception, Ranged
paranormal abilities and actively attempt to
[Light], Streetwise and Vigilance.
learn about and discover these powers within
Before spending experience
themselves. Most are familiar with a broad
during character creation, the law
range of different philosophies and magical
enforcer may choose four of their
theories, some believing that they can
career skills and gain one rank in

Careers 14
PAUL M. N. HAAKONSEN
actually perform feats of magic – the veracity of proof is not a scientist, though he or she may be
such abilities is left to the Keeper to determine. an occultist.
It should be noted that, in the main, occultists The parapsychologist counts the following
are familiar with ‘earthly magic’ – the secrets of skills as career skills: Coercion, Cool,
Mythos magic are unknown to them, save in Deception, Knowledge, Medicine, Perception,
tantalizing hints referenced in ancient books. Survival and Vigilance.
The occultist counts the following skills as
career skills: Coercion, Computers, Deception,
Discipline, Knowledge, Leadership, Streetwise
PILOT
Professional aviators may be employed by
and Vigilance. Before spending experience
business, for example the mail services, or work
during character creation, the occultist may
as pilots for a large or small commercial
choose four of their career skills and gain one
passenger line. Some pilots actively serve in the
rank in each of them.
military. Many aviators learned to fly during
• Prerequisite: Age 25+.
their service and as a result still hold
commissions as officers in the armed forces. An
PARAPSYCHOLOGIST aviator is a stunt pilot, working at carnivals or
Parapsychologists do not pretend to enjoy offering ‘daring’ leisure rides for those willing
extraordinary powers, but instead spend their to pay. Often fame could be won by competing
efforts attempting to observe, record and study in organized air races, either cross-country or on
such instances. Sometimes nicknamed “ghost fixed courses.
hunters”, they make use of technology to The pilot counts the following skills as
try to capture hard evidence of paranormal career skills: Computers, Cool, Discipline,
activity that may be centered on a person Mechanics, Operating, Perception, Piloting
or a location. A major portion of their and Vigilance. Before spending
time is spent debunking fake experience during character creation, the
mediums and mistaken phenomena pilot may choose four of their career
rather than recording actual skills and gain one rank in each of them.
evidence. • Prerequisite: Age 25+.
Some parapsychologists will
specialize in the study of particular
phenomenon, such as extra sensory
PROSTITUTE
Depending on circumstance,
perception, telekinesis, hauntings
breeding and background, a
and others.
prostitute may be a high-rolling
Those who choose this path are
expensive call girl, brothel whore
unusually sympathetic to the
or streetwalker. Often driven by
notion of invisible mystical
circumstance, many dream of a way
powers and in validating that
out. A few work completely
belief to the satisfaction of
independently; however for most,
physical scientists. This would
they are lured and kept in the
represent an unusual
business by ruthless pimps
cohabitation of faith and
whose only concern is cash.
doubt – the parapsychologist
The prostitute counts the
may have difficulty
following skills as career
separating the conflicting
skills: Charm, Coordination,
desires. A person
Deception, Melee,
uninterested in
Negotiation, Resilience,
observation,
Skulduggery and
experimentation and
Streetwise. Before spending

15 Careers
DEAD END
experience during character creation, the The socialite counts the following skills as
prostitute may choose four of their career skills career skills: Charm, Cool, Deception,
and gain one rank in each of them. Knowledge, Negotiation, Perception,
• Prerequisite: Age 18+. Streetwise and Vigilance. Before spending
experience during character creation, the
socialite may choose four of their career skills
RELIGIOUS and gain one rank in each of them.
Ordained clergy of all persuasions, as well as
• Prerequisite: Age 15+.
theological scholars and experts on religious
studies fall within the scope of this starting
career. STUDENT
The religious character counts the following A student can be in high school, college, or
skills as career skills: Charm, Coercion, Cool, graduate school. He or she could be in a
Discipline, Knowledge, Medicine, Melee and seminary, a military school, or a private
Negotiation. Before spending experience during institution. If you select this starting career for a
character creation, the religious character may college-age student, you should also pick a
choose four of their career skills and gain one major field of study for the character.
rank in each of them. The student counts the following skills as
• Prerequisite: Age 23+. career skills: Athletics, Brawl, Computers,
Deception, Knowledge, Medicine, Perception
and Streetwise. Before spending experience
RURAL during character creation, the student may
Farm workers, hunters, and others who
choose four of their career skills and gain one
make a living in rural communities fall
rank in each of them.
under this category.
• Prerequisite: Age 15+.
The rural character counts the
following skills as career skills:
Brawl, Cool, Driving, Mechanics, TECHNICIAN
Negotiation, Operating, Scientists and engineers of all types fit
Resilience and Survival. Before within the scope of this starting career.
spending experience during The technician counts the following
character creation, the rural skills as career skills: Brawl, Computers,
character may choose four of Coordination, Discipline, Driving,
their career skills and gain one Mechanics, Operating and Vigilance.
rank in each of them. Before spending experience during
• Prerequisite: Age 15+. character creation, the technician may
choose four of their career skills and gain
one rank in each of them.
SOCIALITE • Prerequisite: Age 23+.
Socialites are the consummate social
butterflies, at ease in any interactions
involving talking to someone else. TRADESPERSON
Whether a rich debutante in the A tradesperson can be anyone who has
highest circles of society or a good- skills in a job that requires special training
natured bartender who knows and some manual labor. This career includes
everyone's name, a socialite can get the likes of an auto mechanic, computers
along with anyone and everyone. customizer, chief engineer and other such
More importantly, they always similar branches. They could also be no-
know how to get the best out of any nonsense workers who has no time for
social interaction. anything but the job at hand, or a

Careers 16
PAUL M. N. HAAKONSEN
creative craftsperson who delights in building
something innovative.
The tradesperson counts the following skills as
career skills: Athletics, Brawl, Discipline,
Mechanics, Negotiation, Perception, Resilience
and Streetwise. Before spending experience
during character creation, the tradesperson may
choose four of their career skills and gain one
rank in each of them.
• Prerequisite: Age 20+.

WHITE COLLAR
Office workers and desk jockeys, lawyers,
accountants, insurance agents, bank personnel,
financial advisors, tax preparers, clerks, sales
personnel, real estate agents, and a variety of
mid-level managers fall within the scope of this
starting career.
The white collar character counts the
following skills as career skills: Charm,
Coercion, Computers, Discipline, Knowledge,
Mechanics, Medicine and Skulduggery. Before
spending experience during character creation,
the white collar character may choose four of
their career skills and gain one rank in each of
them.
• Prerequisite: Age 23+.

17 Careers
PAUL M. N. HAAKONSEN

CHARACTER MOTIVATION

"WHO DIED AND MADE YOU FUCKING KING OF THE ZOMBIES?"


– Shaun of the Dead

This is to enforce that you become forced into


WHAT MOTIVATES YOU? playing a character that is not necessarily just an
Motivation includes a character's driving
extension of yourself set in a roleplaying game
forces: what ultimate goal is your character
setting.
pursuing? What are they most afraid of? What
character trait allows them to persevere in the
face of adversity? What flaws hinder their MERITS
ability to pursue their goals? Merits, as the name suggests, provide boons or
Desires, Fears, Strengths, Flaws: these four advantages. Merits have a similar function to
different facets of Motivation are described in backgrounds in that they flesh out a character
the Genesys Core Rulebook. However, the Dead via minor modifiers to the game mechanics.
End setting does not make use of these four Your character's Merit is one of the best things
Motivations. Instead, it makes use of a about them. It's the first thing you'd put on your
simplified system of Merits and Flaws that add character's résumé, the one word other people
additional flavor to your character, and also add use when praising your character, and the
a minor game mechanic change that makes your defining feature that they're known for.
character truly unique. A Merit is usually a personality trait, a mental
And unlike the rule presented in the Genesys quirk your character possesses that sets them
Core Rulebook that allows you to select a apart. What we're thinking of are personality
Motivation, you have to randomly roll both traits that people are born with.
your Merit and Flaw in the Dead End setting.

18 Character Motivation
PAUL M. N. HAAKONSEN

EXAMPLE MERITS
d100 ROLL RESULT
01-02 Acute Sense: the character chooses one of the five senses (sight, hearing, smell, taste, or
touch); when using this sense to discern something about the environment or when applicable
in a skill, the character adds b to the skill check.
03-04 Ambidextrous: the character is equally adept at using either hand. Add s to checks when
taking an Action with both hands (ie, two-weapon fighting). Also extremely helpful should
the character happen to lose a hand...
05-06 Approachable: the character seems harmless, easy going, and warm to those around her. Add
a to the dice pool for all Charm and Negotiation checks.
07-08 Attractive: the character is physically attractive to members of the opposite sex. Add b to all
Charm, Coercion, or Negotiation skill checks made with members of the opposite sex.
09-10 Beast Affinity: Animals are unusually drawn to the character, and though he can't speak with
them, he can communicate with them on a limited level using tone of voice and body
language. The character adds s on all Social skill checks when interacting with animals.
11-12 Bundle of Energy: the character is full of energy. He subsists on five or six hours’ sleep at
night, he finds himself unable to stay in bed any longer. His days are full of physical activity,
and he can work long into the night without penalty.
13-14 Calm Heart: the character is naturally calm and well-composed, and do not easily fly off the
handle. Add an automatic s on all Cool and Discipline check.
15-16 Cat Napper: Although the character needs six to eight hours’ sleep per night, he doesn’t need
it all at once. He catches his Z’s as and when he can. As long as his naps total six to eight
hours in a 24 hour period – and they usually do unless he is forcibly denied naps – he can
function as normal.
17-18 Child-Like: the character has an aura of child-like innocence (whether he really is or not).
Add b on all Charm skill checks.
19-20 Coldly Logical: While some might refer to this character as a 'cold fish', he has a knack for
separating factual reporting from emotional or hysterical coloration. He may or may not be
emotional himself, but he can see clearly when others are clouding the facts with their
feelings. All Deception checks against you are increased in difficulty once.
21-22 Computer Aptitude: the character has a natural affinity with computers, and adds an
automatic s on all skill checks to repair, construct or operate them.
23-24 Crack Driver: the character can drive a car like he is on crack (but can do it without killing
anyone). Reduce the difficulty of all Driving skill checks by one.
25-26 Crack Shot: the character has a natural knack for firearms. Once per session, the character
may upgrade his Ranged [Heavy] or Ranged [Light] skill check once.
27-28 Danger Sense: “Oh no! My Spider Senses are tingling!” The character counts Vigilance as a
career skill.
29-30 Daredevil: the character loves to take risks, and are damn good at living through them. Once
per session, the character may reduce the difficulty of any skill check where a potential failure
is hazardous to his health.
31-32 Determined: the characters gains +1 strain threshold.
33-34 Eagle Scout: all those years in the scout troop did pay off, just as your mother always said.
The character counts Survival as a career skill. If this is already a career skill, add b on all
Survival skill checks.

19 Character Motivation
DEAD END

35-36 Excellent Liar: lying is as natural as breathing to the character. Deception is a career skill. If
the character already has Deception as a career skill, he instead adds an automatic s on all
Deception skill checks.
37-38 Fast Reader: the character can read and understand a piece of writing far faster than most
people. Although it can make long journeys by train or carriage expensive propositions due to
the number of books he goes through, it allows him to quickly extract useful information from
anything written in his native language. Add an automatic s on all Knowledge skill checks.
39-40 Flirt: the character claims that he is a terrible flirt, but that quite manifestly isn’t true. He is
great at it. He is an absolute master of all the subtle signals that give off the particular
combination of promise and denial that makes teasing so much fun. At his best, he can make
members of the opposite sex, or members of the same sex, putty in his hands. Increase Charm
checks in such circumstances once.
41-42 Funny: the character can make people laugh. His timing and sense of the absurd are second to
none. He is always being invited to parties because he is so much fun. However, he is also
very good at judging the appropriateness of his humor. Sometimes the right joke can lift the
spirits of people when everything seems to be going against them. So, the character does what
he can to make life more bearable for his fellows, even when the situation seems darkest.
When assisting in a Social skill check, the character adds bb instead of the usual b.
43-44 Gifted: the character is extremely talented in one particular skill. Choose one skill and add s
to all skill checks with that skill, and it becomes a Career Skill if it is not already.
45-46 Good Judge of Character: the character has an instinct for reading people. He can make an
appraisal of the kind of person someone is after meeting her for a few seconds, based on little
more than gut instinct. He is rarely wrong. Decrease the difficulty of any Perception skill
check based on assessing someone once.
47-48 Harmless: Everyone in the community knows the character, and knows that he is no threat to
their plans. While that sort of estimation may seen insulting, it's also what's kept him from
being killed. No one considers him worth the time to deal with, and that low opinion keeps
him safe. If he starts acting in a way that demonstrates that he is no longer harmless, others'
reactions to you will likely change as a result.
49-50 Herbalist: the character knows more than the average person about herbcraft, and gains s to
all Healing skill checks made with herbs. Also gains b to Survival skill checks to find herbs.
51-52 Jack-of-All-Trades: the character has a large pool of miscellaneous skills and knowledge
obtained through your extensive travels, the jobs he has held, or just all-around know-how.
Select one non-career skill and it becomes a career skill for the character.
53-54 Lead Belly: the character is highly resistant to most poisons and toxins, and gains a b on all
Resilience skill checks to resist them.
55-56 Light Sleeper: the character awakens instantly when outside stimuli such as light or noise are
present. The character receives b to Perception skill checks to awaken if the entity
approaching is attempting to be stealthy.
57-58 Lucky: the character may reroll any one dice roll (skill check or Initiative order roll) once per
session.
59-60 Martial Artist: increase the damage dealt by the character by +1 when Brawling an opponent.
61-62 Mechanical Aptitude: the character is naturally adept with all kinds of mechanical devices. In
game terms, add b to all Mechanic skill checks to understand, repair or operate any kind of
mechanical device. Note that this aptitude does not extend to electronic devices such as
computers, and doesn't help you drive any sort of vehicle.

Character Motivation 20
PAUL M. N. HAAKONSEN

63-64 Natural Leader: people always rallied to the side of this character. Add automatic s on all
Leadership checks.
65-66 Natural Survivalist: the character is at home in the wilderness, and gains s to all Survival
skill checks when not near civilization.
67-68 Night Sight: the character can see in near-total darkness, and subtracts b from all skill checks
imposed from darkness.
69-70 Nine Lives: fate has granted the character the opportunity to come as close to final death as
anyone can get and still survive. It the character would die from reaching twice his wound
threshold, he may, as an Incidental, spend one Story Point and be brought back to his
maximum wound threshold and recover from his near death experience. He can do this only
once per session.
71-72 Perfect Balance: the character's sense of balance is superb. The narrowest of ledges holds little
fear for him, because he has such a good command of his physical equilibrium. He is
probably a good dancer, as well. This Merit allows the character to reduce the difficulty of all
balance-related Athletics skill checks once.
73-74 Pillar of the Community: The character is a fine, upstanding person, respected by people
around him. Through participation in local events, helping out with community groups or
helping others, he has become well-liked and trusted by those who live around him. When he
brings them a warning of potential danger or offer an explanation of strange events, they’re
likely to believe him. Add automatic s on all Leadership skill checks.
75-76 Precognition: the character has glimpses of the future. Though he try to enter a trance and try
to summon a vision this foresight usually comes out of nowhere, and can be quite shocking in
some circumstances. The character can upgrade any one skill check for free during the
session.
77-78 Robust Health: the character has the constitution of an ox. He rarely gets ill, if ever, and food
poisoning is a stranger to him. He doesn’t even get hangovers, you bastard. Reduce the
difficulty of any roll to resist illness or poisoning – including alcohol poisoning – once.
79-80 Sea Legs: No landlubber, this character is a salty sea dog at heart. He is at home on a boat,
even when traveling rough seas. He suffers no penalty incurred due to rough seas or
unpredictable ship motion on any actions performed while on board.
81-82 Sexy: the character might not necessarily be that good looking, but there’s something about
the way he moves and acts that exudes sexuality. As a result, he draws attention from
members of the opposite sex, or his own sex, with raw animal magnetism. He may lower the
difficulty of any Social skill check once when dealing with someone who is attracted to him. If
he actively attempts to direct his charms at a person, he may lower the difficulty twice.
83-84 Soothing Voice: the character has an entrancing voice. Add b to all Charm, Leadership and
Negotiation skill checks.
85-86 Sturdy: whenever the character suffers a Critical Injury, subtract 10 from the Critical Injury
roll (to a minimum of 1).
87-88 Surreal Beauty: the character possess a beauty far beyond that of normal mortals. People
stand in awe of his perfect form. Once per session, the character may upgrade a s result to a
x result on a Charm or Leadership skill check.
89-90 Time Sense: the character has an innate sense of time and are able to estimate the passage of
time accurately without using a watch or other mechanical device.
91-92 Tough: the character gains +2 wound threshold.
93-94 Unremarkable: the character does not stand out in a crowd. Anyone attempting to identify or

21 Character Motivation
DEAD END

notice the character must add b to their skill check.


95-96 Well Balanced: add b to Coordination skill checks when traversing difficult terrain.
97-98 Well Grounded: the character is so well grounded that very few things truly phase him. Add
b to all skill checks to resist fear.
99-00 Well Traveled: the character is knowledgeable of the ways of the world from his travels and
studies. Once per game session, the character can gain an automatic s on a skill check to gain
a piece of information.

“they're a great person, but...” That “but” is


FLAWS your character's Flaw.
Everyone has an element of themselves that
Just like your Merit, your Flaw is primarily a
they're not proud of. Why should your
part of your character's personality. It is a selfish
character be any different? When someone
Motivation, bad habit, or element of personality
speaks ill of your character, this is always the
that your character wishes they didn't have.
first thing they bring up. It's also what gets
Flaws provide a minor modification to game
mentioned when your character's friends say
mechanics for your character.

EXAMPLE FLAWS
d100 ROLL RESULT
01-02 Addiction: the character is addicted to some substance, such as caffeine, nicotine, etc. The
character will start to crave the substance if he doesn't get it often enough, and have to make a
Hard (ddd) Discipline check every six hours to avoid giving in to the urge. A failed check
results in adding a b to all skill checks until the character get his fix.
03-04 Airhead: maybe the character has trouble paying attention, maybe he is just clueless, maybe
he just looks like a flake; no matter what, people don't take him seriously. Add f on all Social
skill checks.
05-06 Amnesia: the character has no memory of his past, or at least are missing a significant portion
of it.
07-08 Bad Liar: the character is a horrible liar. Add b to all Deception and Coercion skill checks.
09-10 Black and White: the character sees all situations in black and white, good and evil, etc. In
situations where this limited, judgmental way of thinking may hinder his reaction to
something or cause him to act socially inappropriate, increase the difficulty of Social skill
checks once.
11-12 Bully: the character tends to push people around when he can get away with it. This
aggression doesn’t necessarily require a physical display; it is often purely social. He chafes
under the leadership of more forceful personalities and can be a malcontent when he isn’t in
charge.
13-14 Chronic Pessimist: the character thinks the glass is half-empty, the water in the glass is
contaminated, and that the glass will probably tip over at any second. Others practice
pessimism out of habit. For this character, it’s an art form. Nothing can ever go right,
especially plans that others propose. The character is the implacable voice of gloom and
doom, always ready to point out a potential problem no matter how remote a chance it has of
coming to pass. Add automatic f on all Leadership checks.
15-16 Color Blind: the character has a difficult time differentiating colors. For rolls where coloration
and hues may be important, such as Perceptions rolls, add b to the dice pool.

Character Motivation 22
PAUL M. N. HAAKONSEN

17-18 Compulsive Speech: ror whatever reason, the character has difficulty sticking to the rule, "if
you can't say anything nice, don't say it at all." Add automatic f on all Social skill checks.
19-20 Crazy Old Coot: the character has delved too deeply into the secrets of the spiritual realm and
possibly spent too much time alone in the wilderness. Add b to all Charm and Negotiation
skill checks.
21-22 Creepy: the character is repulsive and more than a little creepy to the opposite sex. Add f to
all Charm and Negotiation skill checks made with members of the opposite sex.
23-24 Crude: the character is crude, disgusting, and often rank. During most social situations the
character will suffer an additional b to the dice pool.
25-26 Defensive: the character has problems taking responsibility for his actions. Perhaps he views
himself as perfectionist, or maybe he is simply too immature to accept the blame for failure.
When things go wrong, he looks for ways to blame others and rarely accept blame or criticism
for his actions without contention.
27-28 Disfigured: the character has an injury or physical defect which makes him perfectly hideous;
add an automatic f on all Social skill checks.
29-30 Disturbing Mannerism: the character has a habit or character trait which is peculiar, gross, or
annoying. The character may not even be aware of it-but boy, everyone else is. Upgrade the
difficulty of all Social skill checks once.
31-32 Easily Surprised: the character is easily surprised and taken aback. Add b to all Vigilance
and Perception skill checks.
33-34 Faint of Heart: the sight of gore and blood shocks this character to the core. If he witness a
gruesome scene, he must make a Hard (ddd) Discipline check or suffer the effects of fear,
as detailed on page 243 in the Genesys Core Rulebook.
35-36 Frail: the character has an amazingly weak constitution. Add f to all Resilience checks.
37-38 Ghoulish Sense of Humor: the character finds humor in situations that make most people
uncomfortable or even nauseated. The character's questionable taste doesn’t make him
particularly resistant to the horror of gruesome sights. His defense mechanism is simply to
belittle the situation or those involved in an inappropriate way. When confronted with a
horribly gory scene or otherwise uncomfortable situation such as people trying to console
each other, the character tends to crack jokes and sling insults. Increase the difficulty of all
Social skill checks in such situations once.
39-40 Gullible: the character has a lot of trouble separating truth from fiction. He is not stupid, he
just tends to believe what people tells him rather than to take things with a grain of salt. All
Deception checks made against the character is upgraded once.
41-42 Heavy Sleeper: the character requires a significant amount of light, noise, or movement in
order to awaken. Once awakened, the character suffers an additional b to all dice rolls for the
encounter that awakened him.
43-44 Ignorant: the character is unfamiliar with the wider world at large, and may not even care.
While this character may select and purchase Knowledge skills, they tend to only focus on
elements that interest them. As a result, they suffer b to all Knowledge skill rolls.
45-46 Illiterate: the character can't read or write. This may make passing yourself off as that learned
professor from Oxford a bit difficult.
47-48 Impaired Sense: the character chooses one of the five senses (sight, hearing, smell, taste, or
touch); when using this sense to discern something about the environment or when applicable
in a skill, the character suffers b to the skill check.

23 Character Motivation
DEAD END

49-50 Insomniac: For whatever reason, the character has tremendous trouble getting more than a
few hours of sleep. He is often groggy and slow as a result. Add an automatic f on all
Vigilance checks.
51-52 Intolerance: the character has an unreasoning dislike of a certain thing. This may be an
animal, a class of person, a color, a situation, or just about anything at all. Add an automatic
f to all skill checks involving the subject.
53-54 Lazy: the character is simply lazy, avoiding anything that requires effort on his part.
Preferring to let others do the hard work, he lounges around. For any action that requires
preparation, there's a good chance the character didn’t prepare properly.
55-56 Low Alcohol Tolerance: Alcohol goes straight to this character's head. While this can be an
advantage when he tries to enjoy a night out on the cheap, it can be deadly in other situations.
Double any penalties the character suffers for consuming alcohol.
57-58 Low Pain Tolerance: the character has a very low capacity for pain. He turns into a
whimpering, blubbering ball of misery at the first sight of it. Although the character soaks
damage normally, he suffer an additional 1 point of damage whenever he is injured.
59-60 Lustful: the character can’t resist the erotic advances of the appropriate gender(s). He is easily
seduced and often exhibit very poor judgment when dealing with sexually attractive people.
All Charm checks against you are increased once.
61-62 Missing Eye: the character is missing the use of an eye; upgrade the difficulty of all Ranged
weapon attacks, as well as other skill rolls subject to GM discretion.
63-64 Mistaken Identity: people think the character is someone he is not; even if that person isn't
bad, it can still cause the character trouble if they realize he is not who they think he is.
65-66 Motion Sickness: the character becomes queasy and nauseous on board boats, when
travelling long distances by car or on amusement park rides. Increase the difficulty of all skill
checks he performs by once when dealing with these conditions.
67-68 Mute: the character is physically unable to speak, and must communicate through writing or
sign language.
69-70 Non-Swimmer: the character never learned to swim, and he has no natural talent for it. If he
ever finds himself in a position where he must try to swim, he can manage a pitiable dog
paddle. Increase the difficulty of any Athletics skill checks involving swimming once.
71-72 Obese: the character is seriously overweight and large enough that he have trouble using the
seats in most theaters. Increase the difficulty of all Athletics skill checks once.
73-74 Old Wound: the character suffers from a wound that never fully healed. This wound counts
as an existing Critical Injury whenever the character suffers another Critical Injury.
75-76 Phobia: the character has a specific phobia, an incredibly powerful fear and aversion to a
specific object of his fear. When confronting the fear, the character must make a Hard (ddd)
Cool check to avoid being affected by fear, as detailed on page 243 in the Genesys Core
Rulebook.
77-78 Poor Personal Hygiene: the character often go days without showering, and only brush his
teeth when they start to gain a greenish tinge. He often smells quite bad, and his breath is
atrociously offensive. Increase the difficulty of all Social skill checks once.
79-80 Sensation Junkie: the character is addicted to sensation, and will do anything to find new
means of stimulation. The character must roll a Hard (ddd) Willpower check to resist
taking the opportunity to try a new kick, difficulty depending on the situation.
81-82 Short Temper: the character is easily driven to distraction by what would otherwise be minor
failures and other frustrations. If he fails to gain any uncanceled s on any single skill check

Character Motivation 24
PAUL M. N. HAAKONSEN

during an Action, increase the difficulty of all subsequent checks by one, cumulatively.
83-84 Shy: the character is distinctly ill at ease when dealing with people and try to avoid social
situations whenever possible. Add b to all Social skill checks.
85-86 Sickly: the character is constantly coughing and wheezing, and he has trouble shaking colds.
He suffered almost every childhood disease imaginable, and he has only become worse as an
adult. When making Resilience checks to avoid catching a disease or developing an infection,
increase the difficulty of the check by one.
87-88 Slow Healer: for some reason, the character's healing process is slow, and he subtracts 1
wound of healing from all healing attempts on him with the Medicine skill, and adds an
automatic f on any attempts to heal a Critical Injury.
89-90 Snob: the character is an arrogant snob. During most social situations, add b to Charm
and Negotiation skill checks.
91-92 Sterile: the character is incapable of reproducing.
93-94 Superstitious: the character fears and distrusts anything associated with the spiritual or
supernatural. Add b to all Charm and Negotiation skill checks made with someone known to
the character to be involved in any spiritual or supernatural undertakings. The character adds
b to all Discipline skill checks based on spiritual or supernatural fears.
95-96 Too Honest: the character has trouble lying convincingly. Adds automatic f on all Deception
skill checks.
97-98 Twitch: the character has a repetitive motion that he makes in times of stress, and it’s a dead
giveaway as to his identity. Examples include a nervous cough, constantly wringing his
hands, cracking your knuckles and so on.
99-00 Yellow-Bellied: the character lacks courage. Your strain threshold is reduced by 1, you can
never take the first PC slot in combat, and you add b to all Leadership and Coercion checks.
However, your concern for your life enables you to always find cover wherever you are, and
your Ranged Defense is always increased by 1.

25 Character Motivation
PAUL M. N. HAAKONSEN

SKILLS

"THEY'RE NOT DEAD EXACTLY, THEY'RE JUST...


SORT OF ROTTING"
– Dead Alive

RIGHT SKILLS FOR THE JOB


Skills represent what your character excels at COMBAT SKILLS
doing; the more ranks in a skill, the better your • Brawl
character performs that skill. Anytime your • Gunnery
character does something that has a possibility • Melee
of failure (and that failure has some negative • Ranged [Heavy]
consequences for your character), your character • Ranged [Light]
makes a skill check to see if they succeed or not.
The skills are divided into four different GENERAL SKILLS
groups of skills; combat, general, knowledge and • Athletics
social. This is further detailed in the Genesys • Computers
Core Rulebook for your reference. • Cool
Playing in the Dead End setting means that • Coordination
not all skills listed in the Genesys Core • Discipline
Rulebook are available. The skills listed below • Driving
is the complete skill list available for player • Leadership
characters. • Mechanics
• Medicine

26 Skills
PAUL M. N. HAAKONSEN
• Operating
• Perception
• Piloting
• Resilience
• Skulduggery
• Stealth
• Streetwise
• Survival
• Vigilance

KNOWLEDGE SKILLS
• Knowledge

SOCIAL SKILLS
• Charm
• Coercion
• Deception
• Negotiation

27 Skills
PAUL M. N. HAAKONSEN

TALENTS

"THEY'RE US. WE'RE THEM AND THEY'RE US"


– Night of the Living Dead

ignoring Critical Injuries).


EVERYONE'S GOT TALENT Listed below is a complete list of available
Talents generally represent specialized
techniques that a character has mastered, talents in the Dead End setting. For easy
typically through intense practice and study. A refering, all talents from the Genesys Core
character is likely to be more successful when Rulebook have also been included in this book.
engaged in actions for which they have Each talent belongs in one of five tiers, as
appropriate talents. detailed in the Genesys Core Rulebook. The
Generally, skills are what your character uses higher the tier, the more XP it costs for your
to perform a task. If your character wants to character to purchase the talent, and the more
climb a wall, they use the Athletics skill. Talents, beneficial or powerful the talent will be.
on the other hand, modify how a character uses Some talents are better than others. They may
that skill (such as rerolling a failed Athletics have more exciting abilities or just better
check when attempting to climb that wall). mechanical boosts for your character. To balance
Talents may also modify some of your these talents out and create an opportunity for
character's other attributes (such as changing characters to progress toward better abilities,
their wound threshold), or perform actions this system sets different talents at different
normally not allowed by the rules (such as tiers.
Each tier determines how much a talent costs

28 Talents
PAUL M. N. HAAKONSEN
in experience points. which means
your character can take them more than once.
• Tier 1: Each talent costs 5 XP. • Rules: These are the rules that describe what
• Tier 2: Each talent costs 10 XP. the talent does.
• Tier 3: Each talent costs 15 XP.
• Tier 4: Each talent costs 20 XP.
• Tier 5: Each talent costs 25 XP.
AVAILABLE TALENTS
These talents are unique to the Dead End
The following is a breakdown of each talent. setting and are detailed below. The talents are
Each part of a talent entry conveys specific readily available to anyone who can fulfill any
information. prerequisites in terms of Tier availability. Please
• Name: Every talent has a name, making it notice that the GM has the final saying on
easy for you to refer to the talent, and hopefully whether or not a new talent is available in his or
providing you a bit of colorful description as her particular campaign, so remember to check
well! before with the GM before you spend all your
• Tier: Each talent belongs in hard earned experience points.
one of five tiers, as detailed in the For easier reference, the talents from the
Genesys Core Rulebook. The Genesys Core Rulebook are reprinted in this
higher the tier, the more XP it costs book. The reason for this is to make it far easier
for your character to purchase the and simpler for you, as a player and GM, to
talent. look up talents without having to juggle
• Activation: Some talents, once two books.
chosen, constantly apply to your
character; these are passive
talents. Toughened, which
increases your character’s
wound threshold, is one such
talent. Once you buy it,
your character always has
a higher wound threshold.
Other talents are active,
which means you choose
when your character uses the
talent. Natural, for example,
lets you reroll one check in a
game session, and you choose
when your character uses it. If a
talent is active, it has additional
details in parentheses describing
how much time and effort it takes
for your character to use the
talent. Finally, you can use most
talents only on your character’s
turn, but some talents can be used
during another character’s turn.
These talents have the “out of turn”
descriptor.
• Ranked: Some talents are ranked,

29 Talents
DEAD END

TIER 1
TALENT RANKED SUMMARY
Adaptable Flanker No Designate one Engaged target, allies gain b on combat checks
made against this foe.
All-Terrain Driver No Ignore penalties for difficult terrain when using Driving skill.
Bad Cop Yes Spend aa on Coercion or Deception check to upgrade ally's
subsequent Social skill check against the target.
Black Market Contact Yes Reduce rarity of goods by 1 at increase cost by 50%.
Bought Info No Succeed on Knowledge check by spending cash on the info.
Brace Yes Remove b from skill check imposed by environment.
Bullrush No Spend aaa or x to knock target prone within one range band.
Call 'Em No Do not add bb to Aim Maneuvers at specific target.
Catch Off-Guard No Do not suffer imposed t when using improvised melee weapons.
Catfall Yes Add b to Athletics / Coordination check to reduce damage from
falling, and reduce wound and strain damage by 1.
Cave Dweller Yes Remove f from checks to find dangers in subterranean area.
Challenge! Yes Force adversaries to target you in combat.
Clever Retort No Add automatic tt to opponent's Social skill check.
Code Breaker Yes Remove b from checks to break codes or decrypt communications.
Complimentary Insight No Add bb when using the Assisting Maneuver instead of b.
Construction Specialist Yes Remove b on checks to build engineering projects.
Crack Shot No Opponent's cover does not impose b on your ranged attack.
Creative Design Yes Add a on crafting checks, but equal amount of t.
Dauntless No Increase wound threshold by 2.
Defensive Sysops No Add bb to attempts to hack your computer system.
Desperate Recovery No Heal two additional strain at end of encounter if over half of strain
threshold.
Duelist No Add b against single opponent, add b if Engaged with 3 or more.
Durable Yes Reduce the result of Critical Injury by 10, to a minimum of 1.
Expert Tracker Yes Remove b from check to find or follow tracks at 50% less time.
Extra Ammo No Cannot run out of ammunition of a y result.
Familiar Sky No Hard (ddd) Knowledge check to gain useful information on
environment.
Forager No Remove bb from skill checks to find food, water and shelter.
Friend of the Night No Remove b from checks imposed by darkness.
Ghost Steps Yes Throw your movement sounds to originate from other location.
Good Cop Yes Spend aa on Charm or Negotiation check to upgrade ally's
subsequent Social skill check against the target.

Talents 30
PAUL M. N. HAAKONSEN

Grit Yes Increase your strain threshold by one.


Hamstring Shot No Halve your Ranged damage in order to Immobilize your target.
Hidden Storage Yes Hidden storage in vehicle or equipment to hold 1 encumbrance.
Iron Soul No If carrying 2 Encumbrance or less heal all strain at end of
encounter.
Jump Up No Stand up from seated or prone position as an Incidental.
Kill With Kindness Yes Remove b from all Charm and Leadership checks.
Knack For It Yes Remove bb from any one selected skill.
Know Somebody Yes Reduce rarity of item when purchasing.
Knowledge Specialization Yes Spend x to gain additional s on Knowledge checks.
Let's Ride No Mount or dismount from vehicle or steed as an Incidental.
Museum Worthy No Hard (ddd) Knowledge check to gain information on a relic,
ruin or piece of history.
Never Outnumbered Yes Hard (ddd) Coercion check to give all foes in Short range an
automatic t on all skill checks.
Night Person Yes Add b and a to Perception checks between 6 p.m. and 6 a.m.
One With Nature No May use Survival instead of Discipline or Cool to recover strain.
Painful Blow No Increase difficulty of combat check, on a successful combat check
inflict 2 strain on opponent everytime it performs a Maneuver.
Parry Yes Suffer strain to parry a Brawl or Melee attack and reduce the
damage before applying Soak.
Party Animal No Add b to all skill checks while intoxicated.
Physician Yes Heal additional strain when using Medicine skill.
Plausible Deniability Yes Remove b from Coercion and Deception checks.
Prone Mastery No Attacks against you while prone do not incur the usual b bonus.
Proper Upbringing Yes Add a to your Social skill checks.
Quick Draw No Draw or holster item as Incidental, reduce weapon Prepare quality.
Quick Strike Yes Add b to checks against opponent who has not yet acted.
Rapid Reaction Yes Add automatic s to Vigilance or Cool check for Initiative.
Rapid Recovery Yes Heal 1 additional strain after end of an encounter.
Redundant Systems No Easy (d) Mechanics check to use components from functional
item to repair a broken item, without breaking the functional item.
Researcher Yes Remove b from Knowledge checks, research time reduced by 50%.
Respected Yes Downgrade Social skill checks with specific groups/factions.
Second Wind Yes Heal strain during an encounter.
Shake It Off No Gain on b all checks if Engaged to ally with Shake It Off talent.
Signature Vehicle No Increase Mechanics checks on your “Signature Vehicle”.
Silver Palm Yes Negotiation is a career skill, add b to Negotiation skill checks.

31 Talents
DEAD END

Skilled Jockey Yes Remove b from Driving and Piloting skills.


Smooth Talker Yes Spend x on Charm, Coercion, Deception or Negotiation to gain
additional s.
Solar Powered Yes Add b and a to Perception checks between 6 a.m. and 6 p.m.
Solid Repairs Yes Repair 1 additional point of hull trauma.
Soothing Tone No Average (dd) Knowledge check to allow animal/beast to recover
additional strain.
Steady Nerves Yes Remove b from Cool and Skulduggery checks.
Street Slang Yes Suffer strain to add a on Social skill checks with seedy persons.
Strong Arm No Increase range of thrown weapon by one range band.
Surgeon Yes Heal additional wounds when using Medicine skill.
Swift No Move unhindered through difficult terrain.
Thug No Add b to Initiative and automatic a on Coercion checks.
Toughened Yes Increase your wound threshold by 2.
Tumble No Suffer 2 strain to move to Short range of engaged adversary.
Uncanny Reactions Yes Add b to all Vigilance checks.
Uncanny Senses Yes Add b to all Perception checks.
Undying Fate No Discern wound and strain status of a character or adversary.
Unremarkable No Others add f to checks made to identify you.
Vow of Abstinence No Add bb to Resilience checks against poisons and drugs.
Vow of Chastity No Add b to resist Charm and Coercion checks.
Vow of Purity No Add bb to Resilience checks to resist diseases.
Warrior Instincts Yes Add automatic s to Initiative checks.
Wheel and Deal Yes Gain 10% more currency on legal dealings.

TIER 2
TALENT RANKED SUMMARY
Adroitness No Reduce time to perform specific General skill by 25%.
Alluring Yes Add automatic a to all Social skill checks.
Animal Expertise Yes Add b on all skills when interacting with animal/beast.
Anticipate Dodge Yes Add b to combat checks against target using Dodge talent.
Barrage Yes Add 1 damage to Gunnery and Ranged [Heavy] skill at Long and
Extreme range.
Basic Military Training No Athletics, Ranged [Heavy] and Resilience skills are career skills.
Blackmail No Spend 1 Story Point to convince NPC to perform a task.
Bullwark No Parry to reduce Brawl/Melee damage on an Engaged ally.
Burly Yes Reduce weapon's Cumbersome quality and Encumbrance by 1.

Talents 32
PAUL M. N. HAAKONSEN

Child at Heart No Decrease difficulty of Social skill check when interacting with child.
Command Yes Add b to Leadership. Affected targets add b to Discipline checks.
Concussive Attack Yes Spend aa to add b on target's Intellect and Willpower checks.
Conditioned Yes Remove b from Athletics and Coordination. Reduce falling
damage by one.
Confidence Yes Decrease difficulty of Discipline checks to avoid fear.
Coordinated Assault Yes Automatic a to combat checks per rank in Leadership.
Counteroffer No Negotiation vs Discipline check to stagger a non-nemesis
opponent.
Cutting Question No When making Coercion check, may use Deception skill instead.
Daring Aviator Yes Add t to Driving / Piloting skill check to add equal number of s.
Debilitating Shot No Spend aa to reduce maximum speed of hit vehicle.
Deceptive Taunt No May force an adversary to focus attacking the character.
Defensive Stance Yes Upgrade difficulty of Brawl and Melee combat checks against you.
Defensive Sysops No Add s and t to Defensive Sysops check instead of bb.
(Improved)
Dirty Tricks No Upgrade adversary's next skill check upon a Critical Injury.
Disorient Yes Spend aa to Disorient opponent.
Distracting Behavior Yes Give Engaged opponent's automatic t on skill checks.
Dual Wielder No Decrease difficulty of using two weapons simultaneously.
Dynamic Fire No Suffer 2 strain to reduce difficulty of Ranged while Engaged.
Enforcer No When dealing strain damage with Brawl or Melee attempt
Coercion check to demoralize opponent and add b to his skills.
Exploit Yes Suffer 2 strain to add Ensnare quality to Melee combat check.
Fan the Hammer No Add Auto-Fire quality to pistol, but immediately run out of ammo.
Fancy Paint Job No Upgrade all Charm, Deception and Negotiation checks once within
Engaged range of Signature Vehicle.
Fearsome Yes Engaged adversaries must make fear check if in Engaged range.
Feral Strength Yes Add +1 damage to Brawl and Melee combat checks.
Fighter's Stance No Suffer 1 strain to ignore the penalties of Guarded Stance.
Fine Tuning Yes Reduce 1 additional system strain when reducing system strain on
a vehicle.
Flash of Insight No x on Knowledge checks adds additional bb to the check.
Fleet of Foot No Take a free movement Maneuver once per encounter.
Freerunning No Suffer 1 strain to move to any location within Short range.
Gearhead Yes Remove from Mechanics, time to apply attachments is 50% less.
Go Without No Once per session have the right tools for a job.
Grapple No Suffer 2 strain to have adversaries spend 2 Maneuvers to
disengage.

33 Talents
DEAD END

Hard-Headed Yes Daunting (dddd) Discipline check to remove Staggered or


Disoriented status.
Heightened Awareness No Give allies b or bb to Perception and Vigilance according to
range.
Heroic Recovery No Spend 1 Story Point to recover strain equal to specific characteristic.
Hold Together No Spend 1 Story Point to turn damage on vehicle into system strain.
Hunter No Ranged [Heavy] and Survival skill become career skills.
Hunter's Quarry No Hard (ddd) Survival check to upgrade attacks against opponent
within Long range.
Impaling Strike No Immobilize opponent on a Critical Injury with a Melee attack.
Improved Defenses No Average (dd) Survival check to fashion a small defense.
Inspiring Rhetoric No Average (dd) Leadership check to heal strain on allies.
Inventor Yes Add b to check to construct or modify existing items.
Knockdown No Spend x to knock opponent prone with Brawl or Melee attack.
Know the Enemy No May make Knowledge check for determining Initiative.
Know-It-All No Perfectly recall an important fact as if having spent 1 Story Point.
Known Schematic No Hard (ddd) Knowledge check to get familiarity with building or
vessel.
Knows the Ropes No Add b to escape restraints, spend x to free allies in Short range.
Light Step No Cannot accidentally trigger floor traps or mines.
Loom No Add a to Engaged ally's Charm, Deception or Negotiation check.
Lucky Strike No Spend 1 Story Point to add damage equal to a characteristic.
Outdoorsman Yes Remove b from difficult terrain movement. Decrease overland
travel time by 50%.
Overstocked Ammo Yes Increase value of Limited Ammo on Signature Vehicle weapons.
Multiple Opponents No Add b to Brawl and Melee checks when fighting multiple foes.
One With the Shadows No In shadows or darkness add b to Initiative checks and all combat
checks against you have b.
Opening Tap No Open lock without tools at a twice increased difficulty.
Pack Initiative No Add automatic s to Initiative if ally has Pack Initiative talent.
Physical Training Yes Add b to Athletics and Resilience checks.
Pride and Joy No Upgrade all Social checks once in Short range of Signature Vehicle.
Quick Draw (Improved) No Use Quick Draw twice per turn, and reduce the Prepare quality of a
weapon by 2.
Rapid Reload Yes Reduce a weapon's Prepare quality to reload.
Reckless Charge No Suffer 2 strain to add ss and tt on Brawl or Melee attack.
Reconstruct the Scene No Hard (ddd) Perception check to identify physical characteristics
of a person present at scene within 24 hours.
Researcher (Improved) Yes On successful Knowledge check, character and allies add automatic

Talents 34
PAUL M. N. HAAKONSEN

a to all skill checks.


Resist Disarm No Suffer 2 strain to avoid being disarmed or have weapons damaged
or destroyed.
Scathing Tirade No Average (dd) Coercion check to inflict strain to enemies.
Scavenger Yes Remove b from checks to scavenge, reduce time needed by 50%.
Selective Detonation Yes Spend a on weapon with Blast quality to exclude person in blast.
Sense Danger No Remove bb from any one skill once per session.
Sense Emotions No Add b to all Charm, Coercion and Deception checks.
Shortcut Yes Add b to checks to catch or escape an opponent.
Side Step Yes Upgrade difficulty of all Ranged combat checks made against you.
Stalker Yes Add b to all Coordination and Stealth checks.
Stunning Blow No Melee attacks may inflict strain damage instead of wound damage.
Sundering Strike No The cost of triggering Sunder quality is one a less.
Suppressing Fire Yes Spend a on failed combat check to inflict strain on opponent.
Technical Aptitude No Spend aa or x on Computers check to reduce the time by 50%
Threaten Yes Suffer 3 strain to inflict strain upon opponent within Short range.
Time to Go No Spend 1 Story Point to move into cover or out of blast range of a
weapon or explosion.
Tinkerer Yes Add 1 additional hard point to items.
Touch of Fate No Add bb to any one skill check once per session.
Unarmed Parry No May parry Brawl and Melee attacks while unarmed.
Unstoppable No Do not receive Critical Injury on a Critical Injury result of 01.
Vehicle Combat Training No Driving, Gunnery and Piloting become career skills.
Widow-Maker No Deal 1 additional damage against Nemesis adversaries, remove b
from Social skills when dealing with Nemesis adversaries.

TIER 3
TALENT RANKED SUMMARY
Acrobatic Strike No Suffer 3 strain and make a Hard (ddd) Coordination check to
add bb on Brawl or Melee combat check against an opponent.
Ambush No Add damage equal to Stealth when benefiting from cover.
Animal Companion Yes Gain a special animal companion.
Armor Master No Increase Soak by 1 when wearing armor.
Backstab No Attack unaware adversary for additional damage using
Skulduggery skill instead of Melee.
Bad Press No Hard (ddd) Deception check to reduce strain threshold of
members of a specific faction.
Barrel Roll No Reduce damage to vehicle at the cost of system strain.

35 Talents
DEAD END

Blind Spot No You and allies in Short range add a to combat checks while
benefiting from cover.
Blindsense Yes Ignore b from darkness within Short range.
Body Guard Yes Suffer strain to upgrade attacks against an Engaged ally.
Bullheaded No Add b to checks against fear, cannot become Disoriented.
Capital Sendoff No Hard (ddd) Cool check to make 2 vehicles suffer minor collision.
Center of Being Yes Increase critical rating against you by 1 when wielding melee
weapon with Defensive quality.
Chopshop Expertise Yes Average (dd) Knowledge check to reduce cost and time of
repairs of vehicles.
Chosen Foe Yes Gain b on combat checks and +1 Defense against one target, take
bb on combat checks against others and they add b against you.
Combat Veteran No Add b to Brawl and Discipline checks.
Confidence (Improved) No Spend a on fear check to give allies in Short range automatic s on
the same fear check.
Congenial Yes Suffer strain to downgrade or upgrade difficulty of Charm or
Negotiation checks.
Constant Vigilance No Use Vigilance to determine Initiative.
Counterattack No Activate item quality when using Improved Parry.
Creative Killer No Reduce critical rating by 2 with improvised weapon.
Customized Cooling Unit Yes Increase system strain threshold by 2 on Signature Vehicle.
Daredevil Yes Add b to skill checks that is of Hard (ddd) difficulty or greater.
Daring Turn No Suffer 2 strain to negate the effects of Gain the Advantage.
Defy Death No Immune to fear effects, allies in Short range gain b to fear checks.
Disarm No Spend aa or x with Brawl or Melee attack to disarm opponent.
Disarming Smile Yes Make Charm check to lower Defense rating of an opponent.
Distinctive Style No Add ss and tt to Computers checks to hack a system.
Dodge Yes Suffer strain to upgrade difficulty of combat checks targeting you.
Double of Nothing No Suffer 2 strain to double the amount of a on a skill check with
increased difficulty of one.
Dual Strike No Suffer 2 strain instead of using aa to hit with secondary weapon.
Eagle Eyes No Increase your weapon's range band by one.
Easy Prey No Suffer 3 strain to add bb to combat checks at Immobilized foes.
Encoded Communique No Upgrade difficulty to decrypt your coded messages.
Encouraging Words No Suffer 1 strain to assist Engaged ally's next skill check.
Eye for Detail Yes Suffer strain to convert s to a on Mechanics or Computers check.
Fear the Shadows No Hard (ddd) Deception check to make minion group or rival flee.
Fearsome Reputation Yes Add a to Coercion skill checks.

Talents 36
PAUL M. N. HAAKONSEN

Feint Yes Spend x or aaa on a failed Brawl or Melee combat check to


upgrade opponent's combat check.
Field Commander No Average (dd) Leadership check for allies to perform a Maneuver.
Fire Control No All combat checks made from vehicle count target's Silhouette as 1
larger.
Flick of the Wrist No Add s and a to combat check if drawing a one-handed weapon.
Forgot to Count? No Spend tt on opponent's combat check to run out of ammunition.
Formation Tactics No Hard (ddd) Leadership check to upgrade combat checks against
all allies within Short range.
Fortified Structure Yes Increase hull trauma by 1 on Signature Vehicle.
Freerunning (Improved) No Suffer 4 strain to move anywhere within Medium range.
Frenzied Attack Yes Suffer strain to upgrade Brawl or Melee combat checks.
Full Stop No Bring piloted vehicle to speed zero immediately at 1 system strain.
Full Throttle No Hard (ddd) Driving / Piloting check to increase top speed by 1.
Greased Palms Yes Pay 50 currency to upgrade Social skill check once.
Grenadier Yes Spend 1 Story Point to trigger Blast quality without using aa,
and increase range of grenades to Medium range.
Harass No Animal companion may forego inflicting damage on foe to
upgrade difficulty of the target's next check instead.
Hard-Boiled Yes Spend a when recovering strain to recover 1 wound.
Heroic Resilience Yes Spend 1 Story Point to increase Soak.
Heroic Will No Ignore effects of Critical Injuries on two characteristics.
Hindering Shot Yes Spend 1 Story Point to increase difficulty of Gunnery, and inflict
system strain to a moving vehicle.
Hit the Deck No Increase Soak by 1 against explosive weapons.
Hunter's Quarry No Suffer 2 strain to perform Hunter's Quarry as Maneuver instead of
(Improved) as an Action.
Informant No Reveal a contact who can shed light on a chosen subject.
Inspiring Rhetoric No Allies affected by Inspiring Rhetoric add b to all skill checks.
(Improved)
Interjection No Average (dd) Vigilance check on another character's failed Social
check, add s or f equal to s, and a or t equal to a.
Intimidating Yes Suffer strain to downgrade or upgrade Coercion checks.
Iron Body Yes Remove b from Coordination and Resilience. Reduce critical
rating on Brawl combat checks by 1.
Lady Killer / Maneater No Deal 1 additional damage against members of the opposite sex, add
b to Social skill checks against members of the opposite sex.
Larger Project Yes Can have Signature Vehicles of 1 larger Silhouette.
Lethal Blows Yes Add +10 to Critical Injury results.
Life or Death No When at half wound threshold or greater, add b to combat checks.

37 Talents
DEAD END

Lone Wanderer No All combat checks have b against you, increase your Encumbrance
threshold.
Lucky Start No Suffer 3 strain to re-roll Cool or Vigilance for Initiative.
Mind Over Matter No Spend 1 Story Point to recover strain equal to Willpower.
Natural No Choose two skills and re-roll one skill check per session.
Nobody's Fool Yes Increase difficulty of Charm, Coercion and Deception checks
against you.
Opportunist Yes Suffer strain to convert s to a on non-combat skill check.
Outside the Box No Use other characteristic for making one skill check.
Overwhelm Defenses Yes Spend aa to reduce Defense on vehicle.
Painkiller Specialization Yes Heal 1 additional wound when using painkiller.
Pack Rat No Items with Encumbrance 2 or less weight half their weight.
Parry (Improved) No Spend y or ttt to make parried attack hit the attacker.
Pin No Opposed Athletics check to Immobilize an Engaged opponent.
Pinning Fire Yes Opponent within range suffers b to skill checks and 1 strain.
Plausible Deniability No Hard (ddd) Coercion check to convince bystander to depart.
(Improved)
Point Blank Yes Increase damage with Ranged [Heavy] and Ranged [Light] at
Engaged and Short range.
Point Blank Shot Yes Ignore increased difficulty on ranged weapon in Engaged range.
Powerful Blast Yes Increase damage by 1 to damage dealt by Blast quality.
Precision Strike No Change a Critical Injury result to Easy (d) result at 1 strain cost.
Preemptive Avoidance No Spend 1 Story Point to disengage from opponent as out-of-turn
Incidental.
Pressure Point No Deal strain damage with Brawl attack, deal additional strain
damage equal to ranks in Medicine.
Pride and Joy (Improved) No Recover additional strain within your Signature Vehicle.
Resourceful Refit No Average () Mechanics check to scavenge attachment for parts to
construct a new attachment at reduced cost.
Scathing Tirade No Enemies affected by Scathing Tirade add b to all skill checks.
(Improved)
Seize the Initiative No Hard (ddd) Athletics check to let other PCs take their turn
immediately.
Sense Advantage No Add bb to one NPCs skill check.
Share Pain No Reduce damage on animal companion, the character suffers the
wounds instead.
Shortcut (Improved) No Suffer 2 strain to add s to check during a chase.
Shotgun Surgeon No Wielding a shotgun gives it a Pierce 1 quality for you.
Sixth Sense No Increase Ranged Defense value by 1.
Skilled Teacher Yes Suffer strain to add s to ally's skill check within Short range.

Talents 38
PAUL M. N. HAAKONSEN

Smart Handling No Hard (ddd) Knowledge check to increase Handling of vehicle of


Silhouette 4 or bigger.
Sound Investments Yes Gain 100 currency units at start of each session.
Staggering Critical No You also Stagger your opponent when inflicting a Critical Injury.
Stalwart No Forefeit Defense rating to add to Soak value instead.
Stim Application No Increase a characteristic by one by the expense of 4 strain.
Stonewall No Brawl and Melee checks targeting you have b, cannot be knocked
prone by such attacks.
Strong Back Yes Increase Encumbrance threshold by 2.
Studious Plotting No May use Intellect instead of Cunning while navigating with
Streetwise or Survival skill.
Stunning Blow No Spend x to Stagger opponent when dealing strain damage with
(Improved) Brawl or Melee attack.
Sunder Expertise No Damage item two steps instead of one when using Sunder quality.
Super Slam! No Weapons with Knockdown quality require one less a to activate.
Superior Reflexes No Increase Melee Defense value by 1.
Talk the Talk No Substitute Knowledge checks with Streetwise skill.
Time to Go (Improved) No Allow 1 ally to perform out-of-turn Maneuver to move into cover
or out of range of an explosion.
Tricky Target No Count piloted vehicle as one Silhouette lower when attacked.
Trust the Captain Yes Hard (ddd) Leadership check to increase allies' ranks in
Discipline check within Short range.
Tuned Maneuvering Parts Yes Increase the Handling of Signature Vehicles by 1.
Twin Warriors No +1 Melee Defense and b to Brawl checks for allies with this talent.
Twisted Words No Suffer 1 strain to inflict strain on another character's failed Social
skill check.
Up the Ante Yes Win 10% more money currency when gambling.
Utility Belt No Spend 1 Story Point to produce an undocumented item.
Valuable Facts No Add automatic x to ally skill check.
Well-Rounded No Choose 2 skills, they permanently become career skills.

TIER 4
TALENT RANKED SUMMARY
Action Boost Yes Spend 1 Story Point to flip positive die to adjacent side.
Anatomy Lessons No Spend 1 Story Point to add damage equal to Intellect to attack.
Armor Master (Improved) No When wearing armor with Soak 2+ increase Defense rating by 1.
Assassin Strike No Spend 1 Story Point to disengage from opponent as Incidental.
Back-to-Back No Add b to your and allies in Engaged range combat checks.

39 Talents
DEAD END

Body Guard (Improved) No When your protected ally is hit, you can suffer the hit instead.
Bolstered Armor Yes Increase Armor value by 1 of Signature Vehicle.
Brilliant Evasion No Make opposed Driving or Piloting check to stop opponent from
attacking your vehicle.
Can't We Talk About No Prevent target from attacking you.
This?
Capital Sendoff No When performing Capital Sendoff targets suffer major collision
(Improved) instead.
Careful Planning No Introduce a “fact” into the narrative as if spent 1 Story Point.
Center of Being No Suffer 1 strain to use Center of Being as an Incidental.
(Improved)
Commanding Presence No Make a Cool vs. Discipline check to make adversary within Short
range leave the encounter.
Comrades In Arms No Hard (ddd) Discipline check to grant you and allies within
Medium range +1 Defense rating.
Deadeye No Select the outcome of your Critical Injuries within same severity.
Deadly Accuracy No Add ranks of combat skill as damage to attack.
Death Rage No +2 damage to Brawl and Melee by per sustained Critical Injury.
Defensive Yes Increase Melee and Ranged Defense Rating by 1.
Defensive Driving Yes Add b to combat checks against vehicle piloted by you.
Discredit No Hard (ddd) Deception check to upgrade character's Social skill
check.
Distracting Behavior No Distracting Behavior Maneuver adds automatic tt on NPC skill
(Improved) checks if targeting your allies.
Don't Shoot! No Cannot be targeted by combat checks on a Hard (ddd) Charm
check.
Double or Nothing No Doubles up the remaining s after resolving a skill check.
(Improved)
Double-Talk No Spend aa or x on Charm or Deception check to Disorient
opponents within Short range.
Dreadful Carnage No Hard (ddd) Coercion check when incapacitating an enemy to
Stagger foes in Short range.
Enduring Yes Increase your Soak Rating by 1.
Field Commander No Spend x on Field Commander to let ally take an Action.
(Improved)
Flurry of Blows No Suffer strain to add Linked quality to Brawl or Melee attack.
Formation Tactics No Reduce difficulty of Formation Tactics to Average (dd). Spend x
(Improved) or aaaaaa to have effect last the entire encounter.
Fortune Favors the Bold No Suffer 2 strain to move GM Story Point to Player Story Point pool.
Full Throttle (Improved) No Suffer 1 strain to perform Full Throttle as a Maneuver, and reduce
difficulty to Average (dd).

Talents 40
PAUL M. N. HAAKONSEN

How Convenient! No Hard Mechanics (ddd) check to have 1 device spontaneously


fail.
In the Know No Make opposed Deception vs. Vigilance check to have target NPC
believe false intelligence.
Incite Rebellion No Hard (ddd) Cooercion check to make minions and rivals
become rebellious.
Inspiring Rhetoric No Use Inspiring Rhetoric as a Maneuver instead of as an Action.
(Supreme)
It's Not That Bad No Hard (ddd) Medicine check to prevent ally from gaining Critical
Injury.
Jury Rigged Yes Modify a personal weapon or armor.
Life or Death (Improved) No Upgrade your combat checks when you are at are wounded to half
or more of your wound threshold.
Mad Inventor No Cobble together a function item from spare parts.
Moving Target Yes If you have already acted this turn increase Ranged Defense rating.
Not Today No Spend 1 Story Point to prevent Signature Vehicle from being
destrouyed.
Offensive Driving No Suffer system strain to upgrade target's next Driving check.
Overbalance No Spend y or ttt on Engaged foe's combat check to Stagger foe.
Persistent Attacker Yes Spend aa on successful combat check to upgrade next combat
check against the same adversary.
Pinning Fire (Improved) No Affect additional targets with Pinning Fire.
Precise Aim Yes Suffer strain to reduce adversary's Defense rating.
Precision Strike No Change a Critical Injury result to Average (dd) result at the cost
(Improved) of 2 strain.
Prey On the Weak Yes Add +1 damage against Disoriented targets.
Pride and Joy (Surpreme) No Reduce Silhouette of Signature Vehicle by 2, to a minimum of 0.
Prime Positions Yes You and allies in Short range gain +1 Soak when in cover.
Prophetic Aim No While aiming, y cannot result in hitting an Engaged ally.
Pyromaniac No Increase Burn quality by +1 on weapon with Burn quality.
Rain of Death No Ignore the increased difficulty due to Auto-fire quality.
Reinforced Frame No Signature Vehicle gains Massive 1 quality, Critical ratings on
weapons against the vehicle count as 1 higher.
Resolve Yes Suffer 1 less strain when voluntarily suffering strain.
Savage Sweep No Increase difficulty of Brawl or Melee combat check and spend aa
to strike an additional Engaged opponent.
Savvy Negotiator No Hard (ddd) Negotiation check to make observers see opponent's
sides as maliciously unreasonable.
Scathing Tirade No Use Scathing Tirade as a Maneuver instead of as an Action.
(Supreme)
Second Chances Yes Select positive dice and re-roll them.

41 Talents
DEAD END

Seen a Lot of Things No Spend aaa to attempt a new Knowledge check next turn on a
failed attempt.
Showboat No Suffer 2 strain to gain x on success or y on failure on a check
while in a vehicle.
Skilled Slicer No Spend x to make further Computer checks within system as
Maneuvers.
Sniper Shot Yes Increase ranged weapon's range by 1 range band by upgrading the
difficulty of the skill check.
Sorry About the Mess No Decrease Critical Rating against foe that has not yet acted.
Spitfire No Additional hit with two weapons can be dealt to other target.
Spray and Pray No Deal only 50% damage to allies accidentally hit in combat.
Steady Aim No Do not lose the benefit of Aim Maneuver by performing other
Maneuvers or Actions.
Stim Application No Stim Application is an Incidental instead of an Action. Reduce the
(Improved) strain cost of using the Stim Application Incidental to 1.
Street Smarts Yes Formidable (ddddd) Streetwise or Knowledge check to get
vital clue from GM.
Supporting Evidence Yes Add automatic a to Charm, Deception, Leadership or Negotiation
checks when assisting an ally.
Targeted Firepower No Hard (ddd) Knowledge check to grant allies in Short range
automatic a on attacks against target.
That's How It's Done Yes Suffer 1 strain to give allies in Short range automatic a on usage of
the same skill.
True Aim Yes Benefit from aiming and upgrade your ranged combat check.
Trust No One No Suffer 1 strain to add automatic t when targeted by a Social skill
check. Take immediate Maneuver as out-of-turn Incidental on a y.
Unbelievable Luck No If sufficient Story Points in the player's pool add b to all skill
checks.
Unrelenting No Suffer 4 strain to make a second Brawl or Melee attack against the
same adversary at increased difficulty.
Unrelenting Skeptic No Add automatic f to check when targeted by Deception.
Weak Foundation No Hard (ddd) Knowledge check for you and your allies to add
automatic s or aa on combat checks targeting the structure.
Wise Warrior No Spend 1 Story Point to use any characteristic for a combat check.
Works Like a Charm No Use Presence instead of other characteristic for skill check.

TIER 5
TALENT RANKED SUMMARY
Action Boy No Add an additional Story Point to the player pool.
Action Surge No Spend 1 Story Point to perform an additional Maneuver or Action.

Talents 42
PAUL M. N. HAAKONSEN

Agent 47 No Roll twice for Critical Injury and select one result while hidden.
Armor Master (Surpreme) No Suffer 3 strain to reduce result of Critical Injury by 10 per Soak.
Baleful Gaze No Spent 1 Story Point to upgrade opponent's combat check within
Medium range.
Biggest Fan No Hard (ddd) Charm check to turn NPC into biggest fan.
Body Guard (Surpreme) No May protect Engaged characters equal to ranks in Resilience.
Comrades In Arms No Spend x or aaa for you an ally to gain +1 Soak rating.
(Supreme)
Coordinated Dodge No Spend 1 Story Point to add f to combat checks against you.
Critical Mastery No Spend 1 Story Point to inflict two effects on a Critical Injury result.
Crushing Blow No Suffer 4 strain to give Melee weapon Breach 1 and Knockdown.
Custom Loadout No Add mount for weapon on Signature Vehicle.
Dedication Yes Increase a characteristic by 1 point, to a maximum of 5.
Double or Nothing No Double all x and y on Double or Nothing Incidental result.
(Surpreme)
Dumb Luck No Suffer 3 strain to spend aaa to change y result to f result.
Evasion No While in Guarded Stance attempt to negate a single successful
Brawl or Melee attack against you.
Finish Him! No Incapacitate any adversary that is Staggered.
Friendly Foe No Spend 1 Story Point to change y to f on combat check to avoid
hitting an ally Engaged with target.
Full Throttle (Supreme) No Full Throttle increases vehicle's top speed by 2, not 1.
Heavy Hitter No Add Breach 1 quality to attack with Ranged [Heavy] or Gunnery.
Indomitable No Spend 1 Story Point to prolong your incapacitation until next turn.
Inspiring Leadership No Hard (ddd) Leadership check to give allies in Short range
automatic s.
Intense Focus No Suffer 1 strain to upgrade skill check once.
Just Kidding! No Spent 1 Story Point to ignore y on Social skill check of ally within
Short range.
Let's Talk This Over No Daunting (dddd) Charm check to turn potential combat
encounter into Social encounter.
Life or Death (Supreme) No Life or Death activates when taking wounds equal to one quarter of
wound threshold.
Master No Reduce the difficulty of one skill by two.
Master Demolitionist No Spend a or x to extend Blast quality to Short range.
Master Driver/Pilot No Suffer 2 strain to perform vehicle Action as Maneuver instead.
Master Grenadier No Reduce a cost to activate Blast quality.
Master Instructor No Suffer 2 strain for ally in Short range to have ranks in Discipline
equal to your ranks in Discipline.
Master Merchant No Suffer 2 strain to buy or sell goods at an additional 25% of cost.

43 Talents
DEAD END

Mind Over Body No May attempt to heal 2 Critical Injuries in a week.


Most Impressive No Spend x on any skill to give allies in Short range automatic a.
Now the Master No Immitate one talent of another character for an encounter.
Precision Strike No Suffer 3 strain to change a Critical Injury result to a Hard (ddd)
(Supreme) result.
Retribution No Spend 1 Story Point to automatically hit adversary that successfully
hits an ally within Medium range of you.
Ricochet No Spend y on opponent's attack to have the attack ricochet back and
hit the attacker instead.
Ruinous Repartee No Inflict strain upon one opponent, you heal the same amount of
strain.
Stim Application No Increase additional characteristic on a x result.
(Supreme)
Superhuman Skill No Spend 1 Story Point to change y to s equal to ranks in the skill.
Thorough Assessment No Hard (ddd) Knowledge check to gain additional b.
Unmatched Fortune No Spend 1 Story Point to set aside a x and roll one more c die.
Unrelenting Skeptic No Spend 1 Story Point when targeted by a failed Deception check to
(Improved) add y to the result.
Whirlwind No Suffer 4 strain to increase difficulty of Brawl or Melee combat check
and hit all Engaged adversaries.
Wise Warrior (Improved) No Allow ally in Short range to use the same characteristic for attack.
Zealous Fire No Heal 2 strain whenever the GM spends 1 Story Point.

TALENT DESCRIPTIONS ACTION BOY


The rest of chapter four details each individual Tier: 5
talent in great detail. Each talent is presented on Activation: Passive
the list in alphabetical order, not by tier order. Ranked: No
Action Boy (or Action Girl depending on your
character's gender) allows you to add an
ACROBATIC STRIKE additional Story Point to the player pool.
Tier: 3
Activation: Active (Action)
Ranked: No ACTION BOOST
Your dexterous maneuvers and skilled Tier: 4
acrobatics allow you to slip past a foe's defenses Activation: Active (Incidental)
and deliver an accurate strike against him. You Ranked: Yes
must attempt at a Hard (ddd) Coordination You have the ability to alter your luck
check as part of your attack. Whether or not this drastically in dire circumstances. Spend one
Coordination check succeeds or fails, you suffer Story Point to flip a positive dice to any adjacent
3 strain. If you succeed, you gain a bb bonus side. For each rank beyond the first, Action
on the Brawl or Melee combat check that you Boost applies to an additional positive die.
make against that foe as long as the attack
occurs before the end of your current turn.

Talents 44
PAUL M. N. HAAKONSEN

ACTION SURGE attack while you are hidden, you may roll twice
Tier: 5 for a Critical Injury effect and select whichever
Activation: Active (Incidental) you prefer.
Ranked: No
You can spend 1 Story Point to take an extra ALL-TERRAIN DRIVER
Action or Maneuver in a turn, either before or Tier: 1
after your regular actions. This would allow you Activation: Passive
to surpass the limitation of 2 Maneuvers per Ranked: No
turn. Do not suffer usual penalties for driving
through difficult terrain when using the Driving
ADAPTABLE FLANKER skill.
Tier: 1
Activation: Active (Incidental) ALLURING
Ranked: No Tier: 2
When you and an ally team up against a foe, Activation: Active (Action)
you know how to maximize the threat your ally Ranked: Yes
poses to ruin your target's defenses. As an Others have an inexplicable urge to believe
Incidental, you designate a single opponent as your every word. Add automatic a to Charm,
the target of this talent. When you are in Coercion, Deception, Leadership and
Engaged range with the chosen target, you Negotiation skill checks per rank of Alluring.
grant a b to combat checks other make against
this particular target. AMBUSH
Tier: 3
ADROITNESS Activation: Active (Maneuver)
Tier: 2 Ranked: No
Activation: Passive Once per turn while benefiting from cover,
Ranked: No may make the Ambush Maneuver. Add damage
When first acquired, choose a General skill. equal to Stealth skill to one hit of next successful
When making a check with that skill, reduce the combat check against a target within Short
time required by 25%. The GM may determine range before the end of the turn.
that this talent may not be used with certain
skills or activities. ANATOMY LESSONS
Tier: 4
ADVERSARY Activation: Active (Incidental)
Tier: None Ranked: No
Activation: Passive After a successful attack with a personal (non-
Ranked: No vehicle) weapon, you may spend 1 Story Point
Upgrade the difficulty of any combat checks to add damage equal to your Intellect to one hit
targeting this character once per rank of of the attack.
Adversary.
This talent is only accessible to NPCs. ANIMAL COMPANION
Tier: 3
AGENT 47 Activation: Passive
Tier: 5 Ranked: Yes
Activation: Active (Incidental) Your character creates a bond with a single
Ranked: No animal approved by your GM. This animal must
Whenever you score a Critical Injury with an be Silhouette 0 (no larger than a mid-sized dog).

45 Talents
DEAD END
The bond persists as long as your character ANTICIPATE DODGE
chooses, although at your GM’s discretion, the Tier: 2
bond may also be broken due to abusive Activation: Active (Incidental)
treatment or other extenuating circumstances. Ranked: Yes
As long as the bond persists, the animal Your knowledge of mobility and your attack
follows your character, and you dictate the prowess allow you to thwart elusive opponents.
animal’s overall behavior (although, since the You automatically know whether a creature you
animal is only bonded with the character, not can is benefiting from the Dodge talent. You
dominated, it may still perform inconvenient gain a b bonus per rank of Anticipate Dodge on
actions such as scratching furniture, consuming combat checks against a target that is using the
rations, and marking territory). Once per turn in Dodge talent. This bonus cannot exceed the
structured encounters, your character may ranks of Dodge the creature is using.
spend one Maneuver to direct their animal in
performing one Action and one Maneuver
ARMOR MASTER
during your character’s turn. The animal must
Tier: 3
be within hearing and visual range of
Activation: Passive
your character (generally Medium
Ranked: No
range) to do this. Otherwise, the
When wearing armor, increase total Soak
animal does not contribute to the
value by 1.
encounter. The specifics of its
behavior are up to you and your
GM. ARMOR MASTER (IMPROVED)
For every additional rank of Tier: 4
Animal Companion your Activation: Passive
character has, increase the Ranked: No
allowed Silhouette of the Your character must have purchased the
companion by one (this may Armor Master talent to benefit from this
mean your character gets a talent. When wearing armor with a
new companion, or their Soak value of 2 or higher, increase
companion grows in size). Defense by 1.
This talent can also change in
flavor depending on the nature ARMOR MASTER (SUPREME)
of your game setting. While an Tier: 5
animal companion may make Activation: Active (Incidental, Out-of-Turn)
sense in many settings, in a Ranked: No
futuristic setting it may make Your character must have purchased the Armor
more sense for the “animal” to be Master (Improved) talent to benefit from this
a robot or drone, for example. talent. Once per turn, when the character
suffers a Critical Injury, he may suffer 3
strain to take the Armor Master incidental.
ANIMAL EXPERTISE
Tier: 2 If he does he reduces the Critical Injury
Activation: Passive result that he suffers by 10 per point of his
Ranked: Yes Soak, to a minimum of 1.
Add b per rank of Animal Expertise to all
checks when interacting with beast or animals
(including combat checks). Add +10 to Critical
Injury results against beasts or animals per rank
of Animal Expertise.

Talents 46
PAUL M. N. HAAKONSEN

ASSASSIN STRIKE make a Hard (ddd) Deception check. On


Tier: 4 success, organization members have their strain
Activation: Active (Incidental) thresholds reduced by 1, plus 1 per sss, until
Ranked: No the end of the session. When he does this, the
After making a successful Brawl or Melee player must explain how the PC disseminated
check, may spend a Story Point to disengage the propaganda such that it has affected his
from an opponent as an Incidental. targets. The chosen organization must be
narrow and cohesive enough to be affected by
bad publicity.
BACK-TO-BACK
Tier: 4
Activation: Passive BALEFUL GAZE
Ranked: No Tier: 5
While engaged with one or more allies, your Activation: Active (Incidental, Out-of-Turn)
character and allies they are Engaged with add Ranked: No
b to combat checks. If one or more allies When targeted by combat check from within
Engaged with your character also have the Medium range, may spend a Story Point to
Back-to-Back talent, the effects are cumulative to upgrade the difficulty of the check a number of
a maximum of bb. times equal to ranks in Coercion.

BACKSTAB BARRAGE
Tier: 3 Tier: 2
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: Yes
Your character may use this talent to attack an Add 1 damage per rank of Barrage to one hit
unaware adversary using a Melee weapon. A of successful attack while using Ranged [Heavy]
Backstab is a Melee attack, and follows the or Gunnery skills at Long or Extreme range.
normal rules for performing a combat check (see
page 101 of the Genesys Core Rulebook), using BARREL ROLL
the character's Skuduggery skill instead of Tier: 3
Melee. If the check succeeds, each uncanceled s Activation: Active (Incidental, Out-of-Turn)
adds +2 damage (instead of the normal +1). Ranked: No
Your character can only use this talent while
BAD COP piloting an airplane of Silhouette 3 or less. When
Tier: 1 your vehicle suffers a hit from a ranged combat
Activation: Passive check, after damage is calculated but before
Ranked: Yes Armor is applied, your character may have their
May spend aa from a Deception or vehicle suffer 3 system strain to use this talent.
Coercion check to upgrade ability of a single Then, reduce the damage suffered by a number
ally’s subsequent Social Interaction check equal to their ranks in Piloting.
against the target a number of times equal to
ranks in Bad Cop. BASIC MILITARY TRAINING
Tier: 2
BAD PRESS Activation: Passive
Tier: 3 Ranked: No
Activation: Active (Action) Athletics, Ranged [Heavy], and Resilience are
Ranked: No now career skills for your character.
Once per session, choose an organization and

47 Talents
DEAD END

BIGGEST FAN BLINDSENSE


Tier: 5 Tier: 3
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: Yes
Once per session, may take a Biggest Fan As long as your character can hear, you may
Action; make a Hard (ddd) Charm check to ignore b imposed by darkness or blindness
turn one NPC into the character’s biggest fan. within Short range. Each additional rank
The exact effects of this vary depending on the increases range.
NPC and the situation. They can include
drastically decreasing the difficulty of Social BODY GUARD
Interaction skill checks the character makes Tier: 3
targeting his biggest fan, the fan being willing to Activation: Active (Maneuver)
perform minor or even significant favors for the Ranked: Yes
character, or the character even becoming a Once per turn, may suffer a number of strain
reoccurring ally in the narrative. At the CM’s no greater than ranks in Body Guard to use this
discretion, this talent may not be able to target talent. Choose one ally Engaged with your
certain NPCs whose adversarial nature is vital character; until the end of your character's next
to the plot, or NPCs who would be unable to turn, upgrade the difficulty of all combat checks
appreciate the character’s work. targeting that ally a number of times equal to
the strain suffered.
BLACK MARKET CONTACT
Tier: 1 BODY GUARD (IMPROVED)
Activation: Active (Incidental) Tier: 4
Ranked: Yes Activation: Passive
When purchasing illegal goods, may reduce Ranked: No
rarity by 1 per rank of Black Market Contacts, Your character must have purchased the Body
increasing cost by 50 percent of base cost per Guard talent to benefit from this talent. Once per
reduction. session, when an ally protected by the Body
Guard Maneuver suffers a hit, suffer the hit
BLACKMAIL instead.
Tier: 2
Activation: Active (Incidental, Out-of-Turn) BODY GUARD (SUPREME)
Ranked: No Tier: 5
When an NPC exceeds his strain threshold, Activation: Passive
may spend 1 Story Point to convince that NPC Ranked: No
to perform a single task of choice instead. Your character must have purchased the Body
Guard (Improved) talent to benefit from this talent.
BLIND SPOT Body Guard Maneuver may protect a number of
Tier: 3 Engaged characters up to ranks in Resilience.
Activation: Passive
Ranked: No BOLSTERED ARMOR
Your character, and allies within Short range, Tier: 4
add automatic a to combat checks they make Activation: Passive
while benefiting from cover. Ranked: Yes
Your character must have purchased the Signature
Vehicle talent to benefit from this talent. Increase
the Armor value of Signature Vehicle by 1 per

Talents 48
PAUL M. N. HAAKONSEN
rank of Bolstered Armor. BULLHEADED
Tier: 3
BOUGHT INFO Activation: Passive
Tier: 1 Ranked: No
Activation: Active (Action) Your stubbornness and determination is
Ranked: No legendary. You are exceptionally headstrong
When making a Knowledge skill check, and difficult to sway from your course. You add
your character can instead use this b to skill checks against fear effects.
talent to spend an amount of currency Furthermore, you cannot become Disoriented.
equal to fifty times the difficulty of the
check and automatically succeed on BULLRUSH
the knowledge check with one Tier: 1
uncanceled s (instead of Activation: Active (Incidental)
rolling). At your GM’s Ranked: No
discretion, your character may When your character makes a Brawl or
not be able to use Bought Info Melee combat check after using a Maneuver to
if the information is engage a target, you may spend aaa or
particularly sensitive or x to use this talent to knock the target prone
difficult to find, or buying it and move them up one range band away
doesn’t make narrative sense. from your character.

BRACE BULLWARK
Tier: 1 Tier: 2
Activation: Active (Maneuver) Activation: Active (Incidental, Out-of-
Ranked: Yes Turn)
As a Maneuver, the character Ranked: No
may Brace himself. This allows Your character must have purchased the
a character to remove b per Parry talent to benefit from this talent. While
rank of Brace from the next wielding a weapon with the Defensive
skill check based on changing quality, your character may use Parry to
conditions, inclement weather, reduce the damage of an attack targeting an
unstable surfaces, zero gravity, Engaged ally.
heavy gravity, or other
disruptive physical obstacles
that would make a skill check
BURLY
Tier: 2
more difficult.
Activation: Passive
Ranked: Yes
BRILLIANT EVASION Reduce any wielded weapon’s Cumbersome
Tier: 4 quality and Encumbrance rating by a number
Activation: Active (Action) equal to ranks in Burly to a minimum of 1.
Ranked: No
Once per vehicle encounter, your character
may take Brilliant Evasion Action. Select 1
CALL 'EM
Tier: 1
opponent and make Opposed Driving or
Activation: Passive
Piloting check to stop opponent from attacking
Ranked: No
character for rounds equal to Agility.
Do not add bb to combat checks due to the
use of the Aim Maneuver if targeting a specific

49 Talents
DEAD END
object or location. CAREFUL PLANNING
Tier: 4
CAN'T WE TALK ABOUT THIS? Activation: Active (Incidental)
Tier: 4 Ranked: No
Activation: Active (Action) Once per game session, the character can
Ranked: No choose to introduce a “fact: or additional context
Your character can use this talent to make an directly into the narrative as if he had spent a
opposed Charm or Deception versus Discipline Story Point.
check targeting a single non-nemesis adversary
within Medium range. If the check succeeds, the CATCH OFF-GUARD
target cannot attack your character (or perform Tier: 1
hostile actions against your character) until the Activation: Passive
end of their next turn. You may spend aa to Ranked: No
increase the length of the effect by one Foes are surprised by your skilled use of
additional turn, and spend x to extend the unorthodox and improvised weapons. You do
benefits to all of their identified allies within not suffer any t penalties for using an
Short range. improvised Melee weapon.
The effect ends immediately if your character
or a known ally attacks the target. In addition,
CATFALL
your GM may rule that some targets are
Tier: 1
immune to this ability. An automated sentry
Activation: Passive
turret, for example, has no interest in resolving a
Ranked: Yes
conflict through talking, nor would someone
When rolling Athletics or Coordination to
consumed by rage and the desire for revenge
reduce damage from falling, add b. In addition,
against your character.
reduce damage and strain suffered from a fall
by 1 per rank of Catfall.
CAPITAL SENDOFF
Tier: 3
CAVE DWELLER
Activation: Active (Action)
Tier: 1
Ranked: No
Activation: Passive
Take a Capital Sendoff Action targeting two
Ranked: Yes
vehicles at Close range; make a Hard (ddd)
After your character makes a Perception,
Cool check to cause the targets to suffer a minor
Vigilance, or Knowledge check to notice,
collision.
identify, or avoid a threat in a cavern,
subterrean ruin, or similar location, your
CAPITAL SENDOFF (IMPROVED) character cancels a number of uncanceled f no
Tier: 4 greater than your character's ranks in Cave
Activation: Passive Dweller.
Ranked: No
Your character must have purchased the Capital
CENTER OF BEING
Sendoff talent to benefit from this talent. When
Tier: 3
performing a Capital Sendoff, the targets suffer
Activation: Active (Maneuver)
a major collision instead.
Ranked: Yes
While wielding a weapon with the Defensive
quality, your character may perform a Center of
Being maneuver. Until the beginning of your
character’s next turn, whenever an enemy

Talents 50
PAUL M. N. HAAKONSEN
makes a melee attack targeting them, the critical or to add attachments or modifications to one. If
rating of the enemy’s weapon counts as 1 higher successful, the cost and time for repairs is
per rank of Center of Being. reduced by 20% for each rank of Chopshop
Expertise to a minimum of 100 units of currency
CENTER OF BEING (IMPROVED) and one day.
Tier: 4
Activation: Passive CHOSEN FOE
Ranked: No Tier: 3
Your character must have purchased the Center of Activation: Active (Incidental)
Being talent to benefit from this talent. Suffer 1 Ranked: Yes
Strain to use a Center of Being Maneuver as an At the expense of attention to other
Incidental. distractions, you focus on a single opponent to
give you a decided advantage while fighting
CHALLENGE! against him. Once during your turn, as an
Tier: 1 Incidental, you can designate a single opponent.
Activation: Active (Maneuver) You gain on b per rank of Chosen Foe on all
Ranked: Yes combat checks you make against this opponent.
Once per encounter, your character may use a You also gain 1 Defense Rating against this
Maneuver to use this talent to choose a number opponent, this doesn't increase with ranks in
of adversaries within Short range no greater Chosen Foe, however. The effects last until the
than your character's ranks in Challenge! (a end of your next turn.
minion group counts as a single adversary for In exchange, you take bb on combat checks
this purpose). You have to succeed on a against other opponents, and other opponents
Coercion check against the adversaries to make gain a b on combat checks against you.
use of the talent. Until the encounter ends or
your character is incapacitated, these CLEVER RETORT
adversaries add b to combat checks targeting Tier: 1
your character and bb to combat checks Activation: Active (Incidental, Out-of-Turn)
targeting other characters. Ranked: No
Once per encounter, your character may use
CHILD AT HEART this talent to add automatic aa to another
Tier: 2 character’s Social skill check.
Activation: Active (Incidental)
Ranked: No CODE BREAKER
The Child at Heart talent improves your Tier: 1
interactions with children (and even some Activation: Passive
adults at the GMs option), allowing you to Ranked: Yes
decrease the difficulty on a single Social You remove b per rank of Codebreaker from
interaction skill check involving a child. your attempts to break codes or decrypt
communications.
CHOPSHOP EXPERTISE
Tier: 3 COMBAT VETERAN
Activation: Active (Action) Tier: 3
Ranked: Yes Activation: Passive
Your character may make an Average (dd) Ranked: No
Knowledge check when at a dry dock, Add b to all Brawl and Discipline skill checks.
mechanics garage, etc. with suitable personnel
and equipment to conduct repairs to a vehicle,

51 Talents
DEAD END

COMMAND in Arms talent to benefit from this talent. Spend x


Tier: 2 or aaa when performing Comrades in Arms
Activation: Passive to also gain +1 Soak or give one affected ally +1
Ranked: Yes Soak.
Add b per rank of
Command when making CONCUSSIVE ATTACK
Leadership checks. Affected Tier: 2
targets add b to Discipline Activation: Active (Incidental)
checks for next 24 hours. Ranked: Yes
Your attacks can damage your opponent's
COMMANDING PRESENCE ability to think clearly. On a successful attack
Tier: 4 you can spend aa to imposes a b penalty on
Activation: Active (Action) the target's Intellect and Willpower skill checks
Ranked: No for 1 turn. For each rank beyond the first in
Once per session, may take Concussive Attack, you extend the duration by
Commanding Presence 1 turn.
Action; make an opposed
Cool vs. Discipline check to CONDITIONED
force target within Short Tier: 2
range to leave the encounter. Activation: Passive
Ranked: Yes
COMPLIMENTARY INSIGHT The character removes b per rank of
Tier: 1 Conditioned from his Athletics and
Activation: Active Coordination checks. He reduces the damage
(Incidental, Out-of-Turn) and strain suffered from falling by 1 per rank of
Ranked: No Conditioned.
You get more out of having
skills that work well together CONFIDENCE
with others. You add bb when using the Tier: 2
assist option, instead of the normal b. Activation: Passive
Ranked: Yes
COMRADES IN ARMS May decrease difficulty of Discipline checks to
Tier: 4 avoid fear by 1 per rank of Confidence, to a
Activation: Active (Action) minimum of Easy (d).
Ranked: No
Once per encounter, make a Hard (ddd) CONFIDENCE (IMPROVED)
Discipline check. If successful, your character Tier: 3
plus one ally per s within Medium range gains Activation: Passive
+1 Defense for the remainder of the encounter. Ranked: No
Effects end if affected targets move beyond Your character must have purchased the
Medium range. Confidence talent to benefit from this talent. May
spend a on a fear check to steady the nerves of
COMRADES IN ARMS (IMPROVED) allies making the same fear check. If the
Tier: 5 character does so each ally within Short range
Activation: Passive who makes the fear check adds automatic s
Ranked: No equal to the character’s rank in Confidence.
Your character must have purchased the Comrades

Talents 52
PAUL M. N. HAAKONSEN

CONGENIAL a combat check, may spend 1 Story Point to add


Tier: 3 f equal to ranks in Coordination to the combat
Activation: Active (Incidental) check.
Ranked: Yes
May suffer a number of strain to downgrade COUNTERATTACK
difficulty of Charm or Negotiation checks or Tier: 3
upgrade difficulty when target by Charm or Activation: Active (Incidental, Out-of-Turn)
Negotiation checks, by an equal number Strain Ranked: No
suffered this way cannot exceed ranks in Your character must have purchased the Improved
Congenial. Parry talent to benefit from this talent. When your
character uses the Improved Parry talent to hit
CONSTANT VIGILANCE an attacker, they may also activate an item
Tier: 3 quality of the weapon they used as if they had
Activation: Passive generated aa on a combat check using that
Ranked: No weapon.
May always use Vigilance when making
checks to determine Initiative. COUNTEROFFER
Tier: 2
CONSTRUCTION SPECIALIST Activation: Active (Action)
Tier: 1 Ranked: No
Activation: Passive Once per session, your character may use this
Ranked: Yes talent to choose one non-nemesis adversary
Your character removes one b per rank of within Medium range and make an opposed
Construction Specialist from checks made to Negotiation versus Discipline check. If
construct bases, defense works, positions, successful, the target becomes Staggered until
fortifications, tunnels, bunkers, and similar the end of their next turn.
combat engineering projects. At your GM’s discretion, you may spend x on
this check to have the adversary become an ally
COORDINATED ASSAULT until the end of the encounter. However, the
Tier: 2 duration of this may be shortened or extended
Activation: Active (Maneuver) depending on whether your GM feels your offer
Ranked: Yes is appealing to the adversary and whether your
Once per turn, your character may use this character follows through on their offer!
talent to have a number of allies engaged with
your character equal to your ranks in CRACK SHOT
Leadership add a to all combat checks they Tier: 1
make until the end of your character’s next turn. Activation: Passive
The range of this talent increases by one band Ranked: No
per rank of Coordinated Assault beyond the You are skilled at making well-placed shots at
first. targets behind cover. When you make a Ranged
combat check against an opponent behind
cover, the target's cover does not give you any
COORDINATED DODGE
b on your combat check.
Tier: 5
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Dodge
talent to benefit from this talent. When targeted by

53 Talents
DEAD END

CREATIVE DESIGN Vehicle talent to benefit from this talent. May add
Tier: 1 one mount for a weapon or piece of equipment
Activation: Passive (approved by the GM).
Ranked: Yes
As part of resolving a successful crafting CUSTOMIZED COOLING UNIT
check, your character may also apply a result Tier: 3
equivalent to spending a number of a equal to Activation: Passive
their ranks in Creative Design. The GM may Ranked: Yes
then apply a result equivalent to the same Your character must have purchased the Signature
number of t. Vehicle talent to benefit from this talent. Increase
the system strain threshold of Signature Vehicle
CREATIVE KILLER by 2 per rank of Customized Cooling Unit.
Tier: 3
Activation: Passive CUTTING QUESTION
Ranked: No Tier: 2
Reduce the critical rating of improvised Activation: Active (Incidental)
weapons by 2 (to a minimum of 1). Ranked: No
Once per encounter, when making a Coercion
CRITICAL MASTERY skill check, the character may use Deception
Tier: 5 skill instead.
Activation: Active (Incidental)
Ranked: No DAREDEVIL
Your Critical Injuries cause two additional Tier: 3
effects. When you score a Critical Injury, you Activation: Active (Incidental)
can spend a Story Point, and you can apply the Ranked: Yes
effects of two Critical Injuries in addition to the Once per session, when performing a skill
damage dealt. You must roll twice to determine check of Hard (ddd) or higher difficulty, you
the effects of the Critical Injuries. Note that you add b to your roll for every rank of Daredevil
do not add +10 to the second Critical Injury your character has.
from the first determined result when using this
talent. DARING AVIATOR
Tier: 2
CRUSHING BLOW Activation: Active (Incidental)
Tier: 5 Ranked: Yes
Activation: Active (Incidental) Before your character makes a Driving or
Ranked: No Piloting check, they may add a number of t to
Once per session after rolling a Melee attack the results to use this talent to add an equal
but before resolving the check, your character number of s. The number may not exceed your
may suffer 4 strain to use this talent. While character’s ranks in Daring Aviator.
resolving the check, the weapon gains the
Breach 1 and Knockdown item qualities. DARING TURN
Tier: 3
CUSTOM LOADOUT Activation: Active (Maneuver)
Tier: 5 Ranked: No
Activation: Passive When an opponent has Gained the Advantage
Ranked: No on a vehicle being piloted, may spent 2 strain
Your character must have purchased the Signature perform a Daring Turn Maneuver to remove the

Talents 54
PAUL M. N. HAAKONSEN
effects. Injuries due to their frenzied behavior.)

DAUNTLESS DEBILITATING SHOT


Tier: 1 Tier: 2
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
You can stand up to greater punishment than Upon successful attack with a vehicle weapon,
most and still keep on going. When you select may spend aa to reduce the maximum speed
this talent, you increase your wound threshold of the target by 1 until the end of the next turn.
with 2. This talent stacks with the Toughened
talent. However, the Dauntless talent is not DECEPTIVE TAUNT
ranked, and thus cannot be selected multiple Tier: 2
times. Activation: Active (Action)
Ranked: No
DEADEYE Once per session, may make Deceptive Taunt
Tier: 4 Action. Make opposed Deception check. If
Activation: Active (Incidental) successful, one adversary must attack the
Ranked: No character during adversary’s next turn.
After your character inflicts a
Critical Injury with a ranged DEDICATION
weapon and rolls the result, Tier: 5
your character may suffer 2 Activation: Passive
strain to use this talent. Then, Ranked: Yes
you may select any Critical Each rank of Dedication increases one of
Injury of the same severity to apply your character’s characteristics by one. This
to the target instead. talent cannot increase a characteristic above 5.
You cannot increase the same characteristic
DEADLY ACCURACY with Dedication twice.
Tier: 4
Activation: Passive DEFENSIVE
Ranked: No Tier: 4
Choose one combat skill. The Activation: Passive
character may add his ranks in Ranked: Yes
that combat skill as additional Each rank of Defensive increases your
damage to one hit of a successful character’s Melee Defense and Ranged
attack made with that skill Defense by one.
made with non-vehicle
weapons.
DEFENSIVE DRIVING
Tier: 4
DEATH RAGE Activation: Passive
Tier: 4 Ranked: Yes
Activation: Passive Increase the Defense of any vehicle your
Ranked: No character pilots by one per rank of Defensive
Your character adds +2 damage to Brawl and Driving.
Melee attacks for each Critical Injury they are The specifics of this talent require the optional
currently suffering. (Your GM may also impose vehicle rules, on page 220 in the Genesys Core
additional penalties on Social skill checks your Rulebook. If your game does not use these
character makes if they are suffering Critical

55 Talents
DEAD END
rules, this talent adds b per rank to combat DESPERATE RECOVERY
checks targeting your character’s vehicle or your Tier: 1
character while piloting it. Activation: Passive
Ranked: No
DEFENSIVE STANCE Before your character heals strain at the end of
Tier: 2 an encounter, if their strain is more than half of
Activation: Active (Maneuver) their strain threshold, they heal two additional
Ranked: Yes strain.
Once per turn, your character may suffer a
number of strain no greater than their ranks in DIRTY TRICKS
Defensive Stance to use this talent. Then, until Tier: 2
the end of your character’s next turn, upgrade Activation: Active (Incidental)
the difficulty of all Brawl and Melee combat Ranked: No
checks targeting your character a number of After your character inflicts a Critical Injury
times equal to the strain suffered. on an adversary, they may use this talent to
upgrade the difficulty of that adversary's next
DEFENSIVE SYSOPS skill check.
Tier: 1
Activation: Passive DISARM
Ranked: No Tier: 3
When attempting to defend a computer Activation: Passive
system against intrusion (or when someone Ranked: No
attempts to hack a computer owned or May spend x or aa with a successful Brawl
programmed by your character) your character or Melee check to disarm an opponent.
adds bb to their opponent’s checks. If your
character has access to the computer system
when the intrusion takes place, they are
DISARMING SMILE
Tier: 3
automatically aware of the intrusion.
Activation: Active (Action)
Ranked: Yes
DEFENSIVE SYSOPS (IMPROVED) Take the Disarming Smile action; succeed at
Tier: 2 an opposed Charm check against a target within
Activation: Active (Incidental) Short range to lower all defenses of a target by
Ranked: No ranks in Disarming Smile until the end of the
Your character must have purchased the Defensive encounter.
Sysops talent to benefit from this talent. Before
adding bb from Defensive Sysops to a check,
DISCREDIT
use this talent to add f and t to the results of
Tier: 4
the check instead.
Activation: Active (Action)
Ranked: No
DEFY DEATH Once per encounter, take the Discredit Action,
Tier: 3 make a Hard (ddd) Deception check to
Activation: Passive upgrade the difficulty of one character’s social
Ranked: No checks once, plus once for every aa, until the
You fear nothing. Not the undead, not death, end of the encounter.
not the unknown, nothing. You are immune to
fear effects, and you confer a b to fear checks to
all allies within Short range.

Talents 56
PAUL M. N. HAAKONSEN

DISORIENT Melee, Ranged [Heavy] or Ranged [Light]


Tier: 2 combat check, they may suffer a number of
Activation: Passive strain no greater than their ranks in Dodge to
Ranked: Yes use this talent. Then, upgrade the difficulty of
After hitting with combat check, may spend the combat check targeting your character a
aa to Disorient target for number of turnss number of times equal to the strain suffered.
equal to ranks in Disorient.
DON'T SHOOT!
DISTINCTIVE STYLE Tier: 4
Tier: 3 Activation: Active (Action)
Activation: Active (Incidental) Ranked: No
Ranked: No Once per session as an Action, make a Hard
When making a Computers check to hack a (ddd) Charm check. On a success, cannot be
system or break into a secured network, before target of combat checks until the end of the
rolling, your character may use this talent to encounter or until making a combat check.
add ss and tt to the results.
If you are using the optional hacking rules on DOUBLE OR NOTHING
page 232 in the Genesys Core Rulebook and Tier: 3
your check generates tt, your GM should Activation: Passive
spend it on the I Know You! option in Table I.2- Ranked: No
22 on page 234 in the Genesys Core Rulebook. Suffer 2 strain to perform the Double or
Nothing Incidental to increase the difficulty of
DISTRACTING BEHAVIOR the next check by one. Then, after canceling
Tier: 2 opposing symbols, double the amount of
Activation: Active (Maneuver) remaining a.
Ranked: Yes
Make a Distracting Behavior Maneuver and DOUBLE OR NOTHING (IMPROVED)
suffer strain no greater than ranks in Deception. Tier: 4
Until the beginning of next turn, equal number Activation: Passive
of Engaged NPC’s suffer t on checks. Range Ranked: No
increases with additional ranks. Your character must have purchased the Double or
Nothing talent to benefit from this talent. When
DISTRACTING BEHAVIOR (IMPROVED) performing the Double or Nothing Incidental,
Tier: 4 after canceling opposing symbols, also double
Activation: Passive the amount of remaining s.
Ranked: No
Your character must have purchased the DOUBLE OR NOTHING (SUPREME)
Distracting Behavior talent to benefit from this Tier: 5
talent. The Distracting Behavior Maneuver Activation: Passive
inflicts tt on NPC’s checks when NPC’s Ranked: No
target character’s allies. Your character must have purchased the Double or
Nothing (Improved) talent to benefit from this talent.
DODGE When performing the Double or Nothing
Tier: 3 Incidental, also double the number of x and y.
Activation: Active (Incidental, Out-of-Turn)
Ranked: Yes
When your character is targeted by a Gunnery,

57 Talents
DEAD END

DOUBLE-TALK DUELIST
Tier: 4 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Spend aa or x from a successful Charm or Your character adds b to his Brawl and Melee
Deception check to Disorient a number of combat checks while Engaged with a single
opponents within Short range equal to opponent. Your character adds b to his Brawl
your character’s Presence for the or Melee combat checks while engaged with
remainder of the turn and the next two three or more opponents.
turns.
DUMB LUCK
DREADFUL CARNAGE Tier: 5
Tier: 4 Activation: Active (Maneuver)
Activation: Active (Incidental) Ranked: No
Ranked: No You can survive situations that should kill
Incapacitating or slaying an you. When you roll a y result on any skill
enemy demoralizes your other check, you can spend aaa from the same
nearby foes. Whenever you skill check to change the y result to a f
cause an enemy to exceed his result. Using this talent is taxing on your
wound threshold, you can system and costs you 3 strain, and you can
make a Hard (ddd) Coercion only use once a per session.
check to stagger all enemies
Short range as an Incidental. DURABLE
Enemies that cannot see both Tier: 1
you and the enemy you incapacitated Activation: Passive
are unaffected. Ranked: Yes
Your character reduces any Critical Injury
DUAL STRIKE result they suffer by 10 per rank of Durable, to a
Tier: 3 minimum of 01.
Activation: Active (Incidental)
Ranked: No DYNAMIC FIRE
When resolving a combined check to Tier: 2
attack with two weapons in combat, your Activation: Active (Incidental)
character may suffer 2 strain to use this Ranked: No
talent to hit with the secondary weapon (instead When making a Ranged [Heavy] or Ranged
of spending aa). [Light] attack while engaged with an opponent,
may suffer 2 strain to reduce the difficulty of the
DUAL WIELDER Ranged combat check by one, to a minimum of
Tier: 2 Easy (d).
Activation: Active (Maneuver)
Ranked: No EAGLE EYES
Your character may use this talent to decrease Tier: 3
the difficulty of the next combined combat Activation: Active (Incidental)
check (see Two-Weapon Combat, on page 108 in Ranked: No
the Genesys Core Rulebook) they make during Once per encounter before making a ranged
the same turn by one. combat check, you may use this talent to
increase your weapon’s range by one range

Talents 58
PAUL M. N. HAAKONSEN
band (to a maximum of Extreme range). This turns equal to aa on the combat check,
lasts for the duration of the combat check. minimum of 1 turn.

EASY PREY EVASION


Tier: 3 Tier: 5
Activation: Active (Maneuver) Activation: Active (Incidental, Out-of-Turn)
Ranked: No Ranked: No
Your character may suffer 3 strain to use this Your speed, agility, and talent for intelligent
talent. Until the start of your character's next fighting allow you to avoid your opponent's
turn, your character and allies within short blows. You take careful stock of an opponent
range add bb to combat checks against and slip away from his blow just as he commits
Immobilized targets. to the attack. While in Guarded Stance, you can
attempt to negate a single Brawl or Melee attack,
ENCODED COMMUNIQUE as an Incidental. To do so, you must make a
Tier: 3 Brawl or Melee attack (depending on if you are
Activation: Passive unarmed or armed) attack roll and beat the
Ranked: No attacker's result. A tie falls in favor of the
Upgrade the difficulty of checks to decrypt attacker.
this character’s coded messages without the
proper cipher a number of times equal to EXPERT TRACKER
Computers skill. Tier: 1
Activation: Passive
ENCOURAGING WORDS Ranked: Yes
Tier: 3 You remove b per rank of Expert Tracker
Activation: Active (Incidental, Out-of-Turn) from your checks to find or follow tracks.
Ranked: No Survival checks made to track targets take 50%
After an Engaged ally fails a check, may suffer less time than normal (this does not decrease
1 strain to assist that ally’s next check this with additional ranks of Expert Tracker).
encounter as an out-of-turn Incidental.
EXPLOIT
ENDURING Tier: 2
Tier: 4 Activation: Active (Incidental)
Activation: Passive Ranked: Yes
Ranked: Yes When your character makes a combat check
Each rank of Enduring increases your with a Melee weapon, they may suffer 2 strain
character’s Soak value by one. 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.
ENFORCER
Tier: 2
Activation: Active (Incidental) EXTRA AMMO
Ranked: No Tier: 1
You are skilled at causing fear in those you Activation: Passive
brutalize. Whenever you deal strain damage Ranked: No
with a Brawl or Melee combat check, you can Cannot run out of ammo due to a y result.
make an Coercion check to demoralize your Items with Limited Ammo quality run out of
target as an Incidental. If you are successful, the ammo as normal.
target suffers b to skill checks for a number of

59 Talents
DEAD END

EYE FOR DETAIL or rival to flee the encounter.


Tier: 3
Activation: Active (Incidental) FEARSOME
Ranked: Yes Tier: 2
After making a Mechanics or Computers Activation: Passive
check, may suffer strain up to ranks in Eye for Ranked: Yes
Detail to convert that many s to a. When an non-nemesis adversary becomes
Engaged with the character, the character may
FAMILIAR SKY force the adversary to make a fear check, with
Tier: 1 the difficulty equal to the character’s ranks in
Activation: Active (Maneuver) Fearsome.
Ranked: No
Once per session, may perform a Familiar Sky FEARSOME REPUTATION
maneuver; make a Hard (ddd) Knowledge Tier: 3
check to reveal the current type of environment Activation: Passive
and other useful information. Ranked: Yes
Add a to results of Coercion checks equal to
FAN THE HAMMER ranks in Fearsome Reputation.
Tier: 2
Activation: Active (Incidental) FEINT
Ranked: No Tier: 3
Once per encounter before making a combat Activation: Passive
check with a pistol (your GM has the final say Ranked: Yes
on whether a weapon is a pistol or not), your Spend x or aaa generated on a missed
character may use this talent to add the Auto- Brawl or Melee attack to upgrade difficulty of
fire quality to the pistol when resolving the opponent’s next attack targeting character by
check. If your character does, the weapon runs ranks in Feint.
out of ammo exactly as with an Out of Ammo
result (see page 104 in the Genesys Core FERAL STRENGTH
Rulebook). Tier: 2
Activation: Passive
FANCY PAINT JOB Ranked: Yes
Tier: 2 Add +1 damage to Brawl and Melee combat
Activation: Passive checks per rank in Feral Strength.
Ranked: No
Your character must have purchased the Signature FIELD COMMANDER
Vehicle talent to benefit from this talent. Upgrade Tier: 3
all Charm, Deception, and Negotiation checks Activation: Active (Action)
made in Engaged range of Signature Vehicle Ranked: No
once. Your character may use this talent to make an
Average (dd) Leadership check. If successful,
FEAR THE SHADOWS a number of allies equal to your character’s
Tier: 3 Presence may immediately suffer 1 strain to
Activation: Active (Action) perform one Maneuver (out of turn). If there are
Ranked: No any questions as to which allies take their
Once per session, may make a Hard (ddd) Maneuvers first, your character is the final
Deception check to force a single minion group arbiter.

Talents 60
PAUL M. N. HAAKONSEN

FIELD COMMANDER (IMPROVED) FIRE CONTROL


Tier: 4 Tier: 3
Activation: Passive Activation: Active (Maneuver)
Ranked: No Ranked: No
Your character must have Take the Fire Control Maneuver; all combat
purchased the Field checks made from current vehicle count their
Commander talent to target’s Silhouette as one higher than normal
benefit from this talent. until the beginning of next turn.
When your character uses
the Field Commander talent, FLASH OF INSIGHT
your character affects a number Tier: 2
of allies equal to twice the Activation: Passive
character’s Presence. In addition, Ranked: No
you may spend x to allow one When your character generates x on a
ally to suffer 1 strain to perform Knowledge skill check, roll bb and add
an Action, instead of a Maneuver. the results to the check, in addition to
spending the x as usual.
FIGHTER'S STANCE
Tier: 2 FLEET OF FOOT
Activation: Active (Incidental) Tier: 2
Ranked: No Activation: Passive
When making a combat check, Ranked: No
if your character has performed the You are extraordinarily swift.
Guarded Stance Maneuver this turn, Once per encounter, you are
you may suffer 1 strain to ignore the allowed to take a free Maneuver
penalties of the Guarded Stance for moving. This free Maneuver
Maneuver. does not count towards the
number of Maneuvers you have or will take
FINE TUNING in the specific given turn. This benefit only
Tier: 2 applies if you are wearing no armor or light
Activation: Passive armor and not over-encumbered.
Ranked: Yes
When reducing the amount of system strain a FLICK OF THE WRIST
vehicle suffers, reduce 1 additional system Tier: 3
strain per rank of Fine Tuning. Activation: Active (Incidental)
Ranked: No
FINISH HIM! With a single motion, you can draw a light
Tier: 5 weapon and make a devastating attack. If you
Activation: Active (Incidental) draw a one-handed weapon and make a combat
Ranked: No check with it in the same turn, you can catch
You can take advantage of an enemy's your opponent off-guard, and you add s and
debilitated state to attempt a coup de grace. You a to your combat check against that one target.
can deliver a coup de grace to staggering You may use this talent only once per turn and
targets, and instantly put the target 1 wound once per opponent during any single encounter.
above its wound threshold. Note that the GM You can use this talent with the Quickdraw
may overrule the use of this talent on certain talent.
cruicial Nemesis characters vital to the plot.

61 Talents
DEAD END

FLURRY OF BLOWS Formation Tactics talent to benefit from this talent.


Tier: 4 Reduce the difficulty of Formation Tactics to
Activation: Active (Maneuver) Average (dd). Spend x or aaaaaa to
Ranked: No have the effect last until the end of the
Perform the Flurry of Blows Maneuver, encounter.
suffering strain up to your ranks in
Coordination to gain the Linked quality with a FORTIFIED STRUCTURE
rating equal to the amount of strain suffered on Tier: 3
your next Brawl or Melee combat check this Activation: Passive
turn. Ranked: Yes
Your character must have purchased the Signature
FORAGER Vehicle talent to benefit from this talent. Increase
Tier: 1 the hull trauma threshold of Signature Vehicle
Activation: Passive by 1 per rank of Fortified Structure.
Ranked: No
Your character removes up to bb from any FORTUNE FAVORS THE BOLD
skill checks they make to find food, water, or Tier: 4
shelter. Checks to forage or search the area that Activation: Active (Incidental)
your character makes take half the time they Ranked: No
would normally. Once per session as an Incidental, suffer 2
strain to flip one GM Story Point to a Player
FORGOT TO COUNT? Story Point.
Tier: 3
Activation: Active (Incidental, Out-of-Turn) FREERUNNING
Ranked: No Tier: 2
When an opponent makes a ranged combat Activation: Active (Maneuver)
check, you can spend tt from that check to Ranked: No
use this talent to cause their weapon to run out Suffer 1 strain when making a move
of ammo (see page 104 in the Genesys Core Maneuver to move to any location within Short
Rulebook), as long as the weapon can normally range.
run out of ammunition.
FREERUNNING (IMPROVED)
FORMATION TACTICS Tier: 3
Tier: 3 Activation: Active (Incidental)
Activation: Active (Action) Ranked: No
Ranked: No Your character must have purchased the
Make a Hard (ddd) Leadership check. If Freerunning talent to benefit from this talent. Suffer
successful, choose a number of allies within 4 strain when making a move Maneuver to
Short range equal to generated. Upgrade the move to any location within Medium range.
difficulty of attacks against these allies once
until the end of your character’s next turn. FRENZIED ATTACK
Tier: 3
FORMATION TACTICS (IMPROVED) Activation: Active (Incidental)
Tier: 4 Ranked: Yes
Activation: Passive When making a Brawl or Melee combat check,
Ranked: No suffer a number of strain to upgrade the attack
Your character must have purchased the an equal number of times. The strain suffered

Talents 62
PAUL M. N. HAAKONSEN
may not exceed ranks in Frenzied Attack. FULL THROTTLE (IMPROVED)
Tier: 4
FRIEND OF THE NIGHT Activation: Active (Action)
Tier: 1 Ranked: No
Activation: Passive Your character must have purchased the Full
Ranked: No Throttle talent to benefit from this talent. Suffer 1
Your eyes adapt quickly to low-light strain to attempt Full Throttle as a Maneuver
conditions. Remove b from environmental and decrease its difficulty to Average (dd).
modifiers due to low-light conditions.
FULL THROTTLE (SUPREME)
FRIENDLY FOE Tier: 5
Tier: 5 Activation: Passive
Activation: Active (Incidental) Ranked: No
Ranked: No Your character must have purchased the Full
Your knack for picking foe from friend in Throttle (Improved) talent to benefit from this talent.
frantic ranged combat allows you to spend a When performing Full Throttle, top speed
Story Point to downgrade a y to f and thus increases by 2 instead of 1.
avoid accidentally hitting your allies Engaged
with your allies. GEARHEAD
Tier: 2
FULL STOP Activation: Passive
Tier: 3 Ranked: Yes
Activation: Active (Maneuver) The character removes b per rank of
Ranked: No Gearhead from his Mechanics checks. In
When piloting a vehicle, the character may addition, time to install attachments to armor or
take the Full Stop Maneuver to immediately weapons takes 50% less time.
reduce the speed of the vehicle to zero. The
vehicle then suffers 1 point of system strain for GHOST STEPS
every point of speed it had before stopping. Tier: 1
Activation: Active (Incidental)
FULL THROTTLE Ranked: Yes
Tier: 3 Your footsteps echo strangely and no longer
Activation: Active (Action) betray your location. Thanks to your knowledge
Ranked: No of acoustics you can, should you choose, cause
While driving or flying, your character may the sound of your footsteps (as well as breathing
use this talent to make a Hard (ddd) Piloting and the rustle of gear) to issue forth from any
or Driving check. If successful, the top speed of direction and location within Short range. With
the vehicle increases by one (to a maximum of 5) a successful Stealth check, enemies are not
for a number of rounds equal to your character’s aware of your true location and believe the
Cunning. Ghost Steps to be real. On a failed Stealth check,
The specifics of this talent require the optional enemies are aware of your real location and
vehicle rules, on page 220 in the Genesys Core hear your Ghost Steps for what they are, echoes.
Rulebook. If your game does not use these Ghost Steps does not work when underwater.
rules, this talent simply makes the vehicle go For every rank you have of Ghost Steps, you
much faster than normal, with the specifics up can extend the range by one range band.
to your GM.

63 Talents
DEAD END

GO WITHOUT instead of spending aa (even if the attack


Tier: 2 misses). In addition, your character treats
Activation: Active (Incidental) grenades as having a range of Medium.
Ranked: No
Once per session, count as having GRIT
the right tools for the job when Tier: 1
performing the next skill check Activation: Passive
this turn. Ranked: Yes
Each rank of Grit increases your character’s
GOOD COP strain threshold by one.
Tier: 1
Activation: Passive HAMSTRING SHOT
Ranked: Yes Tier: 1
May spend aa from a Charm Activation: Active (Action)
or Negotiation check to upgrade Ranked: No
ability of a single ally’s subsequent Once per turn, your character may use this
Social Interaction check against the talent to perform a Ranged combat check
target a number of times equal to against one non-vehicle target within range of
ranks in Good Cop. the weapon used. If the check is successful,
halve the damage inflicted by the attack (before
GRAPPLE reducing damage by the target’s Soak). The
Tier: 2 target is Immobilized until the end of its next
Activation: Active (Incidental) turn.
Ranked: No
Your character may suffer 2 strain to HARASS
use this talent. Until the start of your Tier: 3
character's next turn, enemies must Activation: Active (Incidental)
spent two maneuvers to disengage from Ranked: No
your character. Your character must have purchased the Animal
Companion talent to benefit from this talent.
GREASED PALMS Whenever the character’s animal companion
Tier: 3 makes a successful combat check against a
Activation: Active (Maneuver) target, it may forgo inflicting damage to
Ranked: Yes upgrade the difficulty of the target’s next check
Before making a Social skill check, may spend once instead.
up to 50 units of currency per rank of Greased
Palms to upgrade the ability of the check once HARD-BOILED
for every 50 spent. Tier: 3
Activation: Passive
GRENADIER Ranked: Yes
Tier: 3 When recovering strain after an encounter,
Activation: Active (Incidental) may spend a up to ranks in Hard-Boiled to
Ranked: Yes recover 1 wound per a spent.
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,

Talents 64
PAUL M. N. HAAKONSEN

HARD-HEADED HEROIC WILL


Tier: 2 Tier: 3
Activation: Active (Action) Activation: Active (Incidental, Out-of-Turn)
Ranked: Yes Ranked: No
When Staggered or Disoriented, perform the When you purchase this talent for your
Hard Headed Action; make a Daunting character, choose two characteristics. You may
(dddd) Discipline check to remove status. spend a Story Point to use this talent to have
The difficulty is once reduced per rank of Hard your character ignore the effects of all Critical
Headed. Injuries on any skill checks using those two
characteristics until the end of the current
HEAVY HITTER encounter. (Your character still suffers the
Tier: 5 Critical Injuries; they just ignore the effects. See
Activation: Active (Incidental) page 114 of the Genesys Core Rulebook.)
Ranked: No
Once per session, spend on a successful HIDDEN STORAGE
Ranged [Heavy] or Gunnery check to add the Tier: 1
Breach 1 quality to the attack, or increase an Activation: Passive
existing Breach rating by 1. Ranked: Yes
Gain hidden storage in vehicles or equipment
HEIGHTENED AWARENESS that holds items with total encumbrance equal
Tier: 2 to ranks in Hidden Storage.
Activation: Passive
Ranked: No HINDERING SHOT
Allies within Short range of your character Tier: 3
add b to their Perception and Vigilance checks. Activation: Active (Incidental)
Allies Engaged with your character add bb Ranked: Yes
instead. Spend a story point and increase the difficulty
of next Gunnery check by 1. If check deals
HEROIC RECOVERY damage, target vehicle suffers system strain
Tier: 2 equal to speed when it moves for a number of
Activation: Active (Incidental) turns equal to ranks in Hindering Shot.
Ranked: No
When your character acquires this talent, HIT THE DECK
choose one characteristic. Once per encounter, Tier: 3
you may spend one Story Point to use this talent Activation: Passive
to have your character heal strain equal to the Ranked: No
rating of the chosen characteristic. Your extensive familiarity with explosives
allows you to ignore a portion of their damage.
HEROIC RESILIENCE You increase your Soak rating by 1 against all
Tier: 3 explosive weapons.
Activation: Active (Incidental)
Ranked: Yes HOLD TOGETHER
Immediately after being hit by an attack but Tier: 2
before suffering damage, spend 1 Story Point to Activation: Active (Incidental, Out-of-Turn)
increase Soak by ranks in Heroic Resilience. Ranked: No
Spend 1 Story Point to perform a Hold
Together incidental immediately after vehicle

65 Talents
DEAD END
takes damage to turn it into system strain. effects of the Critical Injury).

HOW CONVENIENT! IMPROVED DEFENSES


Tier: 4 Tier: 2
Activation: Active (Action) Activation: Active (Action)
Ranked: No Ranked: No
Once per session, your character may use this Your character may attempt an Average (dd)
talent to make a Hard (ddd) Mechanics Survival check to fashion small defenses using
check. If successful, one device involved in the scavenged materials. If the check is successful,
current encounter (subject to your GM’s the structure can provide cover for up to 4
approval) spontaneously fails. This can be characters for the rest of the encounter. Your
because of your character’s actions, or it can character may spend aa or x from the check
simply be incredibly convenient timing! to increase the Ranged Defense the structure
provides to 2.
HUNTER
Tier: 2 IN THE KNOW
Activation: Passive Tier: 4
Ranked: No Activation: Active (Action)
Ranged [Heavy] and Survival are now career Ranked: No
skills for your character. Once per session, make an opposed Deception
vs Vigilance check with the difficulty
HUNTER'S QUARRY downgraded a number of times equal to your
Tier: 2 ranks in Deception to have a target NPC believe
Activation: Active (Action) specific false intelligence.
Ranked: No
Take Hunter’s Quarry Action, make a Hard INCITE REBELLION
(ddd) Survival check to upgrade the ability of Tier: 4
all attacks made against a target within Long Activation: Active (Action)
range until the end of the character’s next turn. Ranked: No
Once per session, may take an Incite Rebellion
HUNTER'S QUARRY (IMPROVED) Action; make a Hard (ddd) Coercion check to
Tier: 3 cause a number of minionr or rivals up to ranks
Activation: Passive in Coercion to become rebellious until the end of
Ranked: No the encounter.
Your character must have purchased the Hunter’s
Quarry talent to benefit from this talent. Suffer 2 INDOMITABLE
strain to perform Hunter’s Quarry Action as a Tier: 5
Maneuver. Activation: Active (Incidental, Out-of-Turn)
Ranked: No
IMPALING STRIKE Once per encounter, when your character
Tier: 2 would be incapacitated due to exceeding their
Activation: Active (Incidental) wound or strain threshold, you may spend a
Ranked: No Story Point to use this talent. Then, your
When your character inflicts a Critical Injury character is not incapacitated until the end of
with a Melee weapon, until the end of the their next turn. If your character reduces their
target's next turn they may use this talent to strain or wounds to below their threshold before
Immobilize the target (in addition to the other the end of their next turn, they are not
incapacitated.

Talents 66
PAUL M. N. HAAKONSEN

INFORMANT INSPIRING RHETORIC (SUPREME)


Tier: 3 Tier: 4
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per session, may reveal a contact who Your character must have purchased the Inspiring
can shed light on a chosen subject. Rhetoric (Improved) talent to benefit from this talent.
Your character may choose to suffer 1 strain to
INSPIRING LEADERSHIP use the Inspiring Rhetoric talent as a Maneuver,
Tier: 5 instead of as an Action.
Activation: Active (Action)
Ranked: No INTENSE FOCUS
Make a Hard (ddd) Tier: 5
Leadership check. If Activation: Active (Maneuver)
successful, a number of allies Ranked: No
not exceeding your character’s Before making a skill check, may perform the
Presence within Short range add s Intense Focus maneuver. Suffer 1 strain and
to their next skill check. upgrade the ability of the skill check once.

INSPIRING RHETORIC INTERJECTION


Tier: 2 Tier: 3
Activation: Active (Action) Activation: Active (Incidental, Out-of-Turn)
Ranked: No Ranked: No
Your character may use this After another character makes a Social skill
talent to make an Average (dd) check, suffer 3 strain to take an Interjection
Leadership check. For each s Incidental make an Average (dd) Vigilance
the check generates, one ally check to add s or f equal to s, and a or
within Short range heals one t equal to a to the check.
strain. For each a, one ally
benefiting from Inspiring INTIMIDATING
Rhetoric heals one additional Tier: 3
strain. Activation: Active (Incidental, Out-of-Turn)
Ranked: Yes
INSPIRING RHETORIC May suffer a number of strain to
(IMPROVED) downgrade difficulty of Coercion checks, or
Tier: 3 upgrade difficulty when targeted by Coercion
Activation: Passive checks, by an equal number. Strain suffered this
Ranked: No way cannot exceed ranks in Intimidating.
Your character must have purchased the Inspiring
Rhetoric talent to benefit from this talent. Allies INVENTOR
affected by your character’s Inspiring Rhetoric Tier: 2
add b to all skill checks they make for a number Activation: Active (Incidental)
of turns equal to your character’s ranks in Ranked: Yes
Leadership. When your character makes a check to
construct new items or modify existing ones,
use this talent to add a number of b to the
check equal to ranks of Inventor. In addition,
your character may attempt to reconstruct

67 Talents
DEAD END
devices that they have heard described but have JURY RIGGED
not seen and do not have any kinds of plans or Tier: 4
schematics for. Activation: Passive
Ranked: Yes
IRON BODY The character chooses one personal weapon or
Tier: 3 piece of armor per rank of Jury Rigged. He may
Activation: Passive increase the damage of the weapon by one;
Ranked: Yes decrease the a cost on its Critical, or any single
Remove b per rank of Iron Body from other effect by one to a minimum of one; or
Coordination and Resilience checks. Reduce the increase armor’s Ranged or Melee Defense by
critical rating of Brawl attacks by 1 per rank of one. Alternatively, he can decrease the
Iron Body (to a minimum of 1). Encumbrance of the item by two to a minimum
of one. The bonus only applies so long as the
IRON SOUL character is using the item. If the item is ever
Tier: 1 lost or destroyed, the character may apply Jury
Activation: Passive Rigged to a new personal weapon or piece or
Ranked: No armor.
If you are carrying items that total 2
Encumbrance or less (after factoring in JUST KIDDING!
reductions such as for armor being worn), at the Tier: 5
end of the encounter you heal all strain that you Activation: Active (Incidental, Out-of-Turn)
are currently suffering. Ranked: No
If a character normally carries items that total Once per turn as an incidental spend 1 Story
more than 2 Encumbrance but discards or Point to ignore y generated on a Social skill
otherwise loses those items temporarily, the GM check by the character or any ally in Short
can rule that the character still does not gain the range.
benefits of Iron Soul.
KILL WITH KINDNESS
IT'S NOT THAT BAD Tier: 1
Tier: 4 Activation: Passive
Activation: Active (Action) Ranked: Yes
Ranked: No You remove b per rank of Kill with Kindness
Once per session when an ally would suffer a from your Charm and Leadership checks.
Critical Injury, may take an It’s Not That Bad
action; make a Hard (ddd) Medicine check to KNACK FOR IT
stop the ally from gaining the Critical Injury Tier: 1
when you are within Engaged range. Activation: Passive
Ranked: Yes
JUMP UP When you purchase this talent for your
Tier: 1 character, select one skill. Your character
Activation: Active (Incidental) removes bb from any checks they make using
Ranked: No this skill.
Once per turn during your character’s turn, Each additional time you purchase this talent
your character may use this talent to stand from for your character, select two additional skills.
a prone or seated position as an Incidental. Your character also removes bb from any
checks they make using these skills. You cannot
select combat (or magic) skills when choosing
skills for this talent.

Talents 68
PAUL M. N. HAAKONSEN

KNOCKDOWN KNOWN SCHEMATIC


Tier: 2 Tier: 2
Activation: Passive Activation: Active (Maneuver)
Ranked: No Ranked: No
After hitting with a Brawl or Melee attack, Once per session, may perform the Known
may spend a x to knock the target prone. Schematic Maneuver; make a Hard (ddd)
Knowledge check. Success grants familiarity
KNOW SOMEBODY with a building, vessel or vehicle's design.
Tier: 1
Activation: Active (Incidental) LADY KILLER / MANEATER
Ranked: Yes Tier: 3
Once per session, when attempting to Activation: Active (Incidental)
purchase a legally available item, your character Ranked: No
may use this talent to reduce its rarity by one This talent allows you to deal increase any
per rank of Know Somebody. damage dealt to the opposite sex of whatever
gender your character is by one point.
KNOW THE ENEMY Furthermore, you also gain a b to all Charm,
Tier: 2 Coercion, Deception, Leadership and
Activation: Passive Negotiation checks you make against members
Ranked: No of the opposite sex.
May use a Knowledge skill check, instead of
Cool or Vigilance, when making checks to LARGER PROJECT
determine Initiative. Tier: 3
Activation: Passive
KNOW-IT-ALL Ranked: Yes
Tier: 2 Your character must have purchased the Signature
Activation: Active (Incidental) Vehicle talent to benefit from this talent. Signature
Ranked: No Vehicle can have a Silhouette 1 larger per rank
Once per session, perfectly recall an important of Larger Project.
fact previously learned as if a Story Point had
been spent. LET'S RIDE
Tier: 1
KNOWLEDGE SPECIALIZATION Activation: Active (Incidental)
Tier: 1 Ranked: No
Activation: Passive Once per round during your character's turn,
Ranked: Yes your character can use this talent to mount or
When making a Knowledge skill check, may dismount from a vehicle or animal, or move
spend a x result to gain additional s equal to from one position in a vehicle to another (such
ranks in Knowledge Specialization. as from the cockpit to a gun turret) as an
Incidental. In addition, if your character suffers
a Short-range fall (see page 112 in the Genesys
KNOW THE ROPES Core Rulebook) from a vehicle or animal, they
Tier: 2
suffer no damage and land on their feet.
Activation: Passive
Ranked: No
Add b to checks made to escape from
restraints equal to ranks in Skullduggery. Spend
x to free all other allies within Short range.

69 Talents
DEAD END

LET'S TALK THIS OVER LIFE OR DEATH (SUPREME)


Tier: 5 Tier: 5
Activation: Active (Incidental, Out-of-Turn) Activation: Passive
Ranked: No Ranked: No
Once per game session, when a combat Your character must have purchased the Life or
encounter against one or more sentient beings is Death (Improved) talent to benefit from this talent.
about to begin, the character make a Daunting The effects of Life or Death activate when your
(dddd) Charm check. If successful, the character takes wounds equal to one quarter of
combat encounter instead becomes a Social their wound threshold, instead of half.
encounter, with the PCs attempting to convince
their opposition to back down, come around to LIGHT STEP
their viewpoint, or accept a compromise. The Tier: 2
GM is the final arbiter of how the situation Activation: Passive
resolves without violence (or how the combat Ranked: No
encounter continues if the character’s check is You are incredibly light on your feet and make
unsuccessful). very little noise in comparison to others. With
the Light Feet talent you cannot risk accidentally
LETHAL BLOWS setting off or triggering floor traps or mines,
Tier: 3 regardless of knowing there are there or not.
Activation: Passive
Ranked: Yes LONE WANDERER
Add +10 per rank of Lethal Blows to any Tier: 3
Critical Injury results inflicted on opponents. Activation: Passive
Ranked: No
LIFE OR DEATH Who needs friends anyway? When you
Tier: 3 are by yourself all attacks against you
Activation: Passive suffer b and you can carry
Ranked: No additional Encumbrance equal to
When your character suffers wounds half your Brawn rating (rounded
equal to half of their wound threshold or down).
greater, add b to all combat checks they
make. LOOM
Tier: 2
LIFE OR DEATH (IMPROVED) Activation: Passive
Tier: 4 Ranked: No
Activation: Passive When an ally Engaged with the
Ranked: No character makes a successful
Your character must have purchased the Life Charm, Deception, or Negotiation
or Death talent to benefit from this talent. check, the character adds a per
When your character suffers wounds rank in Coercion to the ally’s check.
equal to half of their wound threshold or
greater, upgrade the ability of all combat LUCKY START
checks they make once. This replaces the Tier: 3
normal effects of Life or Death. Activation: Active (Incidental)
Ranked: No
Sometimes your luck overcomes a
slow natural reaction. At the

Talents 70
PAUL M. N. HAAKONSEN
expenditure of 3 strain, you can re-roll your MASTER
Initiative check (Cool or Vigilance according to Tier: 5
the situation and dictated by the GM). You must Activation: Active (Incidental)
keep the result of the re-rolled Initiative check. Ranked: No
When you purchase this talent for your
LUCKY STRIKE character, choose one skill. Once per turn, your
Tier: 2 character may suffer 2 strain to use this talent to
Activation: Active (Incidental) reduce the difficulty of the next check they make
Ranked: No using that skill by two, to a minimum of Easy
When your character purchases this talent, (d).
choose one characteristic. After your character
makes a successful combat check, you may MASTER DEMOLITIONIST
spend one Story Point to use this talent to add Tier: 5
damage equal to your character’s ranks in that Activation: Active (Incidental)
characteristic to one hit of the combat check. Ranked: No
When resolving an attack from a personal
MAD INVENTOR scale explosive or ordinance weapon, your
Tier: 4 character may spend a or x to have the
Activation: Active (Action) weapon’s Blast quality affect all characters
Ranked: No within Short range (rather than Engaged). If the
Once per session, your character may use this weapon normally affects all characters within
talent to make a Mechanics check to attempt to Short range, then the range of the effect is
cobble together the functional equivalent of any increased to Medium range instead.
item using spare parts or salvage. The difficulty
of the check is based on the item’s rarity; see the MASTER DRIVER/PILOT
table below. Tier: 5
Your GM will modify the check based on the Activation: Passive
circumstances and might decide that some items Ranked: No
simply can’t be created with what’s available (if Once per turn when driving, piloting, or
you are being held in a prison cell, for instance). operating a vehicle, may suffer 2 strain to
Your GM may spend y on the check to indicate perform any vehicle Action as a Maneuver.
the item ends up being dangerous to the user
and anyone around them in some way. For
MASTER GRENADIER
instance, a pistol might explode instead of
Tier: 5
running out of ammo, or a breathing mask
Activation: Passive
might make the user light-headed.
Ranked: No
Decrease the a cost to activate the Blast
RARITY DIFFICULT quality on any attack by 1 to a minimum of 1.
0-2 Easy (d)
3-4 Average (dd) MASTER INSTRUCTOR
Tier: 5
5-6 Hard (ddd)
Activation: Active (Incidental, Out-of-Turn)
7 Daunting (dddd) Ranked: No
8 Formidable (ddddd) Once per turn, suffer 2 strain to allow an ally
within Short range to count as having the same
9+ Impossible
number of ranks in Discipline as your character
for the next Discipline check the ally makes.

71 Talents
DEAD END

MASTER MERCHANT multiple minions.


Tier: 5
Activation: Active (Incidental) MUSEUM WORTHY
Ranked: No Tier: 1
When buying or selling goods, may suffer 2 Activation: Active (Action)
strain to sell for 25% more or buy for 25% less. Ranked: No
Once per session, take Museum Worthy
MIND OVER BODY Action, make a Hard (ddd) Knowledge check
Tier: 5 to ascertain information regarding a relic, ruin,
Activation: Passive or piece of history.
Ranked: No
Your body heals faster than most others, and NATURAL
you are allowed to attempt to heal two Critical Tier: 3
Injuries per week, instead of one as per normal Activation: Active (Incidental)
healing rules. Ranked: No
When your character purchases this talent,
MIND OVER MATTER choose two skills. Once per session, your
Tier: 3 character may use this talent to reroll one skill
Activation: Active (Incidental) check that uses one of those two skills.
Ranked: No
You may spend 1 Story Point to recover strain NEVER OUTNUMBERED
equal to your Willpower rating. Tier: 1
Activation: Active (Maneuver)
MOST IMPRESSIVE Ranked: Yes
Tier: 5 You can demoralize multiple enemies. You
Activation: Active (Incidental) can perform the Never Outnumbered Maneuver
Ranked: No and attempt a Hard (ddd) Coercion check to
Spend x from any skill check to allow a demoralize all opponents within Short range
number of allies not exceeding your character’s whom can see you. If you succeed, all
Presence within Short range add a to their next opponents add an automatic t to all skill
check. checks until the end of their next turn.
For every rank of Never Outnumbered you
extend the duration by one additional turn.
MOVING TARGET
Tier: 4
Activation: Passive NIGHT PERSON
Ranked: Yes Tier: 1
If the character has already acted this turn, Activation: Passive
increase Ranged Defense by 1 per rank of Ranked: Yes
Moving Target. You are a creature of the night! Gain b and a
to Perception per rank of Night Person between
the hours of 6:00 p.m. and 6:00 a.m.
MULTIPLE FOES
Tier: 2
Activation: Passive NOBODY'S FOOL
Ranked: No Tier: 3
Your character adds b to his Brawl and Melee Activation: Passive
combat checks when engaged with multiple Ranked: Yes
opponents. This includes single groups of May upgrade difficulty of incoming Charm,

Talents 72
PAUL M. N. HAAKONSEN
Coercion, or Deception checks once per rank of ONE WITH THE SHADOWS
Nobody’s Fool. Tier: 2
Activation: Passive
NOT TODAY Ranked: No
Tier: 4 You are adept at fighting in darkness.
Activation: Active (Incidental) Whenever you begin combat within an area of
Ranked: No darkness or shadowy illumination, you gain a b
Your character must have purchased the Signature on your Initiative check.
Vehicle talent to benefit from this talent. Once per When in shadowy illumination or low-light
session, spend a Story Point to save Signature conditions, all attacks against you have a b on
Vehicle from destruction. all combat checks.

NOW THE MASTER OPENING TAP


Tier: 5 Tier: 2
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
Once per session, you may choose any one ”No time to waste on tools – a sharp tap
character in the current encounter and one should pop that lock!” As an Action, you can
talent that the target character possesses. For the make a Skulduggery check with an upgraded
remainder of the encounter, you count twice difficulty (which is determined by the
as having that talent. If you select a lock) by tapping a lock with a hard, blunt object
ranked talent, you count as having such as the pommel of a weapon. You don't take
ranks in that talent equal to the any additional penalty for making the check
number of ranks in that talent that without tools.
the target possesses. You can use this trick any number of times per
day until you fail an Skulduggery check made
OFFENSIVE DRIVING in this way. After a failure, you can't use
Tier: 4 Opening Tap again until after you have rested
Activation: Active (Maneuver) for 8 hours.
Ranked: No
As a Maneuver, suffer system OPPORTUNIST
strain up to vehicle’s highest Tier: 3
Defense to upgrade the difficulty Activation: Active (Incidental)
of target’s next Driving check Ranked: Yes
that many times. When your character purchases this talent,
choose one non-combat skill. When you roll a
ONE WITH NATURE check using this skill, you may suffer strain up
Tier: 1 to ranks in Opportunist to convert that many s
Activation: Active (Incidental) into a.
Ranked: No
When in the wilderness, your OUTDOORSMAN
character may make a Simple (–) Tier: 2
Survival check, instead of Activation: Passive
Discipline or Cool, to recover strain Ranked: Yes
at the end of an encounter (see page You remove b per rank of Outdoorsman from
117 of the Genesys Core Rulebook). your checks to move through terrain or to
manage terrain or environmental effects.
Decrease overland travel times by 50% (this

73 Talents
DEAD END
does not decrease with additional ranks of Initiative talent, you add an automatic s to
Outdoorsman). your Initiative check (applying to both Cool or
Vigilance checks for Initiative) per ally that has
OUTSIDE THE BOX the Pack Initiative talent, not including yourself.
Tier: 3
Activation: Passive PACK RAT
Ranked: No Tier: 3
Choose one characteristic when purchasing Activation: Passive
this talent. Once per session, make one skill Ranked: No
check using that characteristic rather than the You are efficient at arranging your inventory
characteristic linked to that skill. in general. This makes it much easier to carry
that little extra you've always needed. This is
OVERBALANCE useful for characters with low Brawn. Any items
Tier: 4 that have an Encumbrance of 2 or less now
Activation: Passive weighs half their normal weight for you.
Ranked: No
Whenever an enemy Engaged with the PAINFUL BLOW
character makes a combat check, after the attack Tier: 1
is resolved, the character may spend y or Activation: Active (Incidental)
ttt to Stagger the attacker until the end of Ranked: No
the attacker’s next turn. When your character makes a combat check,
you may voluntarily increase the difficulty by
OVERSTOCKED AMMO one to use this talent. If the target suffers one or
Tier: 2 more wounds from the combat check, the target
Activation: Passive suffers 2 strain each time they perform a
Ranked: Yes maneuver until the end of the encounter.
Your character must have purchased the Signature
Vehicle talent to benefit from this talent. Increase PAINKILLER SPECIALIZATION
the value of the Limited Ammo quality of any Tier: 3
weapons mounted on Signature Vehicle by 1 per Activation: Passive
rank of Overstocked Ammo. Ranked: Yes
When your character uses painkillers (or their
OVERWHELM DEFENSES equivalent, depending on the setting), the target
Tier: 3 heals one additional wound per rank of
Activation: Active (Incidental) Painkiller Specialization. The sixth painkiller
Ranked: Yes and beyond each day still has no effect.
Upon unsuccessful attack with a vehicle
weapon, may spend aa per rank of PARRY
Overwhelm Defenses. Reduce the defense in the Tier: 1
targeted zone by 1 for every aa spent. Activation: Active (Incidental, Out-of-Turn)
Ranked: Yes
PACK INITIATIVE When your character suffers a hit from a
Tier: 2 Brawl or Melee combat check, after damage is
Activation: Passive calculated but before Soak is applied (so
Ranked: No immediately after Step 3 of Perform a Combat
You can coordinate your Initiative with your check, page 102 of the Genesys Core
allies. If you and an ally both have the Pack Rulebook), your character may suffer 3 strain to
use this talent to reduce the damage of the hit by

Talents 74
PAUL M. N. HAAKONSEN
two plus their ranks in Parry. This talent can PHYSICAL TRAINING
only be used once per hit, and your character Tier: 2
needs to be wielding a Melee weapon. Activation: Passive
Ranked: Yes
PARRY (IMPROVED) Add b per rank of Physical Training to
Tier: 3 Athletics and Resilience skill checks.
Activation: Active (Incidental, Out-of-Turn)
Ranked: No PHYSICIAN
Your character must have purchased the Parry Tier: 1
talent to benefit from this talent. When your Activation: Passive
character suffers a hit from a Brawl or Melee Ranked: Yes
combat check and uses Parry to reduce the When making a Medicine check to help a
damage from that hit, after the attack is character heal wounds, the target heals 1
resolved, you may spend y or ttt from the additional strain per rank of Physician.
attacker’s check to use this talent. Then, your
character automatically hits the attacker once
PIN
with a Brawl or Melee weapon your character is
Tier: 3
wielding. The hit deals the weapon’s base
Activation: Active (Action)
damage, plus any damage from applicable
Ranked: No
talents or abilities. Your character can’t use this
Take Pin Action; make an opposed Athletics
talent if the original attack incapacitates him.
check to Immobilize an Engaged opponent until
the end of the character’s next turn. Spend x to
PARTY ANIMAL extend duration one turn.
Tier: 1
Activation: Passive
PINNING FIRE
Ranked: No
Tier: 3
You are such a Party Animal that you no
Activation: Active (Action)
longer suffer the withdrawal effect from alcohol
Ranked: Yes
addiction. While intoxicated you add b to all
Select a target within range of your currently
your skill checks.
wielded ranged weapon and make a Pinning
Fire Action. Until the start of your next turn, the
PERSISTENT ATTACKER targeted character adds b to their checks for
Tier: 4 each rank of Pinning Fire, and suffers 1 strain.
Activation: Passive
Ranked: Yes
PINNING FIRE (IMPROVED)
Once you find a target's weak point, you can
Tier: 4
easily strike it again. If your attack successfully
Activation: Active (Action)
hits your intended target, you can spend aa
Ranked: No
from your attack to increase your next attack
Your character must have the Pinning Fire talent
against the same target, as long as the attack is
to benefit from this talent. When making a Pinning
within the following turn. You can upgrade the
Fire Action, you may affect a number of targets
next combat check once per rank of Persistent
equal to ranks of Pinning Fire.
Attacker.

75 Talents
DEAD END

PLAUSIBLE DENIABILITY POWERFUL BLAST


Tier: 1 Tier: 3
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
You remove b per rank of Plausible Increase damage dealt by Blast quality by +1
Deniability from your Coercion and Deception per rank of Powerful Blast.
checks.
PRECISE AIM
PLAUSIBLE DENIABILITY (IMPROVED) Tier: 4
Tier: 3 Activation: Active (Maneuver)
Activation: Active (Action) Ranked: Yes
Ranked: No Once per turn, may perform Precise Aim
Your character must have purchased Maneuver. Suffer a number of strain no greater
the Plausible Deniability talent to than ranks in Precise Aim, then reduce target’s
benefit from this talent. Take a Melee and Ranged Defense by that number.
Plausible Deniability Action
makes a Hard (ddd) PRECISION STRIKE
Coercion check to Tier: 3
convince one bystander Activation: Active (Incidental, Out-
equal to your Willpower of-Turn)
to depart quietly. Ranked: No
When you inflict a Critical Injury
POINT BLANK with a Brawl or Melee attack, you may
Tier: 3 suffer 1 strain to change the result to
Activation: Passive any Easy (d) Critical Injury result.
Ranked: Yes Additionally, whenever you defeat
Add 1 damage per rank of a minion or rival NPC, you may
Point Blank to damage of one always choose to do so by
hit of successful attack while nonlethal means, even if the
using Ranged [Heavy] or environment or exceptional
Ranged [Light] skills at Short circumstances would normally
range or Engaged. make that very difficult or
impossible.
POINT BLANK SHOT
Tier: 3 PRECISION STRIKE (IMPROVED)
Activation: Passive Tier: 4
Ranked: Yes Activation: Active
You are adept at firing (Incidental, Out-of-Turn)
against opponents at Engaged range. Ranked: No
Ignore one difficulty increase to your ranged Your character must have purchased the Precision
combat check when Engaged with opponents Strike talent to benefit from this talent. Once per
per rank of Point Blank Shot. turn, when the character inflicts a Critical Injury
with a Brawl or Melee weapon, she may suffer 2
strain to change the result to any Average (dd)
Critical Injury result.

Talents 76
PAUL M. N. HAAKONSEN

PRECISION STRIKE (SUPREME) checks your character makes while within Short
Tier: 5 range of the Signature Vehicle once.
Activation: Active (Incidental, Out-of-Turn)
Ranked: No PRIDE AND JOY (IMPROVED)
Your character must have purchased the Precision Tier: 3
Strike (Improved) talent to benefit from this talent. Activation: Passive
Once per game session, when the character Ranked: No
inflicts a Critical Injury with an unarmed attack, Your character must have purchased the Pride and
she may suffer 3 strain to change the result to Joy talent to benefit from this talent. While inside
any Hard (ddd) Critical Injury result. Combat your character’s Pride and Joy, recover +1 strain
checks to activate this talent cannot be made whenever recovering strain and spend on
with any weapons. checks made to recover strain to allow an ally
also within the vehicle to recover 1 strain.
PREEMPTIVE AVOIDANCE
Tier: 3 PRIDE AND JOY (SUPREME)
Activation: Active (Incidental, Out-of-Turn) Tier: 4
Ranked: No Activation: Active (Incidental)
May spend 1 Story Point to disengage from Ranked: No
Engaged enemy as an out-of-turn Incidental. Your character must have purchased the Pride and
Joy (Improved) talent to benefit from this talent.
PRESSURE POINT Once per session while inside your character’s
Tier: 3 Pride and Joy, reduce its Silhouette by 2 (to a
Activation: Active (Incidental) minimum of 0) for the remainder of the turn
Ranked: No and the following turn.
When your character makes an unarmed
Brawl check targeting a living opponent, they PRIME POSITIONS
may use this talent to deal strain damage Tier: 4
instead of wound damage, and inflict additional Activation: Passive
strain damage equal to their ranks in Medicine. Ranked: Yes
When this character or an ally in Short range
PREY ON THE WEAK takes cover, he increases Soak against ranged
Tier: 4 attacks by 1 per rank of Prime Positions until he
Activation: Passive leaves that cover.
Ranked: Yes
Add +1 damage to one hit of successful PRONE MASTERY
combat checks against Disoriented targets per Tier: 1
rank of Prey on the Weak. Activation: Passive
Ranked: No
PRIDE AND JOY You are skilled at attacking from a prone
Tier: 2 position. Opponents gain no bonus b on attacks
Activation: Passive against you while you are prone.
Ranked: No
Your character must have purchased the Signature PROPER UPBRINGING
Vehicle talent to benefit from this talent. Your Tier: 1
character's Signature Vehicle, with a Silhouette Activation: Active (Incidental)
of 4 or greater, becomes their “Pride and Joy” Ranked: Yes
vehicle. Upgrade the ability of all Social skill When your character makes a social skill check

77 Talents
DEAD END
in polite company (as determined by your GM), QUICK STRIKE
they may suffer a number of strain to use this Tier: 1
talent to add an equal number of a to the Activation: Passive
check. The number may not exceed your Ranked: Yes
character’s ranks in Proper Upbringing. Your character adds b for each rank of Quick
Strike to any combat checks they make against
PROPHETIC AIM any targets that have not yet taken their turn in
Tier: 4 the current encounter.
Activation: Passive
Ranked: No RAIN OF DEATH
While benefiting from an Aim Maneuver, y Tier: 4
from the character’s Ranged checks cannot Activation: Action (Maneuver)
cause attacks to hit allies Engaged with the Ranked: No
target. Perform the Rain of Death Maneuver to ignore
the increased difficulty due to the Auto-fire
PYROMANIAC quality of attacks made this turn.
Tier: 4
Activation: Passive RAPID REACTION
Ranked: No Tier: 1
Some people just want to watch the world Activation: Active (Incidental, Out-of-Turn)
burn. Your attacks with fire weapons that Ranked: Yes
possess the Burn quality increase its Burn rating Your character may suffer a number of strain
quality by +1. to use this talent to add an equal number of s
to a Vigilance or Cool check they make to
QUICK DRAW determine Initiative order. The number may not
Tier: 1 exceed your character’s ranks in Rapid Reaction.
Activation: Passive
Ranked: No RAPID RECOVERY
Once per turn on your character’s turn, they Tier: 1
may use this talent to draw or holster an easily Activation: Passive
accessible weapon or item as an Incidental. Ranked: Yes
Quick Draw also reduces a weapon’s Prepare When healing strain after an encounter, heal 1
rating by one, to a minimum of one. additional strain per rank of Rapid Recovery.

QUICK DRAW (IMPROVED) RAPID RELOAD


Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
Your character must have purchased the Quick You can reload weapons such weapons and
Draw Talent to benefit from this talent. May use firearms quickly. Every rank of Rapid Reload
Quick Draw twice per turn. This also allows you reduces the Prepare quality of a weapon by 1, to
to reduce the prepare rating by 1 additional a minimum of 0.
point, to a minimum of one.

Talents 78
PAUL M. N. HAAKONSEN

RECKLESS CHARGE Researching takes 50% less time (this does not
Tier: 2 decrease with additional ranks of Researcher).
Activation: Active (Incidental)
Ranked: No RESEARCHER (IMPROVED)
After using a Maneuver to engage an Tier: 2
adversary, your character may suffer 2 strain to Activation: Passive
use this talent. They then add ss and tt to Ranked: Yes
the results of the next Brawl or Melee combat Your character must have purchased the Signature
check they make this turn. Vehicle talent to benefit from this talent. On a
successful Knowledge check, character and
RECONSTRUCT THE SCENE allies gain automatic a per rank of Researcher
Tier: 2 on checks to act on those facts until the end of
Activation: Active (Action) his next turn.
Ranked: No
Perform the Reconstruct the Scene Action; RESIST DISARM
make a Hard (ddd) Perception check to Tier: 2
identify the physical characteristics of person Activation: Active (Incidental, Out-of-Turn)
present at the scene within 24 hours. Ranked: No
Suffer 2 strain to avoid being disarmed or
REDUNDANT SYSTEMS have weapon damaged or destroyed.
Tier: 1
Activation: Active (Action) RESOLVE
Ranked: No Tier: 4
Once per session, may take a Redundant Activation: Passive
Systems Action; make an Easy (d) Ranked: Yes
Mechanics check to harvest When a character involuntarily suffers
components from a functioning strain, he suffers 1 less strain per rank
device to repair a broken one of Resolve to a minimum of 1.
without breaking the first device.
RESOURCEFUL REFIT
REINFORCED FRAME Tier: 3
Tier: 4 Activation: Active (Action)
Activation: Passive Ranked: No
Ranked: No May perform the Resourceful Refit
Your character must have purchased Action, make an Average (dd)
the Signature Vehicle talent to benefit from Mechanics check to scavenge an old
this talent. Signature Vehicle gains attachment to construct a new one,
Massive 1: when making an attack reducing its price by that of the
targeting the vehicle, the Critical rating dismantled attachment.
of any weapon used counts as 1 higher.
RESPECTED
RESEARCHER Tier: 1
Tier: 1 Activation: Passive
Activation: Passive Ranked: Yes
Ranked: Yes When first acquired, choose one social
You remove b per rank of Researcher group. The character downgrades the
from your Knowledge checks. difficulty of Social skill checks to interact with

79 Talents
DEAD END
members of that social group a number of times SAVAGE SWEEP
equal to his ranks in Respected. The social Tier: 4
group affected must be approved by the GM, Activation: Active (Incidental)
but possibilities include institutions of higher Ranked: No
learning, law-enforcement agencies, a specific Increase difficulty of Brawl or Melee check
biker gang, etc. once to perform Savage Sweep Action. May
spend aa to hit an additional Engaged target
RETRIBUTION (you cannot strike the same target twice with
Tier: 5 Savage Sweep).
Activation: Active (Incidental, Out-of-Turn)
Ranked: No SAVVY NEGOTIATOR
Once per turn when an adversary attacks an Tier: 4
ally within Medium range, your character may Activation: Active (Action)
spend one Story Point to use this talent to Ranked: No
automatically hit that enemy once with a While engaged in a debate or argument, make
weapon your character is wielding, if the enemy a Hard (ddd) Negotiation check. If successful,
is within the weapon’s range. The hit deals the a number of bystanders or observers equal to
weapon’s base damage, plus any damage from your Presence sees one of the opponent’s points
applicable talents or abilities. (chosen by your character) as maliciously
unreasonable.
RICOCHET The GM has the final say as to whether
Tier: 5 bystanders could see a point as unreasonable,
Activation: Active (Incidental, Out-of-Turn) based on who those bystanders are and what
Ranked: No the point is. In these cases, the GM can suggest a
What goes around comes around! Any modified version of that argument that would
enemy's ranged attacks will sometimes ricochet be more believable.
back and hit the shooter instead. You may
spend y from an enemy's attack pool to have SCATHING TIRADE
the attack ricochet back to the shooter and Tier: 2
resolve the attack normally. Activation: Active (Action)
Ranked: No
RUINOUS REPARTEE Your character may use this talent to make an
Tier: 5 Average (dd) Coercion check. For each s the
Activation: Active (Action) check generates, one enemy within Short range
Ranked: No suffers 1 strain. For each a, one enemy affected
Once per encounter, your character may use by Scathing Tirade suffers 1 additional strain.
this talent to make an opposed Charm or
Coercion versus Discipline check targeting one SCATHING TIRADE (IMPROVED)
character within Medium range (or within Tier: 3
earshot). If successful, the target suffers strain Activation: Passive
equal to twice your character’s Presence, plus Ranked: No
one additional strain per s. Your character Your character must have purchased the Scathing
heals strain equal to the strain inflicted. Tirade talent to benefit from this talent. Enemies
If incapacitated due to this talent, the target affected by your character’s Scathing Tirade add
could flee the scene in shame, collapse in a b to all skill checks they make for a number of
dejected heap, or throw themself at your rounds equal to your character’s ranks in
character in fury, depending on your GM and Coercion.
the nature of your character’s witty barbs.

Talents 80
PAUL M. N. HAAKONSEN

SCATHING TIRADE (SUPREME) SEIZE THE INITIATIVE


Tier: 4 Tier: 3
Activation: Active (Incidental) Activation: Active (Maneuver)
Ranked: No Ranked: No
Your character must have purchased the Scathing Once per session, as a Maneuver, may make a
Tirade (Improved) talent to benefit from this talent. Hard (ddd) Athletics check. On success, other
Your character may choose to suffer 1 strain to PCs may take their turns immediately.
use the Scathing Tirade talent as a Maneuver,
instead of as an Action. SELECTIVE DETONATION
Tier: 2
SCAVENGER Activation: Active (Incidental)
Tier: 2 Ranked: Yes
Activation: Passive When using a weapon with the Blast quality
Ranked: Yes spend a to exclude 1 target that would be
The character removes b equal to the affected by the explosion, up to ranks in
character's ranks in Scavenger from checks Selective Detonation.
made to find or scavenge items or gear. These
checks could include Negotiation, Perception, or SENSE ADVANTAGE
other checks, depending on circumstances and Tier: 3
the GM's discretion. Such skill checks take half Activation: Active (Incidental, Out-of-Turn)
their normal time (this does not decrease with Ranked: No
multiple ranks in Scavenger). Once per session, may add bb to one NPC’s
skill check.
SECOND CHANCES
Tier: 4 SENSE DANGER
Activation: Active (Incidental) Tier: 2
Ranked: Yes Activation: Active (Incidental)
Once per encounter choose a number of Ranked: No
positive dice equal to ranks in Second Chances Once per game session, the character may
and re-roll them. remove bb from any one skill check.

SECOND WIND SENSE EMOTIONS


Tier: 1 Tier: 2
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No
Once per encounter, your character may use Add b to all Charm, Coercion, and Deception
this talent to heal an amount of strain equal to checks.
their ranks in Second Wind.
SHAKE IT OFF
SEEN A LOT OF THINGS Tier: 1
Tier: 4 Activation: Passive
Activation: Passive Ranked: No
Ranked: No You support your allies and help them recover
Whenever your character fails a Knowledge from crippling effects. When you are in
check, they may spend aaa to roll the check Engaged range to one or more allies who also
again during their next turn. have this talent, you gain a bonus b on all skill
checks.

81 Talents
DEAD END

SHARE PAIN SIDE STEP


Tier: 3 Tier: 2
Activation: Active (Incidental, Out-of-Turn) Activation: Active (Action)
Ranked: No Ranked: Yes
Your character must have purchased the Animal Once per turn, your character may suffer a
Companion talent to benefit from this talent. May number of strain no greater than their ranks in
perform the Share Pain Incidental when animal Side Step to use this talent. Until the end of your
companion suffers wounds. Reduce wounds character’s next turn, upgrade the difficulty of
suffered to half, then character suffers all ranged combat checks targeting your
wounds equal to number reduced. character a number of times equal to the strain
suffered.
SHORTCUT
Tier: 2 SIGNATURE VEHICLE
Activation: Passive Tier: 1
Ranked: Yes Activation: Passive
During a chase, add b per rank in Ranked: No
Shortcut to any checks made to catch Choose one vehicle with a silhouette of
or escape an opponent. 3 or lower that your character owns.
This vehicle is your character’s
SHORTCUT (IMPROVED) “Signature Vehicle.” Upgrade the ability
Tier: 3 of all Mechanics checks made to work on
Activation: Passive the vehicle once. If the vehicle ever lost or
Ranked: No destroyed, the character may apply
Your character must have Signature Vehicle to a new vehicle that meets
purchased the Shortcut talent to the requirements.
benefit from this talent. When
engaging in a chase or race, SILVER PALM
may suffer 2 strain to add s Tier: 1
equal to ranks in Shortcut Activation: Passive
to the check. Ranked: Yes
You are no stranger to haggling and the art
SHOTGUN SURGEON of the deal. Negotiation becomes a career skill
Tier: 3 when you select the Silver Palm talent.
Activation: Passive Furthermore, you add b to Negotiation
Ranked: No checks per rank of Silver Palm.
When using shotguns, regardless of
ammunition used, treat the shotgun as if SIXTH SENSE
it had the Pierce 1 quality. Tier: 3
Activation: Passive
SHOWBOAT Ranked: No
Tier: 4 The character gains +1 Ranged Defense.
Activation: Active (Incidental)
Ranked: No SKILLED JOCKEY
When making a check in a vehicle, may suffer Tier: 1
2 strain to gain x on success or y on failure. Activation: Passive
You must declare that you use this talent before Ranked: Yes
rolling your check. You remove b per rank of Skilled Driver from

Talents 82
PAUL M. N. HAAKONSEN
your Driving and Piloting checks. SNIPER SHOT
Tier: 4
SKILLED SLICER Activation: Active (Maneuver)
Tier: 4 Ranked: Yes
Activation: Active (Incidental) Once per turn before making a non-thrown
Ranked: No Ranged attack, the character may perform the
When making a Computers check may spend Sniper Shot Maneuver. Sniper Shot increases the
x a to make further Computers checks within maximum range of his ranged weapon up to
this system as Maneuvers. one range band per rank. For each rank beyond
the normal maximum of the weapon, upgrade
SKILLED TEACHER the difficulty of the check by one (this is in
Tier: 3 addition to the increased difficulty of the shot
Activation: Active (Incidental, Out-of-Turn) due to longer range).
Ranked: Yes
Before an ally within Short range makes a skill SOLAR POWERED
check, if that ally has fewer ranks in that skill Tier: 1
than your character does, your character may Activation: Passive
suffer a number of strain no greater than ranks Ranked: Yes
in Skilled Teacher to add an equal number of s Catch some rays! Gain b and a to Perception
to the ally’s check. per rank of Solar Powered between the hours of
6:00 a.m. and 6:00 p.m.
SMART HANDLING
Tier: 3 SOLID REPAIRS
Activation: Active (Action) Tier: 1
Ranked: No Activation: Passive
Once per session, while aboard a vehicle of Ranked: Yes
Silhouette 4 or higher, your character may make The character repairs one additional point of
a Smart Handling Action; making a Hard hull trauma per rank of Solid Repairs whenever
(ddd) Knowledge check. If successful, until he repairs a vehicle.
the start of the next turn, the vehicle’s handling
increases by two plus one per a scored on the SOOTHING TONE
check to a maximum handling of +4. x can be Tier: 1
spent to extend the effect until the end of the Activation: Active (Action)
encounter. Ranked: No
Once per encounter, take a Soothing Tone
SMOOTH TALKER Action; make an Average (dd) Knowledge
Tier: 1 check to allow a beast to recover strain equal to
Activation: Active (Incidental) s.
Ranked: Yes
When first acquired choose 1 skill; Charm, SORRY ABOUT THE MESS
Coercion, Deception, or Negotiation. When Tier: 4
making checks with that skill spend x to gain Activation: Passive
additional s equal to ranks in Smooth Talker. Ranked: No
Decrease the Critical Rating of a weapon by 1
(to a minimum of 1) against targets that have
not yet acted this encounter.

83 Talents
DEAD END

SOUND INVESTMENTS to absorb and redirect hits. When you are the
Tier: 3 target of a combat check, but before the dice are
Activation: Passive rolled and the result calculated, you can opt to
Ranked: Yes forefeit your Defense Rating and instead add it
At the start of each session, gain 100 money to your Soak instead. For example, if you have
units for each rank of Sound Investments. Melee Defense rating of 2 you can negate this
and increase your Soak by 2 points against a
Brawl or Melee attack. Or if you have Ranged
SPITFIRE
Defense 1, you could negate this to improve
Tier: 4
your Soak value by 1 against ranged attacks.
Activation: Passive
Ranked: No
After a successful combined check with two STEADY AIM
Ranged [Light] weapons, additional hits can be Tier: 4
allocated to other targets within range of the Activation: Passive
weapon. Ranked: No
Your character does not lose the benefits of the
Aim Maneuver if they perform other Maneuvers
SPRAY AND PRAY
(including moving) or Actions. Your character
Tier: 4
does lose the benefits of the Aim Maneuver if
Activation: Active (Incidental)
the encounter ends.
Ranked: No
Spray 'n Pray reduces the damage you do to
your companions by 50% - rounded down. In STEADY NERVES
other words, you only do half of your normal Tier: 1
damage to allies that you accidentally or Activation: Passive
actively hit in combat situations, from a y Ranked: Yes
result, for example. You remove b per rank of Steady Nerves
from Cool and Skulduggery checks.
STAGGERING CRITICAL
Tier: 3 STIM APPLICATION
Activation: Passive Tier: 3
Ranked: No Activation: Active (Action)
Your Critical Injuries leave your opponents Ranked: No
reeling. When you successfully inflict a Critical You may take the Stim Application Action. To
Injury, the target is also Staggered for 1 turn. perform this Action, you must have access to
drugs, a medpac, or painkillers. You make an
Average (dd) Medicine check. If successful,
STALKER one ally you are Engaged with (including
Tier: 2
yourself) increases one characteristic of your
Activation: Passive
choice by one for the remainder of the
Ranked: Yes
encounter, and suffers four strain. A single
Add b per rank of Stalker to all Coordination
character's individual characteristic may each
and Stealth checks.
only be increased once by Stim Application
during an encounter.
STALWART
Tier: 3
Activation: Active (Incidental, Out-of-Turn)
Ranked: No
You adopt a defensive stance that allows you

Talents 84
PAUL M. N. HAAKONSEN

STIM APPLICATION (IMPROVED) STREET SMARTS


Tier: 4 Tier: 4
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: Yes
Your character must have purchased the Stim Once per session, may take a Street Smarts
Application talent to benefit from this talent. When Action; make a Formidable (ddddd)
performing the Stim Application it Streetwise or Knowledge check to learn one
becomes an Incidental instead of an vital clue from the GM. Reduce the difficulty
Action. You may increase the once per rank of Street Smarts.
difficulty of the Medicine check to
Hard (ddd) as an Incidental. If STRONG ARM
you do so, the target of the Tier: 1
talent suffers one strain Activation: Passive
instead of four. Ranked: No
Treat thrown weapons as if they had one
STIM APPLICATION step greater range, to a maximum of Medium
(SUPREME) range.
Tier: 5
Activation: Passive STRONG BACK
Ranked: No Tier: 3
Your character must have Activation: Passive
purchased the Stim Application Ranked: Yes
(Improved) talent to benefit from Increase your Encumbrance threshold value
this talent. When performing the by 2 per rank of Strong Back.
Stim Application Incidental,
each x may be spent to increase STUDIOUS PLOTTING
an additional characteristic by Tier: 3
one. Activation: Passive
Ranked: No
STONEWALL When making a Streetwise or Survival skill
Tier: 3 check to navigate, the character may use
Activation: Passive Intellect instead of Cunning.
Ranked: No
All melee and brawl attacks STUNNING BLOW
that target you suffer a b to Tier: 2
the attack dice pool, and you cannot be knocked Activation: Active (Incidental)
prone by such attacks. Ranked: No
When making a Melee combat check, may
STREET SLANG inflict damage as strain instead of wounds.
Tier: 1 However, Soak does still apply.
Activation: Active (Incidental)
Ranked: Yes STUNNING BLOW (IMPROVED)
When making a Social skill check in criminal Tier: 3
or dubious company, may suffer a number of Activation: Active (Incidental)
strain no greater than ranks in Street Slang to Ranked: No
add an equal number of a to the check. Your character must have purchased the Stunning
Blow talent to benefit from this talent. When

85 Talents
DEAD END
dealing strain damage with Brawl or Melee SUPPORTING EVIDENCE
combat checks, may spend x to Stagger target Tier: 4
for 1 turn per x. Activation: Passive
Ranked: Yes
SUNDER EXPERTISE When assisting an ally with a Charm,
Tier: 3 Deception, Leadership, or Negotiation check,
Activation: Passive add a automatic per rank of Supporting
Ranked: No Evidence.
Each aa your character spends to activate a
weapon’s Sunder quality damages the target SUPPRESSING FIRE
item two steps, instead of one. Tier: 2
Activation: Passive
SUNDERING STRIKE Ranked: Yes
Tier: 2 The character and each ally within Short range
Activation: Active (Incidental) may spend a on their failed combat checks to
Ranked: No inflict one strain on the target per rank of
You can sunder your foes' weapons more Suppressing Fire. Each character can only
easily. Whenever you attempt to active a Sunder activate this effect once per turn.
effect as part of a combat check, you require one
less a to activate the effect, to a minimum of SURGEON
a. Tier: 1
Activation: Passive
SUPER SLAM! Ranked: Yes
Tier: 3 When your character makes a Medicine check
Activation: Passive to heal wounds, the target heals one additional
Ranked: No wound per rank of Surgeon.
All Brawl and Melee weapons that have the
Knockdown quality require one less a to SWIFT
activate on a combat check, to a minimum of Tier: 1
one a. Activation: Passive
Ranked: No
SUPERHUMAN SKILL Your character does not suffer the penalties for
Tier: 5 moving through difficult terrain (they move
Activation: Active (Incidental) through difficult terrain at normal speed
Ranked: No without spending additional Maneuvers).
When purchased, choose a skill. Once per
session, when rolling y on a check with that TALK THE TALK
skill, spend a Story Point to remove the y and Tier: 3
replace it with a number of s equal to ranks in Activation: Active (Incidental)
that skill. Ranked: No
When about to make a Knowledge skill check,
SUPERIOR REFLEXES the character may spend one Story Point to
Tier: 3 substitute Knowledge with Streetwise. The GM
Activation: Passive may suitable embellish any information
Ranked: No gathered due to a success on the check to reflect
The character gains +1 Melee Defense. its possible criminal and underworld origins.

Talents 86
PAUL M. N. HAAKONSEN

TARGETED FIREPOWER to your character's ranks in Coercion. The range


Tier: 4 of this talent increases by one band per rank of
Activation: Active (Action) Threaten beyond the first.
Ranked: No
Once per session, identify one enemy target THUG
and make a Hard (ddd) Knowledge check. If Tier: 1
successful, for the rest of the encounter, allies Activation: Passive
within Short range of your character add one a Ranked: No
to attacks against the target equal to s You have a knack for getting the jump on the
generated on the check. competition and pushing other people around.
While others debate, you act. You gain b to
TECHNICAL APTITUDE Initiative checks, and also a a bonus to
Tier: 2 Coercion skill checks.
Activation: Passive
Ranked: No TIME TO GO
When making a Computer skill check may Tier: 2
spend aa or x to reduce the time spent to Activation: Active (Maneuver)
complete the task by 50% Ranked: No
The character may spend 1 Story Point to
THAT'S HOW IT'S DONE perform a move Maneuver as an Incidental to
Tier: 4 attempt to move into cover or out of the blast
Activation: Active (Incidental) range of a weapon or explosion.
Ranked: Yes
May suffer 1 strain on successful skill check to TIME TO GO (IMPROVED)
add a to the same skill check made by a Tier: 3
number of allies equally to Willpower within Activation: Active (Maneuver)
Short range during the next turn. Range Ranked: No
increases with ranks. Your character must have purchased the Time to
Go talent to benefit from this talent. When
THOROUGH ASSESSMENT activating Time to Go, allow one Engaged ally
Tier: 5 to also perform an out-of-turn move Maneuver
Activation: Active (Action) as an Incidental to attempt to move into cover or
Ranked: No out of the blast range of a weapon or explosion.
Once per session, take a Thorough Assessment
Action: make a Hard (ddd) Knowledge check TINKERER
to gain s equal to that can be distributed Tier: 2
during the session. Activation: Passive
Ranked: Yes
THREATEN May add 1 additional hard point to a number
Tier: 2 of items equal to ranks in Tinkerer. Each item
Activation: Active (Incidental, Out-of-Turn) may only be modified once.
Ranked: Yes
After an adversary within Short range of your TOUCH OF FATE
character resolves a combat check that deals Tier: 2
damage to one of your character's allies, your Activation: Active (Incidental)
character may suffer 3 strain to use this talent to Ranked: No
inflict a number of strain on the adversary equal Once per game session, the character may add

87 Talents
DEAD END
bb to any one skill check. in Trust the Captain.

TOUGHENED TUMBLE
Tier: 1 Tier: 1
Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: No
Each rank of Toughened increases your While engaged with one or more adversaries,
character’s wound threshold by two. may suffer 2 strain to move to Short range as an
incidental, and thus circumventing having to
TRICKY TARGET disengage from opponents.
Tier: 3
Activation: Passive TUNED MANEUVERING PARTS
Ranked: No Tier: 3
Count vehicle piloted as having a Silhouette 1 Activation: Passive
lower when being attacked. Ranked: Yes
Your character must have purchased the Signature
TRUE AIM Vehicle talent to benefit from this talent. Increase
Tier: 4 the Handling of Signature Vehicle by 1 per rank
Activation: Active (Maneuver) of Tuned Maneuvering Parts.
Ranked: Yes
Once per turn, before the character makes TWIN WARRIORS
a ranged combat check, he may perform a Tier: 3
True Aim Maneuver. By performing this Activation: Passive
Maneuver, the character gains all the Ranked: No
benefits for aiming and also upgrades his Some martial arts schools teach their
attack roll once per rank of True Aim. students to fight in teams, one martial
artist using aggressive techniques and
TRUST NO ONE the other fighting defensively, the
Tier: 4 better to keep opponents off balance.
Activation: Active (Incidental, Out-of- For each ally, to a maximum of two,
Turn) who possess this talent, is fighting
Ranked: No using the Brawl skill and is within Short
When targeted by a Social skill check, range of you, you benefit from a +1
suffer 1 strain to add automatic f to bonus to Melee Defense and also add a
the check. If the check fails with y, b to Brawl combat checks. No two
your character may immediately characters may benefit from the same
perform a Maneuver as an out-of-turn bonus simultaneously but any character
Incidental. can change the bonuses (including the
bonuses of their allies) on their turn as a
Maneuver.
TRUST THE CAPTAIN
Tier: 3
Activation: Active (Action) TWISTED WORDS
Ranked: Yes Tier: 3
Make a Hard (ddd) Leadership check. Activation: Active (Incidental, Out-of-
If successful, for the rest of the encounter Turn)
allies within Short range increase their Ranked: No
ranks in Discipline by an amount equal to ranks When an incoming Social skill check
generates tt or y, may suffer 1

Talents 88
PAUL M. N. HAAKONSEN
strain as an Incidental to inflict strain equal to UNDYING FATE
ranks in Coercion on speaker. Tier: 1
Activation: Active (Incidental)
UNARMED PARRY Ranked: No
Tier: 2 As an Incidental, you can determine how close
Activation: Passive creatures are to death. This extraordinary ability
Ranked: No can be used at will. The GM will tell you what
May Parry while unarmed. When your the status is of one specific creature that you can
character suffers a hit from a Brawl or Melee see, in terms of wounds and strain and its
combat check, after damage is calculated but threshold. You take a b penalty to your next
before Soak is applied (so immediately after skill check after having used the Undying Fate
Step 3 of Perform a Combat Check, page 102 in talent.
the Genesys Core Rulebook), your character
may suffer 3 strain to use this talent to reduce UNMATCHED FORTUNE
the damage of the hit by two. This talent can Tier: 5
only be used once per hit, and your character Activation: Active (Incidental)
does not need to be wielding a Melee weapon. Ranked: No
By some odd twist of fate or grain of luck you
UNBELIEVABLE LUCK gain an extra edge when you need it the most.
Tier: 4 You can spend a Story Point to set aside any x
Activation: Passive result on a skill check and roll a new c in its
Ranked: No place.
The powers of fortune truly smile on you For every c you generate on your roll, even
more than most others. As long as there are at on newly added dice, you roll a new c to your
least Story Points equal to the number of player skill check. However, any subsequent x results
characters excluding yourself in the player pool, only count as s results.
you gain a b bonus on all skill checks that you
make. UNRELENTING
For example a gaming group with 5 player Tier: 4
characters (obviously not including the GM) Activation: Active (Incidental)
require a minimum of 4 Story Points in the Ranked: No
player's pool for you to benefit from the Once per turn after resolving a successful
Unbelievable Luck talent. Brawl or Melee combat check, your character
may suffer 4 strain to use this talent to make an
UNCANNY REACTIONS additional attack as an incidental against the
Tier: 1 same target. Increase the difficulty of the combat
Activation: Passive check once if this attack uses a secondary
Ranked: Yes weapon, or by two if the attack uses the same
Add b per rank of Uncanny Reactions to all weapon.
Vigilance checks.
UNRELENTING SKEPTIC
UNCANNY SENSES Tier: 4
Tier: 1 Activation: Passive
Activation: Passive Ranked: No
Ranked: Yes When targeted by a Deception check, the
Add b per rank of Uncanny Senses to all character automatically adds f to the check
Perception checks. equal to ranks in Vigilance.

89 Talents
DEAD END

UNRELENTING SKEPTIC (IMPROVED) by an allied character during the encounter. The


Tier: 5 subsequent check should relate in some way to
Activation: Active (Incidental) the facts the character learned, or the player
Ranked: No should come up with an explanation for why
Your character must have purchased the the information the character learned is
Unrelenting Skeptic talent to benefit from this talent. instrumental in the success of the ally’s check.
When targeted by a Deception check that fails,
may spend 1 Story Point to add y to results. VEHICLE COMBAT TRAINING
Tier: 2
UNREMARKABLE Activation: Passive
Tier: 1 Ranked: No
Activation: Passive Driving, Gunnery and Piloting become career
Ranked: No skills.
Other characters add f to any checks made to
find or identify your character in a crowd. VOW OF ABSTINENCE
Tier: 1
UNSTOPPABLE Activation: Passive
Tier: 2 Ranked: No
Activation: Passive You have taken a sacred vow to abstain from
Ranked: No alcoholic beverages, drugs, stimulants such as
If a Critical Injury roll is 1 or reduced to 1, do caffeine, and intoxication. You gain a bb bonus
not receive the Critical Injury. on Resilience checks against poisons and drugs
(as long as you are subjected to a drug
unwillingly).
UP THE ANTE To fulfill your vow, you must not consume
Tier: 3
intoxicating, stimulating, depressant, or
Activation: Passive
hallucinogenic substances, including alcohol,
Ranked: Yes
caffeine, and other drugs. If you intentionally
When gambling win 10% more money
break your vow, you immediately and
currency per rank of Up the Ante.
irrevocably lose the benefit of this talent. You
may not take another talent to replace it. If you
UTILITY BELT break your vow unintentionally (a drug slipped
Tier: 3 into your drink, for example), you lose the
Activation: Active (Incidental) benefit of this talent until you perform a suitable
Ranked: No penance.
Spend 1 Story Point to perform a Utility Belt
Incidental; produce an undocumented item
(maximum 1 encumbrance) or weapon (with
VOW OF CHASTITY
Tier: 1
Limited Ammo One quality) from a tool belt or
Activation: Passive
a satchel.
Ranked: No
You have taken a sacred vow to refrain from
VALUABLE FACTS marriage and sexual intercourse. You gain a b
Tier: 3 bonus on attempts to resist Charm and Coercion
Activation: Active (Action) checks.
Ranked: No To fulfill your vow, you must abstain from
Once per encounter, the character may make a any sexual contact with any other creature. If
Hard (ddd) Knowledge check. If successful, you intentionally break your vow, you
the character may add x to any one check made immediately and irrevocably lose the benefit of

Talents 90
PAUL M. N. HAAKONSEN
this talent. You may not take another feat to WEAK FOUNDATION
replace it. If you break your vow Tier: 4
unintentionally (being raped, for example), you Activation: Active (Action)
lose the benefit of this talent until you perform a Ranked: No
suitable penance. Once per game session, your character may
identify one bunker, weapon emplacement, or
VOW OF PURITY other fixed combat structure (subject to the
Tier: 1 GM’s approval) and then take a Weak
Activation: Passive Foundation Action; make a Hard () Knowledge
Ranked: No check. If successful, until the end of the
You have taken a encounter, your character and all allies add
sacred vow to avoid contact automatic s or aa to all combat checks
with dead flesh. You add made targeting the structure (your
bb to Resilience checks to character’s choice).
resist diseases.
To fulfill your vow, you must avoid WELL-ROUNDED
all contact with dead creatures, Tier: 3
including meat cooked for food. You Activation: Passive
may not touch fallen foes. You may Ranked: No
fight the living dead, but must purify Choose any two skills. They permanently
yourself as soon as possible become career skills for your character.
afterward. You may touch dead
characters in order to restore them
to life, but for no other purpose. If
WHEEL AND DEAL
Tier: 1
you fight the living dead or
Activation: Passive
accidentally touch dead flesh, you
Ranked: Yes
must purify yourself in a special
When selling good legally, gain 10% more
ritual that requires 1 hour. If you
currency per rank of Wheel and Deal.
intentionally break your vow, you
immediately and irrevocably lose
the benefit of this talent. You may WHIRLWIND
not take another talent to replace Tier: 5
it. If you break your vow Activation: Active (Action)
unintentionally, you lose the Ranked: No
benefit of this talent until you Your character may suffer 4
perform a suitable penance. strain to use this talent to make a
Brawl or Melee attack against the engaged
adversary who is hardest to hit (as determined
WARRIOR INSTINCTS by the GM), increasing the difficulty by one. If
Tier: 1
the combat check succeeds, each adversary
Activation: Passive
Engaged with the character suffers one hit from
Ranked: Yes
the attack, that deals base damage plus damage
You were born with a warrior's instincts and
equal to the total s scored on the check.
intuition. You add s to Initiative checks per
rank of Warrior Instinct.

91 Talents
DEAD END

WIDOW-MAKER ZEALOUS FIRE


Tier: 2 Tier: 5
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
You're charming... and dangerous! Nemesis Each time your Game Master spends a Story
adversaries suffer an additional wound in Point, your character heals 2 strain.
combat whenever you deal damage, and you
can remove a b from Charm, Coercion,
Deception, Leadership and Negotiation checks
when dealing with the nemesis adversaries.

WISE WARRIOR
Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per turn when making a combat check,
you may perform a Wise Warrior Incidental to
spend 1 Story Point and use any characteristic
for the check.

WISE WARRIOR (IMPROVED)


Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Wise
Warrior talent to benefit from this talent. When you
perform the Wise Warrior Incidental, one ally at
Short range may use the same characteristic that
you used in the Wise Warrior Incidental for the
next combat check the ally makes before the end
of your next turn.

WORKS LIKE A CHARM


Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per game session, the character can
choose to make one skill check using Presence
rather than the characteristic linked to that skill.
When he does this, he must explain how, in this
particular instance, his social ability helps him
overcome this challenge.

Talents 92
PAUL M. N. HAAKONSEN

GEAR AND EQUIPMENT

"GOOD, BAD, I'M THE GUY WITH THE GUN"


– Army of Darkness

YOU GOT THE RIGHT STUFF ITEM RARITY


A hero is only as good as the gear he is The item rarity rules are detailed on pages 82
outfitted with, right? Outfitting yourself with and 83 in the Genesys Core Rulebook.
the right gear for the situation can make the However, the Dead End setting does impose a
difference between life and death. So better not little change on these rules, in the sense that the
be stingy when stocking up on equipment. world is now a place of scavenging and very
From protective armor, sharp knives, sturdy little new is being produced, which means that
pistols and hunting rifles, to backpacks and items are harder to come by and are thus a
flashlights, equipment is essential to every greater commodity. In game mechanic terms,
survivor. that means that items have an increased rarity,
This chapter details the core essential which will already be added to the rarity
equipment that a survivor could use, but it is listings on the various gear lists in this chapter.
hardly a complete and extensive list. And you, But remember, that rarity is usually the listed
as the GM, should feel free to add to the lists, as rarity when attempting to trade or barter in
your specific setting require. terms of acquiring the desired item.
Furthermore, this chapter also deals with gear Remember that these are guidelines, and you
attachments, vehicles and any equipment that as the GM have the authority to make changes
could come in handy for the survivors trying to to the existing rarities depending on the needs
make their way in the land of the dead. of your particular campaign and setting.

93 Gear and Equipment


DEAD END
about who he or she is. You probably want to
ITEM QUALITIES equip your character with both a melee weapon
The following item qualities from the Genesys
and a ranged weapon. If you can't afford both
Core Rulebook are available in the Dead End your melee weapon of choice and your ranged
setting. weapon of choice, decide which is more
important to the character.
• Accurate (Passive)
The weapons in the Dead End setting
• Auto-Fire (Active)
function similar to the weapons found in the
• Blast (Active)
modern setting (as detailed on page 166 of
• Breach (Passive)
the Genesys Core Rulebook).
• Burn (Active)
• Concussive (Active) In the Dead End setting, if a ranged
• Cumbersome (Passive) combat check generates ttt or y that
• Defensive (Passive) result may be spent to cause the
• Deflection (Passive) weapon to run out of ammo.
• Disorient (Active)
• Ensnare (Active) ASSAULT RIFLE
• Guided (Active) While clattering, hard-hitting
• Inaccurate (Passive) assault rifles are ostensibly
• Inferior (Passive) military weapons, they can and
• Knockdown (Active) often do fall into the hands of
• Limited Ammo (Passive) gangs, crime syndicates, and
• Linked (Active) insurgents. The assault rifle
• Pierce (Passive) presented here is a basic AR-
• Prepare (Passive) or AK-pattern rifle like those
• Reinforced (Passive) carried throughout the
• Slow-Firing (Passive) world. The Autofire quality is
• Stun (Active) the primary thing that separates
• Stun Damage (Passive) these weapons from other types of
• Sunder (Active) rifles, although they can be fired on
• Superior (Passive) semiautomatic as well (your
• Unwieldy (Passive) character may choose whether or
• Vicious (Passive) not to use Auto-fire). Assault
rifles do roughly the same
damage as other “long guns.”
WEAPONS
There are a lot of ways to kill someone in this
world. The weapons that can be found out in AXE
The axe is a wooden handled weapon with a
there are varied; they are most likely relics from
heavy steel head intended for firefighting use. It
the times before the dead rose, cobbled together
has a broad finely sharpened front blade and a
with junk and ingenuity in the time since, or in
sharp pick point on the rear of the head. The
rare cases newly manufactured by one of the
long hardwood handle allows for sweeping
few weaponsmiths still able to make new
attacks at reasonable distance and is partially
weapons.
rubber coated to ensure a good grip on the
Weapons come in a great variation and suits
weapon. Originally designed for breaking down
many different purposes. Many of the weapons
walls and doors, this weapon can inflict severe
found out there have seen better days and tend
damage to a soft target.
to be victim of poor maintenance or neglect.
The weapon a character uses says something

94
PAUL M. N. HAAKONSEN

BASEBALL BAT in tension. A chain may consist of two or more


This is a long, smooth wooden bat, typically links.
made of ash, for use in the sport of baseball.
Under MLB regulations, a baseball bat cannot CHAINSAW
exceed 2.61 inches in diameter at the widest A chainsaw is a portable, mechanical saw
point, can be no longer than 42 inches, and must which cuts with a set of teeth attached to a
be a single solid piece. Bats found in the rotating chain that runs along a guide bar. It is
Commonwealth have a base weight of three used in activities such as tree felling, limbing,
pounds, approaching the weight of bats used in bucking, pruning, cutting firebreaks in wildland
the early 20th century by players like Babe Ruth. fire suppression and harvesting of firewood.
Chainsaws with specially designed bar and
BRASS KNUCKLES chain combinations have been developed as
Brass knuckles are very simple weapons: tools for use in chainsaw art and chainsaw mills.
chunks of brass designed to slip over your Specialized chainsaws are used for cutting
fingers and add power to your punches. Brass concrete. Chainsaws are sometimes used for
knuckles really are simple weapons, and this cutting ice, for example for ice sculpture and in
profile could also represent a roll of quarters. Finland for winter swimming.

C4 PLASTIC EXPLOSIVE COLLAPSIBLE BATON


So-called “plastic” explosives, though Simple but effective, this is a telescoping baton
officially named C4/Semtex, resemble slabs of with a weighted tip. A powerful swing can
wax. Hard and translucent when cold, these break bones.
explosives warm up when kneaded, and then
can be coaxed to take various shapes. The COMBAT KNIFE
information on the table represents a 1-pound A large knife designed for both combat and
block. Additional blocks can be wired together, survival purposes. It has a long, clip-point blade
increasing the damage and blast quality; each with serrations along the back intended for
additional block increases both by 1 point, and cutting rope and small branches. The knife uses
requires an Average (dd) Mechanics check to a fast swing stabbing and slashing motion when
link them. used.
C4 plastic explosive requires a detonator to set
off. When purchased it comes with a detonator. DYNAMITE
It is possible manufacture one, requiring a Hard Dynamite is a high explosive, consisting of
(ddd) Mechanics check. nitroglycerin mixed with the absorbent
substance kieselguhr. Strictly speaking,
CARBINE RIFLE dynamite is nitroglycerin-soaked absorbent,
Many militaries make carbine versions of their pressed into sticks. Available in single sticks
assault rifles, such as the U.S. military’s Colt M4. with safety fuses, to be lit and thrown, or as a
They’re more compact than full-sized rifles and bundle with a timing device for use as a bomb.
a bit easier to wield. Dynamite is especially helpful for clearing cave-
ins, and can blow most doors apart.
CHAIN
A chain is a serial assembly of connected FLAMETHROWER
pieces, called links, typically made of metal, A flamethrower is a mechanical incendiary
with an overall character similar to that of a device designed to project a long, controllable
rope in that it is flexible and curved in stream of fire.
compression but linear, rigid, and load-bearing Most military flamethrowers use flammable

95 Gear and Equipment


DEAD END
liquid, but commercial flamethrowers tend to the mine shortly thereafter.
use high-pressure propane and natural gas, Anti-personnel mines are typically smaller
which is considered safer as they both die out mines primarily intended by design to inflict
faster and are easier to put out. In comparison, a casualties only on personnel. While the
liquid flamethrower's fuel sticks to its targets explosive blast of an anti-personnel mine may
and is mostly oil based and thus harder to put be large enough to damage small vehicles, they
out with water. They are used by the military also utilize some form of fragmentation or other
and by people needing controlled burning means to damage soft tissue outside of the
capacity, such as in agriculture (e.g., sugar cane immediate blast area.
plantations) or other such land management
tasks. They can be designed to be either carried GAS GRENADE
by the operator or mounted on a vehicle. A non-lethal grenade that lets out a cloud of
gas/smoke upon detonation. Whether it was to
FLARE GUN be used as smokescreen cover or flammable gas
The flare gun is a break-action single-shot is unknown. Smoke grenades are used as both
weapon that is not designed to deal direct signaling devices and to provide concealment. A
damage, but instead to summon nearby chemical reaction of different agents, when
sentients for assistance. Firing a flare directly mixed and ignited, produce either colored
at an enemy will cause a small smoke as a signaling device, or a dense cloud of
amount of damage, but virtually chemical smoke to screen for concealment.
every other weapon will yield Anyone using a gas grenade for hiding is
better results in the heat of allowed one free upgrade on his or her Stealth
battle. check.

FRAGMENTATION GRENADE HATCHET


The standard thrown It is a hand-axe with a rubber-gripped
explosive device used by wooden handle for chopping wood and
militaries worldwide, the limbs alike.
fragmentation (or frag)
grenade causes a lethal HEAVY PISTOL
blast sending metal The ubiquitous pistol is the go-to
shrapnel flying in all solution for law enforcement, sport
directions. shooting, self-defense, and criminal
Fragmentation activity throughout the world. Heavy
grenades are pistols are the big, bulky hand cannons
generally simple that show up in movies in the hands of
and effective. cops on the edge or great big heroes.
Useful against groups of
unarmored enemies, or
HOLDOUT PISTOL
for hitting enemies around
The ubiquitous pistol is the go-to solution
corners by banking
for law enforcement, sport shooting, self-
grenades off walls.
defense, and criminal activity throughout
the world. Holdout pistols are light
FRAGMENTATION MINE sidearms that are easy to operate and
When armed, the handle. It could be a .22 caliber pistol, for
mine is placed on the ground, where it will lie example.
dormant until an enemy strays too close, upon
which its proximity fuse will trip, detonating

96
PAUL M. N. HAAKONSEN

HUNTING RIFLE piercing ammunition, the minigun is extremely


Hunting rifles are nearly as ubiquitous as deadly, being able to cut through even the
pistols in developed countries with a long toughest target very fast, the downside being
history of hunting and sporting. These rifles that it uses up the 5mm ammunition rather
have long barrels and are often fitted with long- quickly.
range telescopic sights to increase their
performance and accuracy. MOLOTOV COCKTAIL
The Molotov cocktail, also known as the petrol
KNIFE bomb, gasoline bomb, fire bomb, or simply
A knife could be something as simple as a Molotov, is a generic name used for a variety of
chef's knife with low melee damage. Extremely improvised incendiary weapons. They are
common to the point of being cheap clutter. frequently used by rioters due to the relative
ease of production. They typically consist of
some form of easily breakable vessel or
LIGHT PISTOL
container, often a glass bottle, filled with a
The ubiquitous pistol is the go-to solution for
highly flammable mixture of gasoline or napalm
law enforcement, sport shooting, self-defense,
mixed with surfactants or other thickening
and criminal activity throughout the world. The
agents, with a wick, often of cloth, soaked in a
light pistol listing is for a basic, medium-caliber
slowly burning combustible liquid like kerosene
pistol: a 9 mm or .38 caliber weapon, for
that penetrates through the sealed opening of
example.
the vessel.
The bombs were derisively named after the
MACHETE then Foreign Minister of the Soviet Union,
A machete is a large, long, sharp knife, Vyacheslav Molotov, by the Finns during the
designed to hack through vegetation. They Winter War.
make handy melee weapons too.
PORTABLE MISSILE LAUNCHER
MACHINE GUN The weapon presented here represents one of
Machine guns are large, heavy, often crew- the countless shoulder-fired anti-aircraft
served weapons. Depending on the type, a missiles used throughout the world, such as the
machine gun can be anything from a medium- Stinger missile. Their extreme range and Guided
weight, man-portable squad-support weapon to quality reflect the fact that they are long-ranged
a heavy, turret-mounted .50 cal. anti-vehicle weapons. They, of course, only hold
The machine gun presented here can be used one missile at a time and need a few moments to
for any of the medium-caliber squad-support set up, so the Limited Ammo and Prepare
weapons like the M60, M249, or MG4. They’re qualities are a must for these weapons.
designed to be carried in the field, but they still
have a high encumbrance.
RIOT-CONTROL BATON
A roughly cylindrical club made of metal. It
MINIGUN can be used defensively to block; offensively to
This weapon is a six-barreled heavy machine strike, jab, or bludgeon; and it can aid in the
gun, fed by a "cassette" ammunition box using application of armlocks.
the 5mm round. Utilizing the Gatling style
rotating barrels powered by an internal motor, it
delivers an extremely high rate of fire, making it
SAWED-OFF SHOTGUN
The sawed-off shotgun is a break action, 12
an effective weapon and is ideal for inflicting
gauge shotgun with most of the original barrel
heavy damage on large quantities of relatively
and stock removed to make it smaller and more
unarmored enemies. With the use of armor
easily concealed at the expense of range. Pulling

97 Gear and Equipment


DEAD END
the trigger fires both barrels at once, unleashing SNIPER RIFLE
14 pellets instead of the typical 7. While they vary by service and country, all
sniper rifles are designed to fire high-caliber,
SHOTGUN high-velocity rounds over long distances.
When you really want to make an The sniper rifle entry here is a basic dedicated
impression in a firefight, a shotgun is sniper rifle like the U.S. Army’s M24 rifle. The
a great way to go. Pulling a pistol from range is extreme to represent its ability to reach
a hidden pocket just doesn’t have farther than even regular hunting rifles.
the same dramatic effect as, say, Sniper rifles possess the Accurate and
drawing a lever-action 10 gauge Pierce qualities to reflect their excellent
out of a box of roses in slow balance and specialized rounds. They do,
motion. The flat thump of the however, have a smaller magazine, hence
report, the muzzle flash, the the Limited Ammo quality.
shocking recoil, even the loud
clack-clack noise of working a SPEAR
pump action make these weapons Although a simple weapon, a spear is easy
an assault on everyone’s senses, to wield and allows the user to keep some
and also is what makes them so distance from an opponent. Hence, spears
popular in action movies! don't have very high damage, but the
The stat line is for a basic pump Accurate 1 quality represents their ease of
or semi-automatic hunting weapon use. In addition, the Defensive 1 quality
with buckshot. Shotguns possess represents their usefulness at keeping
the Blast quality due to the cloud someone at arm's reach. A spear requires two
of shot they fire and the hands to use.
Knockdown quality due to the
concussion of their blast (and,
STUN GRENADE
honestly, the Rule of Cool). The
A less-lethal alternative to a traditional
basic shotgun stat line also
grenade. Flash bangs deal very little physical
assumes a magazine-fed
damage, but the blinding light and deafening
weapon.
bang it creates deal significant strain damage.

SINGLE-SHOT SHOTGUN STUN GUN


A single shotgun, also
The name “stun gun” is a bit of a misnomer;
called a “scattergun,” is a firearm designed to
it’s a hand-held device with protruding
shoot a multitude of lead or steel balls of
electrodes. Push the electrodes into an
varying sizes, greatly increasing the weapon's
opponent, and they get shocked. That’s why the
hit potential. This makes it very effective at
weapon has damage that can’t be modified by
hunting game. However, the accuracy and
your character’s Brawn (you don’t hit people
power found at close range starts to diminish as
with a stun gun; you just touch them with it),
the target gets farther away.
and any similar weapon should follow a similar
profile. Obviously, the Stun Damage quality is
SLEDGEHAMMER another must, and we added the Stun quality to
A sledgehammer is used in heavier working represent some people suffering worse effects
conditions, such as industrial areas or for than others from the electric shock. We also
breaking ground. It requires two hands to gave it a Critical rating; after all, an electric
wield. shock can occasionally do lasting damage!

98
PAUL M. N. HAAKONSEN

SUBMACHINE GUN geographic region under consideration. A


Submachine guns (SMGs) use pistol-caliber sword consists of a long blade attached to a hilt.
ammunition and a high rate of fire to provide a The blade can be straight or curved. Thrusting
whole lot of damage capacity in a small, easy-to- swords have a pointed tip on the blade, and
use package. They are popular among criminals, tend to be straighter; slashing swords have a
police, and special forces operators the world sharpened cutting edge on one or both sides of
over. the blade, and are more likely to be curved.
The SMG presented here is a typical 9 mm Many swords are designed for both thrusting
weapon that might be used by a metropolitan and slashing.
police force or carried by a drug lord’s
bodyguard. It deals the same damage as a light THERMITE GRENADE
pistol, since they share calibers. It can fire full Thermite does not technically explode.
auto, so it has the Auto-fire quality. Even when Instead, it creates intense heat meant to burn or
it doesn’t fire on full auto, we imagine each melt through an object upon which the grenade
“shot” is actually several bullets, and so we is set. Military forces use thermite grenades to
gave it a lower Critical rating to represent the quickly destroy key pieces of equipment.
sheer amount of lead it puts in the air.
VARMINT RIFLE
SWORD The varmint rifle is a low-powered hunting
A sword is a bladed weapon intended for rifle, designed for hunting varmint and small
slashing or thrusting that is longer than a knife game. It utilizes a magazine-fed bolt-action
or dagger. The precise definition of the term system and is chambered for 5.56mm caliber
varies with the historical epoch or the rounds.

WEAPONS
NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL
BRAWL WEAPONS
Brass Knuckles Brawl +1 4 Engaged 1 1 40 2 Disorient 1
Brawling Brawl 0 4 Engaged - 0 - -
Chain Brawl +1 4 Engaged 2 1 25 2 Ensnare 1
Sap Brawl +1 4 Engaged 1 1 40 2 Stun Damage

MELEE WEAPONS
Axe Melee +3 3 Engaged 2 1 150 2 Vicious 1
Baseball Bat Melee +2 4 Engaged 2 1 3
Chainsaw Melee +3 3 Engaged 3 2 200 4 Vicious 1
Collapsible Baton Melee +2 3 Engaged 1 1 70 3
Combat Knife Melee +1 3 Engaged 1 1 45 3 Vicious 1
Hatchet Melee +2 3 Engaged 1 1 65 3
Knife Melee +1 3 Engaged 1 1 25 2
Machete Melee +3 2 Engaged 1 1 115 4 Pierce 1
Riot-Control Baton Melee +3 3 Engaged 2 1 90 3 Disorient 1
Sledgehammer Melee +3 4 Engaged 4 2 80 3 Knockdown
Spear Melee +2 4 Engaged 2 1 65 3 Accurate 1,

99 Gear and Equipment


DEAD END
Defensive 1
Stun Gun Melee 5 6 Engaged 1 1 100 2 Stun 3, Stun
Damage
Sword Melee +3 2 Engaged 1 1 100 4 Defensive 1

RANGED WEAPONS
Assault Rifle Ranged [Heavy] 8 3 Long 4 2 1,000 8 Auto-fire
Carbine Rifle Ranged [Heavy] 8 3 Medium 3 2 1,000 8 Auto-fire
Flamethrower Ranged [Heavy] 8 2 Short 6 3 1,200 7 Blast 8, Burn 3
Flare Gun Ranged [Light] 6 3 Long 1 1 50 4 Burn 2, Inaccurate 2,
Limited Ammo 1,
Prepare 1
Heavy Machine Gunnery 12 3 Long 8 4 1,800 8 Auto-fire,
Gun Cumbersome 4,
Pierce 2, Vicious 2
Heavy Pistol Ranged [Light] 6 3 Medium 1 1 300 4
Holdout Pistol Ranged [Light] 4 3 Short 1 1 100 4
Hunting Rifle Ranged [Heavy] 8 3 Long 4 2 750 5 Accurate 1, Limited
Ammo 2
Light Pistol Ranged [Light] 5 4 Short 1 1 100 4
Machine Gun Gunnery 10 3 Long 6 3 1,500 7 Auto-fire,
Cumbersome 2,
Pierce 2, Vicious 2
Minigun Gunnery 15 2 Extreme 9 5 4,500 9 Auto-fire only,
Cumbersome 5,
Pierce 2, Vicious 2
Portable Missile Gunnery 20 2 Extreme 8 4 100,000 9 Blast 10, Breach 2,
Launcher Cumbersome 3,
Guided 3, Limited
Ammo 1, Prepare 1
Sawed-Off Ranged [Heavy] 8 3 Short 1 1 500 4 Blast 4, Inaccurate 1,
Shotgun Knockdown,
Vicious 2
Shotgun Ranged [Heavy] 8 3 Short 3 2 500 4 Blast 4,
Knockdown,
Vicious 2
Single-Shot Ranged [Heavy] 8 3 Short 3 2 400 4 Blast 4, Limited
Shotgun Ammo 1,
Knockdown,
Vicious 2
Submachine Gun Ranged [Light] 5 3 Medium 2 1 400 7 Auto-fire
Sniper Rifle Ranged [Heavy] 9 2 Extreme 4 2 1,200 7 Accurate 2, Limited
Ammo 4, Pierce 2
Varmint Rifle Ranged [Heavy] 7 3 Long 4 2 850 5 Accurate 1

EXPLOSIVES
C4 Plastic Mechanics 15 3 Engaged 1 - 150 6 Blast 3, Limited
Explosive Ammo 1, Vicious 3
Dynamite Ranged [Light] 6 3 Short 1 - 125 6 Blast 8, Limited

100
PAUL M. N. HAAKONSEN

Ammo 1
Fragmentation Ranged [Light] 8 4 Short 1 - 150 5 Blast 6, Limited
Grenade Ammo 1
Gas Grenade Ranged [Light] - - Short 1 - 125 4 Limited Ammo 1
Fragmentation Mechanics 12 3 Engaged 3 - 175 5 Blast 4, Limited
Mine Ammo 1, Vicious 4
Molotov Cocktail Ranged [Light] 6 3 Short 1 - 50 4 Blast 6, Burn 3,
Limited Ammo 1,
Prepare 1
Stun Grenade Ranged [Light] 10 5 Short 1 - 150 5 Blast 8, Concussive
2, Disorient 5,
Limited Ammo 1,
Stun Damage
Thermite Grenade Mechanics 8 2 Engaged 1 - 175 6 Burn 5, Sunder 2,
Vicious 2

Anyone attempting to discern this being an


ARMOR armored jacket has a b penalty to the
Many modern militaries provide body
Perception check.
armor to their members, as do police
departments. Even private individuals
can buy it, although it tends to be BALLISTIC SHIELD
expensive. This large opaque shield is used by
Your armor protects you in SWAT teams and in urban combat. It
combat, but it can also slow you features a clear plastic window and a
down. Armor isn't the only built-in ladder frame along the
fashion statement a character inside so that it can be used to
can make, but it's a big one. climb over small obstacles. A
ballistic shield requires one hand
to carry, which means that the
ARMORED CLOTHING wielder is prohibited from using two-
Lightweight ballistic fiber
handed weapons while carrying the shield.
weave makes these garments
almost impossible to detect as
armor. It doesn’t provide as COLD SUIT
much protection as real armor, A form-fitting, layered bodysuit
but it’s available in a wide variety designed to keep the wearer toasty and dry,
of styles. Attempts to spot that the this suit has three layers: an inner layer that
clothing is an armored variety is transfers moisture away from the skin, a
done with a b penalty to the middle insulating layer, and an outer
Perception check. waterproof and windproof shell. The full
suit also includes heated boots, a hood,
and a facemask with polarizing lenses.
ARMORED JACKET Flexible gloves keep the fingers toasty
The most popular armor solution
while still allowing for maximum manual
on the streets comes in all styles
dexterity. Wearing a cold suit in subzero
imaginable. It offers good
environments bestows a b bonus to all
protection without catching too
Resilience checks to ward off the effects
much attention. But don’t think
of the frigid environment.
of wearing one to a dinner party.

101 Gear and Equipment


DEAD END

CONCEALABLE VEST FORM-FITTING BODY ARMOR


Standard issue in many police forces, this vest While armored clothing is effective enough,
provides maximum protection in a garment that and armored vests are fairly well hidden, it
can be worn all day long under regular clothing. takes truly advanced craftsmanship to produce
While it may go unnoticed by a quick glance, it form-fitting body armor. Each suit is tailor-
is usually visible to anyone looking closely for made to its wearer, leaving neither gaps nor
it, granting a bb penalty on Perception checks folds while still allowing the body to breathe.
to notice the armor. The basic piece of armor is a shirt, covering the
body from collarbone to groin, protecting the
DRYSUIT vital organs, while the full suit adds protection
Drysuits enclose the diver in a sheath of air, for the limbs. In either case, the hands, feet, and
sandwiched between an outer layer keeping out head are left exposed, as covering them gives
the water and an inner layer snug against the away the fact that armor is being worn. Form-
skin. Because drysuits work even more fitting body armor can be worn under armor,
effectively in heat insulation than wetsuits, but doing so won’t change your protection
divers use them for dives in Arctic waters or for much. The primary benefit of form-fitting body
dives greater than 200 meters that would last armor is its highly concealable. Attempts to spot
extended periods of time. A drysuit grants its the armor has a bb penalty to Perception
wearer a b bonus to all Resilience checks made checks.
to ward off the aquatic environment.
GHILLIE SUIT
FIRE RESISTANT SUIT Ghillie suits are simple camouflage suits that
This bulky, silver-coated suit provides conceal snipers and forward observers. A suit is
excellent resistance to fire and heat, but does not little more than a baggy shirt and pair of
protect against any other type of damage. It is trousers covered in countless strips of fabric,
used primarily by fire fighters. Wearing the fire clumps of grass, and other detritus. Since ghillie
resistant suit allows the wearer to upgrade suits are designed to obscure rather than
Resilience checks against extreme heat once. protect, they have a single point of Defense but
Furthermore, the fire resistant suit has a Soak no Soak.
value of 4 against fire damage. Characters trying to spot someone wearing a
ghillie suit upgrade the difficulty of their check
once.
FLAK VEST
In modern times, most militaries, police
departments, and people in a war zone use flak HAZMAT SUIT
vests. These are made from lightweight A hazmat suit (hazardous materials suit), also
polymers and ballistic fabrics and provide known as decontamination suit, is a piece of
decent protection from small arms and shrapnel personal protective equipment that consists of
(as represented by the vest’s Soak value). an impermeable whole-body garment worn as
protection against hazardous materials. Such
suits are often combined with self-contained
FORCED ENTRY UNIT
breathing apparatus (SCBA) to ensure a supply
The most powerful protection available is built
of breathable air. Hazmat suits are used by
into this suit, which consists of a heavy torso
firefighters, emergency medical technicians,
jacket with ceramic plates over the chest and
paramedics, researchers, personnel responding
back, neck and groin guards, arm protection,
to toxic spills, specialists cleaning up
and a helmet. Heavy and cumbersome, this
contaminated facilities, and workers in toxic
armor is generally only donned by tactical
environments. The hazmat suit removes up to
officers heading into a dangerous assault.
bb from hazardous environment.

102
PAUL M. N. HAAKONSEN

HEAVY COAT make a Melee combat check to use the shield for
This Wild West style duster has been attacking, dealing 5 points of stunning damage,
consistently popular on the mean streets of the and an attack (whether successful or not)
world’s sprawls for the past thirty years. Besides expends one charge from the shield. When
its protective traits, the armored trenchcoat attached to a power point, it regains one charge
provides a b penalty to Perception check to per 10 seconds.
spot items hidden underneath.
SPACE SUIT
LEATHER JACKET A standard suit for travel in the void of space.
This armor is represented by a heavy leather Although a space suit is designed to block out
biker's jacket. A number of other impromptu harmful interstellar radiation, this suit will not
armors, such as a football pads and a baseball protect you from radiation sources. A space suit
catcher's pads, offer similar protection and game will allow you to survive the vacuum of space
statistics. for up to 4 hours, and is actually durable
enough to protect against some abbration in
combat. However, the space suit is not made
LIGHT UNDERCOVER SHIRT
for dextrous maneuvers, and thus imposes a
Designed for deep
b penalty on Athletics and Coordination
undercover work in which
check, while not in vacuum.
it's critical that the wearer not
appear to be armed or
armored, this garment consists SPECIAL RESPONSE VEST
of a T-shirt with a band of light Built like the tactical vest, but
protective material sewn in incorporating groin and neck
around the lower torso. protection as well as a ceramic plate
over the chest, this armor provides
additional protection in
LIGHT-DUTY VEST
battles against heavily
A lightweight tactical vest
armed opponents.
designed for extended use by riot
police and forces on alert for potential
attack, this armor sacrifices a degree of TACTICAL VEST
protection for a modicum of comfort-at The standard body armor for
least compared to other tactical body police tactical units, this vest provides
armors. full-torso protection in the toughest
flexible protective materials available.
RIOT ARMOR
A staple of police departments the UNDERCOVER VEST
world over, riot armor is designed to Covering a larger area of the torso,
protect from stones, bottles, shrapnel, this vest provides better protection
and small-arms fire. The suit includes a than the light undercover shirt-but
helmet with eye protection. it's also more easily noticed. It's best
used when the armor should remain
unseen but the wearer doesn't
RIOT SHIELD
expect to face much scrutiny,
As an added crowd control
granting a b penalty on Perception
measure, a riot shield can be used
checks to notice the armor.
to shock anyone who comes into contact with it,
inflicting electricity damage. The riot (or taser)
shield has Limited Ammo 10. The wielder can

103 Gear and Equipment


DEAD END

ARMOR
NAME DEFENSE SOAK HARD POINTS ENCUMBRANCE PRICE RARITY
Armored Clothing +1 0 1 2 150 6
Armored Jacket 0 +1 1 1 150 6
Ballistic Shield +1 0 1 2 200 5
Cold Suit 1 0 1 3 200 5
Concealable Vest 1 0 1 2 200 5
Drysuit 1 0 0 1 175 3
Fire Resistant Suit 0 0 1 3 200 4
Flak Vest 0 +2 2 3 475 6
Forced Entry Unit 1 +2 3 5 1,250 9
Form-Fitting Body Armor 1 +1 2 3 1,500 8
Hazmat Suit 0 0 0 2 150 5
Heavy Coat 0 +1 2 3 200 4
Ghillie Suit 1 0 0 1 95 5
Leather Jacket 0 +1 0 1 150 4
Light Undercover Shirt 1 0 1 2 50 4
Light-Duty Vest 0 +1 1 2 250 5
Riot Armor 1 +1 3 5 675 7
Riot Shield 1 0 2 3 500 7
Space Suit 0 +1 2 4 500 8
Special Response Vest 1 +1 2 4 450 7
Tactical Vest 0 +1 2 3 300 6
Undercover Vest 1 0 0 1 200 5

designed to be as broad as possible.


ATTACHMENTS AND
CUSTOMIZATION BALANCED HILT
The world is seemingly filled with inventive This attachment represents modifying a melee
survivors that have figured out how to kitbash weapon’s balance (particularly around the hilt
and modify just about anything. In addition to or haft) to make it easier to control. This kind of
the Item Attachments and Hard Points alternate attachment makes sense for any setting (even
rules (page 206 of the Genesys Core Rulebook), futuristic combat knives can benefit from being
the Dead End setting has several more finely weighted or balanced).
attachments to modify weapons and armor. But Use With: This attachment can be applied to
for good measure and easy reference, the ones any one-handed weapons that use the Melee.
from the Genesys Core Rulebook have been Modifiers: The weapon gains the Accurate 1
included in this book as well. quality, or increases any existing Accurate
quality by 1. (If the weapon has the Inaccurate
WEAPON ATTACHMENTS quality, it reduces that quality’s rating by 1 to a
minimum of 0, instead.)
To go with these rules, the Dead End setting
Hard Points Required: 1.
includes a list of basic weapon attachments

104
PAUL M. N. HAAKONSEN

BAYONET Use With: This attachment can be applied to


The bayonet is a blade attached to the any weapon with a handle.
underside barrel of any weapon. A tried and Modifiers: Remove b from all combat checks
true method of making a melee weapon ready at the weapon's owner makes using this weapon.
a moment's notice, most weapons can either Anyone other than the owner instead adds bb
support a bayonet or can be modified to do so. to all combat checks made with it.
Even handguns can be retrofitted to have a Hard Points Required: 1.
stabbing implement attached to
them. EXTENDED BARREL
Use With: A bayonet can be attached This attachment extends the barrel (or
to any type of slugthrower firewarm makes similar modifications) to make the
(pistol or rifle). weapon fire farther.
Modifiers: The weapon can now be Use With: This attachment can be applied to
used as a melee weapon with the any Ranged (Light), Ranged (Heavy), or
following stats; Gunnery weapons (you may exclude
• Bayonet: (Melee; Damage +2; weapons such as grenades, or
Critical 3; Range [Engaged]; Pierce 1). weapons that fire self-propelled
Hard Points Required: 1. ammo such as missile launchers).
Modifiers: The weapon’s range
BIPOD MOUNT increases by one range band, to a
A bipod (a folding, two-legged stand) maximum of Extreme range. The
can be attached to the barrel of a weapon gains the Cumbersome 2
firearm. The legs stabilize the firearm quality, or increases its existing
and take up some of its weight. Cumbersome quality by 2.
Use With: This attachment can be Hard Points Required: 2.
applied to any Ranged [Heavy] or
Gunnery weapon. EXTENDED MAGAZINE
Modifiers: If the user spends one The ammunition capacity of many
preparation Maneuver to deploy the ballistic weapons can be modified to carry
bipod, the weapon’s Cumbersome or more rounds.
Unwieldy qualities are reduced by 2, to a Use With: This attachment can be used
minimum of 0, and the weapon’s for any Ranged [Light] or Ranged
Encumbrance is reduced by 2, to a [Heavy] slugthrower without the
minimum of 0, while the user fires from a Limited Ammo quality.
crouched or prone position (or can brace Modifiers: The weapon can only suffer
the bipod against something solid). the "Runs Out of Ammo" effect with a y
Hard Points Required: 1. or ttt result.
Hard Points Required: 1.
CUSTOM GRIP
A skilled tinkerer can tailer a weapon to FILED FRONT SIGHT
perfectly fit its wielder's hand. A custom grip is An old assassin's trick, this is the simple act of
crafted to uniquely match its owner, allowing removing the front sight of a pistol by filing it
the weapon to act as an extension of the off. A common modification to light pistols,
wielder's body. While the weapon fits perfectly filing down the weapon's front sight allows it to
in the hands of its owner, others who try to use be drawn more quickly from its holster, and
it find the grip uncomfortable or the weapon reduces the possibility of it becoming snared on
off-balance. A finely customized grip is the clothing. Unfortunately, while this modification
hallmark of a master weaponsmith. makes for easy concealment and drawing, it also

105 Gear and Equipment


DEAD END
reduces the weapon's accuracy, as it effectively Hard Points Required: 1.
makes it impossible to aim with any amount of
precision. INTEGRATED ILLUMINATOR
Use With: This modificaiton may only be Operating in darkness is never ideal, but there
applied to pistols. are several ways to compensate for one's lack of
Modifiers: Innate Talent (Quick Draw), night vision. The simplest, perhaps, is to
increases difficulty of combat checks to hit integrate a single spotlight, similar in most
targets at ranges beyond short by one. respects to a high-powered flashlight, along the
Hard Points Required: 1. length of a ranged weapon's barrel. In addition
to providing illumination in dark conditions,
FOREARM GRIP high-powered spotlights have the potential to
Little more than a vertical handgrip affixed blind enemies.
below the barrel of a rifle-sized weapon, Use With: This attachment can be applied to
forearm grips are a popular modification among any ranged weapon that could logically benefit
mercenaries, designed to give the user better from a spotlight.
control over the weapon. Modifiers: Removes up to bb due to darkness
Use With: This attachment can only be used on on any checks to use this weapon against targets
rifles (but not shotguns, SMGs or machine within Short range.
guns). Hard Points Required: 1.
Modifiers: Decrease the additional difficulty of
making Ranged [Heavy] checks with this LASER SIGHT
weapon while Engaged to an additional d An extremely simply gun sight, a laser sight
(rather than dd). emits a low-power light beam to place a visible
Hard Points Required: 1. “dot” that marks the weapon's precise target. A
laser sight can help even an amateur shooter hit
GYROSTABILIZER a taret. One drawback to this upgrade is that the
A gyrostabilizer artifically reduces the weight laser can alert an otherwise unaware target to
of a weapon, allowing a user to heft and aim a the shooter. For these reasons, laser sights are
heavy weapon with greatly decreased difficulty. rarely used by sharpshooters and snipers.
With such a modification, a single combatant Use With: This attachment can be used with any
can operate a weapon that normally requires a Ranged [Light] or Ranged [Heavy] weapon that
team of two. These sophisticated devices are do not possess the Blast quality.
comparatively expensive and rare, and thus are Modifiers: Gain automatic a on successful
seldom seen outside of elite forces. combat checks with this weapon.
Use With: This attachment can be applied to Hard Points Required: 1.
any Ranged [Heavy] or Gunnery weapons.
Modifiers: Decrease Cumbersome quality by 1. MAGNETIC WEAPON TETHER
Hard Points Required: 2. A magnetic weapon tether is a relatively
simple modification that consists of a small
HAIR TRIGGER magnetic device built into the weapon. The
A “hair trigger” represents a modification that magnetic weapon tether allows the wielder to
allows the user to fire a weapon very quickly, snap the weapon back to a readied position with
although this can be at the expense of accuracy. a press of a button, rather than having to
Use With: This attachment can be applied to scramble to retrieve it.
any pistol. Use With: This attachment can be applied to
Modifiers: When the user makes the first any weapon wielded in one hand that could
combat check with this weapon in an encounter, logically benefit from a weapon tether.
add s and t to the results. Modifiers: During his turn, the wielder may

106
PAUL M. N. HAAKONSEN
retrieve the weapon as an Incidental so long as night-vision scopes, so those that are available
he is Engaged with it. are found or salvaged attachments.
Hard Points Required: 1. Use With: This attachment can be added to any
Ranged [Light] or Ranged [Heavy] weapon.
MARKSMAN BARREL Modifiers: Reduce the penalty to ranged
This barrel is nearly two meters long and combat checks from darkness or concealment by
made of lightweight materials. It not only bb.
increases the weapon's range, but also its Hard Points Required: 1.
accuracy. The trade-off for this increased
range and accuracy is a weapon that's PAIRED WEAPONS
slightly awkward to use and nearly Many wanderers wield a pistol in each hand,
impossible to conceal due to the length and some survivors even prefer to pair a blade
of the barrel. with a pistol. This weapon modification
Use With: This modification may balances a pair of weapons, allowing the
only be applied to rifles. wielder to use them in perfect tandem.
Modifiers: Increases the Use With: This attachment can only be
weapon's range by one range applied to one-handed weapons.
band, the weapon gains the Modifiers: Must be applied to
Cumbersome 2 quality. two weapons at the same time.
Hard Points Required: 2. Reduce the a required to hit with
the secondary weapon when two-
MULTI-OPTIC SIGHT weapon fighting with this pair of
A complex and weapons by 1.
sophisticated piece of equipment, Hard Points Required: 1 (per weapon).
the multi-optic sight is a wonder of
modern sensor technology, PISTOL GRIP
consisting of a bulky on-weapon A pistol grip replaces the stock or other
optic equipped with numerous grip on a long arm with one like that of a
sensors including low-light, thermal, pistol, allowing it to be fired one-handed.
ultrasound, milimeter wave emitters, Most firearms feature a pistol-like grip by
and common optical enhancements. defeault, in which case this attachment
The optic is connected to a pair of makes additional modifications to make
goggles worn by the user by a the weapon better-suited to one-
reinforced fiber cable that transmits handed use.
the vision enhancements directly to Use With: This attachment can be used
the user in real time. with any Ranged [Heavy] rifle or
Use With: This attachment can be shotgun that does not possess the
fit to any ranged weapon. Cumbersome quality.
Modifiers: Removes up to bb on Modifiers: The weapon's skill
any checks to use this weapon due to smoke, changed to Ranged [Light], but add
darkness, or other environmental conditions b to any combat check made while firing the
that obstruct vision. weapon one-handed. The weapon's range is
Hard Points Required: 1. reduced to Medium if longer.
Hard Points Required: 1.
NIGHT VISION SCOPE
This useful relic from the pre-War era allows a RAZOR EDGE
shooter to see their targets in low-light and even This attachment represents sharpening a blade
no-light conditions. Very few can make new to a razor edge, then reinforcing or treating that

107 Gear and Equipment


DEAD END
edge so that it can withstand repeated blows. to Ranged [Light] pistol weapons.
Use With: This attachment can be applied to Modifiers: Reduces the difficulty of checks
any close combat weapon that has a blade. made to conceal this weapon by one. Reduces
Modifiers: The weapon gains the Pierce 2 range by one range band to a minimum of short.
quality, or increases any existing Pierce quality If already Short, add b to attack checks.
by 1. The weapon also decreases its Crit rating Hard Points Required: 1.
by 1, to a minimum of 1.
Hard Points Required: 1. STRIPPED DOWN
By removing redundant components and
REMOVED SAFETY FEATURES stripping down the body, it is possible to
By removing or deactivating weapon safeties significantly reduce the weight and profile of a
and other features, a gun can more easily be weapon. A weapon modified this way is more
drawn and readied for combat. Of course, these easily carried and transported, and can be better
safety features are in place for a reason, and hidden under a coat or among other equipment.
weapons modified in such a way tend to be Use With: This attachment can be used with any
more accident prone. Ranged [Light] or Ranged [Heavy] weapon.
Use With: This attachment can be applied to Modifiers: Decrease the weapon's Encumbrance
any Ranged [Light] or Ranged [Heavy] weapon by 1 (to a minimum of 1). Add b to a character's
that could logically have such elements to Perception check to find the weapon when it is
remove. hidden.
Modifiers: Adds b to the first combat check Hard Points Required: 3.
made with the weapon during an encounter.
The GM may spend y or tt from any SUPERIOR WEAPON CUSTOMIZATION
combat check to have the weapon misfire; it This simply represents the weapon being
runs out of ammunition and inflicts 4 strain on modified by a master craftsman to be better than
the wielder. other examples of its type.
Hard Points Required: None. Use With: This attachment can be applied to
any weapon.
SERRATED EDGE Modifiers: The weapon gains the Superior
Adding jagged sawteeth to a bladed weapon quality.
means the wounds it makes are particularly Hard Points Required: 1.
brutal and damaging.
Use With: This attachment can be applied to SUPPRESSOR
any close combat weapon that has a blade. Firearms and ordinary slugthrowers emit an
Modifiers: The weapon gains the Vicious 1 audible crack when fired. The suppressor is
quality, or increases any existing Vicious qualitymade for a firearm muzzle, making the weapon
by 1. virtually silent.
Hard Points Required: 1. Use With: This attachment can only be used
with ordinary slugthrowers such as pistols,
SHORTENED BARREL SMGs and rifles.
Shortened barrels are a handy modification Modifiers: Adds bb to any Perception or
used by spies and anyone needing to conceal the Vigilance checks made to locate a concealed
fact that they are carrying a weapon. Little more shooter firing the silenced firearm.
than a replacement barrel shorter than the Hard Points Required: 1.
standard one, this attachment makes concealing
a pistol easier, and can improve the speed of a TELESCOPIC SIGHT
quick draw. A telescopic sight magnifies a target, allowing
Use With: This attachment can only be applied the user to shoot targets that they could

108
PAUL M. N. HAAKONSEN
normally barely be able to see (futuristic Ammo 2).
versions may use special enhanced optics, rather • Grenade Launcher: (Ranged [Heavy];
than simple lenses). Damage 8; Critical 4; Range [Medium]; Blast 6,
Use With: This attachment can be applied to Limited Ammo 1).
any ranged weapon that could logically benefit • Shotgun: (Ranged [Heavy]; Damage 8; Critical
from the addition of a telescopic sight. 3; Range [Short]; Blast 5, Knockdown).
Modifiers: The user reduces the difficulty of The weapon gains the Cumbersome 2 quality,
ranged combat checks made with this weapon or increases its existing Cumbersome quality by
at Long and Extreme range by 1. 1. The weapon also gains the Unwieldy 2
Hard Points Required: 1. quality, or increases its existing Unwieldy
quality by 1. Finally, the weapon
TRIPOD MOUNT increases its encumbrance by 2.
Like a bipod, the tripod mount is Hard Points Required: 2.
a set of three folding legs that
deploy from the center of the WEAPON HARNESS
weapon to provide a stable stand A sling helps a user carry a
to fire from. particularly heavy weapon by taking
Use With: This attachment can be up part of the weight.
applied to any Ranged [Heavy] Use With: This attachment can be
or Gunnery weapon with an applied to any Ranged [Heavy] or
Encumbrance of 4 or more. Gunnery weapon or ranged weapons
Modifiers: If the user spends two that require two hands to wield.
preparation Maneuvers to deploy the Modifiers: The weapon decreases its
tripod, the weapon’s Cumbersome or encumbrance by 2.
Unwieldy qualities are reduced by 3, Hard Points Required: 1.
to a minimum of 0, and the weapon’s
Encumbrance is reduced by 4, to a WEIGHTED HEAD
minimum of 0. The weapon may not Adding extra weight to the head
be moved (except to pivot on the tripod of a blunt weapon lets the wielder
mount) once it has been set up. The user strike with greater impact and do
must spend two preparation more damage.
Maneuvers to take the tripod down. Use With: This attachment can
Hard Points Required: 2. be applied to any close combat
weapon that deals bludgeoning or crushing
UNDER-BARREL WEAPON ATTACHMENT damage (not one with a cutting edge).
Modern firearms sometimes have Modifiers: The weapon increases its damage
secondary weapons attached under the by 2. The weapon gains the
barrel, allowing the wielder to Cumbersome 2 quality, or increases its
effectively carry two weapons in one. existing Cumbersome quality by 1.
Use With: This attachment can be Hard Points Required: 1.
applied to any rifle-sized Ranged [Heavy]
weapons. WRIST MOUNT
Modifiers: When installed, the user chooses one A wrist mount ensures that the user always
of the following secondary weapons. The has a weapon read while keeping his hands free.
weapon can then fire using the associated Many users choose wrist mounts as a way to
secondary profile. pack further firepower, while it is simply an
• Flamethrower: (Ranged [Heavy]; Damage 10; aestethic choice for some. Wrist-mounted
Critical 2; Range [Short]; Blast 6, Burn 4, Limited weapons can be fired with a pressure-sensitive

109 Gear and Equipment


DEAD END
palm trigger or a particular wrist motion. Weighted Head 250 3
Use With: This attachment can be applied to Wrist Mount 275 5
any Ranged [Light] weapon.
Modifiers: The weapon can be worn on the
user's wrist, allowing him to use his hands ARMOR ATTACHMENTS
without interference. The Dead End setting also includes a list of
Hard Points Required: 2. basic armor attachments to go with these rules.
Again, these are designed to be as broad as
WEAPON ATTACHMENTS possible.
NAME PRICE RARITY
Balanced Hilt 1,000 5
CHEMICAL PROTECTION
Water-resistant, non-porous, impermeable
Bayonet 1,500 3 materials, and a coating of neutralizing agents
Bipod Mount 250 3 protect the wearer against contact-vector
Custom Grip 500 6 chemical attacks.
Extended Barrel 1,000 5
Use With: Any armor that has at least Soak 1.
Modifiers: Reduces the difficulty of Resilience
Extended Magazine 200 4
checks made to resist the effects of chemicals by
Filed Front Sight 25 0 one..
Forearm Grip 250 2 Hard Points Required: 1.
Gyrostabilizer 1,000 6
Hair Trigger 150 4 CUSTOM FIT
Although standard “off-the-shelf” armor can
Integrated Illuminator 200 4
provide invaluable protection, it can also prove
Laser Sight 500 5 bulky or awkward, even after adjustments. For
Magnetic Weapon Tether 250 6 those who require their armor to feel like a
Marksman Barrel 1,200 5 second skin, personalized customization can
Multi-Optic Sight 2,000 5
make a drastic difference. Such work requires a
skilled armorer, but it can make body armor a
Night Vision Scope 500 7
much more enticing option for some.
Paired Weapons 300 5 Use With: This attachment can be applied to
Pistol Grip 400 4 any armor.
Razor Edge 1,250 7 Modifiers: Remove b from Athletics and
Stealth checks while wearing the armor.
Removed Safety Features 250 3
Hard Points Required: 1.
Serrated Edge 75 3
Shortened Barrel 250 4 HEATING SYSTEM
Stripped Down 250 5 Heating systems are installed in armor to
Superior Weapon Customization 750 7 protect the wearer against dangerously low
Suppressor 750 5
temperatures and frigid environments.
Equipped with small, efficient heating elements
Telescopic Sight 200 4
and double-insulated against the cold, this
Tripod Mount 400 4 attachment allows a wearer to survive in places
Under-Barrel Flamethrower 3,000 7 where the ambient temperature can be dozens
Under-Barrel Grenade Launcher 1,500 6 of degrees below freezing.
Use With: This attachment can be installed on
Under-Barrel Shotgun 1,000 5
any armor that covers the entire body and can
Weapon Harness 25 2 be sealed.

110
PAUL M. N. HAAKONSEN
Modifiers: Reduces the difficulty of Resilience holsters has access to a hidden arsenal that can
checks made to resist the effects of extreme cold overwhelm most foes.
by one. Removes up bb to added to checks due Use With: This attachment can be used with any
to extreme cold. armor.
Hard Points Required: 1. Modifiers: Increases Encumbrance by 4. The
character may holster up to 2 weapons of
INTEGRATED ASCENSION GEAR Encumbrance 3 or lower in the armor. While
Incorporating a grapnel holstered, these weapons do not count
launcher, line, clips, and towards the character's Encumbrance value.
other climbing and Hard Points Required: 2.
rappelling equipment directly
into a set of armor ensures that INTIMIDATING VISAGE
the user is always prepared to Warriors from many cultures paint
ascend or descend sheer surfaces their armor or add imposing face
in a hurry. Whether to escape from masks to intimidate opponents.
pursuers, follow a target, infiltrate a Use With: This attachment can be
building, or exfiltrate from a applied to any armor.
dangerous situation, ascension gear can Modifiers: When wearing this
prove invaluable in a variety of situations. armor, the user adds s to
In addition, having the grapnel and line Coercion checks they make, and
integrated directly into one's armor automatic f to Charm checks
provides a high degree of safety and they make.
security. Hard Points Required: 1.
Use With: This attachment can be applied
to any armor. LOW-FRICTION COATING
Modifiers: As an Action, a character may Low-friction coatings
take an Average (dd) Ranged [Light] work by lowering the coefficient of
check to secure the grappling hook to an friction against solid armor plates.
object within medium range. On success, as With the addition of such a coating,
an Action, he may reel in the cord, pulling the surface of armor becomes almost
himself to the object (or, if the object is impossible to grip or seize. In
unsecured and lighter than he is, pulling addition, glancing blows from melee
it to him). A character may use the weapons are often unable to find
grappling hook to pull another character aloft purchase, which diminishes the
with him; if he does he must make an Easy (d) damage they cause as they slide off. The only
Athletics check to avoid losing his grip on his downside to the coating is that it can make
partner. working on the armor more difficult, as tools
Hard Points Required: 2. must scramble for a grip on its slick surface.
Use With: This attachment can only be applied
INTEGRATED HOLSTERS to armor with hard surfaces.
By mounting their holsters into the framework Modifiers: Increases the armor's Melee Defense
of their armor, combatants can ensure no one by +1. Adds bb to Mechanics checks to modify
can catch them unarmed. Not only does the or maintain the armor.
wearer have easy access to these weapons at all Hard Points Required: 1.
times, but powered servos and other systems
can be set up to assist the wearer in drawing or OPTICAL CAMOUFLAGE SYSTEM
stowing these weapons more rapidly. A Optical camouflage systems (PAO) are a
character with a fully tooled set of integrated wonder of modern stealth technology. Using a

111 Gear and Equipment


DEAD END
series of phased array optical projectors can be quickly removed by the wearer.
combined with sound baffling equipment and Use With: This attachment can only be applied
thermal and radiation shielding, this can render to armor with an encumbrance of 3 or higher.
a wearer nearly invisible to the nake eye. The Modifiers: As a Maneuver, the wearer may
PAO projectors allow the wearer to blend in shed the armor. Armor removed in this fashion
with his surroundings by mimicking them, must be reassembled before the wearer can don
similar to a chameleon, and the different it again. Reassembly requires several minutes
radiation shields hide the wearer's body heat as and an Average (dd) Mechanics check.
well as any electromagnetic radiation from other Hard Points Required: 1.
sensors or communications gear. For all of its
utility, however, this system is incredibly fragile RANGE FINDER
and is not recommended for combat. A system incorporating a simple computer
Use With: This attachment can be equipped on and visual sensors, a range finder calculates the
any type of armor, but is nearly useless on distance to any spot in the user's field of vision,
heavy body armor, which is often too bulky and feeding him precise information to a visor HUD.
loud to mask properly. With this information, the wearer can push his
Modifiers: Upgrades the ability of all Stealth weapon to its limits, while knowing when to
checks twice while wearing this armor. hold his fire on an impossible shot.
Hard Point Required: 2. Use With: This attachment can be applied to
any type of military grade armor.
POCKETED ARMOR Modifiers: Innate Talent (Sniper Shot).
This modification adds a series of Hard Points Required: 1.
pouches, bags and carrying
loops to the armor in key REINFORCED PLATING
areas. These additions makes This attachment represents adding extra
it easier for the wearer to layers of armor or using stronger materials to
carry a greater amount of reinforce the armor.
equipment. Use With: This attachment can be applied to
Use With: This attachment any armor that uses hardened plates for
can be applied to any type of protection.
armor. Modifiers: The armor gains the Reinforced
Modifiers: Increase the quality. The armor also increases its
Encumbrance threshold of Encumbrance by 1.
the character by 2. Hard Points Required: 2.
Hard Points Required: 1.
SHADOW COATING
QUICK SHED Most suits of armor can be modified to
Armor, especially heavy enable the wearer to reduce the chance of
armor, takes time to put on and being detected while sneaking. This is
take off. Though putting accomplished through painting the armor dark
armor on remains a chore, colors to blend in with shadows, and placing
taking it off – especially in an noise dampening materials in key areas of the
emergency situation – is armor to reduce friction and noise.
expedited with the quick- Use With: This attachement can be applied to
shed attachment. By any armor.
installing several quick- Modifiers: Add b to all Stealth checks
release latches at strategic made while wearing the armor.
locations, suits of armor Hard Points Required: 1.

112
PAUL M. N. HAAKONSEN

STURDY ARMOR ARMOR ATTACHMENTS


Most armors can have their protective NAME PRICE RARITY
qualities increased by adding more plates or
Chemical Protection 1,000 6
layers. This comes at a slight consequence of
weight and flexibility. Custom Fit 400 4
Use With: This attachment can only be applied Heating System 1,000 4
to armor that has a Soak value. Integrated Ascension Gear 350 4
Modifiers: Increase the armor’s Soak rating by
Integrated Holsters 300 5
+1 and the Encumbrance by +2.
Intimidating Visage 125 4
Hard Points Required: 1.
Low-Friction Coating 750 6

SUPERIOR ARMOR CUSTOMIZATION Optical Camouflage System 5,500 7


Any piece of armor can benefit from retooling Pocketed Armor 200 3
at the hands of a superior craftsman. A skilled Quick Shed 650 4
armorsmith can add improved protective
Range Finder 1,500 7
plating to increase the protection a piece of
armor offers, even as he decreases its weight Reinforced Plating 8,000 8
and bulk. Of course, such delicate and exacting Shadow Coating 800 6
work can make the armor less customizable in Sturdy Armor 2,000 5
other respects.
Superior Armor Customization 5,000 7
Use With: This attachment can be used with any
Thermal Shielding System 1,000 4
armor.
Modifiers: Grants the armor the Superior
quality.
Hard Points Required: 1.
MISCELLANEOUS GEAR
Gear is a catchall term for anything that isn't
weapons or armor. Generally, gear needs fewer
THERMAL SHIELDING SYSTEM rules than either of those. Listed here is the most
Utilizing both active and passive cooling essential of gear that a survivor could find to
systems, along with an insulated body glove come in handy. This list is far from complete, as
and special coatings on the armor plates, this that would be far to extensive of a list, and you
attachment allows a wearer to withstand can add items as needed to your specifict
dangerously high temperatures. This thermal campaign.
shielding is proof against open flames, molten
rock and steel, intense heat, and even some BACKPACK
forms of radiation. Backpacks are indescribably useful to the
Use With: This attachment can be installed on traveler in the Wasteland. Most are simple
any armor that covers the entire body and can textile constructs with a number of
be sealed. compartments and external pouches good for
Modifiers: Reduces the difficulty of Resilience carrying tools, survival equipment, trophies, or
checks made to resist the effects of fire and anything else a user could desire. More
extreme heat by one. Removes up to bb added advances models are reinforced, built from
to checks due to extreme fire or heat. advanced textiles, and may have lightweight
Hard Points Required: 1. internal supports that allow for the easy
carrying of incredible weights.
Backpacks increase the wearer's encumbrance
threshold by 4.

113 Gear and Equipment


DEAD END

BEER specifications and camouflage patterns. The


Beer is an addictive alcoholic drink military-issue canteen holds 1.5 liters of liquid
commonly found throughout every and features an integrated filtration system that
settlement and community. can purify water.
Characters drunk on beer add
an automatic a to Brawl and CASUAL OUTFIT
Presence skill checks, and an Casual clothes range from cut-off
automatic t to all Intellect skill jeans and a T-shirt to neatly pressed
checks. khakis and a hand-knit sweater.

BINDERS CELL PHONE


Binders are simple restraints used A digital communications device that comes
to keep prisoners subdued and in a hand-held model or as a headset, a cell
manageable. They come in phone uses a battery that lasts for 24 hours
many shapes, sizes, and styles before it must be recharged. It works in
such as hardnened plastic strips and any area covered by cellular service.
ordinary handcuffs.
Breaking free from a set of CHEMICAL LIGHT STICK
binders requires either brute force This disposable plastic stick, when
or feats of agility and flexibility. activated, uses a chemical reaction to
The difficulty varies by the create light for 6 hours. It illuminates an area
make and model of the binder, only in Engaged radius. Once activated, it
but the most common restraints can't be turned off or reused.
require a Daunting (dddd)
Athletics or Coordination check
CLIMBING GEAR
to escape. Climbing gear is a catchall term for tools
used to scale and abseil steep or sheer
BINOCULARS surfaces. Whether a character is attempting
Binoculars are rugged to scale a stony cliff or the smooth
imaginng systems to transparisteel facade of an office tower,
magnify far-off objects for their users. They are climbing gear is essential for anyone who needs
reliable and sturdy. Binoculars magnify objects to gain access to otherwise-unreachable places.
up to five kilometers away. There are countless Most sets of climbing gear include a few coils of
of binocular brands available, though most of rope or cable, a hook or adhesive attachment,
the differences are purely cosmetic. and a number of pitons, picks, hammers, and
other tools used to secure lines.
BUSINESS OUTFIT
A business outfit generally includes a jacket or COMPASS
blazer, and it tends to look sharp and well A compass relies on the Earth's magnetic field
groomed without being overly formal. Wearing to determine the direction of magnetic north. A
a business outfit grants the wearer a b bonus on compass grants its user a a bonus on Survival
all Negotiation checks. checks made to navigate.

CANTEEN COMPUTER
This standard military canteen is constructed Whether a desktop or
from rugged synthetics and housed in a canvas notebook model, a
cover available in a variety of uniform computer includes a keyboard, a mouse, a

114
PAUL M. N. HAAKONSEN
monitor, speakers, a CD-ROM drive, a dial-up FATIGUES
modem, and the latest processor. A character Called “battle dress uniforms” (or BDUs) in
needs a computer to make Computer checks the United States Army, these are worn by
and to makechecks involving hardened veterans and wannabes alike. They're
the Internet. rugged, comfortable, and provide lots of
pockets. They are also printed in
CONCEALMENT HOLSTER camouflage patterns: woodland,
These compact holsters built desert, winter (primarily white),
for small, light handguns are urban (gray patterned), and black
designed to fit the contours of are available. When worn in an appropriate
the carrier's body and mask his setting, fatigues grant a
presence from even determined b bonus on Stealth checks.
observation and surveillance.
Concealment holsters are FIELD RATION PACK
available in a variety of forms, Ration packs are typically bland,
allowing them to be worn high on flavorless affairs comprising a
the belt, under the arm, in the small calorie-dense meal packed with
of the back, or on an ankle. necessary nutrients and vitamins in a
These holsters add b to Perception small, easily portable bag or box.
checks to discover the presence of the They employ a built-in chemical
concealed weapon, but may only hold heater, and generally consist of a
pistols. main entree, sides, and a dessert. Also
included are disposable eating utensils
DIGITAL CAMERA and small, single-serving packets of spice
A digital camera uses no film; instead, and condiments. Each ration pack is
its pictures are simply downloaded to a good for one meal.
computer as image files. No film
developing is necessary. FLASHLIGHT
Flashlights are small, directional,
DISGUISE KIT handheld light sources used in
Disguise kits are simple collections many applications. They project a
of make-up, contact lenses. In beam of bright light and can
addition, disguise kits contain basic camouflage illuminate objects at respectable
paints for use in various environments to help a ranges, most often out to Medium range.
user blend more easily into the surrounding.
Using a disguise kit grants a b penalty to FORMAL OUTFIT
Perception checks to recognize the character. From a little black dress to a fully appointed
tuxedo, formal clothes are appropriate for
EXTRA CLIP “black tie” occasions. Special designer creations
This is exactly what it sounds like: an extra can have rarities and prices much higher than
clip of ammunition for a ranged weapon. shown on the table. Wearing formal outfit
If your character has an extra clip, they may grants the wearer a b bonus on all Charm
spend a Maneuver to reload and continue to use checks.
their weapon if it runs out of ammo. This uses
up the extra clip. (You can’t use this to reload GPS RECEIVER
weapons with the Limited Ammo quality, as Global positioning system receivers use
they usually have special costs for their reloads signals from GPS satellites to determine the
or are one-use weapons.)

115 Gear and Equipment


DEAD END
receiver’s location to within a few dozen feet. A and camouflage patterns.
GPS receiver grants its user a to upgrade any This pack increases the user's encumbrance
Survival check made to navigate, but because capacity by 6, but has the Cumbersome 2
the receiver must be able to pick up satellite quality.
signals, it only works outdoors.
NIGHT VISION GOGGLES
LIQUOR These goggles allow the user to see
Liquor is a classification of alcoholic normally in the dark.
beverages that all have a high alcohol When wearing night vision goggles,
percentage in it. Liquor includes rum, your character removes up to bb
scotch, vodka and whiskey. added to their checks due to darkness.
Being drunk on liquor gives the
recipient an automatic a to Brawn and PAINKILLERS
Presence checks, and also incurs an This is the profile for a painkiller,
automatic t on all Intellect checks. which is the generic term we use for
a consumable, quick-healing item.
LOCKPICK SET Being able to quickly heal a number of
A lockpick set includes picks and wounds is important to the system; it lets
tension bars for opening locks you keep your character moving when
operated by standard keys. A they would otherwise be eliminated, and
lockpick set allows a character to it tempers the lethality of combat.
make Skulduggery checks to Although these items mechanically heal
open mechanical locks wounds, thematically they can help your
(deadbolts, keyed entry character get back on their feet in any
locks, and so forth) number of ways, depending on the
without penalty. setting. A Dead End setting treats
these as painkillers, allowing your
MAP character to ignore minor injuries and
While a compass of GPS receiver can keep going.
help you find the way through the Using a painkiller requires one
wilderness, a map can tell you Maneuver for your character to apply it
where you’re going and what to either to themself or to another engaged
expect when you get there. Road character. The painkiller is consumed in
atlases can be purchased for most major the process, and the character
metropolitan areas, detailing every street in the immediately heals 5 wounds. While a
entire region. A map grants the wielder a b character can use multiple painkillers, this
bonus on Survival checks made to navigate. provides diminishing returns. Each painkiller
after the first heals one wound fewer. A second
painkiller heals 4 wounds, a third heals 3, and
MILITARY PACK
so on. Using a sixth painkiller in a day has no
This is a standard military-issue backpack
further effect.
used to stow and carry tents, rations, canteens,
After one day, the lingering effects of the
excavation tools, and all manner of other gear
painkillers wear off, and the character may use
the soldier needs in the field. It is constructed of
painkillers again with their normal effect (this
durable and lightweight materials able to
means a character can consume up to five
withstand a broad range of environmental
painkillers a day, each day). See page 116 in the
conditions while adding as little as possible to
Genesys Core Rulebook for more information
the soldier's load. The military packs are
on painkillers and healing.
available in a variety of uniform specifications

116
PAUL M. N. HAAKONSEN

PORTABLE MEDKIT coil of woven hemp, or maybe a high-tech


A well-equipped portable medkit comes with nylonclimbing rope. Rope doesn’t come with
everything someone might need to treat all any unique rules. The only rule associated with
manner of injuries, from bullet wounds to it is that often it is the right tool for the job.
broken legs.
A portable medkit allows your character to SLEEPING BAG
perform Medicine checks to heal wounds and This lightweight sleeping bag rolls up
Critical Injuries without penalty. The inclusion compactly. It can keep a character warm even in
of modern drugs adds automatic s to the check severe weather and can also double as a
results. stretcher in an emergency.

PORTABLE VIDEO RECORDER TABLET


Portable video camera use some format of A tablet computer, commonly shortened to
videotape, DVD, or harddrive to record tablet, is a portable personal computer,
activity. The media can be played back typically with a mobile operating system and
through connecting the camera to a LCD touchscreen display processing circuitry,
TV, a computer, or via the and a rechargeable battery in a single thin, flat
camera’s LCD screen. package. Tablets, being computers, do what
other personal computers do, but lack some
RESPIRATOR I/O capabilities that others have. Modern
Designed to allow a being tablets largely resemble modern
to breathe in atmospheres smartphones, the only differences being
that are typically that tablets are relatively larger than
dangerous to them, smartphones, with screens 7 inches
respirators are some of the or larger, measured diagonally.
most common pieces of
survival gear in existence. TENT
The respirator is a simple Found in larger survival kits and sold
respirator plug and face mask separately by a number of vendors, tents
that can filter toxins and are portable shelters used to provide
airborne pathogens. Most are protection from the elements. Depending on
bulky and uncomfortable to wear for the model, a tent can hold one to six
long periods. individuals, and can be made from any
material.
ROAD FLARE
Road flares are small chemical THERMAL CLOAK
sticks that produce a brilliant red Thermal cloaks are versatile pieces of
light. They are lit by striking the equipment that can be worn or used as a
cap against the stick. A road flare blanket and provide protection from extreme
lasts for an hour before becoming heat and extreme cold. Use of a thermal
completely consumed and fills a 5- blanket or cloak removes up to bb from
foot square with flickering red any checks made to handle extreme heat
light. Anyone struck with a road or cold.
flare takes 4 points of fire damage.
TOOL KIT
ROPE From small precision tools used to repair
This is a profile for a length of rope: maybe a vehicles and advanced computers to huge

117 Gear and Equipment


DEAD END
rolling boxes used to maintain buildings, tool Cell Phone 0 50 3
kits are an essential piece of equipment.
Chemical Light Stick 0 5 4
Whether general kits used for maintainance or
custom-built sets for specific jobs, tool kits offer Climbing Gear 1 50 4
their users a wide variety of necessary tools for Compass 0 10 4
getting the job done. With the proper tools, Computer 1 300 3
there is little that a skilled and inventive
technician can't accomplish if given the time and Concealment Holster 0 40 5
circumstances. Tool kits allow mechanics and Digital Camera 0 200 3
technicians to perform most mechanical checks Disguise Kit 2 100 6
to repair devices.
Extra Clip 0 25 3

UNIFORM Fatigues 0 50 3
From the cable guy to a senior Air Force Field Ration Pack 0 5 4
officer, people on the job tend to wear uniforms- Flashlight 1 10 2
making such clothing an essential part of some
disguises, since a uniform inclines people to Formal Outfit 0 150 4
trust the wearer. Wearing a uniform grants a b GPS Receiver 0 100 5
bonus to Coercion or Deception checks, at the Liquor 0 5 2
GMs discretion.
Lockpick Set 0 100 6

UTILITY BELT Map 0 5 2


A utility belt is a common item for those Military Pack 1 100 2
where quick access to tools and gear is a Night Vision Goggles 1 500 6
necessity. Their contents will vary with their
user and their planned actions. Some belts even Painkillers 0 25 3
have weapon holsters. Portable Medkit 2 200 5
Utility belts increase the character's Portable Video Recorder 1 300 3
encumbrance threshold by 1.
Respirator 1 25 3

WALKIE TALKIE Road Flare 0 5 1


This hand-held radio transceiver Rope 1 5 2
communicates with any similar device Sleeping Bag 2 30 2
operating on the same frequency and within
Tablet 1 200 2
range.
Tent 4 100 3
GEAR AND EQUIPMENT Thermal Cloak 2 200 3
NAME ENCUM PRICE RARITY Tool Kit 4 350 4
Backpack 0 50 2 Uniform 0 100 6
Beer 0 1 2 Utility Belt 0 25 2
Binders 0 25 4 Walkie Talkie 1 35 4
Binoculars 1 75 3
Business Outfit 0 100 3 VEHICLES
Canteen 1 7 3 A vehicle (from Latin: vehiculum) is a machine
that transports people or cargo. Typical vehicles
Casual Outfit 0 50 2
include wagons, bicycles, motor vehicles

118
PAUL M. N. HAAKONSEN
(motorcycles, cars, trucks, buses), railed vehicles Price/Rarity: 100,000/5.
(trains, trams), watercraft (ships, boats), aircraft Weapons: None.
and spacecraft.
Land vehicles are classified broadly by what is
used to apply steering and drive forces against
the ground: wheeled, tracked, railed or skied.
Most new civilian cars include such standard
features as air conditioning, air bags, anti-lock
brakes, cruise control, keyless entry, and an AEROSPACE SUPERIORITY FIGHTER
AM/FM radio with CD player. Luxury vehicles Barring the existence of armed satellites and
often also include extras such as heated side advanced orbital platforms, the jet fighter is
mirrors, power seats, leather upholstery, and usually the final word in superiority in the skies.
sunroofs.
The vehicle rules are clarified in great detail on Piloting Skill: Piloting.
pages 220 through 231 in the Genesys Core Complement: 1 pilot, 1 co-pilot.
Rulebook. Passenger Capacity: None.
Consumables: 1 day.
Encumbrance Capacity: 5
4-WHEEL ALL-TERRAIN VEHICLE Price/Rarity: 100,000,000/9
This all-terrain vehicle is something like a
Weapons: Rotary cannon (Fire Arc Forward;
four-wheeled motorcycle.
Damage 2; Critical 5; Range [Long]; Auto-fire).
Air-to-air missiles (Fire Arc Forward; Damage
Piloting Skill: Driving.
5; Critical 3; Range [Extreme]; Guided 3, Limited
Complement: 1 driver.
Ammo 6).
Passenger Capacity: 0 (1 uncomfortably).
Anti-ship missile (Fire Arc Forward; Damage
Consumables: None.
8; Critical 1; Range [Strategic]; Blast 5, Breach 2,
Encumbrance Capacity: 3.
Limited Ammo 1).
Price/Rarity: 15,000/5.
Weapons: None.

ARMORED TRUCK
Used to transport money between businesses
18-WHEELER and financial institutions, armored trucks are
The cab of an 18-wheeler has either a classic designed to deter would-be thieves. The truck
long nose or a flat front. It is spacious, powerful, has three doors and firing ports that allow the
and comfortable. These vehicles usually crew to use their firearms without leaving the
includes a sleeper space immediately behind the vehicle.
cab, giving the driver a home away from home.
Tractor trailers usually come with a basic Piloting Skill: Driving.
mechanical tool kit, a CB radio (essentially a Complement: 1 driver.
professional walkie-talkie with twice the usual Passenger Capacity: 2 (3 uncomfortably).
range), and a GPS receiver. Consumables: None.
Piloting Skill: Driving. Encumbrance Capacity: 30.
Complement: 1 driver Price/Rarity: 85,000/6.
Passenger Capacity: 2 (3 uncomfortably). Weapons: None.
Consumables: 1 day.
Encumbrance Capacity: 100.

119 Gear and Equipment


DEAD END
Passenger Capacity: 0 (2 uncomfortably).
Consumables: None.
Encumbrance Capacity: 50.
Price/Rarity: 300,000/5.
Weapons: None.

BUSINESS JET
A sleek business jet. Two turbofans, set on the
fuselage above and behind the wings, provide
the power. The interior includes luxury
accomodations and a lavatory.
CIGARETTE BOAT
Piloting Skill: Piloting. Long and sleek, these expensive and high-
Complement: 1 pilot, 1 co-pilot. powered boats are designed to move fast and
Passenger Capacity: 10 (15 uncomfortably). look good. They are commonly used for
Consumables: 1 week. smuggling cargo between ports that are not
Encumbrance Capacity: 40. likely to stop something that obviously belongs
Price/Rarity: 600,000/6. to an “upstanding citizen.”
Weapons: None.
Piloting Skill: Operating.
Complement: 1 pilot.
Passenger Capacity: 3 (5 uncomfortably).
Consumables: None.
Encumbrance Capacity: 15.
Price/Rarity: 35,000/5.
CABIN CRUISER Weapons: None.
A cabin cruiser is a motor yacht with two
internal diesel engines. They come equipped
with four berths and a fully equipped galley.

Piloting Skill: Operating.


Complement: 1 pilot.
Passenger Capacity: 4 (8 uncomfortably). CITY BUS
Consumables: 2 days. A typical city bus has a door at the front and a
Encumbrance Capacity: 30. second door about halfway down the right-
Price/Rarity: 125,000/5. hand side.
Weapons: None.
Piloting Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 40 (60 uncomfortably).
Consumables: None.
Encumbrance Capacity: 25.
Price/Rarity: 35,000/4.
CARGO HELICOPTER Weapons: None.
This is a twin-engine cargo helicopter. As a
civilian aircraft, it is a sturdy, reliable helicopter
used for cargo work.

Piloting Skill: Piloting.


Complement: 1 pilot, 1 co-pilot.

120
PAUL M. N. HAAKONSEN

DIRT BIKE
Dirt bikes are small cylinder motorcycles that
are designed primarily for offroad biking,
although it functions equally well on the streets.

Piloting Skill: Driving.


FAMILY SEDAN
Complement: 1 driver.
A family sedan is a large, four-door vehicle,
Passenger Capacity: 0 (1 uncomfortably).
equipped with V8 engines. These vehicles are
Consumables: None.
large and durable.
Encumbrance Capacity: 2.
Price/Rarity: 7,500/4.
Piloting Skill: Driving.
Weapons: None.
Complement: 1 driver.
Passenger Capacity: 3 (5 uncomfortably).
Consumables: None.
Encumbrance Capacity: 20.
Price/Rarity: 25,000/4.
Weapons: None.
EMERGENCY VEHICLE
When someone needs medical attention, this is
what shows up. It contains a large amount of
medical and emergency rescue supplies.

Piloting Skill: Driving.


FIRE TRUCK
Complement: 1 driver.
There are technically two types of fire trucks –
Passenger Capacity: 2 (5 uncomfortably).
pumpers, which have larger water tanks, and
Consumables: None.
ladder trucks, which mount enormous ladders
Encumbrance Capacity: 15.
for getting firefighters up high.
Price/Rarity: 40,000/5.
Weapons: None.
Piloting Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 6 (10 uncomfortably).
Consumables: None.
Encumbrance Capacity: 10.
Price/Rarity: 60,000/5.
FAMILY COUPE Weapons: None.
A standard family coupe has two-doors.

Piloting Skill: Driving.


Complement: 1 driver.
Passenger Capacity: 1 (3 uncomfortably).
Consumables: None.
HANG GLIDER
Encumbrance Capacity: 10.
A hang glider requires 100 feet or so to land
Price/Rarity: 20,000/4.
and take off, depending on wind conditions. It
Weapons: None.
is small enough to fit in the back of a pickup
truck when disassembled. It takes 15 minutes to
disassemble a hang glider and 30 minutes to
assemble it.

121 Gear and Equipment


DEAD END
Piloting Skill: Piloting.
Complement: 1 pilot.
Passenger Capacity: 1.
Consumables: None.
Encumbrance Capacity: None.
Price/Rarity: 5,000/6.
Weapons: None. LIGHT ARMORED PERSONNEL CARRIER
A smaller and lighter armored personnel
carrier. It is crewed by a driver and a
commander, and features a top hatch above
each position as well as a rear door.
Unlike the heavy ACP, this vehicle has no
equipped weapons.
HEAVY ARMORED PERSONNEL CARRIER
An APC is crewed by a driver, a gunner, and a Piloting Skill: Driving.
commander. It has three top hatches, one above Complement: 1 driver.
each crew position, and a large door in back for Passenger Capacity: 6 (8 uncomfortably).
infantry soldiers to load or disembark. Consumables: None.
This vehicle comes equipped with a machine Encumbrance Capacity: 25.
gun. Price/Rarity: 400,000/7.
Weapons: None.
Piloting Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 10 (12 uncomfortably).
Consumables: None.
Encumbrance Capacity: 15.
Price/Rarity: 700,000/8.
Weapons: Turret-Mounted Machine Gun (Fire LIMOUSINE
Arch All; Gunnery; Damage 10; Critical 3; Range A limousine is a big, comfortable car. The
[Long]; Auto-fire, Pierce 2, Vicious 2). statistics given are for a moderate-sized vehicle,
rather than a stretch limo or a conventional car
with a professional driver. Limousines feature
virtually every available luxury feature, often
including televisions and small refrigerators. A
partition devides the front seat from the rest of
the vehicle.
JET SKI
A jet ski propels itself forward with a Piloting Skill: Driving.
powerful jet of water. A jet ski has two seats. Complement: 1 driver.
Passenger Capacity: 6 (10 uncomfortably).
Piloting Skill: Piloting. Consumables: None.
Complement: 1 pilot. Encumbrance Capacity: 15.
Passenger Capacity: 1. Price/Rarity: 50,000/6.
Consumables: None. Weapons: None.
Encumbrance Capacity: 2.
Price/Rarity: 5,000/4.
Weapons: None.

122
PAUL M. N. HAAKONSEN

LUXURY COUPE
These vehicles have two doors and are
equipped with V8 engines.

Piloting Skill: Driving.


Complement: 1 driver.
MOVING TRUCK
Passenger Capacity: 1 (3 uncomfortably).
This is a large cargo truck used to move
Consumables: None.
furniture or deliver freight. Trucks of this sort
Encumbrance Capacity: 10.
are often available as rentals.
Price/Rarity: 30,000/5.
Weapons: None.
Piloting Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 2 (3 uncomfortably).
Consumables: None.
Encumbrance Capacity: 50.
Price/Rarity: 25,000/4.
LUXURY SEDAN Weapons: None.
These four-door luxury sedan vehicles are
equipped with V8 engines.

Piloting Skill: Driving.


Complement: 1 driver.
Passenger Capacity: 3 (5 uncomfortably).
MUSCLE CAR
Consumables: None.
Muscle cars are powerful, fast, and noisy
Encumbrance Capacity: 20.
vehicles. They usually come with V8 or V12
Price/Rarity: 35,000/5.
engines that produce tremendous horsepower,
Weapons: None.
usually 295 or more.

Piloting Skill: Driving.


Complement: 1 driver.
Passenger Capacity: 1 (3 uncomfortably).
Consumables: None.
MINIVAN Encumbrance Capacity: 10.
Minivans have two conventional doors up Price/Rarity: 40,000/7.
front, sliding doors on the side, and a read Weapons: None.
hatch-style door.

Piloting Skill: Driving.


Complement: 1 driver.
Passenger Capacity: 2 (5 uncomfortably).
Consumables: None.
PERSONNEL HELICOPTER
Encumbrance Capacity: 35.
This is a civilian helicopter.
Price/Rarity: 25,000/4.
Weapons: None.
Piloting Skill: Piloting.
Complement: 1 pilot, 1 co-pilot.
Passenger Capacity: 2 (3 uncomfortably).
Consumables: None.

123 Gear and Equipment


DEAD END
Encumbrance Capacity: 12.
Price/Rarity: 250,000/7.
Weapons: None.

POLICE CRUSER
This is a standard version police vehicle, with
a strengthened chassis and improved engine. It
PICKUP is the typical police vehicle found in cities and
Pickups have two doors at the front, usually other urban areas.
runs on a V6 engine. Pickups have an open back
space for storage and cargo capacity. Piloting Skill: Driving.
Complement: 1 driving.
Piloting Skill: Driving. Passenger Capacity: 3 (5 uncomfortably).
Complement: 1 driver. Consumables: None.
Passenger Capacity: 2 (5 uncomfortably). Encumbrance Capacity: 20.
Consumables: None. Price/Rarity: 65,000/4.
Encumbrance Capacity: 25. Weapons: None.
Price/Rarity: 20,000/4.
Weapons: None.

POLICE MOTORCYCLE
Most police departments use Harley-Davidson
POLICE ARMORED PERSONNEL CARRIER motorcycles, specially altered to suit the
When mobs are rioting in the streets, some department’s needs and painted to look
police departments roll out these armored obvious. It has a professional CB radio, siren,
personnel carriers to help quell violence. In bubble lights, and a powerful 1450 cc enging. It
addition to their size and intimidating has two large saddlebags that contain the
appearance, police ACPs mount a water cannon, following items: 6 zip-tie binders, 3 road flares,
loudspeaker, and grenade launcher that fires a toolkit, a portable medkit, and a flashlight.
tear gas rounds.
The police van (or “peacekeeper”) is crewed Piloting Skill: Driving.
by a driver, a “gunner” (for the water cannon), Complement: 1 driver.
and a commander. It has three top hatches, one Passenger Capacity: 0.
above each crew position, and a large door in Consumables: None.
back for police to load or disembark. Encumbrance Capacity: 10.
Price/Rarity: 10,000/4.
Piloting Skill: Driving. Weapons: None.
Complement: 1 driver.
Passenger Capacity: 6 (8 uncomfortably).
Consumables: None.
Encumbrance Capacity: 20.
Price/Rarity: 125,000/8.
Weapons: None.
POWER BOAT
Power boats have an outboard engine and

124
PAUL M. N. HAAKONSEN
either a closed or open cockpit. Closed cockpits
have a tiny cabin about the size of the interior of
an economy car.

Piloting Skill: Operating.


Complement: 1 driver.
Passenger Capacity: 4 (6 uncomfortably). SEA PLANE
Consumables: None. A seaplane has a fast cruise speed and low
Encumbrance Capacity: 15. stall speed, making it ideal for water landings.
Price/Rarity: 10,000/4. With twin pontoons instead of wheels, landing a
Weapons: None. seaplane on anything but water would be
disastrous.

Piloting Skill: Piloting.


Complement: 1 pilot, 1 co-pilot.
Passenger Capacity: 10 (15 uncomfortably).
Consumables: None.
RACING BIKE Encumbrance Capacity: 30.
Racing bikes are motorcycles made for high Price/Rarity: 400,000/6.
speed and excellent handling. Weapons: None.

Piloting Skill: Driving.


Complement: 1 driver.
Passenger Capacity: 1.
Consumables: None.
Encumbrance Capacity: 0.
Price/Rarity: 20,000/4. SINGLE-ENGINE PLANE
Weapons: None. A common single-engine propeller plane, that
is relatively inexpensive.

Piloting Skill: Piloting.


Complement: 1 pilot.
Passenger Capacity: 3 (4 uncomfortably).
Consumables: None.
SCOOTER Encumbrance Capacity: 20.
A compromise between a bicycle and a Price/Rarity: 350,000/5.
motorcycle, scooters are useful for getting Weapons: None.
through clogged city streets. Because they only
have small, single-cylinder engines, scooters are
not allowed on highways.

Piloting Skill: Driving.


Complement: 1 driver.
Passenger Capacity: 1. SPORTS CAR
Consumables: None. Sports cars are usually equipped with a
Encumbrance Capacity: 0. standard 6.0-liter V12 engine. Sports cars have
Price/Rarity: 2,000/4. two doors.
Weapons: None.
Piloting Skill: Driving.
Complement: 1 driver.

125 Gear and Equipment


DEAD END
Passenger Capacity: 1 (3 uncomfortably). and heavy-duty shock absorbers. They are not
Consumables: None. fast, but can get through difficult terrain much
Encumbrance Capacity: 5. better than a normal car. SUVs have four doors
Price/Rarity: 50,000/5. and a back hatch.
Weapons: None.
Piloting Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 3 (5 uncomfortably).
Consumables: None.
Encumbrance Capacity: 25.
Price/Rarity: 60,000/5.
STATION WAGON Weapons: None.
A station wagon is a big car with plenty of
cargo capacity for a civilian car. It usually comes
with four-doors and opens up in the back.

Piloting Skill: Driving.


Complement: 1 driver.
Passenger Capacity: 3 (5 uncomfortably). TANK
Consumables: None. A tank is crewed by a driver, a gunner, a gun
Encumbrance Capacity: 35. loader, and a commander. It has three top
Price/Rarity: 20,000/4. hatches, one for the driver and two on the
Weapons: None. turret. The driver’s position cannot be reached
from the other positions, which are all in the
turret.

Piloting Skill: Driving.


Complement: 1 driver, 1 gunner.
Passenger Capacity: 0 (1 uncomfortably).
STREET BIKE Consumables: None.
Street bikes are motorcycles made for traffic Encumbrance Capacity: 8.
drive, and not as fast as racing bikes. Street Price/Rarity: 1,000,000/9.
bikes have smaller cylinders than racing bikes. Weapons: Cannon (Fire Arc All; Gunnery;
Damage 20; Critical 2; Range [Extreme]; Blast 10,
Piloting Skill: Driving. Breach 2, Limited Ammo 1, Prepare 1).
Complement: 1 driver. Machine Gun Turret (Fire Arc All; Gunnery;
Passenger Capacity: 1, Damage 10; Critical 3; Range [Long]; Auto-fire,
Consumables: None. Pierce 2, Vicious 2).
Encumbrance Capacity: 0.
Price/Rarity: 15,000/4.
Weapons: None.

VAN
A typical full-sized van for hauling cargo or
passengers comes with two conventional doors
SUV up front, and a sliding door on the side. A van
SUVs are small trucks designed for serious off- may also have a rear hatch-style door in
roading. They sport oversized tired, a roll bar,

126
PAUL M. N. HAAKONSEN
addition to the sliding side door, or only have a Minivan 25,000 4
back hatch and no sliding side door.
Moving Truck 25,000 4
Piloting Skill: Driving. Muscle Car 40,000 7
Complement: 1 driver. Personnel Helicopter 250,000 7
Passenger Capacity: 1 (5 uncomfortably).
Consumables: None. Pickup 20,000 4
Encumbrance Capacity: 40. Police APC 125,000 8
Price/Rarity: 35,000/4.
Police Cruiser 65,000 4
Weapons: None.
Police Motorcycle 10,000 4
Power Boat 10,000 4
Racing Bike 20,000 4
Scooter 2,000 4
VEHICLES Sea Plane 400,000 6
NAME PRICE RARITY Single Engine Plane 350,000 5
4-Wheel ATV 15,000 5 Sports Car 50,000 5
18-Wheeler 100,000 5 Station Wagon 20,000 4
Aerospace Superiority Fighter 100,000,000 9 Street Bike 15,000 4
Armored Truck 85,000 6 SUV 60,000 5
Business Jet 600,000 6 Tank 1,000,000 9
Cabin Cruiser 125,000 5 Van 35,000 4
Cargo Helicopter 300,000 5
Cigarette Boat 35,000 5
City Bus 35,000 4
Dirt Bike 7,500 4
Emergency Vehicle 40,000 5
Family Coupe 20,000 4
Family Sedan 25,000 4
Fire Truck 60,000 5
Hang Glider 5,000 6
Heavy APC 700,000 8
Jet Ski 5,000 4
Light APC 400,000 7
Limousine 50,000 6
Luxury Coupe 30,000 5
Luxury Sedan 35,000 5

127 Gear and Equipment


DEAD END

CRAFTING

"WE GOT TO GET THESE THINGS TO LEARN


TO EAT SOMETHING OTHER THAN US"
– Survival of the Dead

Template, the player character chooses what


HOW CRAFTING WORKS kind of item to make. In Step 2: Acquire
Technicians do more than just maintain and
Materials, the player character acquires the
improve their equipment; such skilled artisans
supplies to build that specific item. In Step 3:
frequently build their own devices. Whether
Construction, the character actually crafts the
their creations are made from refined materials
item.
procured at great cost or thrown together in
desperation from whatever scraps happen to be
on hand at the time, the machines that STEP 1: SELECT TEMPLATE
technicians cobble together are often incredible When a craftsperson sets about crafting a piece
works of ingenuity. of item, the character first chooses a template
The rules in this section provide GMs and from the appropriate item table table. The
players with options for crafting their own template dictates the material required (Material
weapons, armor and gadgets. When a player Price/Rarity), the difficulty of building it
wishes to have a character craft an item, the (Check), an estimate of how long construction
player should consult with the GM, and then takes (Time), and the base mechanical statistics
the two should collaborate to go through the of the item should the character succeed on the
steps listed below to create the device. As with check (Profile).
all such matters, anything that the player wants Each template represents an incredibly vast
to craft is subject to the GMs approval. number of specific models and designs of
Crafting follows three steps. In Step 1: Select individual items that provide roughly equal
protection or effect. Players and GMs should

Crafting 128
DEAD END
feel free to be creative in coming up with their STEP 3: CONSTRUCTION
own unique types of items that a given template After acquiring the materials to make the
can represent. Inspired GMs are even specific item, the character must make the
encouraged to create their own new templates – associated check listed under Check on the
all a template needs is a Name, Material/Price, respective tables to actually build the item in
Check, Time and Profile, which GMs can question. If the character succeeds, the item is
furnish as they see fit. fully functional and has the profile listed in its
This step takes as much or little time as the template. If the character fails on the check, the
character spends planning, drafting, and product that comes out of the attempt is
designing. After selecting a template, a character unusable, and the materials are lost.
moves on to Step 2: Acquire Materials. There is a table linked to each individual
type of crafting for suggestions on how to
STEP 2: ACQUIRE MATERIALS integrate other results into construction.
To attempt to build an item based on a First, crafters can use a and x results to
particular template, the player character make improvements to the item. Then
must acquire appropriate material the GM can spend t and y to add
for that template. These are listed flaws.
under Material Price/Rarity on The amount of time Step 3:
the respective tables, and for Construction takes is determined by
acquisition purposes count as a the estimate of working hours listed
single item wit hthe listed price in the template under Time. Every s
and rarity. As always, at the GMs the character scores on the check
discretion, certain supplies might not beyond the first reduces this time
always be available for the listed price at by 2 hours (to the minimum of 1
a given market. hour). Other factors can also affect
Because Material Price/Rarity for a the time required at the GM's
template is defined only in terms of discretion.
price in bottlecaps and abstracted Alternatively, the GM could ask the
rarity, the particular nature of the player interested in crafting to arrive
materials a character uses can vary early to the session (or stay a bit late)
wildly, and depends on the specifics to take care of the mechanical side of
of the item the character is crafting. the crafting, so that everyone else at
At the GMs discretion, player the table doesn't have to wait around
characters can acquire materials while that player agonizes over
for a template via means other which quality to add to an item. The
than paying for them (such as best option is the one that works best
salvaging them, stealing for the particular group in
them, or being gifted with question.
them).
This step requires as much time
as it takes for the player character to actually
ARMOR CRAFTING
Crafting a new set of armor can be a
obtain the materials. This endeavor could be as
meaningful endeavor for a character, signifying
short as a trip to a scrapyard or market, or as
an advancement in knowledge, a renewed
long as an epic quest to find a rare ore,
resolve to protect oneself or others, or even just
depending on the situation. After successfully
crafting because one is capable. Many
acquiring materials, a character moves on to
wanderers choose to purchase or acquire armors
Step 3: Construction.
via other means, but for a craftsperson, there is
no substitute for creating one's own armor.

Crafting 129
PAUL M. N. HAAKONSEN

ARMOR TEMPLATES
NAME PRICE / RARITY CHECK TIME PROFILE
Reinforced Clothing 25 / 1 Average (dd) Mechanics or 6 hours +1 Soak, +0 Defense,
Survival check 1 Encumbrance, 0 hard points
Light Armor 250 / 1 Average (dd) Mechanics or 12 hours +2 Soak, +0 Defense,
Survival check 2 Encumbrance, 0 hard points
Customizable Armor 500 / 5 Average (dd) Mechanics check 16 hours +2 Soak, +0 Defense,
4 Encumbrace, 4 hard points
Deflective Armor 500 / 6 Average (dd) Mechanics check 24 hours +1 Soak, +1 Defense,
2 Encumbrance, 1 hard point
Combat Armor 1,250 / 5 Hard (ddd) Mechanics check 48 hours +2 Soak, +0 Defense,
4 Encumbrance, 3 hard points
Segmented Armor 2,500 / 7 Daunting (dddd) Mechanics 72 hours +2 Soak, +1 Defense,
check 6 Encumbrance, 4 hard points
Augmentative Armor 4,500 / 9 Formidable (ddddd) 120 hours +2 Soak, +2 Defense,
Mechanics check 6 Encumbrance, 5 hard points

SPENDING a, x, t AND y WHEN CRAFTING ARMOR


SYMBOLS EFFECT
a or x Practice Makes Perfect: The character learns something valuable, and gains b on the
next check he makes with the same skill before the end of the session.
Lightweight: Reduce the armor's Encumbrance by 1 (to a minimum of 1).
aa or x Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.
Extra Melee Defense: Add +1 Melee Defense to the armor (can only be selected once).
Special Embellishment: The wearer of this armor adds automatic a to checks for one
of the following skills: Charm, Coercion, Leadership, Negotiation, Resilience or Stealth
(can only be selected once).
aaa or x Efficient Construction: A sizeable portion of the material is unused or can be reclaimed
from the process, the character retains supplies worth 50% of the Material Price needed
to craft the item (can only be selected once).
Extra Ranged Defense: Add +1 Ranged Defense to the armor (can only be selected once).
Extra Hard Point: Add 1 hard point to the armor (to a maximum of 2 additional hard
points).
aaaa or x Extra Soak: Add +1 Soak to the armor (can only be selected once).
Duplicate: Create one additional, identical set of armor (with all of the qualities,
improvements, and flaws that the first possesses) at no extra cost.
Armor Schematic: Create a schematic that permanently reduces the difficulty to create
armors of this template by 1, to a minimum of Simple (-) (can only be selected once).
xx Integral Attachment: Add +1 hard point to the armor, then install one applicable armor
attachment that requires 1 hard point. No check is required to obtain this attachment,
and it costs 0 money currency.
t or y Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase the armor's Encumbrance by +1.
Poor Fit: Donning and removing this armor requires 1 additional Action (can only be
selected once).
tt or y Complex: The armor is difficult to maintain. Increase the difficulty of checks to repair
this item by 1.

130 Crafting
DEAD END

Difficult to Customize: Increase the difficulty of checks to install/modify attachments


on this armor by 1.
Restrictive: The wearer of this armor adds automatic t to checks for one of the
following skills: Athletics, Coordination, Perception, Skulduggery or Vigilance (can only
be selected once).
ttt or y Wear and Tear: The tools the character was using to craft the armor are worn down or
destroyed, and are damaged one step (minor damage if undamaged, from minor to
moderate, or moderate to major).
Fragile: The armor has a substantial vulnerability that can be exploited; whenever the
armor becomes damaged, the damage always counts as moderate damage unless it
would be worse).
tttt or y Expensive: The armor has intricate mechanisms that can only be replaced at substantial
cost. Whenever it becomes damaged, the cost to repair the armor is doubled.
Supply Shortage: The character runs out of equipment midway through constructing the
armor. The crafter cannot finish it until he has a chance to acquire more supplies and
spends bottlecaps equal to 25% of the Material Price on these additional supplies (can
only be selected once).
yy Unexpected Flaw: The armor has a serious problem the crafter does not detect. At some
point in the future, the GM may spend a Story Point to cause the armor to fail. When he
does so, the armor counts as suffering major damage, and thus becomes unusable.
Once the armor has been repaired, this flaw is removed and cannot be exploited this way
against (can only be selected once).

primary means of inflicting harm.


BRAWL AND MELEE CRAFTING Brawl and melee weapons are far from
Melee weapons might not be the battlefield
mainstay that they once were in ancient days, obsolete in the Dead End setting as they are
but many still carry them to war as symbols, as easily acquired and require less maintenance in
secondary weapons, or for the sheer menace comparison to most ranged weapons.
they exude. Smiths have been crafting fine Brawl and melee weapon crafting follows the
melee weapons since time immemorial, and normal steps for crafting, as detailed earlier in
many traditionalists still work the craft of the this chapter.
weaponsmiths of old with incredible finesse and
artistry.
Other melee weapons are modern in design,
developed based on innovations in martial
sciences and machinecraft. Some powered
weapons even use heat, tightly focused bursts of
energy, or crackling fields of electricity as their

BRAWL AND MELEE WEAPON TEMPLATES


NAME PRICE / RARITY CHECK TIME EXAMPLES
Fist Weapon 10 / 1 Average (dd) Mechanics or Survival 4 hours Brass knuckles
check
Bludgeoning Weapon 5/1 Easy (d) Mechanics or Survival check 6 hours Baseball bat, Baton
Bladed Weapon 10 / 1 Average (dd) Mechanics or Survival 16 hours Axe, Sword
check
Powered Weapon 400 / 5 Daunting (dddd) Mechanics check 48 hours Stun gun

Crafting 131
PAUL M. N. HAAKONSEN

BRAWL AND MELEE WEAPON TEMPLATE PROFILES


NAME SKILL DAM CRIT RANGE ENCUM HP SPECIAL
Fist Weapon Brawl +1 4 Engaged 1 0 Disorient 3
Bludgeoning Weapon Melee +2 5 Engaged 3 1 Disorient 2
Bladed Weapon Melee +1 3 Engaged 2 1
Powered Weapon Melee +2 3 Engaged 3 2 Stun 3

SPENDING a, x, t AND y WHEN CRAFTING BRAWL AND MELEE WEAPONS


SYMBOLS EFFECT
a or x Practice Makes Perfect: The character learns something valuable, and gains b on the
next check he makes with the same skill before the end of the session.
Two-Handed: Increase the weapon's damage by 1 and Encumbrance by 2; it becomes a
weapon that requires two hands to wield (can only be selected once).
Lightweight: Reduce the weapon's Encumbrance by 1 (to a minimum of 1).
Knockdown Quality: The weapon gains the Knockdown quality (can only be selected
once).
aa or x Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.
Defensive Quality: The weapon gains the Defensive 1 quality (or increase its Defensive
quality by 1, to a maximum of 3).
Customizable: Increase the weapon's hard points by 1 (can only be selected once).
Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by
1).
Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality
by 1, to a maximum of 5).
Stun Quality: This weapon gains the Stun 1 quality (or increase the value of its Stun
quality by 1).
aaa or x Efficient Construction: A sizeable portion of the material is unused or can be reclaimed
from the process; the character retains supplies worth 50% of the Material Price needed
to craft the item (can be selected once).
Ensnare Quality: The weapon gains Ensnare 1 quality (or increase its Ensnare quality by
1).
Deflection Quality: The weapon gains the Deflection 1 quality (or increase its Deflection
quality by 1, to a maximum of 5).
Destructive: Increase the weapon's damage by 1 (can only be selected once).
aaaa or x Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate
quality by 1, to a maximum of 5).
Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (can only be selected
once).
Sunder Quality: The weapon gains the Sunder quality (can only be selected once).
Schematic: Create a schematic that permanently reduces the difficulty of creating
weapons of this template by 1 (to a minimum of Simple [-]).
xx Concussive Quality: The weapon gains the Concussive 1 quality (can only be selected
once).
Integral Attachment: Add +1 hard point to the weapon, then install one applicable
weapon attachment that require 1 or fewere hard points. No check is required to obtain
this attachment, and it costs 0 money currency.
t or y Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.

132 Crafting
DEAD END

Heavy: Increase the weapon's Encumbrance by 1.


tt or y Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its
Cumbersome quality by 1).
Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon
by 1.
ttt or y Wear and Tear: The tools the character was using to craft the weapon are worn down or
destroyed, and are damaged one step (minor damage, from minor to moderate, or
moderate to major).
Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.
Inaccurate Quality: The weapons gains the Inaccurate 1 quality (or increase its
Inaccurate quality by 1).
tttt or y Brittle: On a result of y from a combat check using the weapon, it becomes damaged
one level (minor damage, from minor to moderate, or moderate to major).
yy Hidden Flaw: At some point in the future, the GM may flip a Story Point to have the
weapon fracture or break. Once repaired, this flaw is removed and cannot be used again.

Gadget crafting follows the normal steps for


GADGET CRAFTING crafting, as detailed earlier in this chapter.
Crafting one's own tools takes a special level
of dedication, even for skilled machinists. After
all, any time spent creating the perfect tool is
time not spent tinkering with more complex and
volatile devices. Still, there are those technicians
who set out to build everything from the
scratch. Further, many technicians find that they
need devices that they cannot simply purchase –
and indeed, often devices that do not exist – and
thus delve into the world of inventing new
gadgets for their own use.

GADGET TEMPLATES
NAME PRICE / RARITY CHECK TIME
Simple Tool 50 / 2 Easy (d) Mechanics check 2 hours
Specialist Tool 400 / 5 Average (dd) Mechanics check 10 hours
Precision Tool 150 / 6 Hard (ddd) Mechanics check 16 hours

GADGET TEMPLATES
NAME ENCUMBRANCE EFFECT EXAMPLES
Simple Tool 4 Choose a General skill, the tool allows the character Climbing gear, Toolkit
to make checks with the skill. At the GM's
discretion this tool counts as the right tool for the
job.
Specialist Tool 8 Choose a General skill. Add automatic s to checks Table saw, Welding gear
with that skill.
Precision Tool 5 Choose a General skill. Remove bb from checks Microscope, Binoculars
with that skill.

Crafting 133
PAUL M. N. HAAKONSEN

SPENDING a, x, t AND y WHEN CRAFTING GADGETS


SYMBOLS EFFECT
a or x Lightweight: Reduce the encumbrance of the gadget by 1 (to a minimum of 1).
Practice Makes Perfect: The character learns something valuable, and gains b on the
next check he makes with the same skill before the end of the session.
aa or x Compact: If the gadget is of encumbrance 3 or smaller, add b to checks other characters
make to find it on the wearer's person (to a maximum of bbb).
Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.
aaa or x Efficient Construction: A sizeable portion of the material is unused or can be reclaimed
from the process, the character retains supplies worth 50% of the Material Price needed
to craft the item (can only be selected once).
Safety Features: Add automatic a to checks with the General skill chosen for this tool
(can only be selected once).
aaaa or x Inbuilt Weapon: Choose a weapon of Encumbrance 2 or lower that the character
possesses to build into the gadget, add b to checks to determine that the gadget contains
a weapon (can be selected only once).
xx Supreme Craftsmanship: Choose a General skill; upgrade checks with that skill made
with this tool once.
t or y Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase the Encumbrance of the gadget by 1.
tt or y Difficult to Repair: Increase the difficulty of checks to repair this gadget by 1.
Delicate: The GM may spend tt or y from any check to have it become damaged one
step (undamaged to minor, minor to moderate, moderate to major, etc.) (can be selected
only once).
ttt or y Unpresentable: Decrease the base price others are willing to pay for this item by 50%
(can be selected only once).
tttt or y Fragile: Whenever this item would be damaged one step, it is damaged two steps
instead (can be selected only once).
yy Faulty: Whenever a character uses this tool for a check, upgrade the difficulty of the
check once.

steps for crafting as detailed earlier at the very


RANGED WEAPON CRAFTING beginning of this particular chapter. Any
Most survivors know the value of a good
weapon with the Limited Ammo quality is
firearm and a steady hand. Tradesmen and
crafted with a number of rounds equal to its
individual gunsmiths alike turn a profit crafting
Limited Ammo quality (so, a weapon with
and selling firearms and other ranged
Limited Ammo 1 could only be fired once
armaments.
before the wielder would need to go about
Firearms is the most commonly used of all
either crafting or acquiring reloads for the
armaments throughout the world, be it simple
weapon). So be prepared for additional time at
lightweight pistols or high-caliber assault rifles.
the crafting station for weapons with Limited
Firearms, however, are less easy to maintain in
Ammo quality.
comparison to melee and brawl weapons,
though they offer the safety of being able to take
out hostiles from afar.
Ranged weapon crafting follows the normal

134 Crafting
DEAD END

RANGED WEAPON TEMPLATES


NAME PRICE / RARITY CHECK TIME EXAMPLES
Simple Projectile Weapon 10 / 1 Average (dd) Mechanics or Survival 4 hours Bow, Javelin
check
Solid Projectile Pistol 50 / 3 Average (dd) Mechanics check 8 hours Pistol
Solid Projectile Rifle 125 / 3 Hard (ddd) Mechanics check 8 hours Rifle, Shotgun
Missile Launcher 4,000 / 8 Daunting (dddd) Mechanics check 16 hours Portable Missile
Launcher
Missile 100 / 4 Hard (ddd) Mechanics check 4 hours Missile
Grenade 35 / 5 Hard (ddd) Mechancs check 2 hours Fragmentation
grenade, Stun
grenade

RANGED WEAPON TEMPLATE PROFILES


NAME SKILL DAM CRIT RANGE ENCUM HP SPECIAL
Simple Projectile Weapon Ranged [Light] 4 5 Short 3 0 Limited Ammo 1
Solid Projectile Pistol Ranged [Light] 4 5 Short 1 0
Solid Projectile Rifle Ranged [Heavy] 7 5 Medium 5 1 Cumbersome 2
Missile Launcher Gunnery - - - 7 4 Cumbersome 3,
Prepare 1
Missile - 20 2 Extrene - 0 Blast 10, Breach 1,
Limited Ammo 1
Grenade Ranged [Light] 8 4 Short 1 0 Blast 6, Limited
Ammo 1

SPENDING a, x, t AND y WHEN CRAFTING RANGED WEAPONS


SYMBOLS EFFECT
a or x Practice Makes Perfect: The character learns something valuable, and gains b on the
next check he makes with the same skill before the end of the session.
Lightweight: Reduce the weapon's encumbrance by 1 (to a minimum of 1).
Disorient Quality: The weapon gains the Disorient quality (or increase its Disorient
quality by 1).
Expanded Magazine: If the weapon has the Limited Ammo quality, increase its Limited
Ammo quality by 1.
aa or x Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.
Customizable: Increase the weapon's hard points by one (can only be selected once).
Increased Range: Increase the weapon's range by 1 range band, to a maximum of
Extreme (can only be selected once).
Knockdown Quality: The weapon gains the Knockdown quality (can only be selected
once).
Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality
by 1, to a maximum of 5).
Stun Setting: This weapon gains the Stun setting quality (can only be selected once).
aaa or x Efficient Construction: A sizeable portion of the material is unused or can be reclaimed
from the process, the character retains supplies worth 50% of the Material Price needed
to craft the item (can only be selected once).

Crafting 135
PAUL M. N. HAAKONSEN

Destructive: Increase the weapon's damage by 1 (can only be selected once).


Ensnare Quality: The weapon gains the Ensnare 1 quality (or increase its Ensnare quality
by 1).
Stun Quality: This weapon gains the Stun 3 quality (or increase its Stun quality by 1).
Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by
1).
aaaa or x Auto-Fire Quality: The weapon gains the Auto-Fire quality (can only be selected once).
Burn Quality: The weapon gains the Burn 1 quality (or increase its Burn quality by 1).
Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (can only be selected
once).
Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate
quality by 1, to a maximum of 3).
Schematic: Create a schematic that permanently reduces the difficulty of creating
weapons of this template by 1 (to a minimum of Simple [-]).
xx Blast Quality: The weapon gains the Blast 5 quality (or increase its Blast quality by 2).
Concussive Quality: The weapon gains the Concussive 1 quality (can only be selected
once).
Integral Attachment: Add +1 hard point to the weapon, then install one applicable
weapon attachment that requires 1 or fewer hard points. No check is required to obtain
this attachment, and it costs 0 money currency.
t or y Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase the weapon's Encumbrance by 1.
Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its
Cumbersome quality by 1).
tt or y Expensive: The wepaon has intricate mechanisms that can only be replaced at
substantial cost. Whenever it becomes damaged, the cost to repair the weapon is doubled
(can only be selected once).
Hard to Modify: Increase the difficulty of checks to install or modify attachments to this
weapon by 1.
Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.
ttt or y Wear and Tear: The tools the character was using to craft the weapon are worn down or
destroyed, and are damaged one step (minor damage if undamaged, from minor to
moderate, or moderate to major).
Prepare Quality: The weapon gains the Prepare 1 quality (or increase its Prepare quality
by 1).
Ammunition-Inefficient: During combat, the GM may make this weapon run out of
ammunition by spending tt, this is in addition to the standard spending of y as
discussed on page 104 of the Genesys Core Rulebook or ttt as per rules in the
Dead End setting (can only be selected once).
Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate
quality by 1).
tttt or y Limited Ammo Quality: This weapon gains the Limited Ammo 3 quality (or decrease its
Limited Ammo quality by 1, to a minimum of 1).
Slow-Firing Quality: The weapon gains the Slow-Firing 1 quality (or increase its Slow-
Firing quality by 1).
yy Dangerously Volatile: The GM may spend y from any combat check made with this
weapon to have it explode. The weapon is destroyed, and the character holding it and
each engaged character suffers 10 damage (can only be selected once).

136 Crafting
PAUL M. N. HAAKONSEN

FEAR

"OH NO! THE ZOMBIES KILLED GOD!"


– Left 4 Dead

It was at that very moment that Abigail knew her of the Dead End setting.
world and everything she loved had come to an end. When characters in your game confront
The pain of the bite felt distant and numbing, as the something that you feel may be terrifying to
decaying woman sank her teeth into her forearms, as them, you can have them make a Cool or
Abigail tried to fend her off. Discipline skill check. We sometimes call this a
Everything she had fought for, gone in the blink of fear check.
an eye. She didn't even realize that William put As the GM, you set the difficulty of the check.
down the shambling woman and rushed to her side. You can use the table below to help figure out
“It will be okay. It is not that deep of a wound. It is how difficult a check should be and what
not deep enough to cause an infection.” circumstances might elicit a fear check from
But she knew differently. She had seen it happen
your PCs in the first place. Typically, once a
too many times.
character has rolled a fear check for a specific set
of circumstances, you shouldn’t require them to
FEAR THE WALKING DEAD check again for the same circumstances during
While the circumstances and gore events in a the same encounter. Remember that
survival horror game may be scary to your circumstances might add the penalties to the
players, these circumstances and in-game- check!
events should be far more horrifying for your Fear is detailed on page 243 in the Genesys
players’ characters, naturally. (After all, the Core Rulebook. The Dead End setting
characters don’t have the luxury of knowing sourcebook, however, expands on these rules,
that it’s all only a game!) To represent this – and and thus the material from the Genesys Core
also recognize that some characters are braver Rulebook has been reprinted here for easy
than others – the fear rules is very much a part reference and convenience.

137 Fear
DEAD END

FEAR GUIDELINES
STATE OF FEAR DIFFICULTY EXAMPLE
Startled Easy (d) Something momentarily frightening, such as a zombie
bursting out of a closet, or unsettling circumstances like being
alone in a spooky house. These circumstances may not even
elicit a check.
Moderately afraid Average (dd) Being stalked by a dangerous animal; danger that appears
credible but not mortal, watching a loved one die and rise
again from the dead.
Very afraid Hard (ddd) Being hunted by a pack of wild animals (or malevolent
humans), danger that appears eminent and could be mortal.
Mortally afraid Daunting (dddd) Facing a situation likely to result in your death.
Utterly terrified Formidable (ddddd) A hopeless and utterly terrifying situation, combat against
things incomprehensible to one’s mind, coming face to face
with a herd of the living dead, fear so paralyzing that sanity
cracks.
Confronting something 1 difficulty upgrade Confronting a notorious villain.
reputed to be dangerous
Confronting something 2 difficulty upgrades Being trapped by a herd of the living dead and having no
known to be dangerous and means of escape.
very rare
Confronting something 3 difficulty upgrades Fighting the main villain of the campaign (provided he/she is
known to be extremely dangerous enough), finding yourself trapped in a herd of the
dangerous and unique living dead and having no means of escape and no weapons.

EFFECTS OF FEAR RESULTS OF FAILURE


In the list below, some basic game mechanical DIE RESULT EFFECT
effects have been provided for failing fear f Aversion: The character is unnerved and
checks (and succeeding on them as well). Of distracted, and is Disoriented for the rest
course, you can also add narrative effects to a of the encounter.
check, depending on the circumstances. And t Adrenaline Rush: Momentary panic
this is intended as a guideline, you as the GM gives the character a rush of adrenalin,
can modify this as needed to suit your particular but at a cost. The character adds b to
their next check, but suffers 3 strain.
campaign in the Dead End setting.
The GM should interpret the results of the dice tt or y Flee in Terror: The character has to spend
their next turn doing nothing but fleeing
pool. Some creatures or talents may dictate the the source of the fear check (this includes
results of a fear check they specifically trigger. downgrading their Actions to Maneuvers
The GM may also create additional effects. t to move farther away).
and a carry effects regardless of success and ttt or y Cowering: The character is Disoriented
failure. If multiple fear checks are needed, a and loses his free Maneuver until the end
and t of later rolls may cancel out the effects of the encounter.

from earlier rolls. Needless to say that x or y tttt or Frozen in Terror: The character is
generated on a fear check brings about much y Immobilized and Staggered during their
next turn.
more potent results.
Suggested effects for failing or generating t, y Overwhelming Fear: The character is so
frightened, all checks he makes have their
f or y on a fear check: difficulty upgraded by one until the end
of the encounter.

Fear 138
PAUL M. N. HAAKONSEN
Suggested effects for succeeding on a fear
check or generating a, s or x:

RESULTS OF SUCCESS
DIE RESULT EFFECT
s Steady Nerves: The character keeps their
nerve and suffers no ill effects. The
character avoids any fear effects, except
those triggered by t.
a I Can Persevere: The character stands
firm in the face of fear. He adds b to any
skill check for that turn.
Aaa or x Stand with Me: The character’s steadfast
response emboldens their allies. Any
allied characters forced to make a fear
check from the same source add b to
their check.
aaa or x Undaunted: The character upgrades his
skill checks by one for the remainder of
the encounter.
aaaa or Seen Worse: The player character may
x immediately move a Story Point from the
GM's pool to the Player's pool.
x Fearless: The character faces the source of
fear and finds that it no longer has a hold
on them. They automatically pass any
further fear checks from that source. A
result also cancels out the penalties from
fear checks – no matter the source.

139 Fear
DEAD END

THE LIVING DEAD

"WHEN THERE IS NO MORE ROOM IN HELL,


THE DEAD WILL WALK THE EARTH"
– Dawn of the Dead

It was still Evan that stood before him, but at the


same time it was not. His tall, looming figure was
ZOMBIES?
Zombies are known by many names,
now pallid and his eyes were glazed over, almost
milky-gray. But the gash that ran from the left especially since many hesitate to use the Z-
temple, down across the cheek and chest wound have, word. Among those names are the walkers, the
and should have, put a grown man six feet under. undead, walking dead, zeds, zees, dead-heads,
But here he stood, in clothes that was torn, shredded revenants, returned, the recently deceased,
and caked with dried blood. Whether or not the blood greens, infected, shamblers, the risen, rotters,
was only Evan's he could only guess. But he didn't flesh-eaters, the living dead, ghouls, the
want to stick around and find out. As he took a step damned, biters, deadites, hungries, and that is
back, he accidentally knocked over a bottle. The noise just to name but the most commonly used
caused dead Evan to look up, directly at him. There terms.
was no emotion in his face, no life in those horrible There’s more to a zombie than just a walking
eyes. This was not Evan anymore. It was a husk of corpse. While it’s busy busting down the front
his former friend. Reanimated, and brought back to door and scooping out your sister’s brains,
life in a grostesque abominable form that appalled there’s not much time to think about that. But
him in every way. later, when the action slows, there’s some time
to reflect in the basement, while you hope that
door doesn’t give way. Aside from wondering

The Living Dead 140


DEAD END
how much food is around, your thoughts turn actively aiming for a specific part of the target
to considering just where these damn dead guys (see Aim Maneuver on page 98 in the Genesys
came from. After all, the dead don’t rise up and Core Rulebook). That means, that the character
start consuming the flesh of the living for no suffers bb to his or her combat check. If they
reason at all. Behind every good zombie story, spend two consecutive Maneuvers aiming, the
there’s a good (or at least amusing) back story. combat check suffers b instead. The character
While there are many aspects of zombie does not add any b from the Aim Maneuver, as
mythology and lore, depending on what movie a specific bodypart is called out.
or book you are reading, then there is one
universal one; the slow shambler. That slow INFECTIOUS VIRUS CARRIERS
shambler, is incidentally, also the foundation of While no one knows exactly where this
which the zombies in the Dead End setting are necrotic virus originated, it is a widely known
based on. Aside from those, then there are fact that getting bitten by a living dead proves
bloated zombies (often referred to a fatties or deadly within a matter of hours or days.
even boomers), and fast, agile zombies (often If the zombie spends x on a bite combat check
referred to a runners or hunters) are also (using Brawl for its combat skill), it manages to
included in the book for good measure – if your chomp down on the victim, sinking its teeth in.
particular campaign has the need to branch out Needless to say that the zombie must inflict
beyong the usual slow shambling zombies. more damage with its bite than the character has
in Soak rating in order to have bypassed any
THE SHARED BASICS protection the character might have, and
have found a soft, unprotected and
Regardless of the type of living dead, they
all share three universal aspects – aim for exposed patch of warm flesh.
the head, infectious virus carriers and not of Now, there are two ways of
the living – which should be applied to all handling the infection; realistic
and heroic.
types of zombies in the Dead End
Realistic: Well, as far as
setting.
realistic goes for zombies, is
where the bitten is infected
AIM FOR THE HEAD with the virus
It is a commonly known automatically. The
fact that in order to put character makes a Hard
down the living dead for (ddd) Resilience check
good, you have to aim for for determining the time
the head. Disable the before succumbing to the
brain and the rotting corpse rampaging virus inside
crumbles like a sack of him or her. The character
potatoes. One might starts with an ingestation
dismember appendages from time of 8 hours per point of
a living dead, but it only Brawn. Every uncancelled s
slows them down, as they adds 2 hours, while every
feel no pain from such uncancelled a adds 30 minutes.
measures.
An x result adds an additional 8
In order for a character to
hours, as if the character had 1
permanently shut down
Brawn rating higher. And, of
and put down a living
course, to even this out, every
dead, he or she has to
uncancelled f reduces the
perform the Aim Maneuver
ingestation time by 2 hours, and
and aim for the head,

The Living Dead 141


PAUL M. N. HAAKONSEN
t by 30 minutes. A y result reduces the inoperable, for example by environmental
ingestation time by 8 hours, as if the character conditions, scavenger eating insects and
had 1 point of Brawn less, though this cannot be animals, and the like. Furthermore, they are
lower than 1 hour. fully immune to poisons and toxins.
Needless to say that the realistic approach
makes for frequent character deaths and
replenishing of characters on the party quite
TYPES OF ZOMBIES
While the Dead End setting is initially built
often.
around using only the basic zombie, other types
Heroic: The heroic approach to the infectious
of zombies have been included, to add flavor
virus makes the characters stand out as being
and spice to the campaign. But, of course, also to
immune to the virus, which makes very little
add variety to the zombie encounters.
sense in terms of the virus being a global event
Some GM's will adhere to not using fast
that has wiped out most of the human
zombies, for example, while others
population. Sure, there may be the odd survivor
wholeheartedly embrace such as part of the
here and there that actually is immune to the
zombie lore. After all, why should all living
virus, but having several congregated at the
dead be slow walking, shambling corpses?
same time sort of works against the whole
concept of the zombie outbreak. This is, of
course, a player-friendly approach to the BASIC ZOMBIE (MINION)
game, but it removes the tension of the fact These are classified as basic zombies, as they
that zombies are actually dangerous and to do not have any unique traits, aside from
be feared. being undead.
The heroic approach means less A generic reanimated corpse, if you will,
character death, as the characters the (basic) zombie is the corpse of a
would essentially only be at risk deceased human being that has come
when exceeding twice their back to life. These zombies make up the
wounds threshold (while still vast majority of the living dead that
being incapacitated when roam the world now.
exceeding the wound These zombies are slow walking,
threshold as per detailed on often with a gait from the onset of
page 112 in the Genesys Core rigor mortis, which makes it have
Rulebook). a shambling method of
movement.
Zombies are obviously in
NOT OF THE LIVING
various stages of decay, as the bodies
Being undead certainly do
gradually decompose, and may have
come with some perks. But are
different wounds inflicted on them,
they worth trading in for?
wounds that never heal, or might be
As undead creatures, the living
missing body parts entirely – well, aside
dead are no longer a living member of
from the head and brain, obviously.
its species. It has no respiratory
The zombies are weak and easily outrun,
functions, no heart function, and
but can prove quite dangerous to one's
very limited brain functions – would
health in greater numbers. And it is when
be more of synapsis impulses than
a survivor finds himself surrounded by a
anything else. This mean that the
group of zombies that they become
living dead does not breathe, eat, or
particularly deadly. Needless to say, that
drink. They can survive in vacuum
there is, of course, no reasoning with the
and underwater indefinitely, or at
living dead.
least until they are rendered

142 The Living Dead


DEAD END
down from a height) without injury.
Other physical mutations observed include
massive boil-like growths that appeared upon
their skin and face. Whether this is due to
overproduction of bile is unknown.

Skills (Group Only): Brawl 1.


Silhouette: 1.
Talents: • Enduring 1 (increase the zombie's
Soak rating by 1).
Abilities: • Shambling (the basic zombie can
only perform 1 Maneuver and 1 Action each
turn. It cannot downgrade an Action to a second Skills: Brawl 1, Ranged [Light] 2.
Maneuver). Silhouette: 1.
Equipment: Claw and Bite (Brawl; Talents: • Adversary 1 (upgrade all
Damage 4; Critical 3; Range [Engaged]; combat checks against the boomer
Ensnare 1). once).
• Enduring 1 (increase the
BOOMER (RIVAL) boomer's Soak rating by 1).
The boomer has undergone Abilities: • Swarming (the
extreme external and internal boomer's bile has a unique
mutations by some adverse chemical binding effect
reaction to the infection. The with infected and/or
most notable observation of non-infected flesh which
the boomer is their extremely produces an extracellular
bloated belly, most likely stimulus. This chemical
caused by their stomach stimulus induces a
(and possibly most, if pheromone-like
not all of their attraction from nearby
gastrointestinal system) being common infected which
hijacked by the infection to causes them to swarm and
overproduce bile in massive attack the bile-saturated
amounts. The sheer tension on source. The exact nature as to
their skin and organs has why this induces a negative
resulted in a breakdown of the response is unknown but the
epidermal and dermal layers, response is non-discriminatory
causing the skin to become thin and between infected and non-
fragile. In some places, the skin has Infected flesh. The boomer must
even ruptured, exposing some of the spend aa on its Ranged
bile-filled internal organs. This [Light] combat check to trigger
enormous buildup of internal pressure the effect. All (basic) zombies,
makes the boomer quite child zombies and fast zombies within
vulnerable to any outside Medium range will
agitation, as even the slightest automatically seek out and attack
gunshot wound or melee shove will result in the anyone affected by the bile).
boomer violently exploding, sending blood and • Volatile (a result of tt or y may be spent
bile everywhere - hence the name. Even so, the from an Engaged opponent's combat check to
boomer can autonomously engage in strenuous have the boomer burst in a violent explosion
self-directed physical activities (e.g. jumping that spreads gore and vomit on everything in

The Living Dead 143


PAUL M. N. HAAKONSEN
Engaged range. Anything affected is human speech and barking at enemies in a high-
automatically affected by the Disorient 3 quality pitched tone. It will also screech upon spotting
of the bile. A result of x on a ranged attack may survivors and release a loud yell when charging.
also be spent on having the boomer explode in
this manner).
Equipment: Claw and Bite (Brawl; Damage 4;
Critical 3; Range [Engaged]), Projectile Bile
(Ranged [Light]; Damage -; Critical -; Range
[Short]; Disorient 3, Swarming).

Skills: Brawl 2, Perception 1.


CHARGER (RIVAL) Silhouette: 1.
A charger is an infected individual, that is
Talents: • Adversary 1 (upgrade all combat
clearly mutated. The charger's mutation results
checks against the charger once).
in increased muscle mass, though noticeably
• Durable 1 (reduce all Critical Injuries against
asymmetrical. Most notably, one of the charger's
the charger by 10, to a minimum of 1).
arms and shoulder have grown significantly
• Enduring 1 (increase the charger's Soak
and have increased in thickness, resulting in its
rating by 1).
hand becoming a swollen lump with stubby
Abilities: • Charge (if the charger spends at
fingers. This causes it to lean to the right while
least one Maneuver on moving towards a target,
moving. It's other arm,
it charges its foe at speeds that
inversely, has sometimes
far surpasses the speed of a
atrophied to the point
(basic) zombie. When
of being useless
charging, the charger
(possibly from its body
adds an automatic s and
breaking it down to add
a to its Brawl combat
bulk to his right arm),
check).
hanging limply to the
• Pin (by spending x or
charger's side and
aaa on its Brawl
flapping around with
combat check, the charger
every movement.
grabs its opponent in a
Due to the charger's
deadgrip and will start to
preferred method of
pummel the opponent
attack, it has sustained
against a hard surface,
multiple injuries,
most often the ground. A
especially on its mutated
pinned opponent
arm – prolonged times
automatically suffers 5
of bashing and
points of unsoakable
slamming into walls has
damage each turn, and is
made the flesh of the
unable to perform any
charger's arm thick with
Maneuvers or Actions,
calluses, scabs, and
aside from attempting a
scars. Most likely a
Hard (ddd)
result of its constant
Coordination check to
charging.
escape from the deadlock.
Like other special
Killing the charger will, of
infected, the charger has a
course, release this
distinctive sound. It is loud,
deadgrip).
making noises vaguely similar to
Equipment: Claw and Bite (Brawl; Damage

144 The Living Dead


DEAD END
5; Critical 3; Range [Engaged]; Ensnare 2, made attempts to manipulate genes and tinker
Knockdown, Pin). with the DNA of dogs. Regardless of the actual
fact, the fact of the matter is that some dogs
CHILD (MINION) have been infected and now roam the land as
Child zombies are perhaps among the living dead canines. A truly ghastly aspect
scariest of the living dead. Not because of indeed.
their abilities, but because they are Infected dogs do not respond to
innocent children that have succumbed human-given
to the virus and turned into ravenous flesh- commands, as they
eaters. Many hesitate to pull the trigger when might have done
coming face to face with an infected child. And while alive. And
this hesitation often leads to it being the last they retain their
thing that the survivor did. The child zombie, heightened
like all other zombies, can't be reasoned with, sense of smell,
and it does not hesitate in lunging towards which makes
nearby sources of living flesh. these
infected
capable
trackers.
As with all
victims of
the virus, zombie dogs also suffer from
necrosis, resulting in exposed muscles, tendons,
Skills (Group Only): None. and even bones, as well as significantly
Silhouette: 0. decomposing bodies. Infected dogs retain much
Talents: • Enduring 1 (increase the Soak rating of their former agility, with a noticeably increase
of the child zombie by 1). in durability and aggression.
Abilities: • Child (when encountering a child All dogs could potentially be fitted into this
zombie, a survivor must make a Hard (ddd) category, although not all dogs would make
Cool check, failure means that the survivor interesting adversaries, so the below listed
takes a b penalty to all checks against the characteristics are presented for a muscle dog or
zombie, from shock or hesitation (up to the an attack dog of some kind, such as a doberman,
player). Every ttt on the Cool check a mastiff, a rottweiler, and so forth.
increases the amount of b. A y result on the
check means that the survivor must upgrade all
checks against the child zombie once).
• Shambling (the child zombie can only
perform 1 Maneuver and 1 Action each turn. It
cannot downgrade an Action to a second
Maneuver).
Equipment: Claw and Bite (Brawl; Damage 4; Skills (Group Only): Brawl 1, Perception 1,
Critical 3; Range [Engaged]). Survival 1.
Silhouette: 0.
Talents: • Enduring 1 (increase the Soak rating
DOG (MINION) of the zombie dog by 1).
No one knows how the virus has transmitted
Abilities: • Tracking (zombie does retain their
to dog, though speculations circulate about it
highly sensitive sense of smell, and upgrade any
being because of mutation of the virus strain,
Survival checks to track prey by scent once).
while others hint at it being the result of man-
Equipment: Bite (Brawl; Damage 5; Critical 3;

The Living Dead 145


PAUL M. N. HAAKONSEN
Ranged [Engaged]; Pierce 1, Vicious 1). Abilities: • Explosive (when an exploder comes
within Engaged range of an opponent, it
EXPLODER (MINION) starts to inflate and will violently
Exploders are creatures trapped explode. Inflating takes a full turn, so
in a disfigured, pulsing form. They it will explode on the beginning of its
retain a semblance of awareness, next turn, after which it has come
even though their instincts within Engaged range of a survivor.
drive them to get close to an Anyone within Short range of the
uninfected survivor and attack exploder when it detonates are struck
it with a self-destructive with infected flesh, volatile gas and
explosion. bone shards, and suffers 8 points of
Exploders are zombies damage and is struck prone.
infected with a special strain of Needless to say that this, of
the virus. Due to the specific course, instantly kills the
strain of the virus, the exploder).
accelerated production of • Volatile (any attack that brings the
internal decomposition gasses leaves exploder above its wounds threshold,
the exploder bloated to the near or an attack that has x or aa on its
bursting point. Huge, pulsating combat check, will cause the
pockets of these volatile gasses have exploder to violently explode,
grown all over the exploder's upper sending infected flesh, volatile gas
body, destroying whatever clothing and bone shards out to Short
it has above the waist, leaving it range. Anyone within Engaged or
only with a pair of pants. The gas Short range of the exploder will
pockets appear to have painfully suffer 8 points of damage and are
ripped through the victim's skin and knocked prone from the sheer force of the
contain highly reactive gas that, blast).
when disturbed, will violently Equipment: Claw and Bite (Brawl;
explode. For some reason, exploders Damage 4; Critical 3; Range [Engaged]).
appear completely bald, possibly
an additional side effect of the FAST ZOMBIE (MINION)
virus' mutation. These zombies are believed to be the recently
The exploder is speculated to be the only reanimated, as they retain their speed and
zombie that has a shred of humanity left since it agility, unlike the common (basic) zombie.
lets out a distinctive pulsating moan that However, this theory is not without its flaws, as
vaguely exclaims “Help me!” when a survivor is many of these fast zombies are decomposed and
in close proximity to it. It repeats this plea for might have numerous bodily wounds and
help over and over until death. injuries to their bodies.
Regardless, these fast zombies prove more of a
threat than the regular (basic) zombie, as they
are quite capable of running and keeping up
with the living survivors.

Skills (Group Only): Brawl 1.


Silhouette: 1.
Talents: • Enduring 1 (increase the Soak rating
of the exploder by 1).

146 The Living Dead


DEAD END
Skills (Group Only): Athletics 1, Brawl 1. Silhouette: 1.
Silhouette: 1. Talents: • Adversary 1 (upgrade all combat
Talents: • Enduring 1 (increase the fast zombie's checks against the hunter once).
Soak rating by 1). • Dodge 1 (the hunter may suffer 1 strain to
Abilities: None. upgrade the difficulty of any combat check
Equipment: Claw and Bite (Brawl; Damage 4; against it once).
Critical 3; Range [Engaged]; Ensnare 1). • Enduring 1 (increase the hunter's Soak
rating by 1).
HUNTER (NEMESIS) • Lethal Blows 1 (increase all Critical Injuries
The hunter is a least visibly mutated inflicted by the hunter by 10).
special infected and superficially resembles • Stealthy (the hunter adds b to all Stealth
an ordinary zombie. It has yet to be checks).
explained how the hunter's mutations Abilities:• Flay (by spending x or
onset, whether it be genetic, aaa on its Brawl combat check,
biochemical, or a hunter-specific strain the hunter knocks its prey prone
of the virus. The hunter's reaction to and starts to flay the victim. In
the infection has granted him an subsequent turns where the
increase in lower-body prey is being flayed, the
strength. hunter may make an
While not creating additional attack against
massive muscle growth like the the prey, using the same
tank, this added strength has dice pool as it's previous
given the hunter the ability to attack that turn. A flayed survivor is
repeatedly jump and pounce from prone, and unable to perform any
long distances and rapidly scale the Actions or Maneuvers. However, a
sides of buildings with ease, as well as survivor being prone and flayed may
toughened its legs in order to withstand attempt a Hard (ddd) Coordination
the great distances and heights it can check, as an Action, to escape the deadly
achieve. Decreased pain response assault and be able to perform Maneuvers
visible in all sufferers of the infection and Actions as normal).
also results in the hunter not • Pounce (the hunter can make impressive
suffering from perpetual lactic acid leaps, and move one range band by making a
build up from muscle overexertion leap. It the hunter spends at least one
or impact damage after Maneuver on leaping towards an opponent, it
experiencing a large fall. pounces the prey and adds an automatic
Hunters are primarily identified by s and a to its Brawl combat
their distinctive and check).
intimidating growl, or the screams Equipment: Claw and Bite (Brawl;
and snarls they emit upon sighting Damage 5; Critical 3; Range [Engaged]; Flay,
a survivor or whilst attacking. Vicious 2).

RADIOACTIVE ZOMBIE (NEMESIS)


When zombies are exposed to extreme doses
of radiation they mutate, and often become
radioactive zombies. These living dead have
radioactive tumors on their bodies, tumors that
glow with an unhealthy and clearly highly
Skills: Athletics 1, Brawl 2, Coordination 1,
radioactive green flourescent color.
Stealth 2.

The Living Dead 147


PAUL M. N. HAAKONSEN
It requires no brain-child to figure out that ttt or y on his Resilience check, the
these infected are particularly nasty, as they are survivor suffers from radiation sickness and add
not just reanimated corpses; they are highly b to all skill checks until their radiation level is
radioactive corpses. And they do indeed pose a reduced to 0. This effect is cumulative, so failing
heightened threat to the survivors. Not only are three Resilience checks with ttt or y
they hungry for flesh, like all other infected, but results in b to all skill checks. It is possible to
they are also capable of weakening the survivor treat radiation with a Hard (ddd) Medicine
with exposure to the radiation that pulsates check, and this can be done once a week – just
within their decomposing flesh. like attempting to heal a Critical Injury. Each s
Luckily, this heavy radiation is particularly on the Medicine check heals and removes one
taxing on the human body, and radioactive level of radiation. Any survivor reduced to
zombies tend to decompose far quicker than the either wound or strain threshold of 0 will die
ordinary infected. But while they exist, they are and rise as a radioactive zombie, as detailed on
quite capable of dealing a lot of destruction and page 141).
mayhem around them, both inadvertably and Equipment: Claw and Bite (Brawl; Damage 5;
actively. Critical 3; Range [Engaged]; Pierce 1,
Radioactive).

SMOKER (RIVAL)
The smoker is a
special infected
characterized by his
Skills: Brawl 2, Perception 1, Vigilance 1. extremely long tongue.
Silhouette: 1. The smoker's tongue can be
Talents: • Adversary 1 (upgrade all combat launched out of his mouth at high
checks against the radioactive zombie speeds towards a survivor, and
once). when it reaches one of them, it
• Defensive 1 (increase the radioactive automatically wraps around the
zombie's Defense by 1). target's body and drags them
• Enduring 1 (increase the radioactive back towards the smoker, where
zombie's Soak rating by 1). are any obstacles in the way (e.g
Abilities: • Radioactive (anyone bitten elevation difference, a solid
or injured by a radioactive zombie is object), the survivor will be
exposed to the high levels of choked instead of being
radioactivity that fuels these living clawed.
dead. A survivor must make a Hard The smoker has been heavily
(ddd) Resilience check to attempt mutated by a strain of the
to mitigate this exposure. If successful, infection and frequently
the survivor is unaffected by the radiation of makes high-pitched rasping
that particular attack. If the check is and coughing noises that can
unsuccessful, however, the player notes alert survivors of its presence.
radiation level 1 on his character sheet, and Though it resembles most
reduces the survivor's wound threshold and common infected, it is taller,
strain threshold by 1. Radiation levels more durable, and its skin has
are cumulative with each attack, and each become covered in growths that
failed Resilience check increases the radiation cause little spurts of green
level by 1, and also reduces the wound and smoke and blood to ooze
strian threshold by one. If the survivor rolled

148 The Living Dead


DEAD END
out when shot. It is said that the smoke it expels Silhouette: 1.
gives off a putrid smell, but it is otherwise Talents: • Adversary 1 (upgrade all combat
harmless. Smokers are often bloated and some checks against the smoker once).
even appears to be covered by a large tumors. • Enduring 1 (increase the smoker's Soak
Some have suggested that the mutated rating by 1).
“tongue” could actually be intestines. Abilities: • Pull (anyone Ensnared by the
Occasionally, when killing the smoker's tongue will be pulled one range band
smoker, hundreds of feet of closer to the smoker with each subsequent turn
“tongue” will spew from his after first being Ensnared. It is possible to take
mouth, supporting the intestines an Action to make a Hard (ddd)
theory. A second theory leading to Coordination check to escape the coils
the smoker's mutation is that of the tongue).
the strain of infection has • Excude Smoke (as an Incidental
caused a type of fungus or the smoker can emit a cloud of
similar bacteria to grow on its smoke that effectively fills its
body. This could be responsible Engaged range. All skill
for the spores or smoke clouds checks made within or
and its tongue(s) since, in many through this smoke takes a b
cases, fungi have been known penalty to the check. The smoke persists
to grow tentacle-like in place for 3 turns before dissipating).
appendages that appear Equipment: Claw and Bite (Brawl;
similar to tongues. Damage 4; Critical 3; Range
A third theory is that the [Engaged]; Vicious 1), Tongue
smoker had cancer (probably (Ranged [Light]; Damage 5; Critical
tongue or throat) before 3; Range [Medium]; Ensnare 2,
becoming infected. This is Pull).
supported by the fact that cancer
occurs when a cell or group of TANK (NEMESIS)
cells mutate to the point the The tank is an exclusively male
hayflick limit breaks, so the cells special infected who has
don't stop reproducing. Since experienced the most extensive
there often are cancerous physical mutations of any
growths all over the smoker's other class of special
face and upper torso along infected. The most obvious
with the extra tongues trait is his extreme
protruding from the growths, this may be true; hypertrophy, or abnormally increased muscle
it would also explain how the smoker's tongue mass. Despite his enormous bulk, the tank is
regrows so quickly after being snapped from the incredibly fast and agile, able to keep up with
base. A fourth theory is that part of the infection even a healthy survivor.
gives the smoker regenerative abilities, similar This abnormal muscular growth is most
to cancer. obvious in his arms and upper body but less
pronounced around the tank's waist, hips, and
legs. Though the tank's legs are capable of
supporting his static weight (such as when the
tank mounts a rock throwing attack), the tank's
disproportionate anatomy forces him to
knuckle-walk, resulting in the tank's wrists
becoming swollen.
Skills: Brawl 1, Ranged [Light] 2, Stealth 1.

The Living Dead 149


PAUL M. N. HAAKONSEN
The tank's body is covered with numerous
scars and lesions from previous fights, with an
especially large open sore on his left pectoral.
The tank's jaw at first glance seems to be
missing, but upon closer inspection it is shown
to be enveloped within its thick neck muscles. It
can be assumed its bones have become stronger
too, otherwise the tank's skeleton would have
collapsed under the weight of its own body; this
is supported by that shooting the tank's head
will not put it down any quicker, hinting that
the reinforced bone of skull has prevented the
projectiles from penetrating.

Skills: Brawl 3, Ranged [Heavy] 1.


Silhouette: 2.
Talents: • Adversary 2 (upgrade all combat
checks against the tank twice).
• Durable 2 (all Critical Injuries against
the tank are reduce by 20, to a minimum
of 1).
• Enduring 2 (increase the tank's Soak
rating by 2).
• Lethal Blows 1 (increase all results
of Critical Injuries inflicted by the
tank by 10).
Abilities: • Powerhouse (the tank
can lift up objects up to Silhouette
3 and hurl it up to Medium
distance, requiring a Ranged
[Heavy] combat check).
Equipment: Fist (Brawl; Damage
9; Critical 3; Range [Engaged];
Knockdown, Disorient 3, Vicious 2).

150 The Living Dead


DEAD END

INDEX
4-Wheel All-Terrain Vehicle......................................119 Baseball Bat....................................................................95
18-Wheeler....................................................................119 Basic Military Training (talent)...................................47
Academic (career)..........................................................10 Basic Zombie................................................................142
Acrobatic Strike (talent)................................................44 Bayonet.........................................................................105
Action Boy (talent)........................................................44 Beer................................................................................114
Action Boost (talent).....................................................44 Biggest Fan (talent)........................................................48
Action Surge (talent).....................................................45 Binders..........................................................................114
Adoptable Flanker (talent)...........................................45 Binoculars.....................................................................114
Adroitness (talent).........................................................45 Bipod Mount................................................................105
Adventurer (career)......................................................11 Black Market Contact (talent)......................................48
Adversary (talent).........................................................45 Blackmail (talent)...........................................................48
Aerospace Superiority Fighter..................................119 Blind Spot (talent).........................................................48
Agent 47 (talent)............................................................45 Blindsense (talent).........................................................48
All-Terrain Driver (talent)............................................45 Blue Collar (career).......................................................11
Alluring (talent).............................................................45 Body Guard (talent)......................................................48
Ambush (talent).............................................................45 Body Guard, Improved (talent)...................................48
Anatomy Lessons (talent)............................................45 Body Guard, Supreme (talent)....................................48
Animal Companion (talent).........................................45 Bolstered Armor (talent)..............................................48
Animal Expertise (talent).............................................46 Boomer..........................................................................143
Anticipate Dodge (talent).............................................46 Bought Info (talent).......................................................49
Archetypes.......................................................................6 Brace (talent)..................................................................49
Armor............................................................................101 Brass Knuckles...............................................................95
Armor Attachments....................................................110 Brawl and Melee Crafting..........................................131
Armor Crafting............................................................129 Brilliant Evasion (talent)...............................................49
Armor Master (talent)...................................................46 Bullheaded (talent)........................................................49
Armor Master, Improved (talent)...............................46 Bullrush (talent).............................................................49
Armor Master, Supreme (talent).................................46 Bullwark (talent)............................................................49
Armored Clothing.......................................................101 Burly (talent)..................................................................50
Armored Jacket............................................................101 Business Jet...................................................................120
Armored Truck............................................................119 Business Outfit.............................................................114
Assassin (career)............................................................11 C4 Plastic Explosive......................................................95
Assassin Strike (talent).................................................47 Cabin Cruiser...............................................................120
Assault Rifle...................................................................94 Call 'Em (talent).............................................................49
Athlete (career)..............................................................11 Can't We Talk About This? (talent)............................50
Attachments and Customization..............................104 Canteen.........................................................................114
Available Talents...........................................................29 Capitol Sendoff (talent)................................................50
Average Hero (archetype)..............................................6 Capitol Sendoff, Improved (talent).............................50
Axe...................................................................................94 Carbine Rifle..................................................................95
Back-to-Back (talent).....................................................47 Careers............................................................................10
Backpack.......................................................................113 Careful Planning (talent)..............................................50
Backstab (talent)............................................................47 Cargo Helicopter.........................................................120
Bad Cop (talent).............................................................47 Casual Outfit................................................................114
Bad Press (talent)...........................................................47 Catch Off-Guard (talent)..............................................50
Balanced Hilt................................................................104 Catfall (talent)................................................................50
Baleful Gaze (talent)......................................................47 Cave Dweller (talent)....................................................50
Ballistic Shield..............................................................101 Celebrity (career)...........................................................11
Barrage (talent)..............................................................47 Cell Phone....................................................................114
Barrel Roll (talent).........................................................47 Center of Being (talent).................................................50

Index 151
PAUL M. N. HAAKONSEN
Center of Being, Improved (talent).............................51 Custom Loadout (talent)..............................................54
Chain...............................................................................95 Customized Cooling Unit (talent)...............................54
Chainsaw........................................................................95 Cutting Question (talent).............................................54
Challenge! (talent).........................................................51 Daredevil (talent)..........................................................54
Character Motivation....................................................18 Daring Aviator (talent).................................................54
Charger.........................................................................144 Daring Turn (talent)......................................................54
Charismatic Hero (archetype).......................................7 Dauntless (talent)..........................................................55
Chemical Light Stick...................................................114 Deadeye (talent).............................................................55
Chemical Protection....................................................110 Deadly Accuracy (talent)..............................................55
Child..............................................................................145 Death Rage (talent)........................................................55
Child At Heart (talent)..................................................51 Debilitating Shot (talent)..............................................55
Chopshop Expertise (talent)........................................51 Deceptive Taunt (talent)...............................................55
Chosen Foe (talent).......................................................51 Dedicated Hero (archetype)...........................................7
Cigarette Boat...............................................................120 Dedication (talent).........................................................55
City Bus.........................................................................120 Defensive (talent)..........................................................55
Clever Retort (talent)....................................................51 Defensive Driving (talent)............................................55
Climbing Gear..............................................................114 Defensive Stance (talent)..............................................56
Code Breaker (talent)....................................................51 Defensive Sysops (talent).............................................56
Cold Suit.......................................................................101 Defensive Sysops, Improved (talent).........................56
Collapsible Baton...........................................................95 Defy Death (talent)........................................................56
Combat Knife.................................................................95 Desperate Recovery (talent).........................................56
Combat Veteran (talent)...............................................51 Digital Camera.............................................................115
Command (talent).........................................................52 Dilettante (career)..........................................................12
Commanding Presence (talent)...................................52 Dirt Bike........................................................................121
Compass.......................................................................114 Dirty Tricks (talent).......................................................56
Complimentary Insight (talent)..................................52 Disarm (talent)...............................................................56
Computer......................................................................114 Disarming Smile (talent)..............................................56
Comrades In Arms (talent)..........................................52 Discredit (talent)............................................................56
Comrades In Arms, Improved (talent).......................52 Disguise Kit..................................................................115
Concealable Vest.........................................................102 Disorient (talent)............................................................57
Concealment Holster..................................................115 Distinctive Style (talent)...............................................57
Concussive Attack (talent)...........................................52 Distracting Behavior (talent)........................................57
Conditioned (talent)......................................................52 Distracting Behavior, Improved (talent)....................57
Confidence (talent)........................................................52 Doctor (career)...............................................................12
Confidence, Improved (talent)....................................52 Dodge (talent)................................................................57
Congenial (talent)..........................................................53 Dog................................................................................145
Constant Vigilance (talent)..........................................53 Don't Shoot! (talent)......................................................57
Construction Specialist (talent)...................................53 Double or Nothing (talent)..........................................57
Coordinated Assault (talent).......................................53 Double or Nothing, Improved (talent).......................57
Coordinated Dodge (talent).........................................53 Double or Nothing, Supreme (talent).........................57
Counterattack (talent)...................................................53 Double-Talk (talent)......................................................58
Counteroffer (talent).....................................................53 Dreadful Carnage (talent)............................................58
Crack Shot (talent).........................................................53 Drifter (career)...............................................................12
Crafting.........................................................................128 Drysuit..........................................................................102
Creating Characters........................................................4 Dual Strike (talent)........................................................58
Creative (career)............................................................11 Dual Wielder (talent)....................................................58
Creative Design (talent)................................................54 Duelist (talent)...............................................................58
Creative Killer (talent)..................................................54 Dumb Luck (talent).......................................................58
Criminal (career)............................................................12 Durable (talent)..............................................................58
Critical Mastery (talent)................................................54 Dynamic Fire (talent)....................................................58
Crushing Blow (talent).................................................54 Dynamite........................................................................95
Custom Fit....................................................................110 Eagle Eyes (talent).........................................................58
Custom Grip.................................................................105 Easy Prey (talent)...........................................................59

152 Index
DEAD END
Effects of Fear...............................................................138 Forced Entry Unit........................................................102
Emergency Services (career)........................................12 Forearm Grip...............................................................106
Emergency Vehicle......................................................121 Forgot to Count? (talent)..............................................62
Encoded Communique (talent)...................................59 Form-Fitting Body Armor..........................................102
Encouraging Words (talent)........................................59 Formal Outfit...............................................................115
Enduring (talent)...........................................................59 Formation Tactics (talent)............................................62
Enforcer (talent).............................................................59 Formation Tactics, Improved (talent).........................62
Entrepreneur (career)....................................................13 Fortified Structure (talent)...........................................62
Evasion (talent)..............................................................59 Fortune Favors the Bold (talent).................................62
Expert Tracker (talent)..................................................59 Fragmentation Grenade...............................................96
Exploder........................................................................146 Fragmentation Mine.....................................................96
Exploit (talent)...............................................................59 Freerunning (talent)......................................................62
Explorer (career)............................................................13 Freerunning, Improved (talent)..................................62
Extended Barrel...........................................................105 Frenzied Attack (talent)................................................62
Extended Magazine....................................................105 Friend of the Night (talent)..........................................63
Extra Ammo (talent).....................................................59 Friendly Foe (talent)......................................................63
Extra Clip......................................................................115 Full Stop (talent)............................................................63
Eye For Detail (talent)...................................................60 Full Throttle (talent)......................................................63
Familiar Sky (talent)......................................................60 Full Throttle, Improved (talent)..................................63
Family Coupe...............................................................121 Full Throttle, Supreme (talent)....................................63
Family Sedan................................................................121 Gadget Crafting...........................................................133
Fan the Hammer (talent)..............................................60 Gambler (career)............................................................13
Fancy Paint Job (talent).................................................60 Gas Grenade...................................................................96
Fast Hero (archetype).....................................................7 Gear and Equipment.....................................................93
Fast Zombie..................................................................146 Gearhead (talent)...........................................................63
Fatigues.........................................................................115 Ghillie Suit....................................................................102
Fear................................................................................137 Ghost Steps (talent).......................................................63
Fear the Shadows (talent).............................................60 Go Without (talent).......................................................64
Fearsome (talent)...........................................................60 Good Cop (talent)..........................................................64
Fearsome Reputation (talent)......................................60 GPS Receiver................................................................115
Feint (talent)...................................................................60 Grapple (talent)..............................................................64
Feral Strength (talent)...................................................60 Greased Palms (talent)..................................................64
Field Commander (talent)............................................60 Grenadier (talent)..........................................................64
Field Commander, Improved (talent)........................61 Grit (talent).....................................................................64
Field Ration Pack.........................................................115 Gyrostabilizer..............................................................106
Fighter Pilot (career).....................................................13 Hacker (career)..............................................................13
Fighter's Stance (talent)................................................61 Hair Trigger..................................................................106
Filed Front Sight..........................................................105 Hamstring Shot (talent)................................................64
Fine Tuning (talent)......................................................61 Hang Glider..................................................................121
Finish Him! (talent).......................................................61 Harass (talent)................................................................64
Fire Control (talent).......................................................61 Hard-Boiled (talent)......................................................64
Fire Resistant Suit........................................................102 Hard-Headed (talent)...................................................65
Fire Truck.....................................................................121 Hatchet............................................................................96
Flak Vest.......................................................................102 Hazmat Suit..................................................................102
Flamethrower.................................................................95 Heating System............................................................110
Flare Gun........................................................................96 Heavy Armored Personnel Carrier..........................122
Flash of Insight (talent).................................................61 Heavy Coat...................................................................103
Flashlight......................................................................115 Heavy Hitter (talent).....................................................65
Flaws...............................................................................22 Heavy Pistol...................................................................96
Fleet of Foot (talent)......................................................61 Heightened Awareness (talent)...................................65
Flick of the Wrist (talent)..............................................61 Heroic Recovery (talent)...............................................65
Flurry of Blows (talent).................................................62 Heroic Resilience (talent).............................................65
Forager (talent)..............................................................62 Heroic Will (talent)........................................................65

Index 153
PAUL M. N. HAAKONSEN
Hidden Storage (talent)................................................65 Larger Project (talent)...................................................69
Hindering Shot (talent).................................................65 Laser Sight....................................................................106
Hit the Deck (talent)......................................................65 Law Enforcer (career)...................................................14
Hold Together (talent)..................................................65 Leader (career)...............................................................14
Holdout Pistol................................................................96 Leather Jacket...............................................................103
How Convenient! (talent).............................................66 Let's Ride (talent)...........................................................69
How Crafting Works..................................................128 Let's Talk This Over (talent)........................................70
Hunter...........................................................................147 Lethal Blows (talent).....................................................70
Hunter (talent)...............................................................66 Life or Deah (talent)......................................................70
Hunter's Quarry (talent)...............................................66 Life or Death, Improved (talent).................................70
Hunter's Quarry, Improved (talent)...........................66 Life or Death, Supreme (talent)...................................70
Hunting Rifle.................................................................97 Light Armored Personnel Carrier.............................122
Impaling Strike (talent).................................................66 Light Pistol.....................................................................97
Improved Defenses (talent).........................................66 Light Step (talent)..........................................................70
In the Know (talent)......................................................66 Light Undercover Shirt...............................................103
Incite Rebellion (talent)................................................66 Light-Duty Vest...........................................................103
Index..............................................................................151 Limousine.....................................................................122
Indomitable (talent)......................................................66 Liquor............................................................................116
Informant (talent)..........................................................67 Lockpick Set.................................................................116
Inspiring Leadership (talent).......................................67 Lone Wanderer (talent)................................................70
Inspiring Rhetoric (talent)............................................67 Loom (talent)..................................................................70
Inspiring Rhetoric, Improved (talent)........................67 Low-Friction Coating..................................................111
Inspiring Rhetoric, Supreme (talent)..........................67 Lucky Start (talent)........................................................70
Integrated Ascension Gear.........................................111 Lucky Strike (talent)......................................................71
Integrated Holsters.....................................................111 Luxury Coupe..............................................................123
Integrated Illuminator................................................106 Luxury Sedan...............................................................123
Intense Focus (talent)....................................................67 Machete...........................................................................97
Interjection (talent)........................................................67 Machine Gun..................................................................97
Intimidating (talent)......................................................67 Mad Inventor (talent)....................................................71
Intimidating Visage.....................................................111 Magnetic Weapon Tether...........................................106
Introduction.....................................................................2 Map................................................................................116
Inventor (talent).............................................................67 Marksman Barrel.........................................................107
Investigator (career)......................................................14 Master (talent)................................................................71
Iron Body (talent)..........................................................68 Master Demolitionist (talent).......................................71
Iron Soul (talent)............................................................68 Master Driver / Pilot (talent)......................................71
It's Not That Bad (talent)..............................................68 Master Grenadier (talent).............................................71
Item Qualities.................................................................94 Master Instructor (talent).............................................71
Item Rarity......................................................................93 Master Merchant (talent)..............................................72
Jet Ski.............................................................................122 Merits..............................................................................18
Jump Up (talent)............................................................68 Military (career).............................................................14
Jury Rigged (talent).......................................................68 Military Pack................................................................116
Just Kidding (talent)......................................................68 Mind Over Body (talent)..............................................72
Kill With Kindness (talent)..........................................68 Mind Over Matter (talent)............................................72
Knack For It (talent)......................................................68 Minigun..........................................................................97
Knife................................................................................97 Minivan.........................................................................123
Knockdown (talent)......................................................69 Miscellaneous Gear.....................................................113
Know Somebody (talent).............................................69 Molotov Cocktail...........................................................97
Know the Enemy (talent).............................................69 Most Impressive (talent)...............................................72
Know the Ropes (talent)...............................................69 Moving Target (talent)..................................................72
Know-It-All (talent).......................................................69 Moving Truck..............................................................123
Knowledge Specialization (talent)..............................69 Multi-Optic Sight.........................................................107
Known Schematic (talent)............................................69 Multiple Foes (talent)....................................................72
Lady Killer / Maneater (talent)...................................69 Muscle Car....................................................................123

154 Index
DEAD END
Museum Worthy (talent)..............................................72 Powerful Blast (talent)..................................................76
Natural (talent)..............................................................72 Precise Aim (talent).......................................................76
Never Outnumbered (talent).......................................72 Precision Strike (talent).................................................76
Night Person (talent).....................................................72 Precision Strike, Improved (talent).............................76
Night Vision Goggles.................................................116 Precision Strike, Supreme (talent)...............................77
Night Vision Scope......................................................107 Preemptive Avoidance (talent)...................................77
Nobody's Fool (talent)..................................................72 Pressure Point (talent)..................................................77
Not Today (talent).........................................................73 Prey on the Weak (talent).............................................77
Now the Master (talent)...............................................73 Pride and Joy (talent)....................................................77
Occultist (career)............................................................14 Pride and Joy, Improved (talent)................................77
Offensive Driving (talent)............................................73 Pride and Joy, Supreme (talent)..................................77
One With Nature (talent).............................................73 Prime Positions (talent)................................................77
One With the Shadows (talent)...................................73 Prone Mastery (talent)..................................................77
Opening Tap (talent).....................................................73 Proper Upbringing (talent)..........................................77
Opportunist (talent)......................................................73 Prophetic Aim (talent)..................................................78
Optical Camouflage System......................................111 Prostitute (career)..........................................................15
Outdoorsman (talent)...................................................73 Pyromaniac (talent).......................................................78
Outside the Box (talent)................................................74 Quick Draw (talent)......................................................78
Overbalance (talent)......................................................74 Quick Draw, Improved (talent)...................................78
Overstocked Ammo (talent)........................................74 Quick Shed...................................................................112
Overwhelm Defenses (talent)......................................74 Quick Strike (talent)......................................................78
Pack Initiative (talent)...................................................74 Racing Bike...................................................................125
Pack Rat (talent).............................................................74 Radioactive Zombie....................................................147
Painful Blow (talent).....................................................74 Rain of Death (talent)....................................................78
Painkiller Specialization (talent).................................74 Range Finder................................................................112
Painkillers.....................................................................116 Ranged Weapon Crafting...........................................134
Paired Weapons...........................................................107 Rapid Reaction (talent).................................................78
Parapsychologist (career).............................................15 Rapid Recovery (talent)................................................78
Parry (talent)..................................................................74 Rapid Reload (talent)....................................................78
Parry, Improved (talent)...............................................75 Razor Edge...................................................................107
Party Animal (talent)....................................................75 Reckless Charge (talent)...............................................79
Persistent Attacker (talent)..........................................75 Reconstruct the Scene (talent).....................................79
Personnel Helicopter..................................................123 Redundant Systems (talent).........................................79
Physical Training (talent).............................................75 Reinforced Frame (talent)............................................79
Physician (talent)...........................................................75 Reinforced Plating.......................................................112
Pickup...........................................................................124 Religious (career)...........................................................16
Pilot (career)...................................................................15 Removed Safety Features...........................................108
Pin (talent)......................................................................75 Researcher (talent).........................................................79
Pinning Fire (talent)......................................................75 Researcher, Improved (talent).....................................79
Pinning Fire, Improved (talent)...................................75 Resist Disarm (talent)....................................................79
Pistol Grip.....................................................................107 Resolve (talent)..............................................................79
Plausible Deniability (talent).......................................76 Resourceful Hero (archetype)........................................8
Plausible Deniability, Improved (talent)...................76 Resourceful Refit (talent)..............................................79
Pocketed Armor...........................................................112 Respected (talent)..........................................................79
Point Blank (talent).......................................................76 Respirator.....................................................................117
Point Blank Shot (talent)...............................................76 Retribution (talent)........................................................80
Police Armored Personnel Carrier............................124 Ricochet (talent).............................................................80
Police Cruiser...............................................................124 Riot Armor...................................................................103
Police Motorcycle........................................................124 Riot Shield....................................................................103
Portable Medkit...........................................................117 Riot-Control Baton........................................................97
Portable Missile Launcher............................................97 Road Flare.....................................................................117
Portable Video Recorder............................................117 Rope...............................................................................117
Power Boat...................................................................124 Ruinous Repartee (talent)............................................80

Index 155
PAUL M. N. HAAKONSEN
Rural (career).................................................................16 Spear................................................................................98
Savage Sweep (talent)...................................................80 Special Response Vest.................................................103
Savvy Negotiator (talent).............................................80 Spitfire (talent)...............................................................84
Sawed-Off Shotgun.......................................................97 Sports Car.....................................................................125
Scathing Tirade (talent)................................................80 Spray and Pray (talent).................................................84
Scathing Tirade, Improved (talent).............................80 Staggering Critical (talent)...........................................84
Scathing Tirade, Supreme (talent)..............................81 Stalker (talent)................................................................84
Scavenger (talent)..........................................................81 Stalwart (talent).............................................................84
Scooter...........................................................................125 Station Wagon..............................................................126
Sea Plane.......................................................................125 Steady Aim (talent).......................................................84
Second Chances (talent)...............................................81 Steady Nerves (talent)..................................................84
Second Wind (talent)....................................................81 Street Bike.....................................................................126
Seen a Lot of Things (talent)........................................81 Stim Application (talent)..............................................84
Seize the Initiative (talent)...........................................81 Stim Application, Improved (talent)..........................85
Selective Detonation (talent)........................................81 Stim Application, Supreme (talent)............................85
Sense Advantage (talent).............................................81 Stonewall (talent)...........................................................85
Sense Danger (talent)....................................................81 Street Slang (talent).......................................................85
Sense Emotions (talent)................................................81 Street Smarts (talent).....................................................85
Serrated Edge...............................................................108 Stripped Down............................................................108
Shadow Coating..........................................................112 Strong Arm (talent).......................................................85
Shake It Off (talent).......................................................81 Strong Back (talent).......................................................85
Share Pain (talent).........................................................82 Strong Hero (archetype).................................................8
Shortcut (talent).............................................................82 Student (career).............................................................16
Shortcut, Improved (talent).........................................82 Studious Plotting (talent).............................................85
Shortened Barrel..........................................................108 Stun Grenade.................................................................98
Shotgun...........................................................................98 Stun Gun.........................................................................98
Shotgun Surgeon (talent).............................................82 Stunning Blow (talent)..................................................85
Showboat (talent)..........................................................82 Stunning Blow, Improved (talent)..............................85
Side Step (talent)............................................................82 Sturdy Armor...............................................................113
Signature Vehicle (talent).............................................82 Submachine Gun...........................................................99
Silver Palm (talent)........................................................82 Sunder Expertise (talent)..............................................86
Single-Engine Plane....................................................125 Sundering Strike (talent)..............................................86
Single-Shot Shotgun......................................................98 Super Slam! (talent).......................................................86
Sixth Sense (talent)........................................................82 Superhuman Skill (talent)............................................86
Skilled Jockey (talent)...................................................82 Superior Armor Customization................................113
Skilled Slicer (talent).....................................................83 Superior Reflexes (talent).............................................86
Skilled Teacher (talent).................................................83 Superior Weapon Customization.............................108
Skills................................................................................26 Supporting Evidence (talent).......................................86
Sledgehammer...............................................................98 Suppressing Fire (talent)..............................................86
Sleeping Bag.................................................................117 Suppressor....................................................................108
Smart Handling (talent)................................................83 Surgeon (talent).............................................................86
Smart Hero (archetype)..................................................8 SUV................................................................................126
Smoker..........................................................................148 Swift (talent)...................................................................86
Smooth Talker (talent)..................................................83 Sword..............................................................................99
Sniper Rifle.....................................................................98 Table of Contents.............................................................1
Sniper Shot (talent)........................................................83 Tablet.............................................................................117
Socialite (career).............................................................16 Tactical Vest.................................................................103
Solar Powered (talent)..................................................83 Talent Descriptions.......................................................44
Solid Repairs (talent).....................................................83 Talents.............................................................................28
Soothing Tone (talent)..................................................83 Talk the Talk (talent).....................................................86
Sorry About the Mess (talent).....................................83 Tank.......................................................................126, 149
Sound Investments (talent)..........................................84 Targeted Firepower (talent).........................................87
Space Suit......................................................................103 Technical Aptitude (talent)..........................................87

156 Index
DEAD END
Technician (career)........................................................16 Vow of Chastity (talent)...............................................90
Telescopic Sight...........................................................108 Vow of Purity (talent)...................................................91
Tent................................................................................117 Walkie Talkie...............................................................118
That's How It's Done (talent).......................................87 Warrior Instincts (talent)..............................................91
The Character...................................................................4 Weak Foundation (talent)............................................91
The Living Dead..........................................................140 Weapon Attachments.................................................104
The Shared Basics........................................................141 Weapon Harness.........................................................109
Thermal Cloak.............................................................117 Weapons.........................................................................94
Thermal Shielding System.........................................113 Weightened Head.......................................................109
Thermite Grenade.........................................................99 Well-Rounded (talent)..................................................91
Thorough Assessment (talent)....................................87 Wheel and Deal (talent)................................................91
Threaten (talent)............................................................87 Whirlwind (talent).........................................................91
Thug (talent)...................................................................87 White Collar (career).....................................................17
Time to Go (talent)........................................................87 Widow-Maker (talent)..................................................92
Time to Go, Improved (talent).....................................87 Wise Warrior (talent)....................................................92
Tinkerer (talent).............................................................87 Wise Warrior, Improved (talent).................................92
Tool Kit.........................................................................117 Works Like a Charm (talent).......................................92
Touch of Fate (talent)....................................................87 Wrist Mount.................................................................109
Toughened (talent)........................................................88 Zealous Fire (talent)......................................................92
Tradesperson (career)...................................................16
Tricky Target (talent)....................................................88
Tripod Mount..............................................................109
True Aim (talent)...........................................................88
Trust No One (talent)....................................................88
Trust the Captain (talent).............................................88
Tumble (talent)..............................................................88
Tuned Maneuvering Parts (talent)..............................88
Twin Warriors (talent)..................................................88
Twisted Words (talent).................................................88
Types of Zombies........................................................142
Unarmed Parry (talent)................................................89
Unbelievable Luck (talent)...........................................89
Uncanny Reactions (talent)..........................................89
Uncanny Senses (talent)...............................................89
Under-Barrel Weapon Attachment...........................109
Undercover Vest..........................................................103
Undying Fate (talent)....................................................89
Uniform........................................................................118
Unmatched Fortune (talent)........................................89
Unrelenting (talent).......................................................89
Unrelenting Skeptic (talent).........................................89
Unrelenting Skeptic, Improved (talent).....................90
Unremarkable (talent)..................................................90
Unstoppable (talent).....................................................90
Up the Ante (talent)......................................................90
Utility Belt....................................................................118
Utility Belt (talent).........................................................90
Valuable Facts (talent)..................................................90
Van................................................................................126
Varmint Rifle..................................................................99
Vehicle Combat Training (talent)................................90
Vehicles.........................................................................118
Vow of Abstinence (talent)..........................................90

Index 157
DEAD END
The world has ended... Not with a bang, but with a groan and a bite! The living dead roam the Earth
tirelessly and unstoppable. There are those whom swear that the government is behind it all, some even
say that cosmic radiation is the cause, religious fanatics fear that the Time of Reckoning has come and
there is no room left in Hell, and then there are those whom blame it upon the aliens! There is but one
certainty to it all; and that is no one has the proof of exactly what caused the dead to reanimate and
come back with an insatiable hunger for flesh. The dead walk and we have lost the battle.
Yet there you are, in the middle of it all! How will you survive Hell on Earth? Do you have a doomsday
contingency plan? Will you stand up and fight, will you hide, or will you simply lay down and die?

The Dead End survival horror setting sourcebook includes:


• Expanded and alternate character creation for the Genesys role-playing game system.
• 7 different archetypes to build your character from.
• 32 new careers specifially minded for a modern game setting.
• 446 Talents for customizing a truly unique survivor.
• Expanded gear and equipment for the modern age setting.
• Heroic and realistic game modes.
• 11 different types of zombie adversaries.

How would you survive the end of the world? Discover the answer!

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