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Credits

Writer Additional Resources


Kualan Drainsmith/Korlall – Genesys Document Template
The StorySpanner – Expanded Archetypes
The Overwatch Wiki

Artists

Abigail Diaz Joao Vagner Sergey Yakovlev


Adrian Wilkins Josh Burns Sherry Sheep
Alex Heath Juno MGF Shibara
Alex Negrea Kienan Lafferty Silvain Fox
Amir Mohsin Kim-Seang "Nesskain" Hong Simon Eckert
Andrey Lipaev Krys Decker Sonny Yang
Anson Tan Kwa Hong Yen Sung Guk Lee
Ben Zhang Liang Xing Taekwon Kim
Benjamin Weustemaat Linda Lithen Taylor Smith
Billy Christian Luisnu Tan Thiago Richau
Burak Cinar Lv Yizhan Tu Tu
Caro Tuts Marco Alvares Ty Carton
Chenuka Ratwatte Mehmet Akin Sarica Vincent Lefevre
Cyaey Miguel Valles Vitaly Perevoshikov
Dan Luvisi Miguel Velarde Vladimir Kafanov
Daniel Zhao Mike Capprotti Walter Monticelli
David Villegas Mike Miller Will Murai
Derrick Song Mirco Cabbia Will Rascoe
Douy Singsamran Monori Rogue Xiaoyu Wang
Drake Tsui Nat Vitchayed Zak Foreman
Efod Galang Natalie Herrera Zendanaar
Floriane Tiam Nick Carver Zeus Li
Fowoo Liu Nudtawut Thongmai
Gelar Esapria Kharisma Pei Pei Fu
Hamm Ling Phong Anh
Ignacio Bazan Lazcano Qi Xyuan Tan
Igor Arkhipov Rew0205
Isabelle Hall Risa Hulett
Iury Padilha Riyue Seven
Jarold Sng Robert Kim
Jason Dao Roman Tishenin
Jen Mei Sarah Trocchi
JimboBox Sean "Raiko" Tay
Johan Grenier Sergey Olson

Credits
2 OVERWATCH
Contents
Introduction....................................................................4 Computers and Electronics................................119
Welcome to Overwatch..............................................4 Medical and Support...........................................120
The Rules......................................................................6 Tools and General Gear......................................122
The Dice........................................................................7 Chapter 4: The World of Overwatch.............................
Dice Symbols and Results...........................................8
Chapter 1: Character Creation..................................10
Character Generation...............................................11
Step 1: Determine Background............................13
Step 2: Select an Archetype or Species................14
Step 3: Choose a Career........................................19
Adventurer..........................................................20
Assassin...............................................................21
Engineer..............................................................22
Guardian.............................................................23
Hacker.................................................................24
Leader..................................................................25
Medic...................................................................26
Performer............................................................27
Pilot.....................................................................28
Rogue..................................................................29
Scientist...............................................................30
Soldier.................................................................31
Step 4: Invest Experience Points..........................32
Step 5: Determine Derived Attributes................33
Step 6: Build your Hero Kit..................................35
Charge.................................................................35
Ultimate Abilities...............................................37
Step 7: Determine Motivation..............................46
Step 8: Gear, Personality and Appearance..........50
Chapter 2: Skills and Talents.....................................52
Skills............................................................................52
Talents.........................................................................55
Tier 1.......................................................................57
Tier 2.......................................................................66
Tier 3.......................................................................80
Tier 4.......................................................................90
Tier 5.......................................................................98
Chapter 3: Gear and Equipment.............................102
Weapons...................................................................104
Weapon Traits......................................................105
Armor.......................................................................110
Armor Traits.........................................................111
Gear...........................................................................116
Barrier Shields......................................................116
Carrying and Storage..........................................117
Clandestine Gear.................................................117

Contents
OVERWATCH 3
Introduction
Welcome
T he world could always use more heroes, and now is
your chance to be one.
Blizzard Entertainment’s Overwatch video game.
This is a fan-produced work and is not officially
Hello, and welcome to the Overwatch setting sup- licensed by either Fantasy Flight Games or Blizzard
plement for Genesys, a roleplaying game by Fantasy Entertainment. This supplement assumes that the
Flight Games (FFG). In these pages you’re going to find Game Master already has a copy of the Genesys Core
rules, character options and Game Master tools to help Rule Book, and is familiar with the rules of the Narra-
you plan and play a game set in the futuristic world of tive Dice System (NDS).

What do you need to play?


P laying the Overwatch supplement to Genesys
requires very few materials. Besides the supplement
itself, your group needs a copy of the Genesys Core
You and your group should also use the custom
Genesys Roleplaying Dice designed specifically to
manage the unique task resolution system used in the
Rule Book, pencils or pens and copies of the Overwatch game. All of these dice are described in detail in Part I
character sheets to record information about your char- of the Genesys Core Rule Book. You can buy packs of
acters. Your group needs access to one or more standard Genesys Roleplaying Dice at local hobby game retail-
ten-sided dice. We recommend two ten-sided dice per ers or you can purchase them online from www.Fanta-
player, but if you don’t mind sharing, you can get by with syFlightGames.com. There is also a Genesys Dice app
having two in the group. for iOS and Android devices.

Introduction
4 OVERWATCH
PLAYING A CHARACTER IN OVERWATCH
T here is a huge variety of characters that can be cre-
ated in the Overwatch universe, and players are
encouraged to be as diverse and wide-ranging as their
remember when building a character concept is that
Overwatch is a sci-fi setting. This means the cosmetic
‘flavor’ of a character (the physical appearance of their
imaginations can take them. In a world where cyborg gear, outfit and abilities, etc) should always be rooted
ninjas and gun-slinging cowboys can be found fight- in some form of futuristic or advanced technology (as
ing alongside huge crusader knights and genetically- opposed to magic or folklore, for example).
enhanced gorillas, almost any concept you can think of More details on crafting your character and help-
can be adapted in some form or another. ing them fit into the world can be found in Chapter I:
The only restriction players and their GM should Character Creation.

STORY POINTS? CRITICAL INJURIES? WHAT PAGE ARE THEY ON?


This Overwatch supplement provides an overview Nemeses and the impact this has on balance. This
of the Narrative Dice System for players to use as a supplement assumes the players and Game Master
quick reference tool (especially for players who may are already familiar with these terms and what they
be used to more traditional dice systems), however mean in gameplay.
it is crucial to understand that there will be numer- You will need a copy of the Genesys Core Rule
ous references throughout the document to rules, Book in order to utilize this system to its full poten-
concepts and guidelines that are only available in tial.
the Genesys Core Rule Book.
Genesys and the Narrative Dice System (NDS) are
Story Points and Critical Injuries, for example, registered trademarks of Fantasy Flight Publishing,
have powerful game-changing influences in their Inc.
own distinct ways. Other important rules include
classifying Adversaries into Minion, Rival and

Introduction
OVERWATCH 5
THE RULES
THE NARRATIVE DICE SYSTEM

O verwatch and the Genesys Narrative Dice Sys-


tem ask you to step into your character’s role and
use dramatic narrative to describe events and advance
understand these dice and symbols, you gain a better
understanding of the game’s core mechanic.
Many dice resolutions set out to determine whether
a story. a task succeeds or fails. However, the Narrative Dice
In Overwatch, combat and other situations are rep- System goes beyond binary pass/fail results. It actually
resented in an abstract fashion. The game focuses on contains six possible results, and most of those results
your characters and the heroic actions they take rather scale as well (for example, you can barely succeed, or
than on measurements, statistics, or other minutiae. you can succeed really well). Even if your characters
Instead of taking a ruler and measuring the distance fail, they may still make something good happen for
between characters on a map, you simply need to state, themselves or the rest of the party. However, even when
“I’m ducking behind the ruined remains of a Bastion characters succeed, they may generate the seeds for
unit to get some cover while I pull out my pulse rifle.” something dire later.
That sort of description paints a much better picture of The following section serves as a reference for the
the action taking place. Narrative Dice and what their symbols mean. For a
The Narrative Dice System provides a narrative more in-depth look at how to build, modify and inter-
framework for the action – did your character hit their pret your dice pool, consult your Genesys Core Rule-
foe with a clean shot, or force the opponent to scram- book.
ble for cover instead of attacking in return? Once you

Introduction
6 OVERWATCH
The Dice
T he Genesys Narrative Dice System used in Over-
watch consists of six types of dice. Each type fulfills
a specific function and purpose. Each die face is either
upgraded version of Ability dice and are represented
by l in text.

blank or features one or more symbols that represent Negative Dice


various positive or negative effects.
You can divide the types of dice into two categories. Setback Dice S
The first type features dice with symbols beneficial to
accomplishing tasks. The second type features symbols In Overwatch, certain complications, or “setbacks,” are
that cancel those beneficial symbols and hinderthe represented with black six-sided dice. Setback dice rep-
accomplishment of tasks. Boost, Ability, and Profi- resent problems or minor obstacles during task reso-
ciency dice are the beneficial, positive dice. Setback, lution. Setback dice represent relatively minor condi-
Difficulty, and Challenge dice are the negative, disrup- tions that impair or hinder your character, such as poor
tive dice. lighting, obstructive terrain, or insufficient resources.
Setback dice are not as potent as Difficulty dice. Add
Positive Dice them to represent additional circumstances or envi-
ronmental effects that would not in and of themselves
increase the base difficulty of the task. Setback dice and
Boost Dice S Boost dice are thematic opposites of each other. Set-
Special advantages, or “boosts,” are represented with back dice are represented by j in text.
light blue six-sided dice. Boost dice represent benefits
gained through luck, chance, and advantageous actions Difficulty Dice f
that your character takes. They reflect your character’s Difficulty is represented with purple eight-sided dice.
possession of some sort of benefit or advantage, such Difficulty dice represent the inherent challenge or com-
as having ample time to complete the task or having plexity of a task your character attempts to accomplish.
the right equipment. Boost dice and Setback dice are In simplest terms, the more Difficulty dice in a dice
thematic opposites of each other. Boost dice are repre- pool, the harder it is to succeed. Difficulty dice possess
sented by j in text. negative, harmful symbols that cancel out the positive,
beneficial symbols found on Ability, Boost, and Profi-
Ability Dice f ciency dice. Difficulty dice oppose Ability dice. Diffi-
Ability is represented with green eight-sided dice. Abil- culty dice are represented by k in text.
ity dice form the basis of most dice pools rolled by the
players. They represent your character’s aptitude or Challenge Dice h
skill used when attempting a skill check. These dice Challenge is represented with dark red twelve-sided
possess positive, beneficial symbols. Ability dice are dice. Challenge dice represent the most extreme adver-
opposed by Difficulty dice. Ability dice are represented sity and opposition. These dice may be featured in
by k in text. place of Difficulty dice during particularly daunting
challenges posed by trained, elite, or prepared oppo-
Proficiency Dice h nents. Challenge dice can also be added to a pool when
Proficiency is represented with yellow twelve-sided your GM invests a Story Point for an important skill
dice. Proficiency dice represent the combination of check. These dice feature primarily negative, obstruc-
innate ability and training. They are most often used tive results, such as Threat and Failure, but they also
when your character attempts a skill check using a feature the potent Despair result (d). Challenge dice
trained skill. Proficiency dice can also be added to a are the upgraded version of Difficulty dice and are rep-
pool when you spend a Story Point for an important resented by l in text.
skill check. These dice possess a greater likelihood
of success, and they are the only dice that feature the
potent Triumph symbol (t). Proficiency dice are the

Introduction
OVERWATCH 7
Ten Sided Dice corresponding digit is zero in the two-digit number
rolled. A result of “00”- zero on both dice- indicates a
In addition to the Narrative dice described above, the roll of 100. The percentile roll is abbreviated as d100.
game also uses standard ten-sided dice. A more com- It is used most often as a randomizer, generating a
mon roll using d10s is called the percentile roll. When number between 1 and 100. Percentile rolls gener-
making a percentile roll, you roll two dice, designat- ate numbers that correspond to particular results on
ing one die as the tens digit and the other die as the lookup tables such as Critical Injuries.
ones digit. A result of zero on either die means that the

Dice Symbols and Results


T his section introduces and defines the different sym-
bols, then describes how they are used in play. Just
like the Narrative dice, these symbols can be classified
can occur alongside success, allowing for significantly
positive outcomes. Remember, Advantage symbols a
do not have a direct impact on success or failure; they
into several broad categories. The two types of symbols only affect the potential side effects of the roll.
represent positive results and negative results. Advantage is cancelled by Threat. Each Threat sym-
bol h cancels one Advantage symbol a. If a skill check
Positive Results generates one or more net Advantage symbols a, you
can spend that Advantage to apply one or more special
SUCCESS s side effects. These could include triggering a Critical
Hit, activating a weapon’s special quality, recovering
Success symbols (s) are critical for determining strain, or even performing additional maneuvers. The
whether a skill check succeeds or fails; basically, the applications of Advantage are covered in more detail in
more Success symbols s you roll, the more likely the the Genesys Core Rule Book.
check succeeds.
Advantage symbols appear on j, k, and l dice.
Mechanically, one Success symbol s is canceled by
one Failure symbol f. Based on the core mechanic, if TRIUMPH t
at least one Success remains in the pool after all cancel-
lations have been made, the skill check succeeds. The The Triumph symbol t indicates a significant boon or
other thing to remember is that Success symbols s beneficial outcome. Each Triumph symbol t provides
can also influence the magnitude of the outcome. The two effects:
more Success in a check after any symbols have been First, each Triumph symbol t also counts as one
canceled out by Failure symbols f, the greater the Success, in every way Success s has previously been
magnitude of the success (the more damage dealt, the defined. This means that the Success generated by a Tri-
more people persuaded, or the more wounds healed). umph symbol t could be canceled by a Failure symbol
Success symbols appear on j, k, and l dice. f generated during the same skill check.
Second, you can spend a Triumph symbol t to trig-
ADVANTAGE a ger incredibly potent effects. You could think of this as
The Advantage symbol a indicates an opportunity a “super Advantage,” although sometimes the effects
for a positive consequence or side effect, regardless of are so impressive that no amount of Advantage could
whether your character fails or succeeds at the task they trigger them. Two common uses include triggering a
attempt. Examples of these positive side effects include Critical Injury upon a successful attack and activating
your character remaining unnoticed when hacking a a weapon’s special quality (in these cases, one Triumph
computer network, finding unexpected cover during can do the same thing as many Advantage). Triumphs
a firefight, or recovering from strain during a stressful may activate other potent effects as well, including
situation. effects above and beyond those triggered by Advantage.
These effects may be set by the GM, or they may be
It’s possible for a task to fail while generating a num- defined by the environment, a piece of equipment, or
ber of Advantage symbols a, allowing something a special character ability. See the Genesys Core Rule
good to come out of the failure. Likewise, Advantage

Introduction
8 OVERWATCH
Book for more information on using the Triumph sym- on their back, losing the advantage of cover, taking
bol t to trigger effects. more time than anticipated to complete a task, suffer-
You gain both effects with each Triumph symbol t, ing strain, or giving an enemy an opportunity to per-
so you don’t have to choose between the Success and form a maneuver.
the special-effect trigger. Although the Success aspect Threat cancels Advantage. Each Threat symbol h
of the Triumph symbol t can be canceled by a Failure cancels one Advantage symbol a. The applications of
symbol f, the second aspect of the t result cannot be Threat are covered in more detail in the Genesys Core
canceled. Multiple Triumph symbols are cumulative: Rule Book.
each Triumph adds one Success, and each can be used Threat symbols appear on j, k, and l dice.
to generate its own special effect.
The Triumph symbol only appears on the l die. DESPAIR d
NEGATIVE RESULTS The Despair symbol d is a powerful result, indicat-
ing a significant bane or detrimental outcome. Each
Despair symbol imposes two effects:
FAILURE f First, each Despair symbol d also counts as one
Failure symbols f are critical for determining whether Failure f, in every way Failure f has previously been
a skill check succeeds or fails. Basically, the more Fail- defined. This means that the Failure represented by a
ure symbols you roll, the more likely you are to fail! Despair symbol d could be canceled by a Success sym-
bol s generated during the same skill check.
Mechanically, one Failure symbol f cancels one
Success symbol s. Based on the core mechanic, if at Second, each Despair can be used to trigger potent
least one Success symbol s remains in the pool after negative effects. You could think of a Despair as a
all cancellations have been made, the skill check suc- “super Threat,” although sometimes the effects are
ceeds. Fortunately for your character, multiple net Fail- so dire that no amount of Threat could trigger them.
ure symbols f do not influence the magnitude of the Two common uses include having a weapon run out
failure. of ammo and having a character slip and fall when
attempting to climb a rope or ladder. Despair may
Failure symbols appear on j, k, and l dice.
activate other potent effects as well, including effects
above and beyond those triggered by Threat. These
THREAT h effects may be determined by your GM or defined by
The Threat symbol h is fuel for negative consequences the environment, an adversary, or a special charac-
or side effects, regardless of whether your check suc- ter ability. See the Genesys Core Rule Book for
ceeds or fails. Examples of these negative side effects more information on using a Despair symbol
include your character taking far longer than expected d to trigger effects.
to pick a lock on a door, dropping their weapon as they You suffer both effects of each Despair
sprint for cover, or suffering additional strain during a symbol, so you don’t get to choose
stressful situation. between the Failure and the special-
It’s possible for a task to succeed while generating a effect trigger. The Failure aspect of
number of Threat symbols h, which can cause some the Despair symbol can be canceled
minor or serious complications! Likewise, Threat can by a Success symbol s; however,
occur alongside Failure, which can worsen an already the second aspect of a Despair
bad situation with some unforeseen headaches. You symbol d result cannot be can-
should remember, however, that Threat symbols h celed. Multiple Despair symbols
don’t directly impact success or failure, only their mag- d are cumulative; each Despair
nitudes or potential side effects. imposes one Failure, and each
can be used to generate its own
Your GM generally resolves Threat effects (although
special effect.
when a non-player character generates some Threat,
you and your fellow players can and should suggest to The Despair symbol only
your GM some creative ways to spend that Threat!). appears on the l die.
Threat may trigger a wide variety of possible effects.
These could include your character being knocked flat

Introduction
OVERWATCH 9
Chapter 1
Character Creation
C reating your hero in Overwatch takes a few short
steps, allowing you to get involved in the action
right away. To create a character, you need this supple-
You will also build your own 'hero kit', the combi-
nation of gear and abilities that makes your character
unique. This hero kit consists of your character's cus-
ment, access to the Genesys Core Rule Book, a char- tomized weapon and armor traits, and the building of a
acter sheet (found at the end of this supplement or as a unique, potent power known as your Ultimate Ability.
separate download), and a pencil. You also need access
to ten-sided dice (d10) for rolling on certain charts. Character Concept
Finally, a few sheets of notepaper are not necessary but
might be helpful. Before you begin filling in your character sheet, play-
ers should put some thought into what sort of char-
Character generation uses a point-buy system, mean-
acter they want to play. Perhaps the character is an
ing you have a budget of experience points you can
aspiring hero seeking to join the resurgent Over-
invest in different aspects of your character. Selecting
watch? Maybe they’re a survivor of the Omnic Crisis
a character’s species/archetype determines the char-
who has been stirred to take action as the world drifts
acter’s starting characteristics and starting experience
closer to another global conflict? They could even be
points.
someone who doesn’t realize the spark of destiny that
After making these initial choices, you’ll invest those exists inside them, ready to come alive as the adventure
experience points to improve starting characteristics, unfolds.
acquire training in key skills, and learn special talents.

Chapter 1: Character Creation


10 OVERWATCH
At the earliest stages of character creation, you, your
fellow players, and your Game Master should have a
GENERATION STEPS
detailed discussion about the types of characters to cre- To create a character, follow these eight steps. Each step
ate. If your GM has a specific campaign framework in is summarized here and then fully explained later in
mind, it could require the presence of specific types of the chapter.
skills, for example. A campaign that takes place exclu-
sively in Numbani or Busan might have less need for STEP 1: DETERMINE BACKGROUND
the Survival skill, while one set on the frontlines of
Siberia might focus more on combat skills than on Each character starts as an idea. Do you want to play
skills related to diplomacy. Sometimes your GM might a noble Overwatch agent working to save the needy
want to adjust the campaign based on the players’ and oppressed, a self-serving mercenary out to make a
wishes, and you’re likely to appreciate the opportunity profit, or a clever computer hacker determined to gain
to tweak your initial character ideas. as much knowledge as possible?

Information shared at this stage can help you and Before starting the game, you should take a few min-
your Game Master work together to create characters utes to think about the character you want to build and
that complement the types of stories envisioned for the what you want that character’s background to be. Where
campaign. did your character come from, and what inspired them
to leave their former life and pursue a life of adventure?

Chapter 1: Character Creation


OVERWATCH 11
character a unique intrinsic ability that would be
impossible to get elsewhere.

STEP 3: CHOOSE A CAREER


Your character’s career is both their narrative role
within the setting and their mechanical role within
the party. You choose one career for your charac-
ter, and you cannot switch careers later on in the
game.
Careers don’t rigidly define what your charac-
ter does, however. They simply make it easier to
advance into some skills and harder to advance
into others. They also help define characters when
they start out, making starting characters more
interesting to play.
The career choices presented in this setting
replace the default options found in the Genesys
Core Rulebook.

STEP 4: INVEST EXPERIENCE POINTS


The species (or archetype) you select for your
character establishes an initial pool of experi-
ence points (XP). You can spend these experience
points to improve certain aspects of the character:
to increase characteristics, purchase additional
ranks in skills, or acquire talents. You may spend
your character’s experience points in any combina-
tion of these areas, meaning that any two characters
can end up very different from one another.
During gameplay, your character earns additional
experience points based on their achievements and
successes. Those points can also be spent to purchase
new skill ranks and talents.
Information on how to spend starting experience
points can be found beginning on page 44 of the Gene-
STEP 2: SELECT A CHARACTER ARCHETYPE OR SPECIES sys Core Rulebook.
In the world of Overwatch, players can choose between STEP 5: DETERMINE DERIVED ATTRIBUTES
three species; Human, Omnic or Genetically-Engi-
neered Animal. Humans can be found anywhere in the You should only perform this step after you’ve com-
world and are the most numerous species by far, whilst pleted the previous steps, since several attributes can
Omnics tend to be found in the cities and metropolises only be determined after you’ve fully established your
and Genetically-Engineered Animals (like Winston or character’s starting characteristics and talents. The
Hammond) are very rare indeed. derived attributes include wound threshold, strain
threshold, defense, and soak value.
Because of their commonplace nature, a Human
character may choose from a number of Archetypes Information on how to determine these derived
which helps shape your character’s initial characteris- attributes and on how they function in the game can be
tics. This choice also determines secondary character- found on pages 45 and 46 of the Genesys Core Rule-
istics, including wound and strain thresholds. book.
Finally, the choice you make here may also give your

Chapter 1: Character Creation


12 OVERWATCH
STEP 6: BUILD YOUR HERO KIT Playing to their Motivation can earn you additional
XP at the end of a session. Motivations are also very
Once you have selected your character's career, important to social encounters.
invested their starting XP and calculated their derived
attributes, it is time to build the unique collection of STEP 8: CHOOSE GEAR, APPEARANCE, AND
equipment and powers that will define them as a hero PERSONALITY
in the world of Overwatch - their Hero Kit.
Lastly, you should round out your character by choos-
When you create your PC as part of character creation,
ing their gear and determining their appearance and
you also choose some customized gear (such as a sig-
personality. Overwatch uses updated rules for starting
nature weapon) and an Ultimate Ability for them. Each
gear that replace the rules found in the Genesys Core
PC has only one Ultimate Ability, which helps make
Rulebook. When building a character, you start with
them unique, even in a world filled with heroes and
1000 credits to spend on personal gear.
oddities. As your character grows in experience, they
receive ability points, which you spend on upgrades Your character may keep any money you don’t spend
that further customize your character’s Ultimate Abil- In addition, after you’ve finished purchasing starting
ity, but at character creation you will create the base gear, roll 1d100 (see page 11 in the Genesys Core
version as part of your starting Hero Kit. Rulebook). Add the value of the dice roll to any remain-
ing starting funds. This represents “pocket money” that
STEP 7: DETERMINE MOTIVATION your character has on hand.

Your character’s Motivation reflects their primary call to Alternatively, you can select the starting gear and
take action and experience adventures. It represents the currency that comes with each career. This can speed
driving force or forces in their life. In some instances, a up character creation if you’d like to use this package
character’s primary Motivation depicts an overarching instead of selecting separate gear items.
philosophical belief. Other characters focus on more You should also determine your character’s appear-
concrete objectives, often associated with the desire to ance and personality, if you haven’t already. These are
aid family or close allies. Four facets define Motivation: completely up to you, and they determine how the rest
Desire, Fear, Strength, and Flaw. Motivation is impor- of the group and others in the world of Overwatch see
tant to your character’s progression. your character.

Step 1: Determine Background


C oming up with your character’s background is the
important first step in inventing and building your
character. However, it’s also the step with the fewest
village in the countryside). But in either case, where are
your character’s roots, and what does your character
think about the place they grew up in?
rules. After all, this is a roleplaying game, so inventing Who is your character’s family? Did your charac-
your character’s history should be more of an exercise in ter grow up with a lot of siblings, or were they an only
narrative storytelling than an exercise in game mechan- child? Did they have parents? If so, who were they? If
ics. not, who raised your character? Is your character still
Throughout Chapter 4: The World of Overwatch on good terms with their family, or not?
there are character background questions specific to What is your character’s social standing? Is your
various factions and locations in the Overwatch world, character a respected member of their community and
which ask the player to consider their character’s views culture? Or are they simply one of the unremarkable
and history with different groups and places. However, masses? Or maybe they’re an outcast, shunned by the
there are some more general questions that a player members of “decent” society?
should consider when creating their hero.
What did your character do before they became
BACKGROUND QUESTIONS an adventurer? How old is your character? Are they
young and brash, or old and wise? (Or maybe old and
Where does your character come from? This can be rash, or young and wise.) If they’re middle-aged or
specific (Junkertown or King’s Row) or generic (a small older, how have they changed as they’ve aged?

Chapter 1: Character Creation


OVERWATCH 13
What does your character think about the world? picking a different aspect of the setting each time.
Your answer could be very general (a cynical attitude Why did your character leave home? Likely, your
toward everyone they meet), or specific to the setting character is now an adventurer and has left part or all
(they hate omnics for their role in the Crisis). You of their old life behind them. Why? What happened?
could even ask and answer this question multiple times,

Step 2: Select a Character Archetype or Species


M echanically, archetypes and species do the same
thing during character creation. Your choice
among human archetypes and other species establishes
Once you’ve set the baseline through your choice, then
that choice also provides a budget of experience points
that you spend to improve your characteristics and buy
your character’s base characteristics as well as your sec- skills and talents. Keep in mind, this choice is perma-
ondary attributes, such as wound and strain thresholds. nent.

Human
Archetype 1: Average Human Archetype 2: The Fighter
The average human archetype is our baseline for char- The fighter archetype represents a character with a
acter creation, and portrays the most customizable background in some form of martial prowess, and who
example of a person. You should choose this archetype is generally strong and tough. You should choose this
if you prefer to play generalist characters who are never archetype if you’re planning on making a character who
going to be terrible at anything. focuses on combat, especially in melee or brawling.

2 2 2 2 2 2 3 2 2 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 10 + Brawn • Starting Wound Threshold: 12 + Brawn


• Starting Strain Threshold: 10 + Willpower • Starting Strain Threshold: 8 + Willpower
• Starting Experience: 110 XP • Starting Experience: 100 XP
• Starting Skills: An average human starts with one • Starting Skills: A fighter starts with one rank in
rank in each of two different non-career skills at Athletics during character creation. They obtain
character creation. They obtain this rank before this rank before spending experience points, and
spending XP points, and they may not be increased may not increase Athletics above rank 2 during
higher than rank 2 during character creation. character creation.
• Intuitive Solution: Once per session when making • Ferocious Strike: Once per session, your charac-
a check for which you character has no skill ranks, ter may spend a Story Point as an incidental after
they may spend a Story Point to use another char- dealing a Critical Injury and rolling the result. If
acteristic in place of the skill’s absent ranks. The he does so, he adds 5 × his Brawn to the result
second characteristic chosen for the check should rolled before determining the Critical Injury and
affect how the players and Game Master describe its effect.
the resolution.

Chapter 1: Character Creation


14 OVERWATCH
Archetype 3: The Academic Archetype 4: The Executive
The academic archetype represents a character who The executive archetype represents any character who
has a background grounded in some sort of intellec- has the gift of a silver tongue. This could be a noble
tual pursuit. This pursuit could be science, medicine, of some sort, a politician, or even a salesperson or
or even teaching. You should choose this archetype if merchant. You should use this archetype if you want
you want to make a character who focuses on one of to build a character who fits one of these molds. You
those intellectual pursuits. You should also choose this should also choose this archetype if your character is
archetype if your character comes from a highly edu- good at communicating or has a strong business acu-
cated background. men.

2 1 3 2 2 2 1 2 2 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 8 + Brawn • Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 12 + Willpower • Starting Strain Threshold: 10 + Willpower
• Starting Experience: 100 XP • Starting Experience: 100 XP
• Starting Skills: An academic starts with one • Starting Skills: An executive starts with one rank
rank in Education during character creation. in Cool during character creation. They obtain this
They obtain this rank before spending experience rank before spending experience points, and may
points, and may not increase Education above rank not increase Cool above rank 2 during character
2 during character creation. creation.
• Eureka!: Once per session, your character may • Practiced Etiquette: Once per session after a foe
spend a Story Point to make a Knowledge check. makes a social check opposed by your character’s
Double the s generated by the dice before cancel- Cool, you may spend a Story Point as an out-of-
ling out any symbols. turn incidental to remove all a produced by that
foe’s check before any symbols are cancelled.

Chapter 1: Character Creation


OVERWATCH 15
Archetype 5: The Adherent Archetype 6: The Professional
The adherent archetype represents a character who is a The professional archetype represents a character who
true believer in some cause. The venerated cause may regularly undertakes intensive physical training. Keep-
be an ideology such as a political cause, a religion, or ing one’s body in peak condition is required of athletes,
devotion to a faction. The cause need not be altruis- professional soldiers, and assassins. You should choose
tic. You should choose this archetype if your character this archetype if you’re making a character who can run
would rather serve than lead. You should also choose any obstacle course or who fights at a distance.
this archetype if your character has a propensity for
strong faith or radical belief. 2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 2 2 1 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE • Starting Wound Threshold: 11 + Brawn
• Starting Strain Threshold: 9 + Willpower
• Starting Wound Threshold: 10 + Brawn
• Starting Experience: 100 XP
• Starting Strain Threshold: 10 + Willpower
• Starting Skills: A professional starts with one
• Starting Experience: 100 XP
rank in Coordination during character creation.
• Starting Skills: An adherent starts with one rank in They obtain this rank before spending experience
Discipline during character creation. They obtain points, and may not increase Coordination above
this rank before spending experience points, and rank 2 during character creation.
may not increase Discipline above rank 2 during • Conditioned Reflexes: Once per session, your
character creation. character may spend a Story Point during combat
• Inspired Cohort: Once per session, your charac- or another structured encounter to take an extra
ter may spend any number of Story Points as an out-of-turn action (including an attack). They may
incidental. If they do, that many chosen allies may not do so on their own turn.
use their ranks in Discipline instead of their own
ranks in any social skill employed as a part of an Archetype 7: The Scoundrel
opposed check for the remainder of the encounter,
or until your character is incapacitated. The scoundrel archetype represents a character who
uses wits and guile to understand or even manipulate
others. This social savvy is often possessed by outlaws,
bureaucrats, or grifters. You should choose this arche-
type if you’re making a character who uses trickery to
achieve goals and persuades others at least as much
with cleverness as with force of personality.

2 2 1 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 9 + Brawn


• Starting Strain Threshold: 11 + Willpower
• Starting Experience: 100 XP
• Starting Skills: A scoundrel starts with one rank
in Skulduggery during character creation. They
obtain this rank before spending experience
points, and may not increase Skulduggery above
rank 2 during character creation.
• Lucky Break: Once per session, your character
may spend a Story Point after failing any check to
re-roll that check once, adding j to the re-roll.

Chapter 1: Character Creation


16 OVERWATCH
Omnic
Because omnics are built to meet certain specifications,
they have very low starting characteristics but a lot of
experience. This allows you to customize your charac-
teristics and skills to represent any “model” of omnic.

1 1 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 175 XP
• Starting Skills: After selecting their career, your
omnic character may train one rank in six of the
eight career skills (instead of the usual four).
• Special Abilities: Omnics do not need to eat, sleep,
or breathe, and are unaffected by toxins and poi-
sons.
• Inorganic: Since omnics are inorganic, they can
be “healed” by using the Mechanics skill instead of
the Medicine skill or painkillers, but otherwise fol-
low the same guidelines. Omnics can heal wounds
and strain naturally by resting, as their systems
attempt self-repairs.

PLAYING NON-HUMANS
The world of Overwatch offers opportunities to play Genetically-Engineered Animals are an extreme
as non-human characters in the form of omnics rarity and represent mankind's current limitations
and genetically-engineered animals. Choosing in genetic research on other species. Though capa-
these species for your character allows you to play ble of possessing great physical strength or acute
a hero who can do or achieve things beyond the intellectual acumen, their very nature risks making
grasp of a ‘mere’ human, but there are a number of them a target of fascination, fear or even hostility.
drawbacks. A GM should always ensure that player characters
Omnics in particular will inevitably encounter bias are not subjected to the biases of NPCs all the time
against their kind in some parts of the world where – and never in a way that excludes that character
the devastation of the Omnic Crisis has not been or player from the story. To avoid unintentional
forgotten. Though there are omnic-friendly havens discomfort at the game table, players considering
like Numbani or Nepal, there are an equal number creating a non-human character should have a dis-
of locations where omnics can expect to be treated cussion with their GM about each other's expecta-
as second-class citizens, such as King’s Row or the tions regarding in-universe prejudice and its role in
Australian Outback. the game.

Chapter 1: Character Creation


OVERWATCH 17
Genetically-Engineered Animal
The genetically-engineered animal profile represents a Small Animal
character whose species is stronger, faster and/or more
dexterous than most average humans, but trades this 1 3 3 2 2 2
for fewer starting XP. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
There are two sub-profiles of genetically-engineered
animals. Large creatures are classed as human-sized • Starting Wound Threshold: 8 + Brawn
(or slightly larger) whilst Small creatures are usually • Starting Strain Threshold: 10 + Willpower
comparable to oversized rodents.
• Starting Experience: 75 XP
The physical appearance of this species is up to the
player, but should be done in agreement with the GM. • Starting Skills: A small genetically-engineered
animal is Silhouette 0 and starts with one rank in
Large Animal either Coordination, Skulduggery or Stealth dur-
ing character creation. You still can’t train their
skills above rank 2 during character creation.
3 3 2 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE • Acute Senses: A small genetically-engineered ani-
mal removes up to jj from Perception checks
• Starting Wound Threshold: 10 + Brawn due to superior senses.
• Starting Strain Threshold: 8 + Willpower •

• Starting Experience: 70 XP
• Starting Skills: A large genetically-engi-
neered animal starts with one rank in
either Athletics, Coordination, or
Resilience during character cre-
ation. You still can’t train their
skills above rank 2 during
character creation.
• Natural Weapons: A large
genetically-engineered
animal adds +2 damage to
any Brawl combat checks they
make. Their Brawl combat
checks also gain the Vicious
1 quality or increase an existing Vicious
quality by one.
• Size Matters: A large genetically-engineered
animal has the option to start the game as
Silhouette 2. If so, deduct 5 XP from the
character's starting total and increase
their wound threshold and encum-
brance values by 2.

Chapter 1: Character Creation


18 OVERWATCH
Step 3: Choose a Career
O verwatch uses its own unique careers, which replace
the careers found in the Genesys Core Rulebook.
These careers still function in the same way as the ones
in Genesys, each providing a set of eight career skills
that your character can spend experience points on to
improve. More on careers and career skills can be found
on page 40 of the Genesys Core Rulebook.
There are twelve careers to choose from in Over-
watch: Adventurer, Assassin, Engineer, Guardian,
Hacker, Leader, Medic, Performer, Pilot, Rogue, Scien-
tist and Soldier. Before choosing a career, you should
consider the skills they offer and the kind of character
you want to play. To help you, each career has examples
of official Overwatch characters that would suit that
career.
Each career is quite flexible in the options it provides,
however, careers do make it easier for you to focus your
character on a specific skill set, so the choice you make
is important.

Useful Talents for Careers


Genesys's open character creation system allows you
to give your character any skills or talents. However,
each career includes a sidebar with suggestions for tal-
ents that may be particularly appropriate or useful.

Starting Gear TABLE 1-1: CHOOSE A CAREER


D12 DICE roll Career
Each career includes a package of starting gear you can
1 Adventurer
select for your character rather than purchasing gear
in Step 8: Choose Gear, Appearance, and Personal- 2 Assassin
ity. Weapons and armor in these packages have pre-
3 Engineer
assigned traits - groups of item qualities that allow you
to make your item more special for your character. 4 Guardian

Explanations for the various traits and how they 5 Hacker


work are explained in Chapter 3: Gear and Equip-
6 Leader
ment. Even if you don’t use these packages, though,
they may offer some ideas for gear that could be useful 7 Medic
for your character. 8 Performer

9 Pilot

10 Rogue

11 Scientist

12 Soldier

Chapter 1: Character Creation


OVERWATCH 19
Adventurer
The Adventurer is the classic example of the wandering
hero. Never sitting still in one place for too long, they Useful Talents
travel the world righting wrongs and fighting injustice
wherever they find it. Their greatest strength is their Here are a few suggestions for talents that may
versatility, sacrificing some small measure of special- be especially appropriate for “typical” Adven-
ization in favor of a solid balance of different skills. turer characters:
An Adventurer counts the following skills as career • Tier 1: Clever Retort (see page 57).
skills: Athletics, Brawl, Cool, Driving, Knowledge
(History), Negotiation, Ranged (Light) and Street- • Tier 1: Quick Draw (see page 63).
wise. Before spending experience during character cre- • Tier 1: Second Wind (see page 63).
ation, an Adventurer may choose four of their career
• Tier 2: Lucky Strike (see page 73).
skills and gain one rank in each of them.
• Tier 2: Side Step (see page 76).
Examples of Adventurers: Baptiste, Tracer.
• Tier 3: Natural (see page 87).
Starting Gear: If you have an Adventurer character,
you may choose to start with the following gear instead
of spending credits during Step 8 of character creation:
• A one-handed ranged weapon (traits: Disruptive,
Double-Barreled) or a two-handed ranged weapon
(trait: Savage).
• Durable clothing (traits; Enhanced, Subtle).
• An extra reload, a comlink and a utility belt.
• 1d100 credits.

Chapter 1: Character Creation


20 OVERWATCH
Assassin
Dangerous, deadly and always prepared for anything, • Either a diguise kit or infiltrator goggles.
a hero who chooses the path of the Assassin has the • 1d100 credits.
potential to become one of the most lethal beings in the
world. Although living by the sword (or rifle) can be a
solitary existence, a good Assassin knows the value of
being part of a team with allies they can rely on to get Useful Talents
the job done.
An Assassin counts the following skills as career Here are a few suggestions for talents that may
skills: Cool, Coordination, Deception, Knowledge be especially appropriate for “typical” Assassin
(Society), Melee, Ranged (Heavy), Stealth, and Sur- characters:
vival. Before spending experience during character
• Tier 1: Knack For It (see page 61).
creation, an Assassin may choose four of their career
skills and gain one rank in each of them. • Tier 1: Quick Strike (see page 63).

Examples of Assassins: Genji, Widowmaker. • Tier 1: Swift (see page 65).

Starting Gear: If you have an Assassin character, you • Tier 2: Exploit (see page 70).
may choose to start with the following gear instead of • Tier 2: Favored Opponent (see page 71).
spending credits during Step 8 of character creation:
• Tier 3: Lethal Blows (see page 86).
• A one-handed melee weapon (traits: Mono-Edged,
Tailored) or a two-handed ranged weapon (trait:
Empowering).
• Durable clothing (trait: Ether or both Incisive and
Silent).

Chapter 1: Character Creation


OVERWATCH 21
Engineer
In the futuristic, technology-driven world of Over-
watch, an Engineer is the backbone of any team of Useful Talents
heroes. Adept, dependable and with a level of technical
know-how that would make most people's heads spin, Here are a few suggestions for talents that may
a character who takes up the mantle of the Engineer be especially appropriate for “typical” Engineer
brings a wealth of skills and abilities to the table. characters:
An Engineer counts the following skills as career • Tier 1: Design Flaw (see page 58).
skills: Discipline, Gunnery, Knowledge (Science),
Mechanics, Negotiation, Operating, Ranged (Light) • Tier 1: Resourceful Mechanic (see page
and Resilience. Before spending experience during 63).
character creation, an Engineer may choose four of • Tier 1: Toughened (see page 66).
their career skills and gain one rank in each of them.
• Tier 2: Contraption (see page 68).
Examples of Engineers: Symmetra, Torbjörn.
• Tier 2: Selective Detonation (see page 76).
Starting Gear: If you have an Engineer character,
• Tier 3: Improvised Defenses (see page
you may choose to start with the following gear instead
86).
of spending credits during Step 8 of character creation:
• A one-handed ranged weapon (trait: Explosive or
Magnetic).
• Durable clothing (traits: Enhanced, Insulating).
• An engineer's tool kit and either construction tools
or programming tools.
• 1d100 credits.

Chapter 1: Character Creation


22 OVERWATCH
Guardian
Defend the weak. Uphold the law. Fight for what's
right. These are the tenets that guide any character who
chooses the way of the Guardian. Always ready to serve
as a shield to their team, Guardians strive to live up
to what it truly means to be a hero by protecting their
allies and delivering swift justice to their enemies.
A Guardian counts the following skills as career
skills: Athletics, Brawl, Coercion, Discipline, Leader-
ship, Melee, Resilience and Vigilance. Before spend-
ing experience during character creation, a Guardian
may choose four of their career skills and gain one rank
in each of them.
Examples of Guardians: Reinhardt, Winston.
Starting Gear: If you have a Guardian character, you
may choose to start with the following gear instead of
spending credits during Step 8 of character creation:
• A one-handed melee weapon (trait: Radiant) or a
two-handed melee weapon (trait: Antimatter or
Massive).
• Light armor (trait: Ether or Sealed).
• Load-bearing gear and either 2 painkillers or 2
repair patches.
• 1d100 credits.

Useful Talents
Here are a few suggestions for talents that may
be especially appropriate for “typical” Guardian
characters:

• Tier 1: Challenge! (see page 57).


• Tier 1: Durable (see page 59).
• Tier 1: Toughened (see page 66).
• Tier 2: Grapple (see page 71).
• Tier 2: Multiple Opponents (see page 73).
• Tier 3: Body Guard (see page 81).

Chapter 1: Character Creation


OVERWATCH 23
Hacker
In an age where technology is the source of all infor-
mation, few appreciate the old adage that 'knowledge Useful Talents
is power' better than a Hacker. Able to freely navigate
their way through the networks that unite and bind the Here are a few suggestions for talents that may
world around them, a hero on this path may find them- be especially appropriate for “typical” Hacker
selves holding the key to victory on the battlefield. characters:
A Hacker counts the following skills as career skills: • Tier 1: Codebreaker (see page 57).
Computers, Cool, Deception, Knowledge (Society),
Perception, Ranged (Light), Skulduggery and Street- • Tier 1: Defensive Sysops (see page 58).
wise. Before spending experience during character cre- • Tier 1: Net Search (see page 61).
ation, a Hacker may choose four of their career skills
• Tier 2: Defensive Sysops (Improved) (see
and gain one rank in each of them.
page 69).
Examples of Hackers: Lynx Seventeen, Sombra.
• Tier 2: Heightened Awareness (see page
Starting Gear: If you have a Hacker character, you 72).
may choose to start with the following gear instead of
• Tier 3: Distinctive Style (see page 83).
spending credits during Step 8 of character creation:
• A one-handed ranged weapon (traits: Discordant
or both Disruptive and Empowering).
• Durable clothing (traits: Silent, Subtle).
• A comlink, a datapad, a hacking rig and a restrain-
ing bolt.
• 1d100 credits.

Chapter 1: Character Creation


24 OVERWATCH
Leader
Throughout history, there have been
those who have stepped up to guide
others. Whether they are a bold com-
mander who demands absolute dis-
cipline from their subordinates or a
wise teacher gently nurturing their
students to their full potential, a good
Leader is one who can inspire the faith
and confidence of those who follow
them.
A Leader counts the following skills
as career skills: Charm, Coercion,
Cool, Discipline, Leadership,
Melee, Negotiation and Percep-
tion. Before spending experience
during character creation, a Leader
may choose four of their career skills
and gain one rank in each of them.
Examples of Leaders: Doomfist,
Zenyatta.
Starting Gear: If you have a Leader
character, you may choose to start with
the following gear instead of spending
credits during Step 8 of character cre-
ation:
• A one-handed melee weapon
(trait: Disintegrating) or a two-
handed melee weapon (trait: Flaming
or Life Drain). Useful Talents
• Durable clothing (trait: Heavy or Quantum).
Here are a few suggestions for talents that may
• A comlink, a modular backpack, a set of rations (1
be especially appropriate for “typical” Leader
week) and either 2 painkillers or 2 repair patches. characters:
• 1d100 credits.
• Tier 1: Command (see page 57).
• Tier 1: Nobody's Fool (see page 61).
• Tier 1: Resolve (see page 63).
• Tier 2: Coordinated Assault (see page 68)
• Tier 2: Inspiring Rhetoric (see page 73).
• Tier 3: Field Commander (see page 84).

Chapter 1: Character Creation


OVERWATCH 25
Medic
Everyone knows that putting others before themselves • A datapad and either 5 painkillers or 5 repair
is the mark of a true hero, but none are so dedicated to patches (or a combination of both not exceeding
this ideal than those who take the path of the Medic. 5).
Constant in their devotion to aiding their allies, a • 1d100 credits.
Medic brings not only tremendous knowledge to their
team, but also great inspiration and spirit.
A Medic counts the following skills as career skills:
Cool, Discipline, Knowledge (Science), Medicine, Useful Talents
Melee, Resilience, Survival and Vigilance. Before
spending experience during character creation, a Here are a few suggestions for talents that may
Medic may choose four of their career skills and gain be especially appropriate for “typical” Medic
one rank in each of them. characters:
Examples of Medics: Ana, Mercy. • Tier 1: Grit (see page 59).
Starting Gear: If you have a Medic character, you • Tier 1: Knack For It (see page 61).
may choose to start with the following gear instead of
• Tier 1: Surgeon (see page 65).
spending credits during Step 8 of character creation:
• Tier 2: Combat Medicine (see page 68).
• A two-handed melee weapon (trait: Biotic) or a
one-handed ranged weapon (trait: Life Drain). • Tier 2: Patch Up (see page 74).
• Durable clothing (traits: Antigrav or both Incisive • Tier 3: Painkiller Specialization (see page
and Sealed). 87).

Chapter 1: Character Creation


26 OVERWATCH
Performer
Whether they are a musician, artist or storyteller, a • Durable clothing (traits: Attractive, Chaotic,
Performer is at their best when they have an audience. Quantum).
Blessed with a natural talent for connecting with peo- • Either a disguise kit or both a musical instrument
ple, a hero on the path of the Performer can be invalu- and a recording device.
able when trying to bring a message of hope and hero-
ism to the wider world. • 1d100 credits.

A Performer counts the following skills as career


skills: Charm, Coordination, Deception, Discipline,
Leadership, Melee, Skulduggery and Stealth. Before Useful Talents
spending experience during character creation, a Per-
former may choose four of their career skills and gain Here are a few suggestions for talents that may
one rank in each of them. be especially appropriate for “typical” Performer
Examples of Performers: Lúcio. characters:
Starting Gear: If you have a Performer character, • Tier 1: Grit (see page 59).
you may choose to start with the following gear instead
• Tier 1: Public Relations (see page 62).
of spending credits during Step 8 of character creation:
• Tier 1: Quick Draw (see page 63).
• A one-handed melee weapon (traits: Discordant,
Mono-Edged) or a one-handed ranged weapon • Tier 2: Anthem (see page 66).
(trait: Immaterial). • Tier 2: Distraction! (see page 69).
• Tier 3: Anthem (Improved) (see page 80).

Chapter 1: Character Creation


OVERWATCH 27
Pilot
Saving the world is hard at the best of times, but doing
it whilst also operating a complex piece of military Useful Talents
hardware takes it to a whole new level. Fortunately,
heroes who choose the way of the Pilot have a tendency Here are a few suggestions for talents that may
to flourish under pressure, keeping their cool as they be especially appropriate for “typical” Pilot char-
fly their craft into the fray time and time again. acters:
A Pilot counts the following skills as career skills: • Tier 1: Hand On The Throttle (see page
Cool, Driving, Gunnery, Mechanics, Perception, 60).
Piloting, Ranged (Light) and Vigilance. Before
spending experience during character creation, a Pilot • Tier 1: Let's Ride (see page 61).
may choose four of their career skills and gain one rank • Tier 1: Resourceful Mechanic (see page
in each of them. 63).
Examples of Pilots: D.Va, Wrecking Ball. • Tier 2: Daring Aviator (see page 69).
Starting Gear: If you have a Pilot character, you • Tier 2: Signature Vehicle (see page 77).
may choose to start with the following gear instead of
• Tier 3: Bolstered Armor (see page 81).
spending credits during Step 8 of character creation:
• A one-handed ranged weapon (trait: Seeking) or a
two-handed ranged weapon (trait: Mono-Edged).
• Durable clothing (trait: Enhanced or Subtle).
• An engineer's tool kit, an extra reload and a utility
belt.
• 1d100 credits.

Chapter 1: Character Creation


28 OVERWATCH
Rogue
Outlaws. Exiles. Oddities. Whatever their background, • An extra reload, load-bearing gear, a lockpit set
a Rogue is ready for anything. Armed with a quick and a universal translator.
tongue and unafraid to skirt the boundaries of the law • 1d100 credits.
to achieve their goals, a good Rogue knows that some-
times more can be gained with a smile than a gun.
A Rogue counts the following skills as career skills:
Charm, Cool, Coordination, Deception, Ranged Useful Talents
(Light), Skulduggery, Stealth and Streetwise. Before
spending experience during character creation, a Here are a few suggestions for talents that may
Rogue may choose four of their career skills and gain be especially appropriate for “typical” Rogue
one rank in each of them. characters:
Examples of Rogues: Junkrat, McCree. • Tier 1: Cunning Persona (see page 58).
Starting Gear: If you have a Rogue character, you • Tier 1: Precision (see page 62).
may choose to start with the following gear instead of
• Tier 1: Quick Draw (see page 63).
spending credits during Step 8 of character creation:
• Tier 2: Dirty Tricks (see page 69).
• A brawl weapon (trait: Adaptive or Venomous) or a
one-handed ranged weapon (traits: Discordant or • Tier 2: Soft Spot (see page 77).
both Brutal and Empowering). • Tier 3: Natural (see page 87).
• Durable clothing (traits: Attractive and either Cha-
otic or Smoking).

Chapter 1: Character Creation


OVERWATCH 29
Scientist
Highly specialized and hugely knowledgable, a Scien-
tist can represent a doctor, researcher or scholar from
any discipline. Whatever their field, all Scientists share
a common drive to better understand the world around
them - and to put that knowledge to use for the better-
ment of all.
A Scientist counts the following skills as career
skills: Computers, Discipline, Knowledge (Science),
Knowledge (Society), Leadership, Medicine, Melee
and Negotiation. Before spending experience during
character creation, a Scientist may choose four of their
career skills and gain one rank in each of them.
Examples of Scientists: Mei, Moira.
Starting Gear: If you have a Scientist character, you
may choose to start with the following gear instead of
spending credits during Step 8 of character creation:
• A one-handed melee weapon (trait: Radiant) or
a one-handed ranged weapon (traits: Tailored or
both Magnetic and Sticky).
• Durable clothing (trait: Heavy or Quantum).
• A comlink, a datapad and either an engineer's tool
kit or programming tools.
• 1d100 credits.

Useful Talents
Here are a few suggestions for talents that may
be especially appropriate for “typical” Scientist
characters:

• Tier 1: Deep Pockets (see page 58).


• Tier 1: Nobody's Fool (see page 61).
• Tier 1: Talk Shop (see page 65).
• Tier 2: Flash Of Insight (see page 71).
• Tier 2: Inventor (see page 73).
• Tier 3: Applied Research (see page 80).

Chapter 1: Character Creation


30 OVERWATCH
Soldier
The first into battle and the last to retreat, Soldiers are • An extra reload and a utility belt.
fearless, loyal and bound to a strong sense of honor. • 1d100 credits.
As frontline warriors, they are often the first line of
defense against any new threats, fighting with bravery
and conviction. Their dedication to duty makes being a
Soldier a natural choice for many heroes. Useful Talents
A Soldier counts the following skills as career-
skills: Athletics, Coercion, Melee, Gunnery, Ranged Here are a few suggestions for talents that may
(Heavy), Perception, Survival and Vigilance. Before be especially appropriate for “typical” Soldier
spending experience during character creation, a Sol- characters:
dier may choose four of their career skills and gain one
• Tier 1: Desperate Recovery (see page 58).
rank in each of them.
• Tier 1: Quick Strike (see page 63).
Examples of Soldiers: Pharah, Soldier: 76.
• Tier 1: Toughened (see page 66).
Starting Gear: If you have a Soldier character, you
may choose to start with the following gear instead of • Tier 2: Spare Clip (see page 77).
spending credits during Step 8 of character creation: • Tier 2: Tactical Focus (see page 77).
• A two-handed melee weapon (traits: Antimatter, • Tier 3: Suppressing Fire (see page 89).
Flaming) or a two-handed ranged weapon (trait:
Mono-Edged).
• Durable clothing (traits: Heavy or both Enhanced
and Spiked).

Chapter 1: Character Creation


OVERWATCH 31
Step 4: Invest Experience Points
I n Step 2, your character got a budget of experience
points based on the archetype or species you chose.
Now it’s time to spend those experience points (or, as
their characteristics higher than 5. However, your char-
acter’s base characteristics still max out at 5.
Characteristics may only be purchased with experi-
we often call them, “XP”). This section covers both how ence points during character creation, not at any later
you spend XP during character creation, and also how time. During gameplay, however, characteristics can be
you’ll spend the XP your character earns later during increased by purchasing specific talents. This means
gameplay. you should plan on spending most (if not all) of your
This section only provides an overview of how to starting XP on improving your character’s character-
invest experience points. For a more in-depth guide, istics.
you should consult the relevant section on page 44 of
your Genesys Core Rule Book. Skill Training
Starting XP For the Overwatch setting, the list of skills that can be
purchased can be found in Chapter 2: Skills and Tal-
Experience points are what you use to customize your ents (see page 52).
character and make them truly unique. During this Each skill has five ranks of training available. Your
step, you can spend all of your character’s experience character already has ranks in various skills. At this
points on improving characteristics, purchasing tal- stage, your character may purchase more ranks in skills
ents, and buying ranks in skills. If you don’t spend all using their starting XP. However, regardless of any
of your character’s experience, that’s fine; you’ll save character creation options, your character cannot have
all the unspent experience points and can spend them any skills higher than rank 2 once character creation is
at the end of any session during the game. However, finished, unless a rule specifically states otherwise.
keep in mind that your character is going to be earn-
ing more experience points during the course of their Buying a rank in a career skill follows a cost structure
adventures, so you’ll have more experience to spend in similar to that for buying a rating in a characteristic;
the future. You may as well spend it now! training a skill to the next highest rank costs five times
the rank to which it is being raised. For example, train-
You may spend experience points in the following ing a skill from rank 0 (untrained) to rank 1 requires 5
ways to improve your character. These are also detailed experience points. Improving a rank 1 skill to rank 2
in Table I.2–1: Spending Starting Experience on page requires 10 experience points. Each rank must be pur-
45 of the Genesys Core Rule Book. chased sequentially. This means that acquiring a rank 2
career skill during character creation costs 15 experi-
Improving Characteristics ence points (5 for raising it from zero to rank 1, then 10
more for raising it from rank 1 to rank 2).
During character creation, raising a characteristic to
the next highest rating costs ten times the value it is Buying a rank in a non-career skill works mostly the
being raised to. For example, raising your character’s same way, but costs a bit more. Each rank of a nonca-
Brawn from 3 to 4 would require 40 experience points. reer skill costs five times the rank you’re purchasing,
plus 5 additional experience points. So, raising a non-
You must purchase each improvement sequentially.
career skill to rank 1 costs 10 XP, while raising it from
This means that raising your character’s Brawn from 3
rank 1 to rank 2 costs 15 XP. As with career skills, each
to 5 would cost 90 experience points: 40 for raising it
rank must be purchased sequentially.
from 3 to 4, then 50 more for raising it from 4 to 5.
You may purchase ranks in skills for your character
No characteristic can be increased higher than 5,
during character creation or later during gameplay. You
either in character creation or in gameplay. How-
probably want to buy a couple of ranks of various skills
ever, this limit only applies to player characters (your
now, but you can spend most of your XP on charac-
character). Non-player characters (also referred to as
teristics and wait to buy more skills with the XP your
adversaries) can have characteristics higher than 5. In
character earns as the game progresses.
addition, any character may get access to equipment or
special powers that temporarily raise one or more of

Chapter 1: Character Creation


32 OVERWATCH
Acquiring Talents Tier 5 talents cost 25 XP. You can buy as many Tier 1
talents for your character as you like, but if you want to
Talents are something any character can purchase. Like purchase talents in higher tiers, you have to follow this
skills, a list of talents available to your character in the simple rule: after buying a talent in a tier, you must
Overwatch setting can be found in Chapter 2: Skills ensure your character has more talents in the tier
and Talents (see page 55). directly below it.
Purchasing talents is covered in greater detail on Characters may purchase talents during character
page 55. However, here is a brief summary. Talents creation or later during gameplay. Even more so than
are organized into tiers, with each talent costing five with skills, you probably want to spend sparingly on
XP times its tier level. So, Tier 1 talents cost 5 XP, but talents during character creation. You’ll have plenty of
chances to buy talents once the game begins.

Step 5: Determine
Derived Attributes
O nce you’ve spent your character’s start-
ing XP, the next step is to determine your
character’s derived attributes. We call them
derived attributes because they are determined
by your character’s other attributes and your
choice of archetype or species.
This section only provides an overview of
how to determine your character's derived
attributes. For a more in-depth guide, you
should consult the relevant section on page 45 of
your Genesys Core Rule Book.

Wound Threshold
Your character’s wound threshold represents,
basically, how many wounds - how much physi-
cal damage - a character can withstand before
becoming incapacitated. Your character’s start-
ing wound threshold is determined by adding
the wound threshold for their archetype or species to
their Brawn rating (after spending starting XP). After
you determine this initial value, further increases to
your character’s Brawn rating do not increase their
wound threshold - wound threshold improvements are
acquired by purchasing talents, such as Toughened.
The Genesys system assumes that a starting char-
acter with a wound threshold of 15–18 is pretty tough
and able to suffer several hits without being inca-
pacitated. A wound threshold of 11–14 is about
average; your character can take a hit or two before
going down. A wound threshold of 10 or lower
means your character may be incapacitated by one
powerful hit, and should be careful in combat.

Chapter 1: Character Creation


OVERWATCH 33
Strain Threshold instead, and is applied against your character’s strain
threshold instead of wound threshold. This comes from
Your character’s strain threshold determines how much certain weapons or attacks, and is detailed more in the
strain - psychological and mental damage - a charac- Genesys Core Rule Book.
ter can withstand before becoming stunned, dazed, or Your character’s default soak value is equal to their
incapacitated. Your character’s starting strain threshold Brawn rating. After you determine this initial value,
is determined by adding the strain threshold for their subsequent increases to a character’s Brawn rating do
archetype or species to their Willpower rating (after increase their soak value. You can also increase your
spending starting XP). After you determine this initial character’s soak by buying armor for that character.
value, further increases to your character’s Willpower Some talents, such as Enduring, increase a character’s
rating do not increase their strain threshold - strain innate soak value as well.
threshold improvements are acquired by purchasing
appropriate talents, such as Grit. The Genesys system considers a starting soak value
of 5 or higher to be better than average; your charac-
The Genesys system assumes that a starting charac- ter reduces a significant amount of damage from each
ter with a strain threshold of 13–16 is going to be gen- attack, which is going to help them survive many more
erally unconcerned with accumulating strain, except hits. A soak value of 3–4 is average, which is fine. With-
in the most stressful circumstances or over prolonged out a significant investment of resources, your charac-
encounters without a chance to rest. A strain threshold ter can still reduce damage sufficiently to be effective
of 10–12 is about average; you should keep an eye on in combat. If your character has a soak value of 1–2,
the strain your character suffers but not worry about however, you’ll have to play it smart in combat situa-
it too much. However, a strain threshold of 9 or lower tions. You’ll want to try to take enemies by surprise,
means that strain is your character’s weakness. If you’re fight from cover (or a hidden position), or attack them
not careful, your character could be incapacitated by from a long distance away. Basically, you’ll want to
accumulating too much of it. avoid being hit in the first place.

Defense
Defense represents an extra level of protection that
makes your character harder to hit in combat. Defense
is divided into ranged defense and melee defense. Your
character’s default value for each defense rating is 0.
Defense is most commonly gained by wearing armor
or by adopting a defensive position in combat (such as
gaining cover). Some talents may also increase one or
both of your character’s defense ratings.
Besides using certain types of gear, there is no easy-
way for your character to have a starting melee or
ranged defense higher than 0. So, if your character
doesn’t have any defense, don’t worry! You didn’t do
anything wrong. Your character has another type of
protection, called soak.

Soak Value
Soak value determines how much damage a character
can shrug off every time they’re hit. When your char-
acter suffers damage (usually from someone attacking
them), you subtract your character’s soak value from
the damage inflicted. Any remaining damage after
subtracting soak becomes wounds, which you apply
against your character’s wound threshold.
Just a note: sometimes damage becomes strain

Chapter 1: Character Creation


34 OVERWATCH
Step 6: Build Your Hero Kit
I n the world of Overwatch, every hero has their own
unique approach of overcoming the challenges they
face. Some, such as the old crusader Reinhardt, favor
For the purposes of gameplay, the term Hero Kit is
only used in reference to Player Characters. Adversar-
ies and other NPCs do not need to follow the same
meeting foes head-on with brute force. Others prefer rules of character creation as PCs, so their profiles are
more subtle methods, like the Talon scientist Moira and written with ease-of-use in mind and often feature
her mastery of bio-technology. more streamlined versions of elements such as weapon
The means of obtaining victory are as wide and var- traits, equipment or even their own Ultimate Abilities.
ied as the heroes themselves, often consisting of differ-
ent combinations of abilities, equipment and technol- New Resource: Charge
ogy. Your own character should be no different. Every
The Hero Kit system utilizes a new resource not
PC deserves to have their own unique way of being a
explored in the Genesys Core Rulebook. In the Over-
hero. For the purposes of gameplay, this is achieved
watch setting, this resource is referred to as 'Charge'.
through what is known as a character's Hero Kit.
Charge is an abstract term used to refer to the resource
that fuels several parts of your character's Hero Kit (in
What is a Hero Kit? particular Ultimate Abilities, but also some weapon
The term Hero Kit refers to the combination of custom- and armor traits). Some talents may also require
ized gear and abilities that your character is equipped Charge, and some gear gains additional abilities when
with, and gives players the means to break down their powered with it.
hero concepts into the mechanical components needed As a concept, Charge represents a 'power bar' of sorts
to build them in the Genesys system. A PC's Hero Kit for your character. It is a resource that begins empty,
usually consists of several parts, including some or all but which PCs can 'fill up' over the course of a session
of the following: or encounter. When a certain amount of Charge has
• A primary weapon or tool, infused with unique been collected, a PC can spend the collected resource
weapon traits. in order to reap powerful benefits.

• A set of armor or other protective clothing, infused For the sake of gameplay, Charge is measured in
with unique armor traits. single units of itself. For example, a character with two
uses of Charge is said to possess '2 Charge'. This short-
• A powerful, unique Ultimate Ability. hand provides a simple way to measure the resource for
• Any other gear they utilize. game effects.
• Their talents and skills. Narratively, Charge can take any form appropriate
to the character utilizing it. Because it is an abstract

Chapter 1: Character Creation


OVERWATCH 35
resource, within the story itself Charge may look very A character may not hold more than 5 Charge at
different for individual heroes. For example, a PC with a any one time. If a character has 5 Charge and an event
hero that utilizes biotechnology might describe Charge or effect takes place that would normally reward addi-
as the strength and energy they gain from sapping the tional Charge, the extra Charge is lost.
organic beings around them. On the other hand, a
PC who prefers engaging enemies with raw, physical Spending Charge
strength might portray Charge as the rush of adrena-
line pumping through their character's veins whenever Once a character has obtained 1 or more Charge, there
they find themselves in a fight. are a number of ways in which they can spend it. Unless
stated otherwise (such as in a weapon trait description)
Players should work with the GM to come up with
spending Charge is an incidental, and may be done
something suitable for their hero concept during char-
once per character's turn:
acter creation.
• A PC may activate their Ultimate Ability (this costs
Collecting Charge 3 Charge by default, but can be reduced through
upgrades, see Ultimate Abilities on page 37)
Whatever narrative form it takes, Charge represents • A PC may activate a weapon or armor trait that
a consumable resource. In gameplay, once a unit of requires Charge (see Weapon Traits on page).
Charge is used for a specific purpose, it can’t be used
for other purposes. For example, Charge used to acti- • A PC may spend 1 Charge to take a second free
vate an Ultimate Ability is consumed upon activation. maneuver that turn (this does not count to the
usual limit on maneuvers per turn).
There are a number of ways that a character can earn
Charge during gameplay: • A PC may transfer Charge from themselves to
another PC they are engaged with. The cost of the
• On a combat check, they may spend aaaa or
transfer is a 2:1 ratio (for every point of Charge
t to gain +1 Charge. the target gains, the giver loses 2 Charge). Play-
• As a maneuver, a PC may voluntarily suffer 5 strain ers should narratively describe how this transfer
to gain +1 Charge. of energy/resources takes place. For example, a
• As an incidental, a PC may flip 1 Story Point to Performer might pump another character up with
gain +1 Charge. This may only be done once per words of encouragement, whilst a Scientist might
session per PC. physically inject them with an experimental chem-
ical agent.
• At their discretion, if an NPC rolls hhhh or d
on a combat check, the GM may award +1 Charge
to a PC.

Chapter 1: Character Creation


36 OVERWATCH
Ultimate Abilities
Player Characters are heroes, with unique capabilities Step 1: Concept
that set them apart in the futuristic world of Over-
watch. When you create your your character as part of The first step in creating an Ultimate Ability is to
character creation, you also choose an Ultimate Ability conceptualize it. What form does it take, and what does
for them. it do? You’ll figure out how to represent the effects via
game rules in the next steps; for the concept, describe
Each PC has only one Ultimate Ability, which helps
what your Ultimate Ability does within the story. Natu-
make them unique, even in a world filled with heroes
rally, your concept will guide the rest of the process.
and oddities. As your character grows in experi-
ence, they receive ability points, which you spend on Some basic concepts that you might consider when
upgrades that further customize your character’s Ulti- conceptualizing your own:
mate Ability. • Offensive: Is your Ultimate Ability designed to
attack enemies and cause as much damage, devas-
Using Ultimate Abilities tation or disruption as possible?
Ultimate Abilities can be powerful, encounter-chang- • Defensive: Is your Ultimate Ability designed to
ing abilities, so there are limitations on when a PC can protect your allies and mitigate as much damage,
use them (however it is possible to reduce these restric- devastation or disruption as possible?
tions through upgrades, detailed later in this chapter). • Utility: Is your Ultimate Ability designed to help
By default, activating an Ultimate Ability requires indirectly tip the balance of power in your favor?
you to spend 3 Charge (see page 35). The effects of Perhaps it transforms the environment, bolsters
the Ultimate Ability last until the end of the character’s your allies or impedes your enemies' ability to
next turn, and can only be activated once per session. operate at their full potential.
Unless stated otherwise in the description of a specific
effect, activating an Ultimate Ability is an incidental. Step 2: Choose Primary Ability Effect
A primary ability effect is the core of an Ultimate
Creating an Ultimate Ability Ability. The effect tells you what your ability does; the
When creating your character's Ultimate Ability, a benefit your character gains from activating it. An Ulti-
player should follow a few simple steps. Once you fin- mate Ability gets only one primary ability effect, so
ish, you will have an Ultimate Ability uniquely tailored choose carefully! Your character receives the benefits
to your hero. for the base ability, unless you spend ability points to
upgrade to the improved or supreme version. Unless
• Step 1 - Concept: Determine what your Ultimate
stated otherwise, the benefits of each level of the effect
Ability looks like and what you want it to do.
are cumulative, so if you spend ability points for the
• Step 2 - Choose Primary Ability Effect: The pri- improved effect, your character still get all the benefits
mary effect is the core of your Ultimate Ability. It of the base effect.
defines what the ability does when you activate it.
When deciding on a primary ability effect, look to
Even at the base level, these effects are potent.
the concept you created in Step 1 and what you know
• Step 3 - Determine Your Ability’s Origin: How about your hero already. Their Ultimate Ability is cen-
did your character come by their extraordinary tral to who your character is, and why they took up
abilities? You can make something up or roll ran- the mantle of hero in the world of Overwatch. It helps
domly to determine the origin of your Ultimate define your character.
Ability.
We have detailed a number of primary ability effects
• Step 4 - Name Your Ability: Every Ultimate Abil- here, though GMs have the discretion to modify these
ity needs a unique, evocative name! templates (or even invent their own ones) if a player
As your character grows in experience, you will be feels none of them quite matches the concept they
able to add upgrades to their Ultimate Ability, such as came up with in Step 1.
increasing its power, range or adding secondary effects.

Chapter 1: Character Creation


OVERWATCH 37
BOLSTER Supreme: When your character activates this ability,
they may select any number of targets within short
Your character is focused on the objective above all else, range to receive the same benefits of this ability as they
and is not concerned with seizing glory or landing the do.
final blow. They would much rather use their talents or
technology to help boost their allies and enable them to DOMINATE
do the heavy lifting. Your character utilizes their own
gifts in a more supportive but equally critical role on Why destroy an enemy when you can make them
the battlefield. fight for you instead? Your character knows the value
of turning a foe against themselves, and has the abil-
Existing examples of this ability in Overwatch
ity to suddenly seize control of a single opponent and
include Ana's nano boost projectiles and Orisa's ally-
direct them to act however they wish. This might take
empowering supercharger.
the form of hacking into an assault robot's mainframe
Base: When your character activates this ability, they or using specially engineer pheromones to overpower a
may select a target within short range (including them- creature's sense of self-control.
selves). At the beginning of their turn each round while
Existing examples of this ability in Overwatch
this ability remains active, the target recovers 4 strain.
include the talents of elite hackers like Sombra and
They also gain +2 damage on any combat checks they
Lynx Seventeen.
make.
Base: While this ability is active, your character gains
Improved: When your character activates this ability,
control over one beast, machine or non-sentient non-
they may select a target within short range (including
player creature (for the purposes of this ability, a single
themselves). At the beginning of their turn each round
minion group is considered a creature). Your character
while this ability remains active, the target recovers
may spend one maneuver to direct the dominated tar-
all current strain they are suffering. They also gain +4
get in performing one action and one maneuver during
damage on any combat checks they make.
your character’s turn.
(This replaces the base effect).
Improved: When your character activates this ability,
Supreme: When your character activates this ability, they can target sentient non-player creatures as well
they select any number of targets within short range. (for the purposes of this ability, omnics are considered
sentient creatures).
CLEANSE At the GM's discretion, a nemesis-level adversary can
attempt a Daunting (kkkk) Discipline check to resist
An enemy may think they have your character trapped,
the effects of this ability.
blocked or otherwise prevented from posing a threat
to them. What they don't realize, however, is that your Supreme: While this ability is active, your character
character has the means to purge themselves of any may to direct the dominated target as an incidental on
negative afflictions and immediately get themselves your character’s turn instead of a maneuver.
back into the fight. With a swift cleansing, they are
ready to jump back into the fray and enact vengeance. DISPLACE
Existing examples of this ability in Overwatch
Your character is always one step ahead of their oppo-
include Moira's mastery of fading in and out of physi-
nents, utilizing constant motion and maneuverabil-
cal existence, or Zenyatta's ability to channel the myste-
ity to seize the initiative and maintain an advantage.
rious Iris into an impenetrable state of transcendence.
Whether it is through their natural mobility or an edge
Base: When your character activates this ability, and at given to them by a unique piece of tech, they can frus-
the beginning of their turn each round while it remains trate even the most level-headed of enemies by proving
active, your character removes any negative ongoing to be an impossible target to pin down.
status effects (staggered, immobilized and/or disori-
Existing examples of this ability in Overwatch
ented) they are currently suffering. They also remove
include Lúcio's wallriding and Tracer's chronal accel-
the effects of any poisons, toxins or similar afflictions.
erator-powered recall.
Improved: When your character activates this ability,
Base: While this ability is active, when an attacker
they become immune to any of the status effects that
makes a combat check targeting your character, the
were cleansed until the end of the current encounter.
attacker upgrades the difficulty of the check twice.

Chapter 1: Character Creation


38 OVERWATCH
Chapter 1: Character Creation
OVERWATCH 39
Improved: While this ability is active, when an attacker disastrously wrong, they never do.
makes a combat check targeting your character, your Existing examples of this ability in Overwatch
character may move up to one range band in any direc- include Soldier: 76's use of a tactical visor or Widow-
tion after the attack is resolved. maker's infrared goggles which help her remove the
Supreme: While this ability is active, when an attacker difficulty in tracking targets through cover.
makes a combat check targeting your character, after Base: When you select this primary ability effect,
the attack is resolved your character may make a return choose one skill. While this ability is active, after rolling
combat check targeting the attacker as an out-of-turn the dice for a check using that skill but before resolv-
incidental (usual restrictions such as weapon range still ing the results, you may remove k of your choice from
apply). This can be done once per round. the pool. (Ignore the symbols shown on that die when
resolving the check.)
ENHANCE Improved: While this ability is active, you may remove
When it comes to a particular skill, your character j of your choice from the results of checks using your
is simply the best. Whether their abilities really are chosen skill.
supernatural (or just seem that way), your character Supreme: While this ability is active, you may remove
always achieves the check they want when it really l instead of k from the results of checks you make
counts. More importantly, even when things could go using the chosen skill.

Chapter 1: Character Creation


40 OVERWATCH
FORTIFY Supreme: While this ability is active, your character
becomes immune to damage; reduce all damage the
When your character steels their resolve and tightens character suffers to 0.
their grip on their weapon, they can shrug off the worst
the enemy throws at them. In moments of dire import, PROTECT
they face down overwhelming opposition without
taking a scratch. This might represent raw toughness When events are at their most bleak, when the tide of
and the will to power through, it might be an effect of battle seems to be against your team, your character
advanced technology. steps up to be their protector. Whether it is by holding
up a shield, absorbing incoming attacks or simply plac-
Existing examples of this ability in Overwatch
ing themselves in the line of fire, your character is ready
include Winston becoming near-unstoppable when
to risk their own safety in order to give their allies the
enraged or Baptiste's knack for dropping immortality
opportunity they need to strike back.
field generators at just the right moment.
Existing examples of this ability in Overwatch
Base: While this ability is active, your character gains
include Zarya's projected particle barriers and D.Va's
+4 soak.
mech's defense matrix.
Improved: While this ability is active, your character
Base: While this ability is active, your character and all
also increases the difficulty of combat checks targeting
allies within short range gain +4 defense (they still may
them by one.

Chapter 1: Character Creation


OVERWATCH 41
not exceed 4 defense in total). Existing examples of this ability in Overwatch
Improved: While this ability is active, all allies (but not include Genji's quick-handed deflections and Sigma's
your character) protected by your character gain j on experimental barrier.
any checks they make. Base: While this ability is active, when an attack inflicts
Supreme: While this ability is active, all allies (but not damage on your character, your character may, as an
your character) protected by your character upgrade out-of-turn incidental once per round, inflict the dam-
any checks they make once. age back on to the attacker instead.

(This replaces the improved effect.) Improved: When your character redirects damage
back on to an attacker, it inflicts double the original
damage.
RECOVER
Supreme: When your character redirects damage back
Your character’s injuries often turn out to be not as bad on to an attacker, they also inflict a Critical Injury.
as they look, or perhaps your character actually heals
physical wounds so rapidly as to defy explanation. TRANSFORM
In any case, they have a tendency to walk away from
bloody fights with nothing more than scratches. This Your character is a master of adapting to an ever-chang-
might represent innate physical resilience, or it might ing battlefield. With the ability to take on an entirely
originate in a piece of advanced equipment. different physical form to meet the specific chal-
Existing examples of this ability in Overwatch lenges of any given encounter, your character is
include Roadhog's hogdrogen canisters and Mercy's uniquely positioned to counter any threat their
Valkyrie power suit. enemies can throw at them. This might be in
the form of a hard light projection, or your
Base: When your character activates this ability, and at character might literally morph into a new
the beginning of their turn each round while it remains physical form for the duration.
active, your character heals 3 wounds.
Existing examples of this ability in
Improved: When you activate this ability, your charac- Overwatch include Bastion's
ter heals all current wounds they are suffering. various configurations and
Supreme: When you activate this ability, your charac- Echo's unique ability to
ter heals one Critical Injury they are suffering. duplicate her opponents.
Base: When your charac-
RETALIATE ter activates this ability,
they take on a new physi-
What better irony can there be than to turn an enemy's cal appearance with the
strength back against them? Whether through skill, same silhouette as their
training or instinct, your character has mastered the original form. As a result
awareness, reflexes and discipline necessary to redirect of the transformation, they
even the most powerful of enemy attacks back to their increase two characteristics
source - often with devastating results for the foes in by +1 and decrease another two
question. characteristics by -1 for as long
as the ability is active.
Improved: When your char-
acter activates this ability, their
new form can be one silhou-
ette smaller or larger than their
original form.
Supreme: When your character
activates this ability, as a result of
the transformation, they increase
one of their +1 characteristics by
+2 instead.

Chapter 1: Character Creation


42 OVERWATCH
UNLEASH Base: While this ability is active, your character may
perform a maneuver once per round on their turn to
When pushed to the breaking point - or maybe just immediately defeat one minion group within short
when they want to show off - your character unleashes range.
their full abilities, laying low any who oppose them. Improved: While this ability is active, your character
This might be achieved in a flurry of blows as your may instead perform an incidental once per round on
character lays about with weapon strikes, or in a sud- their turn to immediately defeat one minion group
den surge of pulse energy that blasts away whatever within short range.
enemies and foes stand too close.
(This replaces the base effect.)
Existing examples of this ability in Overwatch
include Reaper's spiralling death blossoms or Hanzo's Supreme: When you activate this ability, your charac-
gift for calling the spirit of the dragon down upon his ter immediately defeats all minions within short range.
enemies.

Chapter 1: Character Creation


OVERWATCH 43
Ultimate Ability Upgrades the improved effect. You may purchase this upgrade a
second time at a cost of another two ability points to
As your character grows in experience, they gain abil- gain the supreme effect.
ity points to spend on upgrades for their Ultimate
Ability. Obviously, upgrades improve the ability, but SECONDARY EFFECT
more importantly, they help to differentiate it. Even
if two player characters have the same primary ability Cost: 1 Ability Point
effect for their Ultimate Abilities, different choices of Add a secondary effect to your character’s Ultimate
upgrades can result in very different abilities. Ability. When you purchase this upgrade, select one of
Your character receives ability points based on the the following secondary effects. You may purchase this
XP they gain through play. Every time your character’s upgrade a second time to choose a different effect, for
XP total increases by 50, they gain one ability point a total of two secondary effects. As with the primary
to spend. Your character does not gain ability points ability effect, you should work with the GM to come up
based on their starting XP determined by their arche- with an exciting narrative explanation for each second-
type or species, but if you are creating a character with ary effect.
additional XP (see the Experienced Characters sidebar Even if the primary effect is instantaneous, the dura-
on page 44 of the Genesys Core Rulebook), your char- tion of the Ultimate Ability matters for many second-
acter does gain an ability point for each additional 50 ary effects. Remember, an Ultimate Ability lasts until
XP. the end of your character’s next turn, or longer if you
When your character gains ability points, you decide take the Duration upgrade.
how to spend them. Each upgrade includes a cost, and
spending the required ability points on an upgrade per- DEVASTATING
manently adds the benefit of that upgrade to your Ulti- While the ability is active, your character adds +2 dam-
mate Ability. Some upgrades have a cumulative effect if age to one hit of each of their attacks.
you purchase that upgrade multiple times.
DIMINISH
CHARGE
While the ability is active, enemies within short range
Cost: 1 Ability Point add j to their skill checks.
Your character only needs to spend 2 Charge to acti-
vate their Ultimate Ability. You can only purchase this DRAIN
upgrade once. When your character activates their Ultimate Ability
and at the beginning of each of their turns it remains
DURATION active, enemies within short range suffer 2 strain.
Cost: 1 Ability Point EMPOWERED
Your character’s Ultimate Ability effect lasts for one
additional turn for each purchase of Duration. While the ability is active, your character adds j to
their skill checks.
FREQUENCY EMPOWER ALLIES
Cost: 2 Ability Points While the ability is active, allies within short range add
Your character can activate their Ultimate Ability one j to their skill checks.
additional time per session for each purchase of Fre-
quency. REJUVENATION
When your character activates the ability and at the
POWER beginning of each turn they take while it remains
Cost: Special active, your character heals 2 strain.
The first time you purchase this upgrade, it costs one
ability point and your character's primary ability gains

Chapter 1: Character Creation


44 OVERWATCH
REJUVENATE ALLIES Step 3: Determine Your Ability's Origin
When your character activates the ability and at the Your character’s Ultimate Ability is an important part
beginning of each turn they take while it remains of who they are as a hero, so you will want to decide
active, all allies within short range heal 2 strain. how they came by such an impressive ability. It’s likely
that during this process you’ve already thought about
RENEWAL the explanation for your character’s ability and how
When your character activates the ability, you may they first obtained it, in which case you should discuss
choose to generate a new PC Initiative slot. You may your ideas with the GM and make sure you both agree
choose to use Cool or Vigilance for this roll. The new on what it means for the campaign.
result remains for the duration of the encounter. The If you don’t have an idea yet, or just want to leave
new Initiative slot is immediately available for use, but it to fate, you can roll on Table 1-2: Ultimate Ability
it does not allow any PC to take an extra turn during a Origins to find out how your character obtained their
round. ability.

TABLE 2-2: ULTIMATE ABILITY ORIGINS


D10 Dice roll Origin
Legacy: Your character inherited their Ultimate Ability from a predecessor (this could be a relative, mentor or
1
even a former enemy).

Chosen: Your character was selected by someone else to receive their Ultimate Ability (such as being the subject
2
of a secret research program).

Artifact: The source of your character's Ultimate Ability takes the form of a single, powerful item (that may or
3
may not have been built by the character themselves).

Drive: Your character's Ultimate Ability is the manifestation of their own innate willpower or instinct (such as a
4
strong sense of duty or thirst for vengeance).

Life-Changing Experience: Your character acquired their Ultimate Ability from a singular experience that
5
changed their life (such as a lab experiment gone wrong).

Training: Your character's Ultimate Ability is the result of long hours of training and tutelage under a wise and/
6
or powerful mentor.

Exposure: Your character obtained their Ultimate Ability as a result of exposure to a dangerous or uncontrolled
7
substance, energy or other matter.

Manufactured: Your character was built, grown or otherwise designed to have their Ultimate Ability from the
8
moment they were created.

Ambition: Your character has their own agenda (such as defeating a specific enemy), and their Ultimate Ability
9
is simply a means to help achieve this goal.

10 Roll again, ignoring duplicates of this result, and apply both origins.

Chapter 1: Character Creation


OVERWATCH 45
Step 4: Name your Ability! Other Elements of the Hero Kit
Every Ultimate Ability needs a unique, evocative name! Your character's Ultimate Ability is the single most
Consider all the different elements you have selected impactful part of their Hero Kit, but other elements
in building your character's Ultimate Ability, from the play a vital role too. Their primary weapons, armor and
core concept to the primary ability effects. Use these to other gear are all important to completing the final 'pic-
come up an awe-inspiring name that really drives home ture' of your character as an Overwatch hero.
what your character's Ultimate Ability is all about. In addition to designing your character's Ultimate
Existing examples of evocative ability names from Ability, your will also be able to spend their starting
Overwatch include Winston's "Primal Rage", Doom- currency (1,000 credits by default) on customized
fist's "Meteor Strike" and Reaper's "Death Blossom". weapons, armor, etc. This is detailed more in Step 8:
Choose Gear, Personality and Appearance.

Step 7: Determine Motivation


J ust as important as a character’s physical characteris-
tics are their emotions, beliefs, and faults. Skills and
characteristics display the character’s aptitude, but the
go, what adversaries they face, and which quests they
must complete - but you largely get to determine your
character’s psyche and social disposition. Characters
character’s Motivations determine when they use those with identical species and career choices might feel com-
skills and why. The Game Master has dominion over the pletely dissimilar due to different Motivations.
external journeys of the player characters - where they Motivation includes a character’s driving forces:
what ultimate goal is your character pursuing? What
are they most afraid of? What character trait allows
them to persevere in the face of adversity? What flaws
hinder their ability to pursue their goals?
Desires, Fears, Strengths, Flaws: these four different
facets of Motivation color how your character perceives
and interacts with the world. In other words, these fac-
ets affect how you, the player, roleplays the character.
The four facets of Motivation can also be leveraged by
others when attempting to persuade, coerce, or other-
wise influence the character during social encounters.
Finally, a Game Master interested in a more character-
focused game can look to the player characters’ Moti-
vations to craft compelling campaigns that include
inner emotional arcs for the characters in addition to
their physical journeys.
In this Overwatch supplement, we have provided
some tables giving samples for each of the four facets
(Desires, Fears, Strengths and Flaws). If you do not
care for the sample motivational facets, feel free to craft
motivational facets uniquely suited to your character
with the help of the Game Master. Whichever route you
choose, you should focus on linking your character’s
archetype or species, career, talents, and background
together with Motivation to create a detailed persona.
For a detailed analysis and further guidance on what
each facet can mean for your character, please refer to
page 46 of the Genesys Core Rule Book.

Chapter 1: Character Creation


46 OVERWATCH
TABLE 2-3: EXAMPLE DESIRES
D100 Dice roll Result
Ambition: Your character craves power and authority over others. The character may pursue privilege, social
0-10
status, or rank to achieve this goal.

Belonging: Your character seeks to be liked by others and goes out of the way to make a good impression. Your
11-20
character seeks to be accepted by a community or faction.

Expertise: Your character wants to excel in a chosen field or skill. To achieve perfection, your character practices
21-30
constantly.

Fame: Your character seeks the limelight and wants to be famous. They pursue anything that can garner
31-40
attention and praise.

Justice: Your character believes in a set of ethics that demands fair treatment for all. Your character is dedicated
41-50
to righting inequality and protecting others’ rights.

Knowledge: Your character wishes to uncover knowledge that may have been lost, forgotten, or locked away.
51-60
This information could pertain to the world, or it could pertain to your character’s past or origins.

Love: Your character seeks romantic affection and intimacy from another character. Your character might
61-70
already have a true love or may strive to find someone to love and be loved by.

Safety: Your character values peace and comfort above all else. Perhaps they seek shelter, a steady source of food,
71-80
or other material necessities, or they might seek emotional security in a place free from oppression and abuse.

Vengeance: Someone or something wronged your character in the past, and the character has sworn to exact
81-90
revenge against the aggrieving party.

Wealth: Money or material possessions are the prime goal for your character. Your character may be active in
91-100
business, trade, or the tried-and-true method of theft to increase their net worth.

TABLE 2-4: EXAMPLE FEARS


D100 Dice roll Result
Change: Your character finds routine and stability comforting, and fears changes that could upend their day-to-
0-10
day routine.

Commitment: The idea of making promises or being relied on scares your character, who hates the idea that
11-20 someone else is relying on them. This fear of commitment could manifest in relationships, on the job, or among
family.

Death: The fear of death is deep and primal, and it drives a lot of our behaviors. There are a large number of
21-30
ways this could manifest in your character, many of them similar to what you see in real life.

Expression: Your character has some behavior or means of expressing themself privately that they do not want
31-40 the world to know about. The nature of that behavior is up to you. Keep the Overwatch setting in mind when
you come up with it, though.

Failure: Most people dislike failure, but some actively fear it. That fear may drive them to try to become
41-50
absolutely perfect, or it may crush them into inaction. Maybe it does both.

Humiliation: Characters who are especially concerned with how others view them are particularly sensitive
51-60 to potential humiliation. They go out of their way to avoid ever appearing wrong or foolish, even if that means
missing out on exciting opportunities and experiences.

Isolation: Your character fears being isolated from other people and being doomed to live and die alone. Maybe
61-70 this drives them to seek out relationships with anyone and everyone, even when a relationship is unpleasant or
unhealthy.

Nemesis: Your character has a deadly foe, someone they fear (even if they don’t admit it). The nature of this
71-80 enemy is up to you, but we suggest you consult with your GM. After all, your GM surely wants to bring this up
in the game!

Obscurity: Your character wishes to be remembered after they are gone and works tirelessly to secure their
81-90
legacy.

Poverty: For your character, it’s all about wealth and security. They fear being without, and they work hard to
91-100
amass money, supplies, and other valuable items to ensure their status.

Chapter 1: Character Creation


OVERWATCH 47
TABLE 2-5: EXAMPLE STRENGTHS
D100 Dice roll Result
Adaptable: No matter what life throws at your character, they always rise to the challenge. Your character is
0-10
flexible and can handle nearly every situation, no matter how grim or strange the circumstances.

Analytical: Your character’s mind is like a computer, able to absorb a barrage of information and come to a
11-20 logical conclusion. Your solutions always have the inarguable weight of reason, and you know how to pick your
battles and when to bide your time.

Courageous: Fear has no place in your character’s heart. They laugh at danger and gladly push themself to
confront what others flee from. Note that your character probably still has a Fear Motivation. It’s up to you
21-30
whether that Fear is the one thing that can undo your character’s courage, or if this Strength pushes them to
confront the source of their Fear no matter what.

Curious: Life is a million mysteries, and your character wants to learn about every one. Whether curiosity drives
31-40
them to meet new people, explore distant locales, or learn fantastic new truths and ideas is up to you.

Idealistic: What ideals your character believes in are up to you, but to your character, those ideals are nothing
41-50 short of sacred. Your character may feel that everyone should live up to those same ideals (and may be
disappointed when people don’t), or they may be content to meet the standards they have set for themself.

Independent: When everyone else has failed or fallen, your character knows they can still count on themself.
51-60 Your character may get along with others just fine but makes sure not to rely on others. That way, when things go
wrong, your character is always prepared to deal with the situation and isn’t waiting for someone else to help.

Patient: Your character is always willing to wait and knows the power of being calm. By waiting for the right
61-70 opportunity, your character avoids all manner of unpleasant and dangerous situations. However, when such an
opportunity presents itself, your character acts swiftly and decisively.

Spiritual: It doesn’t matter so much what your character believes in: what’s important is that your character
71-80
believes. Their belief gives them a solid mental bedrock they can always rely on.

Wisdom: Through years of experience and countless events, your character has developed that rare quality:
81-90 wisdom. The wise understand the truths of how their world works. Just as importantly, they know that
sometimes, with the right effort, those truths can be overcome.

Witty: Your character is extremely clever, with the right joke for a friend and the perfect insult for a foe. Some
91-100 may love their company, while others loathe their cutting remarks, but none can deny that your character has the
sharpest tongue around.

Chapter 1: Character Creation


48 OVERWATCH
TABLE 2-6: EXAMPLE FLAWS
D100 Dice roll Result
Anger: Your character lashes out at themself or others with undue cause or with extreme force. They are quick to
0-10
resort to physical force to solve their problems.

Compulsion: This could be addiction, fascination, obsession, or another automatic behavior that is self-
11-20
destructive or otherwise impedes your character’s ability to function and be healthy.

Deception: Your character may be disloyal or a compulsive liar. They are concerned with their own wellbeing
21-30 first and foremost, and they might always present themselves in the best possible light even when that isn’t the
case.

Greed: Your character is never satisfied with what they have, always wanting more. They are willing to flout the
31-40
law or infringe upon others’ rights in order to get what they want.

Laziness: Your character always seeks the path of least resistance and becomes intimidated by difficult or
41-50
complex tasks.

Ignorance: Your character lacks a basic knowledge base or understanding of a society’s norms. This may be due
51-60 to your character’s upbringing or their recent travel to another area of the world. This could be more than just
being “uneducated”; at some level, your character may be willfully ignorant.

Intolerance: For whatever reason, your character harbors some prejudices toward a group of people. These may
61-70 be relatively “minor” biases, or they may give rise to an intense emotion of hatred or revulsion. Whatever form it
takes, remember that intolerance is based more in emotion than rationality.

Pride: Pride does not always have to be a Flaw, but it can easily become one. Your character is arrogant, vain, or
71-80
self-absorbed, or thinks highly of themself at the expense of others.

Recklessness: Your character shows little regard for how their actions may affect themself or others, due either to
81-90
low self-esteem or lack of forethought. They are especially prone to dangerous or inconsiderate actions.

Timid: Your character is extremely risk averse, opting instead to take more thorough or tried-and-true
91-100 approaches. They may take too long to act or may be unable to act at all in the face of new or intimidating
challenges.

Chapter 1: Character Creation


OVERWATCH 49
Step 8: Choose Gear, Appearance, and Personality
B y this point, you should have your character’s back-
ground and Motivations pretty well figured out, and
all your starting attributes determined. The only things
• If someone was describing your character, what
would they say? When we describe people, we
often call out a few notable characteristics. “You
left to do are purchase gear, come up with a physical remember Jim: he’s the short guy with the long
appearance, and finalize their personality. white beard.” “Sue’s the one with dreadlocks and
green eyes who walks with a limp.” If someone was
Starting Gear describing your character, what would they say
about them?
When building a character, you start with 1,000 units of • What’s one body modification that would fit
currency (in Overwatch, these are referred to as cred-
your character? Is there a tattoo, dyed hair, nose
its) to spend on personal gear. See Chapter 3: Gear and
piercing, or some other feature your character
Equipment, for more on the types of gear your charac-
might have chosen for themself?
ter can have.
Your character may keep any money you don’t spend. Personality
In addition, after you’ve finished purchasing starting
gear, roll 1d100 (see page 11 in the Genesys Core Just like physical characteristics, your character’s per-
Rulebook). Add the value of the dice roll to any remain- sonality is not something that matters for the rules, but
ing starting funds. This represents “pocket money” that is going to do a lot toward defining how you play them
your character has on hand. during the game. Also like physical descriptions, your
Alternatively, you can select the starting gear and character’s personality depends a lot on you, the set-
currency that comes with each career. This can speed ting, and all the character choices you made. However,
up character creation if you’d like to use this package two choices define your character’s personality more
instead of selecting separate gear items. than the rest. Those choices are your character’s back-
ground and your character’s Motivation.
Appearance Where we come from and what our childhood was
like can do a lot to define our personality traits as
A physical description is both one of the least and one we grow older. First, consider your character’s back-
of the most important parts of your character. From a ground, and then decide how that may have affected
mechanical perspective, none of our rules depend on them (or, if it didn’t affect their personality, decide why
how your character looks. A tiny character can still that may be the case). Then, consider your character’s
have a high Brawn, an ugly character can still have a Motivation. After all, what we want to accomplish can
high Presence, and so on. However, a physical descrip- say a lot about how we act while striving for it.
tion is how you and your fellow players are going to
Another way to develop your character’s personal-
visualize your character throughout the game. Spend-
ity is to think of one word that you’d use to describe
ing a little time thinking about a physical description
your character. “Bubbly,” “dour,” “helpful,” “relaxed,”
goes a long way toward bringing your character to life.
“driven,” and “sardonic” are all great places for a per-
Inventing your character’s description is a process sonality to start.
that varies wildly depending on the character, the
And that brings us to our final suggestion. Sometimes
archetype or species you chose, the way you custom-
you should start with a base, then let your character’s
ized your character, and the gear you purchased - and
personality evolve over time. Sometimes the best char-
honestly, it’s going to depend more than anything on
acter personalities start with a single descriptor, then
you and your mentality. Below is a few things to con-
gradually develop over the course of the game from the
sider when you invent your character’s appearance:
choices you make. Don’t be afraid to leave a character
• What would go on your character’s driver’s with room to grow and change.
license? Most driver’s licenses ask for things like
height, weight, hair and eye color, and age. These
are good general starting points for a physical
description.

Chapter 1: Character Creation


50 OVERWATCH
Chapter 1: Character Creation
OVERWATCH 51
Chapter 2
Skills and talents
Skills
T his chapter details all of the skills used in the Over-
watch supplement. Skills represent what your char-
acter excels at doing; the more ranks in a skill, the better
your character performs that skill.
The Overwatch setting introduces some unique
Knowledge skills, which are detailed in this chapter.
For full descriptions of the rest of the skills used in
this setting and when they should be used, consult
your Genesys Core Rule Book.

Chapter 2: SKILLS AND TALENTS


52 OVERWATCH
Chapter 2: Skills and talents
OVERWATCH 53
TABLE 2-2: SKILLS FOR THE OVERWATCH SETTING
Name Char Type
Athletics Brawn General
Brawl Brawn Combat
Charm Presence Social
Coercion Willpower Social
Computers Intellect General
Cool Presence General
Coordination Agility General
Deception Cunning Social
Discipline Willpower General
Driving Agility General
Gunnery Agility Combat
Knowledge (History) Intellect Knowledge
Knowledge (Science) Intellect Knowledge
Knowledge (Society) Intellect Knowledge
Leadership Presence Social
Mechanics Intellect General
Medicine Intellect General
Melee Brawn Combat
Negotiation Presence Social
Operating Intellect General
Perception Cunning General
Piloting Agility General
Ranged (Heavy) Agility Combat
Ranged (Light) Agility Combat
Resilience Brawn General
Skulduggery Cunning General
Stealth Agility General
Streetwise Cunning General
Survival Cunning General
Vigilance Willpower General

Chapter 2: Skills and talents


54 OVERWATCH
Talents
T alents generally represent specialized techniques
that a character has mastered, typically through
intense practice and study. A character is likely to be
Each tier determines how much a talent costs in
experience points.
• Tier 1: Each talent costs 5 XP.
more successful when engaged in actions for which they
have appropriate skills and talents. • Tier 2: Each talent costs 10 XP.

To get a talent, you spend some of your experience • Tier 3: Each talent costs 15 XP.
points on it. Each talent has an experience point cost • Tier 4: Each talent costs 20 XP.
based on how powerful the talent is. • Tier 5: Each talent costs 25 XP.

TALENT TYPES
There are many different types of talents.
Some are associated with an individual
skill or closely related group of skills.
These tend to be particular knacks that
a character has acquired through
the process of mastering that skill.
In many cases, talents repre-
sent operational shortcuts - cor-
ners an experienced individual
knows can be safely cut or
particularly effective methods
they can follow. Other such
talents are simply natural
abilities that fit in especially
well with the use of that skill.
These could include a certain
mental process, a physical
technique, or a learned pattern.
A number of talents are spe-
cifically associated with con-
flict and fighting. These combat
talents represent techniques that a char-
acter likely learned through practice and
experience.

TALENT TIERS
Some talents are better than others. They
may have more exciting abilities or just
better mechanical boosts for your char-
acter. To balance these talents out and
create an opportunity for characters to
progress toward better abilities, this sys-
tem sets different talents at different tiers.

Chapter 2: Skills and talents


OVERWATCH 55
When you are buying talents for your character, you become.
must follow one simple rule. After buying the new tal- However, after you purchase the talent, the talent
ent, your character must have more talents in the next now counts as being in the next highest tier for the
lowest tier. So, if your character has two Tier 1 talents, next time you want to purchase it. This means the
they can only have a single Tier 2 talent, and can’t have experience cost goes up (since talents in higher tiers
any Tier 3 talents. But if your character has four Tier 1 cost more), and this new version of the talent takes up
talents, they can have three Tier 2 talents, two Tier 3 one of your more valuable talent slots in the higher tier
talents, and a single Tier 4 talent. (the first version you purchased still takes up its origi-
nal slot).
TALENT RANKS AND PURCHASING THE SAME If a ranked talent is already at Tier 5 (or has reached
TALENT MULTIPLE TIMEs Tier 5 after multiple purchases), that talent remains at
Most talents can only be purchased once. However, Tier 5 for any future purchases. This system is designed
some talents are ranked, which means they can be pur- to encourage some difficult choices (do you keep buy-
chased multiple times. These talents have a cumulative ing more ranks in a single talent or buy the exclusive,
effect: the more of them you purchase, the better they high-tier talents when you get access to them?), and it
helps ensure that every character feels a bit different.

Talent Descriptions
T he following is a breakdown of each talent. Each
part of a talent entry conveys specific information.
• Name: Every talent has a name, making it easy for
you to refer to the talent, and hopefully providing
a bit of a colorful description as well!
• Tier: Each talent belongs in one of five tiers, as we
described previously in this section. The higher the
tier, the more XP it costs for your character to pur-
chase the talent.
• Activation: Some talents, once chosen, con-
stantly apply to your character; these are pas-
sive 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 tal-
ents are active, which means
you choose when your char-
acter 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 paren-
theses describing how much time and effort
it takes for your character to use the talent
(see page 97 of the Genesys Core Rule Book
for more on actions, maneuvers,
and incidentals). Finally, you can
use most talents only on
your character’s turn,
but some talents can
be used during another

Chapter 2: Skills and talents


56 OVERWATCH
character’s turn. These talents have the “out of Clever Retort
turn” descriptor.
Tier: 1
• Ranked: Some talents are ranked, which means Activation: Active (Incidental, Out of Turn)
your character can take them more than once. We Ranked: No
described ranked talents in more detail earlier.
Once per encounter, your character may use this talent
• Rules: These are the rules that describe what the to add automatic hh to another character’s social skill
talent does. check.

Close Combatant
Tier 1 Tier: 1
Activation: Active (Incidental)
Bought Info Ranked: No
Tier: 1 When you purchase this talent, your character gains
Activation: Active (Action) Brawl or Melee (your choice) as a career skill. In addi-
Ranked: No tion, once per session your character may use this tal-
When making any knowledge skill check, your char- ent to remove j from a melee combat check they make.
acter can instead use this talent to spend an amount of
currency equal to fifty times the difficulty of the check
and automatically succeed on the knowledge check
Codebreaker
with one uncanceled s (instead of rolling). At your Tier: 1
GM’s discretion, your character may not be able to use Activation: Passive
Bought Info if the information is particularly sensitive Ranked: Yes
or difficult to find, or buying it doesn’t make narrative Your character removes j per rank of Codebreaker
sense. from their attempts to break codes or decrypt commu-
nications. In addition, your character decreases the dif-
Bullrush ficulty of Computers or Intellect checks made to break
codes or decrypt communications by one (this does
Tier: 1 not increase with additional ranks of Codebreaker).
Activation: Active (Incidental)
Ranked: No
When your character makes a Brawl or Melee combat
Combat Pilot Training
check after using a maneuver to engage a target, you Tier: 1
may spend aaa or t to use this talent to knock the Activation: Passive
target prone and move them up to one range band away Ranked: No
from your character. Your character gains Gunnery and Piloting as career
skills.
Challenge!
Tier: 1 Command
Activation: Active (Maneuver) Tier: 1
Ranked: Yes Activation: Passive
Once per encounter, your character may use this talent Ranked: Yes
to choose a number of adversaries within short range no Your character gains j per rank of Command when
greater than your character’s ranks in Challenge! (a min- making Leadership checks (or other checks to inspire,
ion group counts as a single adversary for this purpose). lead, or rally an audience). Inspired targets also add
Until the encounter ends or your character is incapaci- j per rank to any subsequent Discipline checks they
tated, these adversaries add j to combat checks targeting make over the next twenty-four hours (this does not
your character and jj to combat checks targeting other increase with additional ranks of Command).
characters.

Chapter 2: Skills and talents


OVERWATCH 57
Connnections Defensive Sysops
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Your character gains Knowledge (Society) or Nego- When attempting to defend a computer system against
tiation as a career skill. In addition, once per session, intrusion (or when someone attempts to hack a com-
your character may collect a small favor from any other puter owned or programmed by your character) your
member of a single faction (chosen when you take this character adds jj to their opponent’s checks. If your
talent), at your GM's discretion. character has access to the computer system when the
intrusion takes place, they are automatically aware of the
intrusion.
Construction Specialist
Tier: 1
Activation: Passive Design Flaw
Ranked: Yes Tier: 1
Your character removes j per rank of Construction Activation: Active (Incidental)
Specialist from checks made to construct bases, defense Ranked: Yes
works, positions, fortiflcations, tunnels, bunkers, and When making a combat check with a personal scale
similar combat engineering projects. weapon against an omnic or other mechanical target,
your character adds a equal to their ranks of Design
Flaw.
Cunning Persona
Tier: 1
Activation: Active (Incidental) Desperate Recovery
Ranked: No Tier: 1
Your character may suffer two strain to make a Charm Activation: Passive
check using Cunning instead of Presence. Ranked: No
Before your character heals strain at the end of an
encounter, if their strain is more than half of their
Deep Pockets strain threshold, they heal two additional strain.
Tier: 1
Activation: Active (Maneuver)
Ranked: No Disenfranchised
Once per session, your character may use this talent to Tier: 1
produce a small but narratively useful item from their Activation: Passive
pockets, backpack, or similar receptacle (it turns out Ranked: No
the item had been there the whole time). When you take this talent, your character gains Street-
Your GM has final say as to what items can be pro- wise or Survival (your choice) as a career skill. In addi-
duced with Deep Pockets, but generally it them should tion, once per session your character may collect a
cost less than 100 credits and have an encumbrance of small but useful piece of information from a member of
0 or 1. a deprived or dispossessed populace (such as a human
vagrant or an oppressed omnic worker). The nature of
the information gained is at your GM's discretion.

Chapter 2: Skills and talents


58 OVERWATCH
Duelist Forager
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Your character adds j to their melee combat checks Your character removes up to jj from any skill checks
while engaged with a single opponent. Your character they make to find food, water, or shelter. Checks to for-
adds j to their melee combat checks while engaged age or search the area that your character makes take
with three or more opponents. half the time they would normally.

Durable Grit
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
Your character reduces any Critical Injury result they Each rank of Grit increases your character’s strain
suffer by 10 per rank of Durable, to a minimum of 01. threshold by one.

Fearsome
Tier: 1
Activation: Passive
Ranked: Yes
When an opponent becomes engaged with your char-
acter during a combat encounter, the opponent must
make a fear check (see page 243 of the Genesys Core
Rulebook). The difficulty of the fear check is equal
to your character’s ranks in Fearsome. At the GM’s
discretion, some adversaries may be immune to
this talent.

Finesse
Tier: 1
Activation: Active (Incidental)
Ranked: No
When making a Brawl or Melee check, your
character may use Agility instead of Brawn.

Former Professor
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains one
Knowledge skill (of your choice) as a career skill. In
addition, once per session your character may collect
a small favor from a member of an institute of higher
learning, at your GM's discretion.

Chapter 2: Skills and talents


OVERWATCH 59
Hand on the Throttle
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round while driving or piloting a vehicle, your
character may use this talent to increase or decrease its
speed by 1, to a minimum of 0 or a maximum of the
vehicle’s max speed.

Hard Headed
Tier: 1
Activation: Active (Action)
Ranked: Yes
If your character is staggered, they may use this talent,
even though a character is normally unable to perform
any actions when they are staggered. Your character
makes a Daunting (kkkk) Resilience check. If they
succeed, they are no longer staggered. The difficulty of
this check decreases by one per additional rank of Hard
Headed, to a minimum of Easy (k).

Jump Up
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round during your character’s turn, your
character may use this talent to stand from a prone or
seated position as an incidental.

Keen Sense
Tier: 1
Activation: Passive
Ranked: No
Your character always knows which direction is North
Hamstring Shot regardless of their current location. Your character can
Tier: 1 also always retrace their path to a location they pre-
Activation: Active (Action) viously visited, as long as the physical route has not
Ranked: No changed substantially.
Once per round, your character may use this talent to
perform a ranged combat check against one non-vehi-
cle target within range of the weapon used.
If the check is successful, halve the damage inflicted
by the attack (before reducing damage by the target’s
soak). The target is immobilized until the end of its
next turn.

Chapter 2: Skills and talents


60 OVERWATCH
Knack for It a Driving or Piloting check while their vehicles’ current
speed is 3 or higher, they heal one strain for each speed
Tier: 1
above 2.
Activation: Passive
Ranked: Yes
When you purchase this talent for your character, select Net Search
one skill. Your character removes jj from any checks Tier: 1
they make using this skill. Each additional time you pur- Activation: Active (Maneuver)
chase this talent for your character, select two additional Ranked: No
skills. Your character also removes jj from any checks When your character has access to any public cyber
they make using these skills. You cannot select combat network, they can use this talent to upgrade the abil-
skills when choosing skills for this talent. ity of the next Knowledge check they make that turn
twice, and the difficulty of the check once. d means
Knockout Punch that they learn some seemingly relevant and believable
information that turns out to be completely (and possi-
Tier: 1
bly maliciously) false.
Activation: Passive
Ranked: No
Your character adds the Stun quality to their Brawl Nobody's Fool
combat checks with a rating equal to two plus your Tier: 1
character’s ranks in Coordination (this does not stack Activation: Passive
with other instances of the Stun quality). Ranked: Yes
The difficulty of any Charm, Coercion, and Deception
Know Somebody checks attempted against the character is upgraded
once for each rank of Nobody's Fool.
Tier: 1
Activation: Active (Incidental)
Ranked: Yes Omnic Crisis Vet
Once per session, when attempting to purchase a Tier: 1
legally available item, your character may use this tal- Activation: Passive
ent to reduce its rarity by one per rank of Know Some- Ranked: No
body. When you take this talent, your character gains Ranged
(Heavy) or Resilience as a career skill. In addition, once
Let’s Ride per session, your character may collect a small favor
from a current or former member of a single country’s
Tier: 1
military (chosen when you take this talent), at your
Activation: Active (Incidental)
GM's discretion.
Ranked: No
Once per round during your character’s turn, your
character can use this talent to mount or dismount Omnic Expertise
from a vehicle, or move from one position in a vehicle Tier: 1
to another (such as from the cockpit to a gun turret) Activation: Passive
as an incidental. In addition, if your character suffers Ranked: No
a short-range fall (see page 112 of the Genesys Core Your character add s to the results of social skill checks
Rule Book) from a vehicle, they suffer no damage and they make targeting omnics and to modify or reprogram
land on their feet. the same. In addition, when an omnic acting under your
character’s instructions provides assistance, it adds on
Need for Speed additional j to the check.
Tier: 1
Activation: Passive
Ranked: No
When your character spends a to heal strain as part of

Chapter 2: Skills and talents


OVERWATCH 61
One of Us! Parry
Tier: 1 Tier: 1
Activation: Passive Activation: Active (Incidental, Out of Turn)
Ranked: Yes Ranked: Yes
Select one organization or faction from Chapter 4: The When your character suffers a hit from a melee com-
World of Overwatch (or create a new one with your bat check, after damage is calculated but before soak is
GM’s permission). Your character becomes a known and applied (so immediately after Step 3 of Perform a Com-
devout follower of that organization, and adds a per bat check, page 102 of the Genesys Core Rule Book),
rank of One of Us! to social skill checks they make tar- your character may suffer 3 strain to use this talent to
geting its members. If your character is discovered act- reduce the damage of the hit by two plus their ranks in
ing in a manner antithetical to the organization’s interest, Parry. This talent can only be used once per hit, and your
though, your GM may instead add h or other penalties character needs to be wielding a Melee weapon.
to such checks.
Precision
One with Nature Tier: 1
Tier: 1 Activation: Active (Incidental)
Activation: Active (Incidental) Ranked: No
Ranked: No When making a Brawl or Ranged (Light) check, your
When in the wilderness, your character may make a character may use Cunning instead of Brawn and Agil-
Simple (–) Survival check, instead of Discipline or Cool, ity.
to recover strain at the end of an encounter (see page 117
of the Genesys Core Rule Book).
Proper Upbringing
Tier: 1
Outlaw Contact Activation: Active (Incidental)
Tier: 1 Ranked: Yes
Activation: Passive When your character makes a social skill check in
Ranked: No polite company (as determined by your GM), they may
When you take this talent, your character gains Melee or suffer a number of strain to use this talent to add an
Skulduggery (your choice) as a career skill. In addition, equal number of a to the check. The number may not
once per session your character may collect a small favor exceed your character’s ranks in Proper Upbringing.
from a member of a single criminal group (chosen when
you take this talent), at your GM's discretion.
Pub Brawler
Tier: 1
Painful Blow Activation: Passive
Tier: 1 Ranked: No
Activation: Active (Incidental) Your character adds a to Brawl checks and combat
Ranked: No checks using improvised weapons.
When your character makes a combat check, you may
voluntarily increase the difficulty by one to use this tal-
ent. If the target suffers one or more wounds from the
Public Relations
combat check, the target suffers 2 strain each time they Tier: 1
perform a maneuver until the end of the encounter. Activation: Active (Incidental)
Ranked: Yes
After your character makes a Charm check, they may
suffer 1 strain to use this talent to cancel h equal to
your character’s ranks in Public Relations.

Chapter 2: Skills and talents


62 OVERWATCH
Quick Draw Resolve
Tier: 1 Tier: 1
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: Yes
Once per round on your character’s turn, they may When your character suffers strain, they suffer one
use this talent to draw or holster an easily accessible less strain per rank of Resolve, to a minimum of
weapon or item as an incidental. Quick Draw also one. This does not apply to voluntary strain loss.
reduces a weapon’s Prepare rating by one, to a mini-
mum of one.
Resourceful Mechanic
Tier: 1
Quick Strike Activation: Passive
Tier: 1 Ranked: Yes
Activation: Passive When your character makes a Mechanics check to
Ranked: Yes repair system strain or hull trauma on a vehicle, they
Your character adds j for each rank of Quick Strike to repair one additional system strain or hull trauma per
any combat checks they make against any targets that rank of Resourceful Mechanic.
have not yet taken their turn in the current encounter.
Second Wind
Rapid Reaction Tier: 1
Tier: 1 Activation: Active (Incidental)
Activation: Active (Incidental, Out of Turn) Ranked: Yes
Ranked: Yes Once per encounter, your character may use this talent to
Your character may suffer a number of strain to use this heal an amount of strain equal to their ranks in Second
talent to add an equal number of s to a Vigilance or Cool Wind.
check they make to determine Initiative order. The number
may not exceed your character’s ranks in Rapid Reaction.

Chapter 2: Skills and talents


OVERWATCH 63
Chapter 2: Skills and talents
64 OVERWATCH
Shield Slam Surgeon
Tier: 1 Tier: 1
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: Yes
When your character uses a shield to attack a minion When your character makes a Medicine check to heal
or rival, you may spend aaaa or t to stagger the wounds, the target heals one additional wound per
target until the end of the target’s next turn. rank of Surgeon.

Silent Communication Swift


Tier: 1 Tier: 1
Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: No
Your character can soundlessly communicate messages Your character does not suffer the penalties for moving
to allies within short range. Allies cannot reply in turn through difficult terrain (they move through difficult ter-
(unless they also possess this talent). The complexity rain at normal speed without spending additional maneu-
and length of a message may be limited by your GM vers).
during structured gameplay, as it is with spoken com-
munication, or based on the current situation of envi-
ronmental conditions.
Talk Shop
Tier: 1
Increase the range of this talent by one range band Activation: Active (Incidental)
for each additional rank of Silent Communication. This Ranked: No
talent may be accomplished through thought-sending,
pheromones, gravimetric pulses, strobing lights, or Your character may use this talent when making a
some other method that your character has established Charm check targeting an engineer, mechanic, sci-
as a way for their allies to understand them. entist, or similar individual to count their ranks of
Charm as equal to their ranks in Knowledge (Science)
or Mechanics.
Street Fighter
Tier: 1
Activation: Active (Incidental)
Technical Aptitude
Ranked: No Tier: 1
Activation: Passive
When your character disorients or knocks their target Ranked: Yes
prone when making a Brawl combat check, they may
use this talent to cause the target to suffer wounds For each rank, your character reduces the amount of
equal to your character’s ranks in Skulduggery. time needed to complete computer-related tasks by
25%.

Street Habits
Tier: 1
Torment
Activation: Passive Tier: 1
Ranked: No Activation: Passive
Ranked: No
When you purchase this talent, your character gains
Streetwise or Stealth (your choice) as a career skill. If their target is disoriented, staggered, or prone, your
character may add j to social skill checks they make to
In addition, once per session while in an urban inflict strain and combat checks.
environment (usually when they aren’t being watched
closely), your character may freely acquire one small
useful item that was not previously documented. The
GM has final say as to what items can be acquired with
Street Habits, but in general the item should cost fewer
than 100 credits and have an encumbrance of 0 or 1.

Chapter 2: Skills and talents


OVERWATCH 65
Toughened
Tier: 1
Tier 2
Activation: Passive
Ranked: Yes
Anthem
Tier: 2
Each rank of Toughened increases your character’s Activation: Active (Maneuver)
wound threshold by two. Ranked: No
Your character may use this talent and a musical instru-
Tumble ment to begin or continue playing an inspiring anthem.
Tier: 1 While your character is playing the anthem, allies within
Activation: Active (Incidental) short range who can hear it add j to checks they make.
Ranked: No The anthem and its effects end immediately if your char-
Once per round on your character’s turn, they may suf- acter does not use this talent during their turn. Once the
fer 2 strain to disengage from all engaged adversaries. anthem has ended, your character cannot use the talent
again for the rest of the encounter.

Unremarkable
Bad Cop
Tier: 1
Activation: Passive Tier: 2
Ranked: No Activation: Active (Incidental)
Ranked: Yes
Other characters add f to any checks made to find or
identify your character in a crowd. Your character may spend aa from a Coercion or
Deception check to use this talent to upgrade the ability
of a single ally’s subsequent social skill check a number
Way of the Blade of times equal to your character’s ranks in Bad Cop. The
Tier: 1 check must target the same character as your character’s
Activation: Passive initial check, and it must take place during the same
Ranked: No encounter.
The first time during an encounter that your character Only one character may affect a check with this tal-
draws a Melee weapon, increase the weapon’s damage ent.
by 2 for the remainder of the turn.
Basic Military Training
Well Organized Tier: 2
Tier: 1 Activation: Passive
Activation: Passive Ranked: No
Ranked: Yes Athletics, Ranged (Heavy), and Resilience are now
Your character increase their encumbrance threshold career skills for your character.
by two per rank of Well Organized.
Berserk
Years on the Force Tier: 2
Tier: 1 Activation: Active (Maneuver)
Activation: Passive Ranked: No
Ranked: No Once per encounter, your character may use this tal-
When you take this talent, your character gains Percep- ent. Until the end of the encounter or until they are
tion or Ranged (Light) as a career skill. In addition, once incapacitated, your character adds saa to all melee
per session your character may collect a small favor from combat checks they make. However, opponents add s
a current or former member of a single location’s law to all combat checks targeting your character. While
enforcement (chosen when you take this talent), at berserk, your character cannot make ranged combat
your GM's discretion. checks. At the end of the encounter (or when they are
incapacitated), your character suffers 6 strain.

Chapter 2: Skills and talents


66 OVERWATCH
Big Guns quality. If they weapon already has Knockdown, your
may activate the quality without spending a.
Tier: 2
Activation: Passive
Ranked: No Brace
Your character’s encumbrance threshold is 10 plus their Tier: 2
Brawn, instead of 5 plus their Brawn. Your character Activation: Active (Maneuver)
reduces the Cumbersome rating of any weapon they Ranked: Yes
carry by 1, to a minimum of 3. As a maneuver, the character may Brace themself. This
allows a character to remove j per rank of Brace from
Block the next skill check based on changing conditions,
inclement weather, unstable surfaces, zero gravity,
Tier: 2
heavy gravity, or other disruptive physical obstacles
Activation: Active (Incidental, Out of Turn)
that would make a skill check more difficult..
Ranked: No
Your character must have purchased the Parry talent to
benefit from this talent. While wielding a shield, your Bulwark
character may use the Parry talent to reduce damage Tier: 2
from ranged attacks as well as melee attacks targeting Activation: Active (Incidental, Out of Turn)
your character. Ranked: No
Your character must have purchased the Parry talent to
Bowl Over benefit from this talent. While wielding a weapon with
the Defensive quality, your character may use Parry to
Tier: 2
reduce the damage of an attack targeting an engaged
Activation: Passive
ally.
Ranked: No
When your character makes a melee attack after engag-
ing a target, your weapon gains the Knockdown item

Chapter 2: Skills and talents


OVERWATCH 67
Combat Medicine
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Before making a Medicine check, your character
may use this talent to add s equal to their ranks
in Combat Medicine to the results. After the
check is resolved, the target suffers 2 strain
for each rank your character has in Combat
Medicine.

Confidence
Tier: 2
Activation: Passive
Ranked: Yes
Your character may decrease the difficulty of
any Discipline check to avoid the effects of fear
by one per rank of Confidence. If they decrease
the difficulty to zero, they do not have to make
a Discipline check.

Coordinated Assault
Tier: 2
Activation: Active (Maneuver)
Ranked: Yes
Once per turn, your character may use this
talent to have a number of allies engaged
with your character equal to your ranks
in Leadership add a to all combat checks
they make until the end of your character’s
next turn. The range of this talent increases by
one band per rank of Coordinated Assault
beyond the first.

Contraption
Tier: 2
Activation: Active (Action)
Ranked: No
Once per game session, your character can take
a Contraption action. With a successful Hard
(kkk) Mechanics check, your character can
fashion a device to solve a current problem
using the tools and parts on hand. This
device must be approved by the GM and
functions for the duration of the current
encounter only. Those tools are destroyed
in the process. t may be spent to allow the
tools to be recovered to be reused later.

Chapter 2: Skills and talents


68 OVERWATCH
Counteroffer Defensive Sysops (Improved)
Tier: 2 Tier: 2
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per session, your character may use this talent Your character must have purchased the Defensive Sys-
to choose one non-nemesis adversary within medium ops talent to benefit from this talent. Before adding jj
range and make an opposed Negotiation versus Dis- from Defensive Sysops to a check, use this talent to add
cipline check. If successful, the target becomes stag- fh to the results of the check instead.
gered until the end of their next turn. At your GM’s
discretion, you may spend t on this check to have the
adversary become an ally until the end of the encoun-
Determined Driver
ter. However, the duration of this may be shortened or Tier: 2
extended depending on whether your GM feels your Activation: Active (Incidental)
offer is appealing to the adversary and whether your Ranked: No
character follows through on their offer! You may spend a Story Point to use this talent to have
your character heal system strain on a vehicle they are
Daring Aviator currently driving, piloting, or operating equal to their
ranks in Driving, Piloting, or Operating (choose the
Tier: 2 skill used to direct the vehicle).
Activation: Active (Incidental)
Ranked: Yes
Before your character makes a Driving or Piloting
Dirty Tricks
check, they may add a number of h to the results to Tier: 2
use this talent to add an equal number of s. The num- Activation: Active (Incidental)
ber may not exceed your character’s ranks in Daring Ranked: No
Aviator. After your character inflicts a Critical Injury on an
adversary, they may use this talent to upgrade the diffi-
Debilitating Shot culty of that adversary’s next check.
Tier: 2
Activation: Active (Incidental) Distraction!
Ranked: No Tier: 2
Upon making a successful attack with a vehicle Activation: Active (Action)
weapon, your character may spend aa to reduce the Ranked: No
maximum speed of the target by 1 (to a minimum of Your character may use this talent to make an Aver-
1) until the end of the next round. If the vehicle was age (kk) Coordination, Deception, or Skulduggery
traveling its maximum speed, it has its current speed check. For each s the check generates, one adversary
reduced to the new maximum. of your choice within short range becomes disoriented.
Your character may spend a from the check to inflict
Defensive Stance 1 strain on an affected adversary and may spend t
from the check to stagger a minion or rival within short
Tier: 2 range.
Activation: Active (Maneuver)
Ranked: Yes
Once per round, your character may suffer a number of
strain no greater than their ranks in Defensive Stance
to use this talent. Then, until the end of your charac-
ter’s next turn, upgrade the difficulty of all melee com-
bat checks targeting your character a number of times
equal to the strain suffered.

Chapter 2: Skills and talents


OVERWATCH 69
Dual Wielder Fan the Hammer
Tier: 2 Tier: 2
Activation: Active (Maneuver) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per round, your character may use this talent to Once per encounter before making a combat check with
decrease the difficulty of the next combined combat a pistol (your GM has the final say on whether a weapon
check (see Two-Weapon Combat, on page 108 of the is a pistol or not), your character may use this talent to
Genesys Core Rule Book) they make during the same add the Auto-fire quality to the pistol when resolving the
turn by one. check. If your character does, the weapon runs out of
ammo exactly as with an Out of Ammo result (see page
104 of the Genesys Core Rule Book).
Encouraging Song
Tier: 2
Activation: Active (Action) Fancy Paint Job
Ranked: No Tier: 2
While equipped with a musical instrument, your charac- Activation: Passive
ter may use this talent to make an Average (kk) Charm Ranked: No
check. For each s the check generates, one ally within Your character must have purchased the Signature
medium range adds j to their next skill check. For each a, Vehicle talent to benefit from this talent. Your char-
one ally benefiting from Encouraging Song heals 1 strain. acter can upgrade the ability of all of their Charm,
Deception and Negotiation checks made in the pres-
ence of their Signature Vehicle once.
Exploit
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When your character makes a combat check with a
Ranged or Melee weapon, they may suffer 2 strain to
use this talent to add the Ensnare quality to the attack.
The rating of the Ensnare quality is equal to your char-
acter’s ranks in Exploit.

Chapter 2: Skills and talents


70 OVERWATCH
Favored Opponent Goes to Eleven
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
When you purchase this talent for your character, select Your character increases the range of their musi-
one of the following target types: Organic, Mechanical cal talents by one range band per rank of Goes to
or Energy. Your character counts the Critical rating of Eleven. A musical talent is any talent that requires
their weapon as one lower to a minimum of 1 when your character to “use a musical instrument” to acti-
making an attack targeting an adversary who falls into vate it. Narratively, you should explain how your
that category (as determined by the GM). character augmented or amplified their instrument.

Flash of Insight Good Cop


Tier: 2 Tier: 2
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: Yes
When your character generates t on a knowledge Your character may spend aa from a Charm or Nego-
skill check, roll jj and add the results to the check, in tiation check to use this talent to upgrade the ability of
addition to spending the t as usual. a single ally’s subsequent social skill check a number of
times equal to your character’s ranks in Good Cop. The
check must target the same character as your character’s
initial check, and it must take place during the same
encounter.
Only one character may affect a check with this tal-
ent.

Grapple
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character may suffer 2 strain to use this talent.
Until the start of your character’s next turn, ene-
mies must spend two maneuvers to disen-
gage from your character.

Chapter 2: Skills and talents


OVERWATCH 71
Haughty Demeanor Hunter's Arts
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Other characters add h to social skill checks target- Knowledge (Society), Ranged (Heavy), and Survival
ing your character. are now career skills for your character.

Heightened Awareness Impaling Strike


Tier: 2 Tier: 2
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
Allies within short range of your character add j to When your character inflicts a Critical Injury with a
their Perception and Vigilance checks. Allies engaged melee weapon, until the end of the target’s next turn
with your character add jj instead. they may use this talent to immobilize the target (in
addition to the other effects of the Critical Injury).
Heroic Recovery
Tier: 2
Activation: Active (Incidental)
Ranked: No
When your character acquires this talent, choose one
characteristic. Once per encounter, you may spend one
Story Point to use this talent to have your character heal
strain equal to the rating of the chosen characteristic.

Chapter 2: Skills and talents


72 OVERWATCH
Implacable Know-it-All
Tier: 2 Tier: 2
Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: No
When another character targets your character with Before making a Knowledge skill check, your character
a social skill check, your character reduces any strain may use this talent to add a number of j no greater
they suffer as a result of that check by 1 per rank of than their Intellect. PCs and nemesis-level allies wit-
Implacable. Your character’s ranks in Implacable can- nessing the check suffer strain equal to the number j
not exceed their Presence. added.

Inspiring Rhetoric Loot First


Tier: 2 Tier: 2
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Your character may use this talent to make an Average Once per session, your character may use this talent to
(kk) Leadership check. For each s the check gener- spend any number of a from a check they make to
ates, one ally within short range heals one strain. For gain 100 credits for each a spent this way. You must
each a, one ally benefiting from Inspiring Rhetoric explain how the check gave your character the oppor-
heals one additional strain. tunity to “find” this money.

Inventor Lucky Strike


Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: Yes Ranked: No
When your character makes a check to construct new When your character purchases this talent, choose one
items or modify existing ones, use this talent to add a characteristic. After your character makes a success-
number of j to the check equal to ranks of Inventor. ful combat check, you may spend one Story Point to
In addition, your character may attempt to reconstruct use this talent to add damage equal to your character’s
devices that they have heard described but have not ranks in that characteristic to one hit of the combat
seen and do not have any kinds of plans or schematics check.
for.
Martial Grace
Jetpack Expertise Tier: 2
Tier: 2 Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: No Once per round, your character may suffer 2 strain to
Your character gains automatic sa on Piloting add additional damage equal to ranks in Coordination
checks they make when using a jetpack (or other per- to one hit of a successful Brawl combat check.
sonal scale propulsion device, at your GM's discretion)
they are equipped with.
Multiple Opponents
Tier: 2
Activation: Passive
Ranked: No
Your character adds j to their Brawl or Melee combat
checks when engaged with multiple opponents. This
includes single groups of multiple minions.

Chapter 2: Skills and talents


OVERWATCH 73
Omnic Killer
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Before rolling a combat check that targets an omnic
(including an omnic vehicle or a vehicle piloted by an
omnic), your character may remove j up to their ranks
in Omnic Killer from the pool, and add an equal num- Powerful Blast
ber of s or a (in any combination) to the results. Tier: 2
Activation: Passive
Parkour! Ranked: Yes
Tier: 2 Your character increases the Blast quality damage
Activation: Active (Maneuver) dealt by explosives, explosive weapons, and gre-
Ranked: No nades they use by 1 per rank of Powerful Blast.
Once per round, your character may suffer 1 strain to
use this talent and move to any location within Short Probing Question
range. Tier: 2
This includes locations that are vertically distant or Activation: Passive
have no easy access route, but there must be an object Ranked: No
to move across or path to move along. Your GM may If your character knows an opponent’s Flaw or Fear
rule some locations cannot be reached (such as ones motivation, when your character inflicts strain on
behind locked doors or walls). that opponent using a social skill, the opponent
suffers 3 additional strain.
Patch Up
Tier: 2 Pyromania
Activation: Active (Incidental) Tier: 2
Ranked: No Activation: Passive
When your character fails a check made to heal wounds, Ranked: No
they may instead heal a number of wounds equal to When your character makes a combat check using
their Intellect. Once before the end of the session, d a weapon with the Burn item quality, the attack
may be spent from a check the healed character makes inflicts additional damage equal to the weapon’s
to have them suffer a number of wounds equal to your Burn rating.
character’s Intellect. Your character may only use this
talent on a particular target once per game session. (This does not increase the weapon’s base dam-
age).

Point Blank
Tier: 2
Quick Fix
Activation: Passive Tier: 2
Ranked: Yes Activation: Active (Manuever)
Ranked: No
Your character adds 1 damage per rank of Point
Blank to one hit of their successful Ranged (Heavy) You may spend a Story Point to allow your charac-
or Ranged (Light) attacks made while at short range ter to use this talent to temporarily repair one dam-
or engaged. aged item they are engaged with. For a number of
rounds equal to your character’s ranks in Mechanics,
the item may be used without penalty (see page 89
of the Genesys Core Rulebook), even if it is unus-
able. When the effect ends, the item is damaged one
additional step; if it was already suffering from major
damage, it is destroyed and cannot be repaired.

Chapter 2: Skills and talents


74 OVERWATCH
Chapter 2: Skills and talents
OVERWATCH 75
Reckless Charge Scathing Tirade
Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
After using a maneuver to move engage an adversary, Your character may use this talent to make an Average
your character may suffer 2 strain to use this talent. They (kk) Coercion check. For each s the check gener-
then add sshh to the results of the next Brawl or ates, one enemy within short range suffers 1 strain. For
Melee combat check they make this turn. each a, one enemy affected by Scathing Tirade suffers
1 additional strain.

Selective Detonation
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When using weapons with the Blast quality or explo-
sive devices, your character may spend a to exclude
one target that would normally be affected by the
explosion. Multiple targets may be excluded in this
manner, but the total number may not exceed their
ranks in Selective Detonation. Your character may
also spend t to exclude multiple targets, as
long as the total number of targets excluded
does not exceed their ranks in Selective Det-
onation.

Sharp Tongue
Tier: 2
Activation: Passive
Ranked: No
Your character reduces the num-
ber of a they must spend to
inflict a critical remark in a social
encounter by their ranks in Sharp
Tongue, to a minimum of one a.
(See page 123 of the Genesys Core
Rulebook.)

Side Step
Tier: 2
Activation: Active (Maneuver)
Ranked: Yes
Once per round, your character may suffer a
number of strain no greater than their ranks in Side
Step to use this talent. Until the end of your character’s
next turn, upgrade the difficulty of all ranged combat
checks targeting your character a number of times equal
to the strain suffered.

Chapter 2: Skills and talents


76 OVERWATCH
Signature Vehicle Sucker Punch
Tier: 2 Tier: 2
Activation: Passive Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
When you purchase this talent, your character chooses Your character may use this talent to spend t from
one vehicle with a silhouette of 3 or lower that they own. a check they make to determine Initiative to make a
This vehicle is your character's "Signature Vehicle". They Brawl combat check against a valid target before the
upgrade the ability of all Mechanics checks made to first round of combat begins. If this combat check is
work on the vehicle once. If the vehicle is ever lost or successful, your character may activate the Disorient
destroyed, your character may apply Signature Vehicle to item quality without spending a.
a new vehicle that meets the requirements. The process
of modifying and acclimating to the new vehicle may
take some time at the GM's discretion. No two charac-
Tactical Advance
ters can have the same vehicle as their Signature Vehicle. Tier: 2
Activation: Active (Incidental)
Ranked: No
Soft Spot
While in cover, your character may suffer 2 strain to
Tier: 2 perform the Tactical Advance incidental. Until the end
Activation: Active (Incidental) of your character's next turn, your character and allies
Ranked: No within short range may move out of cover and continue
After making a successful attack with a non-vehicle to receive its benefits.
weapon, your character may spend one Story Point to
add damage equal to their Cunning to one hit of the suc-
cessful attack.
Tactical Focus
Tier: 2
Activation: Passive
Spare Clip Ranked: No
Tier: 2 When performing a combat check with a Ranged
Activation: Passive (Heavy) weapon, if your character did not perform a
Ranked: No maneuver to ready or stow a weapon or item during
The character does not run out of ammo on a d. Items this turn, they add a to the results.
with Limited Ammo quality run out of ammo as normal.
Tanks a Lot
Special Use Permit Tier: 2
Tier: 2 Activation: Passive
Activation: Passive Ranked: No
Ranked: No When your character performs a combat check using
Your character does not treat any Ranged (Heavy) a vehicle weapon, treat the silhouette of your target as
weapons as restricted (R). one higher for purposes of determining the check’s
This also means your character can carry a Ranged difficulty. In addition, your character can make Gun-
(Heavy) weapon that normally would be restricted in nery checks while they are engaged with an opponent;
public without being arrested. However, they can still increase the difficulty by two, as if your character were
be arrested for using such a weapon in an unlawful using a two-handed ranged weapon.
manner.

Chapter 2: Skills and talents


OVERWATCH 77
Threaten Two-Handed Stance
Tier: 2 Tier: 2
Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: Yes Ranked: No
After an adversary within short range of your charac- When performing a combat check with a Ranged
ter resolves a combat check that deals damage to one (Light) weapon, if your character has nothing in their
of your character’s allies, your character may suffer 3 other hand, they add a to the results.
strain to use this talent to inflict a number of strain on
the adversary equal to your character’s ranks in Coer-
cion. The range of this talent increases by one band per
Urban Contacts
rank of Threaten beyond the first. Tier: 2
Activation: Active (Incidental)
Ranked: No
Tickets to the Gun Show
Once per session, you may spend one Story Point to
Tier: 2 use this talent to let your character learn if a character
Activation: Active (Incidental) of your choice is in the same city as you, and if so, what
Ranked: No district. At your GM’s discretion, the information may
When making a Coercion check, your character may take up to an hour to come back to your character.
use this talent to use Brawn instead of Willpower.

Chapter 2: Skills and talents


78 OVERWATCH
Wallcrawler
Tier: 2
Activation: Passive
Ranked: No
Your character can move across vertical surfaces as eas-
ily as horizontal surfaces. In addition, when your char-
acter attempts to reduce the damage taken from falling,
reduce the difficulty of the Athletics or Coordination
check by one.

Well-Travelled
Tier: 2
Activation: Passive
Ranked: No
Knowledge (History), Negotiation, and Vigilance are
now career skills for your character.

Chapter 2: Skills and talents


OVERWATCH 79
Tier 3 Applied Research
Tier: 3
Activation: Active (Incidental)
Animal Companion Ranked: Yes
Tier: 3
Activation: Passive Your character may use this talent before making a
Ranked: Yes check to use any knowledge skill and Intellect instead
of the skill and characteristic the check would normally
Your character creates a bond with a single animal require. Your character may use this talent a number
approved by your GM. This animal must be silhouette of times per session equal to their ranks in Applied
0 (no larger than a mid-sized dog). The bond persists as Research.
long as your character chooses, although at your GM’s
discretion, the bond may also be broken due to abusive When your character uses this talent, you should
treatment or other extenuating circumstances. explain how their mastery of knowledge lets them
accomplish this task. In addition, your GM may rule
As long as the bond persists, the animal follows your that a particular knowledge skill makes the most sense
character, and you dictate the animal’s overall behav- in a given situation, and require your character to use
ior (although, since the animal is only bonded with the that specific knowledge skill.
character, not dominated, it may still perform incon-
venient actions such as scratching furniture, consum-
ing rations, and marking territory). Once per round Assault Drop
in structured encounters, your character may spend Tier: 3
one maneuver to direct their animal in performing Activation: Active (Incidental)
one action and one maneuver during your character’s Ranked: No
turn. The animal must be within hearing and visual Once per session while piloting a vehicle, the charac-
range of your character (generally medium range) to ter may perform the Assault Drop incidental. All pas-
do this. Otherwise, the animal does not contribute to sengers aboard or allies engaged with the vehicle may
the encounter. The specifics of its behavior are up to immediately disembark or embark as an out-of-turn
you and your GM. incidental.
For every additional rank of Animal Companion
your character has, increase the allowed silhouette of
the companion by one (this may mean your character
Backstab
gets a new companion, or their companion grows in Tier: 3
size). This talent can also change in flavor depending on Activation: Active (Action)
the nature of your game setting. While an animal com- Ranked: No
panion may make sense in many settings, in a futuristic Your character may use this talent to attack an unaware
setting like Overwatch it may make more sense for the adversary using a one-handed Melee weapon. A Backstab
“animal” to be a robot or drone, for example. is a melee attack, and follows the normal rules for per-
forming a combat check (see page 101 of the Genesys
Anthem (Improved) Core Rulebook), using the character’s Skulduggery skill
instead of Melee. If the check succeeds, each uncanceled
Tier: 2
s adds +2 damage (instead of the normal +1).
Activation: Passive
Ranked: No
Your character must have purchased the Anthem talent to
Bad Habit
benefit from this talent. While your character is playing Tier: 3
their anthem, enemies within range of its effect who can Activation: Active (Maneuver)
hear it add j to their check ally. Ranked: No
Your character may use this talent to become disori-
ented for the remainder of the encounter. At the begin-
ning of each of your character’s turns, if they are still
disoriented due to this talent, they heal 2 strain.

Chapter 2: Skills and talents


80 OVERWATCH
Barrel Roll Body Guard
Tier: 3 Tier: 3
Activation: Active (Incidental, Out of Turn) Activation: Active (Maneuver)
Ranked: No Ranked: Yes
Your character can only use this talent while piloting a Once per round, your character may suffer a number of
flying vehicle of Silhouette 3 or less. When your vehicle strain no greater than their ranks in Body Guard to use
suffers a hit from a ranged combat check, after damage this talent. Choose one ally engaged with your charac-
is calculated but before armor is applied, your charac- ter; until the end of your character’s next turn, upgrade
ter may have their vehicle suffer 3 system strain to use the difficulty of all combat checks targeting that ally a
this talent. Then, reduce the damage suffered by a num- number of times equal to the strain suffered.
ber equal to their ranks in Piloting.
Bolstered Armor
Bloodhound Tier: 3
Tier: 3 Activation: Passive
Activation: Active (Incidental) Ranked: Yes
Ranked: No Your character must have purchased the Signature
When your character makes a check to follow another Vehicle talent to benefit from this talent. Your character
character’s trail (whether their physical tracks or a trail increases the armor value of their Signature Vehicle
of information), you may use this talent to add s no by 1 per rank of Bolstered Armor.
greater than your character’s ranks in Streetwise or
Survival, as appropriate for the environment, to the
check results.

Chapter 2: Skills and talents


OVERWATCH 81
Bullseye! Contingency Plan
Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
When your character inflicts a Critical Injury with a Once per session, after you spend a Story Point as part
severity of Average (kk) or higher, or incapacitates of a check your character makes, if that check was
a target with their attack, they may use this talent to unsuccessful then you may use this talent to move a
inflict 3 strain on all characters within short range of Story Point from the GM pool to the player pool.
the target.
Counterattack
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Improved Parry
talent to benefit from this talent. When your character
uses the Improved Parry talent to hit an attacker, they
may also activate an item quality of the weapon they
used as if they had generated aa on a combat check
using that weapon.

Daredevil
Tier: 3
Activation: Passive
Ranked: No
When your character generates d on an Athletics,
Coordination or Piloting check, roll l and add the
results to the check, in additional to the d being
spent as normal.

Dissonance
Tier: 3
Activation: Active (Action)
Ranked: No
While wielding a musical instrument, your char-
acter may use this talent to make an Average (kk)
Charm check. For each s the check gener-
ates, one enemy of the player’s choosing within
medium range suffers 1 wound. For each a, one
enemy affected by Dissonance suffers 1 addi-
tional wound.

Chapter 2: Skills and talents


82 OVERWATCH
Distinctive Style Dumb Luck
Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
When making a Computers check to hack a system or Once per session, you may spend a Story Point to use
break into a secured network, before rolling, your char- this talent after your character suffers a Critical Injury
acter may use this talent to add sshh to the results. but before the result is rolled. Their opponent must roll
If you are using the optional hacking rules and your two results, and you select which applies to your char-
check generates hh, your GM should spend it on the acter.
I Know You! option in Table III.2-22 on page 234 of the
Genesys Core Rulebook.
Eagle Eyes
Tier: 3
Dodge Activation: Active (Incidental)
Tier: 3 Ranked: No
Activation: Active (Incidental, Out of Turn) Once per encounter before making a ranged combat
Ranked: Yes check, you may use this talent to increase your weapon’s
When your character is targeted by a combat check range by one range band (to a maximum of extreme
(ranged or melee), they may suffer a number of strain range). This lasts for the duration of the combat check.
no greater than their ranks in Dodge to use this talent.
Then, upgrade the difficulty of the combat check tar-
geting your character a number of times equal to the
Easy Prey
strain suffered. Tier: 3
Activation: Active (Maneuver)
Ranked: No
Dramatic Entrance
Your character may suffer 3 strain to use this talent.
Tier: 3 Until the start of your character’s next turn, your char-
Activation: Active (Incidental, Out of Turn) acter and allies within short range add jj to combat
Ranked: No checks against immobilized targets.
Once per session, your character may spend a Story
Point to use this talent to enter a scene or encounter
they are not currently participating in at an opportune
Elusive
time, no matter how unlikely their arrival. If the scene Tier: 3
is a combat encounter or otherwise uses Initiative Activation: Active (Incidental, Out of Turn)
order, your character adds a new PC Initiative slot at Ranked: No
the top of the Initiative order. When another character makes a check to folow your
character’s trail (whether physical tracks or a trail of
Dual Strike information), your character may use this talent to add
f no greater than their ranks in Streetwise or Survival,
Tier: 3 as appropriate to the environment, to the check results.
Activation: Active (Incidental)
Ranked: No
When resolving a combined check to attack with two
Fall Back!
weapons in a melee combat, your character may suf- Tier: 3
fer 2 strain to use this talent to hit with the secondary Activation: Active (Incidental)
weapon (instead of spending aa). Ranked: No
While engaged with an opponent, your character may
suffer a number of strain up to their ranks in Leader-
ship to allow an equal number of allies to immediately
disengage from that opponent as an out-of-turn inci-
dental.

Chapter 2: Skills and talents


OVERWATCH 83
Field Commander Grenadier
Tier: 3 Tier: 3
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Your character may use this talent to make an Aver- When your character makes a ranged combat check
age (kk) Leadership check. If successful, a number of with a weapon that has the Blast item quality, you may
allies equal to your character’s Presence may immedi- spend one Story Point to use this talent to trigger the
ately suffer 1 strain to perform one maneuver (out of weapon’s Blast quality, instead of spending a (even if
turn). If there are any questions as to which allies take the attack misses). In addition, your character treats
their maneuvers first, your character is the final arbi- grenades as having a range of medium.
ter.
Guns Blazing
Forgot to Count? Tier: 3
Tier: 3 Activation: Active (Incidental)
Activation: Active (Incidental, Out of Turn) Ranked: No
Ranked: No When making a combined combat check with two
When an opponent makes a ranged combat check, Ranged (Light) weapons, your character may suffer 2
you can spend hh from that check to use this talent strain in order to refrain from increasing the difficulty
to cause their weapon to run out of ammo (see page of the check for attacking with two weapons.
104 of the Genesys Core Rule Book), as long as the
weapon can normally run out of ammunition.
Hard Boiled
Tier: 3
Formation Tactics Activation: Active (Incidental)
Tier: 3 Ranked: No
Activation: Active (Action) When your character makes a check to recover strain at
Ranked: No the end of an encounter (as describe on page 117 of the
Your character may take the Formation Tactics action Genesys Core Rulebook), your character may make
by making a Hard (kkk) Leadership check. If suc- a Simple (-) Resilience check instead of Discipline or
cessful, they may choose a number of allies within short Cool. If your character does so, they heal 1 strain per
range equal to s generated. The difficulty of attacks s and 1 wound per a.
against these allies is upgraded once until the end of
their next round. The effects of this action do not stack.
Hard Headed (Improved)
Tier: 3
Full Throttle Activation: Active (Action)
Tier: 3 Ranked: No
Activation: Active (Action) Your character must have purchased the Hard Headed
Ranked: No talent to benefit from this talent. Your character may use
While driving or flying, your character may use this tal- the Hard Headed talent to recover from being incapac-
ent to make a Hard (kkk) Piloting or Driving check. itated due to exceeding their strain threshold. On their
If successful, the top speed of the vehicle increases by next turn after having become incapacitated, they may
one (to a maximum of 5) for a number of rounds equal make a Formidable (kkkkk) Resilience check, even
to your character’s Cunning. The specifics of this tal- though an incapacitated character is normally unable
ent require the optional vehicle rules, on page 220 of to perform actions. If they succeed, they decrease their
the Genesys Core Rule Book. If your game does not strain to one less than their strain threshold. The diffi-
use these rules, this talent simply makes the vehicle go culty of this check decreases by one per additional rank
much faster than normal, with the specifics up to your of Hard Headed, to a minimum of Easy (k).
GM.

Chapter 2: Skills and talents


84 OVERWATCH
Chapter 2: Skills and talents
OVERWATCH 85
Heroic Will Inspiring Cry
Tier: 3 Tier: 3
Activation: Active (Incidental, Out of Turn) Activation: Active (Action)
Ranked: No Ranked: No
When you purchase this talent for your character, Once per encounter, your character may use this talent
choose two characteristics. You may spend a Story to allow allies within medium range to reroll any num-
Point to use this talent to have your character ignore ber of j when they make a check until the end of the
the effects of all Critical Injuries on any skill checks following round.
using those two characteristics until the end of the cur-
rent encounter. (Your character still suffers the Critical
Injuries; they just ignore the effects. See page 114 of the
Inspiring Rhetoric (Improved)
Genesys Core Rule Book.) Tier: 3
Activation: Passive
Ranked: No
Hold it Steady
Your character must have purchased the Inspiring Rhet-
Tier: 3 oric talent to benefit from this talent. Allies affected by
Activation: Active (Incidental, Out of Turn) your character’s Inspiring Rhetoric add j to all skill
Ranked: No checks they make for a number of rounds equal to your
Before performing a combat check using a weapon character’s ranks in Leadership.
with the Auto-fire quality, your character may use this
talent to use the Auto-fire quality without increasing
the difficulty of the combat check. If they do so, each
Laugh it Off
time they trigger an additional hit during the attack, Tier: 3
they suffer 2 strain. Activation: Active (Incidental, Out of Turn)
Ranked: No

Honor and Justice! When your character is targeted by a social check


that they may use this talent to spend hhh or d to
Tier: 3 reduce any strain the check inflicts by a number equal
Activation: Active (Incidental) to their ranks in Charm. If they do, the character who
Ranked: No targeted them suffers an amount of strain equal to the
Once per round on your character’s turn, your character amount of strain reduced.
may suffer 3 strain to use this talent to add damage equal
to their ranks in Discipline to one hit of a successful melee
attack.
Lethal Blows
Tier: 3
Activation: Passive
Improvised Defenses Ranked: Yes
Tier: 3 Your character adds +10 per rank of Lethal Blows to
Activation: Active (Action) any Critical Injury rolls inflicted on opponents.
Ranked: No
Your character may attempt an Average (kk) Survival
check to fashion small defenses using scavenged materials.
If the check is successful, the structure can provide cover for
up to 4 characters (see page 110 of the Genesys Core Rule
Book) for the rest of the encounter. Your character may
spend aa or t from the check to increase the ranged
defense the structure provides to 2.

Chapter 2: Skills and talents


86 OVERWATCH
Martial Weapons Master
Tier: 3
Activation: Active (Action)
Ranked: No
While armed with a Melee weapon, your
character may use this talent to make an
Average (kk) Melee check. If successful,
your character may force one engaged
target to either drop one weapon they
are holding or move one range band
in a direction of your choosing.
If your character forces a named
rival or nemesis into dangerous ter-
rain (or off a ledge or cliff) using this
talent, your GM can spend a Story
Point to allow them to catch themselves at
the edge and fall prone instead.

Natural
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character purchases this talent,
choose two skills. Once per session, your
character may use this talent to reroll one
skill check that uses one of those two
skills.

Nimble
Tier: 3
Activation: Active (Incidental)
Ranked: No
At the start of your character’s turn,
you may spend one Story Point to use
this talent to allow your character to perform
a move maneuver as an incidental. (This does not
count against the limit of two maneuvers per turn.) If
you use this talent, your character can only perform
one additional move maneuver during this turn.

Overstocked Ammo Painkiller Specialization


Tier: 3 Tier: 3
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
Your character must have purchased the Signature When your character uses painkillers (or an equivalent
Vehicle talent to benefit from this talent. Your charac- item in the Overwatch setting), the target heals one addi-
ter increases the value of the Limited Ammo quality tional wound per rank of Painkiller Specialization. The
of any weapons mounted on his Signature Vehicle by sixth painkiller and beyond each day still has no effect.
1 per rank of Overstocked Ammo.

Chapter 2: Skills and talents


OVERWATCH 87
Parry (Improved) Precise Shot
Tier: 3 Tier: 3
Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: No
Your character must have purchased the Parry talent When making a Ranged combat check targeting a
to benefit from this talent. When your character suf- character engaged with one of your character’s allies,
fers a hit from a melee combat check and uses Parry downgrade the difficulty of the check once (thus negat-
to reduce the damage from that hit, after the attack ing the penalty for shooting at engaged targets).
is resolved, you may spend d or hhh from the
attacker’s check to use this talent. Then, your charac-
ter automatically hits the attacker once with a Brawl
Pressure Point
or Melee weapon your character is wielding. The hit Tier: 3
deals the weapon’s base damage, plus any damage Activation: Active (Incidental)
from applicable talents or abilities. Your character Ranked: No
can’t use this talent if the original attack incapacitates When your character makes an unarmed Brawl check
them. targeting a living opponent, they may use this talent to
deal strain damage instead of wound damage, and inflict
Power Chord additional strain damage equal to their ranks in Medi-
cine.
Tier: 3
Activation: Active (Action)
Ranked: No
Your character may use this talent and a musical
instrument to make an Average (kk) Charm check.
For each s the check generates, all allies within short
range heal 1 strain.

Chapter 2: Skills and talents


88 OVERWATCH
Rapid Archery Sixth Sense
Tier: 3 Tier: 3
Activation: Active (Maneuver) Activation: Passive
Ranked: No Ranked: No
While your character is armed with a bow (or similar Your character gains +1 ranged defense.
weapon, at your GM’s discretion) they may suffer 2
strain to use this talent. During the next ranged com-
bat check your character makes this turn, the bow gains Snare
the Linked quality with a value equal to their ranks in Tier: 3
the Ranged (Heavy) skill. Activation: Active (Action)
Ranked: No
Scathing Tirade (Improved) Once per session, your character may use this talent
to make a Hard (kkk) Computers check. If they suc-
Tier: 3
ceed, once before the end of the encounter, you may
Activation: Passive
spend a Story Point to force one character utilizing
Ranked: No
electronic or cybernetic equipment (omnics count as
Your character must have purchased the Scathing Tirade this by default) in the encounter to make a Daunting
talent to benefit from this talent. Enemies affected (kkkk) Vigilance check as an incidental. If they fail,
by your character’s Scathing Tirade add j to all skill they are staggered until the end of their next turn, plus
checks they make for a number of rounds equal to your one additional turn per hh.
character’s ranks in Coercion.

Suppressing Fire
Shameless Tier: 3
Tier: 3 Activation: Active (Maneuver)
Activation: Passive Ranked: Yes
Ranked: No
If your character does not make a combat check dur-
When your character fails a social skill check to inflict ing their turn, they may use this talent to target one
strain during a social encounter, they do not suffer 2 character (or minion group) within long range. That
strain (as describe on page 123 of the Genesys Core character must upgrade the difficulty of any ranged
Rulebook). combat checks they make once until the end of your
character’s next turn. Your character may choose to
Shockwave affect one additional character for each additional rank
of Suppressing Fire.
Tier: 3
Activation: Passive Your character must be holding a ranged weapon to
Ranked: No use this talent. Your GM can also rule that your char-
acter can’t use this talent if they have no line of fire or
Your character treats two-handed Melee weapons as
range to the target.
possessing the Blast item quality with a rating equal to
your character’s ranks in Melee. Your character does
not suffer damage from their weapon’s Blast quality Sweeping Blow
(but allies do!). Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character makes a successful Brawl or
Melee combat check against a target with a smaller sil-
houette than theirs, they may inflict an additional hit
on another valid target, dealing damage equal to the
original hit. The second target must also be of smaller
silhouette than your character, and no more difficult to
hit than the initial target.

Chapter 2: Skills and talents


OVERWATCH 89
Tag and Release Unarmed Parry
Tier: 3 Tier: 3
Activation: Passive Activation: Passive
Ranked: No Ranked: No
When your character makes a combat check that inflicts Your character must have purchased the Parry talent to
strain on the target, the attack inflicts additional strain benefit from this talent. Your character may perform the
equal to your character’s ranks in Knowledge (Science). Parry incidental while unarmed. When your character
performs the Parry incidental while unarmed, reduce
the strain they suffer from the Parry incidental by one,
Takedown to a minimum of 1.
Tier: 3
Activation: Active (Action)
Ranked: No You Owe Me One
Your character may use this talent to make an opposed Tier: 3
Brawl vs. Resilience check targeting one engaged oppo- Activation: Active (Incidental)
nent. If the check succeeds, the target is knocked prone Ranked: No
and immobilized until the end of your character’s next Once per session, you may spend two Story Points to
turn. If the target is a minion or rival, your character use this talent to have one NPC in the current encoun-
may spend t to incapacitate (but not kill) the target ter owe your character a favor. If the favor is not
instead. resolved by the end of the encounter, it is forgotten.
It’s up to you and your GM to determine exactly why
True Aim the NPC owes your character a favor.
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes Tier 4
Once per round, before your character makes a ranged A Step Ahead
attack, they may perform a True Aim maneuver. By
Tier: 4
performing this maneuver, your character gains all the
Activation: Active (Incidental)
benefits for aiming and also upgrades their attack roll
Ranked: No
once per rank of True Aim.
Once per session, your character may suffer two strain
in order to count their Cunning as one higher than
Tuned Maneuvering Thrusters normal for the remainder of the encounter.
Tier: 3
Activation: Passive
Ranked: Yes Back-to-Back
Tier: 4
Your character must have purchased the Signature
Activation: Passive
Vehicle talent to benefit from this talent. Your character
Ranked: No
increases the handling of their Signature Vehicle by 1
per rank of Tuned Maneuvering Thrusters. While engaged with one or more allies, your charac-
ter and allies they are engaged with add j to combat
checks. If one or more allies engaged with your char-
Urban Contacts (Improved) acter also have Back-to-Back, the effects are cumula-
Tier: 3 tive to a maximum of j j .
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Urban Contacts
talent to benefit from this talent. When you use Urban
Contacts, you may choose to spend two Story Points
instead of one. If you do, your character learns the tar-
get’s specific location.

Chapter 2: Skills and talents


90 OVERWATCH
Can’t We Talk About This? Customized Cooling Unit
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: Yes
Your character can use this talent to make an opposed Your character must have purchased the Signature
Charm or Deception versus Discipline check target- Vehicle talent to benefit from this talent. Your charac-
ing a single non-nemesis adversary within medium ter increases the system strain threshold of their Sig-
range. If the check succeeds, the target cannot attack nature Vehicle by 1 per rank of Customized Cooling
your character (or perform hostile actions against your Unit.
character) until the end of their next turn. You may
spend aa to increase the length of the effect by one
additional turn, and spend t to extend the benefits
Deadeye
to all of their identified allies within short range. The Tier: 4
effect ends immediately if your character or a known Activation: Active (Incidental)
ally attacks the target. Ranked: No
In addition, your GM may rule that some targets are After your character inflicts a Critical Injury with a
immune to this ability. An automated sentry turret, for ranged weapon and rolls the result, your character may
example, has no interest in resolving a conflict through suffer 2 strain to use this talent. Then, you may select any
talking, nor would someone consumed by rage and the Critical Injury of the same severity to apply to the target
desire for revenge against your character. instead.

Chapter 2: Skills and talents


OVERWATCH 91
Death From Above Defensive
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: Yes
Once per encounter while using a jetpack (or other Each rank of Defensive increases your character’s melee
personal scale propulsion device, at your GM's discre- defense and ranged defense by one.
tion), your character may take the Death from Above
action, suffering 2 strain and making a Hard (kkk)
Piloting check.
Defensive Driving
Tier: 4
If the check is successful, for each s, one adversary Activation: Passive
of silhouette 0 or 1 within short range is knocked prone. Ranked: Yes
Your character may spend t from the check to stagger
one affected adversary until the end of that adversary's Increase the defense of any vehicle your character
next turn. pilots by one per rank of Defensive Driving. The spe-
cifics of this talent require the optional vehicle rules, on
page 220 of the Genesys Core Rule Book. If your game
Death Rage does not use these rules, this talent adds j per rank
Tier: 4 to combat checks targeting your character’s vehicle or
Activation: Passive your character while piloting it.
Ranked: No
Your character adds +2 damage to melee attacks for
each Critical Injury they are currently suffering. (Your
GM may also impose additional penalties on social
skill checks your character makes if they are suffering
Critical Injuries due to their frenzied behavior.)

Chapter 2: Skills and talents


92 OVERWATCH
Dramatic Entrance (Improved) Field Commander (Improved)
Tier: 4 Tier: 4
Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: No
Your character must have purchased the Dramatic Your character must have purchased the Field Com-
Entrance talent to benefit from this talent. When your mander talent to benefit from this talent. When your
character uses Dramatic Entrance, they may choose character uses the Field Commander talent, your
to have all allies in the encounter heal 2 strain or to character affects a number of allies equal to twice the
have all enemies in the encounter suffer 2 strain. character’s Presence. In addition, you may spend t to
allow one ally to suffer 1 strain to perform an action,
instead of a maneuver.
Dramatic Escape
Tier: 4
Activation: Active (Incidental) Formation Tactics (Improved)
Ranked: No Tier: 4
Once per session, your character may spend a Story Activation: Active (Maneuver)
Point to use this talent to escape from a dangerous, Ranked: No
unpleasant, or awkward situation. The means by Your character must have purchased the Formation Tac-
which they accomplish this, and where they escape to, tics talent to benefit from this talent. The difficulty of
should depend on the narrative, but your character taking the Formation Tactics action is reduced to Aver-
takes no further part in the encounter or scene. After age (kk) instead of Hard (kkk). Your character may
the encounter is complete or the situation is safe (as also spend t or aaaaaa to have the effect last
defined based on the situation), your character rejoins until the end of the encounter.
their companions via appropriate, if not necessarily
plausible, means.
Fortified Vacuum Seal
Tier: 4
Elementary Activation: Passive
Tier: 4 Ranked: Yes
Activation: Active (Action) Your character must have purchased the Signature
Ranked: No Vehicle talent to benefit from this talent. Your character
Once per session, your character may use this talent to increases the hull trauma threshold of their Signature
make a Hard (kkk) Perception check while present at Vehicle by 1 per rank of Fortified Vacuum Seal.
a crime scene. If they succeed, they identify all prom-
inent physical characteristics of one person who was
at the crime scene when the crime was committed (as
Hard Headed (Supreme)
long as the crime was committed in the past 48 hours). Tier: 4
This could include a person’s height, weight, body type, Activation: Active (Action)
clothing, and if they are human or not. Your charac- Ranked: No
ter may identify all the physical characteristics of one Your character must have purchased the Hard Headed
additional person present at the crime scene per addi- talent to benefit from this talent. Once per encoun-
tional s. ter, our character may use the Hard Headed talent to
recover from being incapacitated due to exceeding
Enduring their wound threshold. On their next turn after having
become incapacitated, they may make a Formidable
Tier: 4 (kkkkk) Resilience check, even though an incapaci-
Activation: Passive tated character is normally unable to perform actions.
Ranked: Yes If they succeed, they decrease their strain to one less
Each rank of Enduring increases your character’s than their wound threshold. The difficulty of this check
soak value by one. decreases by one per additional rank of Hard Headed,
to a minimum of Easy (k).

Chapter 2: Skills and talents


OVERWATCH 93
Hit and Run Mad Inventor
Tier: 4 Tier: 4
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
While your character is using a jetpack (or other per- Once per session, your character may use this talent to
sonal scale propulsion device, at your GM's discretion), make a Mechanics check to attempt to cobble together
after they complete an attack targeting an opponent the functional equivalent of any item using spare parts
they are engaged with, your character may immediately or salvage. The difficulty of the check is based on the
disengage as an incidental. item’s rarity; see Table I.4–1: Mad Inventor Item Rarity
in the Genesys Core Rulebook. Your GM will mod-
ify the check based on the circumstances and might
How Convenient! decide that some items simply can’t be created with
Tier: 4 what’s available (if you are being held in a prison cell,
Activation: Active (Action) for instance).
Ranked: No
Your GM may spend d on the check to indicate the
Once per session, your character may use this talent to item ends up being dangerous to the user and anyone
make a Hard (kkk) Mechanics check. If successful, around them in some way. For instance, a pistol might
one device involved in the current encounter (subject explode instead of running out of ammo, or a breathing
to your GM’s approval) spontaneously fails. This can mask might make the user light-headed.
be because of your character’s actions, or it can simply
be incredibly convenient timing!
Offensive Driving
Tier: 4
Ingenious Solution Activation: Active (Action)
Tier: 4 Ranked: No
Activation: Active (Incidental)
Ranked: No While driving or piloting a vehicle, your character
may use this talent to select one other vehicle within
Once per session, before making a check your charac- medium range and make an opposed Driving or Pilot-
ter may use this talent to substitute a Knowledge skill ing verus Driving or Piloting check (depending on
of their choice instead of the skill the check would nor- whether your character and their opponent are using
mally require. You should explain how your character’s Driving or Piloting to control their vehicle) targeting
ingenious solution made this possible - in laypeople’s the other vehicle’s driver or pilot. If successful, roll
terms, anyway. twice on the Table III.2-19 Critical Hit Result, on page
230 of the Genesys Core Rulebook. Choose one Crit-
Inspiring Rhetoric (Supreme) ical Hit result to apply to your character’s vehicle, and
the other to apply to the other vehicle. You may spend
Tier: 4
Activation: Active (Incidental) t to add +20 to one Critical Hit result. Your GM may
spend d to add +20 to both Critical Hit results.
Ranked: No
Your character must have purchased the Inspiring Rheto-
ric talent to benefit from this talent. Your character may
choose to suffer 1 strain to use the Inspiring Rhetoric
talent as a maneuver, instead of as an action.

Chapter 2: Skills and talents


94 OVERWATCH
Chapter 2: Skills and talents
OVERWATCH 95
Overcharge Parkour! (Improved)
Tier: 4 Tier: 4
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per encounter, your character may use this talent Your character must have purchased the Parkour! tal-
to make a Hard (kkk) Mechanics check and choose ent to benefit from this talent. Once per round, when
one of their cybernetic implants that grants them one using the Parkour! talent, your character may suffer 4
of the following: +1 to a characteristic rating, +1 rank strain instead of 1 strain to move to any location within
to a skill, +1 rank of a ranked talent. If your character medium range instead of short range. All other restric-
succeeds, until the end of the encounter, the chosen tions of Parkour! apply to this movement.
cybernetic instead provides +2 to the affected charac-
teristic rating (to a maximum of 7), skill (to a maxi-
mum of 5), or ranked talent.
Poisoned Blade
Tier: 4
Your GM may spend d or hhh from the check to Activation: Passive
have the overcharged cybernetic short out at the end of Ranked: No
the encounter; it provides no benefit until your char-
acter spends several hours making an Average (kk) When making a Melee combat check using a poisoned
Mechanics check to repair it. weapon, your character treats it as possessing the Burn
2 item quality.

Chapter 2: Skills and talents


96 OVERWATCH
Quick Witted Unrelenting
Tier: 4 Tier: 4
Activation: Active (Incidental, Out of Turn) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per encounter, after another character makes a Once per round after resolving a successful Brawl or
social skill check, your character may use this talent to Melee combat check, your character may suffer 4 strain
make an Average (kk) Vigilance check. If successful, to use this talent to make an additional melee attack
you may add a number of s or a (your choice) equal as an incidental against the same target. Increase the
to your character’s ranks in Charm to the other charac- difficulty of the combat check by one if this attack uses
ter’s check. If your character fails, your character suffers a second weapon, or by two if the attack uses the same
3 strain. weapon.

Scathing Tirade (Supreme) Urban Combatant


Tier: 4 Tier: 4
Activation: Active (Incidental) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Your character must have purchased the Scathing Tirade When your character is targeted by a combat check
talent to benefit from this talent. Your character may while in an urban environment, you may spend one
choose to suffer 1 strain to use the Scathing Tirade tal- Story Point to use this talent before the dice pool is
ent as a maneuver, instead of as an action. rolled. If you do so, your character’s opponent removes
all j added to the check, and instead adds an equal
number of f to the results..
Stunned Silence
Tier: 4
Activation: Active (Incidental) You Owe Me One (Improved)
Ranked: No Tier: 4
When your character makes a social skill check to Activation: Active (Incidental)
inflict strain during a social encounter, they may use Ranked: No
this talent to spend aaa or t to stagger the target Your character must have purchased the You Owe Me
for one round. One talent to benefit from this talent. Once per session,
you may spend two Story Points to use You Owe Me
One to have one NPC in the current encounter owe
Tactical Advance (Improved) your character a big favor instead of a small favor. If the
Tier: 4 big favor is not resolved by the end of the encounter, it
Activation: Active (Incidental, Out of Turn) is forgotten.
Ranked: No
Your character must have purchased the Tactical
Advance talent to benefit from this talent. Your char-
acter may spend aa from any check they make or
hh from a combat check targeting them to perform
the Tactical Advance incidental (instead of suffering
strain).

Chapter 2: Skills and talents


OVERWATCH 97
Tier 5 Dramatic Entrance (Supreme)
Tier: 5
Activation: Active (Incidental, Out of Turn)
Beastmaster Ranked: No
Tier: 5
Activation: Passive Your character must have purchased the Dramatic
Ranked: No Entrance talent to benefit from this talent. When your
character uses Dramatic Entrance, they may imme-
Your character must have purchased the Animal Com- diately perform one action. If this interrupts another
panion talent to benefit from this talent. Your character character’s turn or activity, that character resumes
may have two animal companions with a combined sil- their turn or activity after the action is resolved.
houette no greater than your character’s ranks in Ani-
mal Companion. Your character spends one maneuver
to allow both to perform an action and a maneuver and Drone Master
resolves each companion’s turn individually, choosing Tier: 5
the order in which they activate. Activation: Passive
One or both of your character’s animal companions Ranked: No
can instead be a minion group of animals with a com- Your character may control two drones or minion groups
bined silhouette no greater than your character’s ranks of drones no larger than your character’s Willpower (via
in Animal Companion. For this purpose, treat every the rules used for the the Animal Companion talent,
two silhouette 0 animals as silhouette 1. found on page 77 of the Genesys Core Rulebook). Your
character resolves each drone’s (or minion group’s) turn
individually, choosing the order in which they activate.
Coordination Dodge
Tier: 5
Activation: Active (Incidental, Out of Turn) Hack the Planet
Ranked: No Tier: 5
Activation: Active (Action)
When targeted by a combat check, your character may
Ranked: No
spend one Story Point to add f equal to their ranks in
Coordination to the check. As long as they have some sort of access point to the
relevant network, your character may use this talent
to make a Hard (kkk) Computers check. If they suc-
Crushing Blow ceed, they may select one drone, vehicle, or piece of
Tier: 5 equipment involved in the current encounter and dic-
Activation: Active (Incidental) tate its actions until the start of your character’s next
Ranked: No turn.
Once per session after rolling a melee attack but before Alternatively, your character can select someone with
resolving the check, your character may suffer 4 strain cybernetic implants or who is wearing powered armor
to use this talent. While resolving the check, the weapon or an exosuit and manipulate it until the beginning of
gains the Breach 1 and Knockdown item qualities, and your character’s next turn (this includes omnics). This
destroys one item the target is wielding that does not must be approved by your GM but could include shut-
have the Reinforced quality. ting off cybereyes, directing the movements of cyber-
limbs, or causing an exosuit to eject its
Dedication occupant.
Tier: 5 Your character may spend
Activation: Passive aaa on the check to
Ranked: Yes extend the effects for one
additional round, or they
Each rank of Dedication increases one of your charac- may spend t to extend
ter’s characteristics by one. This talent cannot increase the effects for the
a characteristic above 5. You cannot increase the same remainder of the
characteristic with Dedication twice. encounter.

Chapter 2: Skills and talents


98 OVERWATCH
Improvised Position Let’s Talk This Over
Tier: 5 Tier: 5
Activation: Active (Action) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Your character may make a Hard (kkk) Mechanics Once per game session, when a combat encounter
check and spend 12 hours constructing a secure position against one or more sentient beings is about to begin,
that can contain the group and its vehicles. The sum of its the character make a Daunting (kkkk) Charm check.
vehicles' silhouettes must be 4 or less. The position provides If successful, the combat encounter instead becomes a
cover (see page 110 of the Genesys Core Rule Book) and social encounter, with the PCs attempting to convince
can have additional narrative benefits at the GM's discre- their opposition to back down, come around to their
tion. Your character may spend aa or t from the check viewpoint, or accept a compromise. The GM is the final
to increase the ranged defense the position provides to 2. arbiter of how the situation resolves without violence
(or how the combat encounter continues if the charac-
ter’s check is unsuccessful).
Indomitable
Tier: 5
Activation: Active (Incidental, Out of Turn) Master
Ranked: No Tier: 5
Once per encounter, when your character would be Activation: Active (Incidental)
incapacitated due to exceeding their wound or strain Ranked: No
threshold, you may spend a Story Point to use this tal- When you purchase this talent for your character, choose
ent. Then, your character is not incapacitated until the one skill. Once per round, your character may suffer 2
end of their next turn. If your character reduces their strain to use this talent to reduce the difficulty of the next
strain or wounds to below their threshold before the check they make using that skill by two, to a minimum of
end of their next turn, they are not incapacitated. Easy (k).

Chapter 2: Skills and talents


OVERWATCH 99
Master Plan Mission Critical
Tier: 5 Tier: 5
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per session, your character may use this talent to Once per session after rolling a Piloting or Operating check
make a Hard (kkk) Discipline check. If they succeed, but before resolving it, your character may spend a Story
they reveal that whatever terrible circumstances they Point to add s or a to the results equal to their ranks in
currently find themselves in are all part of a brilliant that skill. (Your character may divide the results between s
plan that they established at an earlier point. They then and a in any combination).
choose one non-nemesis adversary in the encounter and
reveal them to be a close friend or ally who has posi-
tioned themselves to help your character at this exact
Not Today
moment. Tier: 5
Activation: Active (Incidental, Out of Turn)
The details of which character turns out to be an Ranked: No
ally depend on the type of encounter and your GM’s
approval. However, the ally could also have done their Your character must have purchased the Signature
work beforehand, such as loading a squadron of drones Vehicle talent to benefit from this talent. Once per ses-
with blank ammunition, shutting down power to a sion, if your character's Signature Vehicle would be
security system, or planting a tracer in an opponent’s destroyed, your character may spend a Story Point
vehicle. to save it. If it would be destroyed by a Critical Hit, the
Critical Hit is still suffered, but the effect is ignored. If it
would be destroyed by some other event, the details of
how the vehicle survives the near-destruction are up to
the player and the GM.

Chapter 2: Skills and talents


100 OVERWATCH
Overcharge (Improved) Ruinous Repartee
Tier: 5 Tier: 5
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
Your character must have purchased the Overcharge tal- Once per encounter, your character may use this talent
ent to benefit from this talent. When using the Over- to make an opposed Charm or Coercion versus Dis-
charge talent, your character may spend aa or t cipline check targeting one character within medium
from the Mechanics check to immediately take one range (or within earshot). If successful, the target suf-
additional action. This talent can only be used once per fers strain equal to twice your character’s Presence, plus
check. one additional strain per s. Your character heals strain
equal to the strain inflicted. If incapacitated due to this
talent, the target could flee the scene in shame, collapse
Refraction in a dejected heap, or throw themself at your character
Tier: 5 in fury, depending on your GM and the nature of your
Activation: Active (Incidental) character’s witty barbs.
Ranked: No
When making a combat check with a laser or other Sharp Tongue (Improved)
energy weapon (as determined by your GM), your char-
acter may use this talent to spend a to inflict one addi- Tier: 5
tional hit with this weapon, dealing base damage plus Activation: Passive
damage equal to the total number of s scored on the Ranked: No
check. This hit may target the original target or another Your character must have purchased the Sharp Tongue
target within short range of the original target. talent to benefit from this talent. When your charac-
ter inflicts a critical remark in a social encounter, they
may force the target to capitulate (see page 122 of the
Retribution Genesys Core Rulebook).
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No Whirlwind
Once per round when an adversary attacks an ally Tier: 5
within medium range, your character may spend one Activation: Active (Action)
Story Point to use this talent to automatically hit that Ranked: No
enemy once with a weapon your character is wielding, Your character may suffer 4 strain to use this talent
if the enemy is within the weapon’s range. The hit deals to make a Brawl or Melee attack against the engaged
the weapon’s base damage, plus any damage from appli- adversary who is hardest to hit (as determined by the
cable talents or abilities. GM), increasing the difficulty by one. If the combat
check succeeds, each adversary engaged with the char-
acter suffers one hit from the attack, that deals base
damage plus damage equal to the total s scored on the
check.

Zealous Fire
Tier: 5
Activation: Passive
Ranked: No
Each time your Game Master spends a Story Point,
your character heals 2 strain.

Chapter 2: Skills and talents


OVERWATCH 101
Chapter 3
Gear and Equipment
T he world of Overwatch is a futuristic setting filled
with a breathtaking variety of advanced technolo-
gies. Almost any sci-fi inspired tech that can be imag-
Rarity
Some items are naturally more difficult to purchase
ined can be found somewhere in the world, from knights than others, depending on where your characters find
in armored power suits to flying mecha fighting with themselves at any given time. Of course, some items
giant robots. are rare no matter where one goes, and likewise, some
This chapter includes a new system for acquiring items are always common and inexpensive.
weapons and armor for your character, along with Rarity in Genesys measures how difficult an item
cybernetic upgrades, vital gear, and a variety of vehi- can be to find on a scale of 0–10, with 0 being the easi-
cles for both combat and transportation. Instead of est to track down and 10 being the hardest.
providing you with a list of weapons and armor with
For more information on how Rarity works, see page
predetermined profiles, you will be given the tools to
82 of the Genesys Core Rule Book.
design, build and customize your own signature pieces
of equipment.

Chapter 3: GEAR AND EQUIPMENT


102 OVERWATCH
Encumbrance items your character is wearing inhibit their actions.
For more information on how Encumbrance works,
Genesys emphasizes sweeping stories, epic tales, and see page 84 of the Genesys Core Rule Book.
fast action. Keeping track of the weight of every piece
of loose change isn’t fun, but knowing that your char-
acter has to carry a child out of a burning building is an
Item Qualities
important story element; so is having some idea of how Some equipment features special qualities that add
many days’ worth of rations your character can carry variety and depth to the weapons, armor, and items
while journeying in the wilderness. your character may encounter. In Genesys, item qual-
In general, you and your Game Master won’t need to ities are special rules that can change how the item acts.
track your character’s encumbrance (how much they’re They let us add more variety to an item than we could
carrying on their person). Occasionally, however, it by only manipulating its raw characteristics. They also
may play an important part in the story, and you need make the items more interesting for you, since many
to know if the weight, mass, and collective bulk of the qualities may require you to think about your character

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 103
using that item differently. different ways, depending on the quality in question.
Special qualities are generally either passive or active. Active qualities require aa to activate unless other-
Passive qualities are always “on” and require no activa- wise stated in their description. Active item qualities on
tion on the part of the user. Active qualities must be weapons can only trigger on a successful attack, unless
triggered by the user, often by spending one or more a specified otherwise.
to activate the effect. For more information on how Item Qualities work
Item qualities usually have a number associated with and a full list, see page 86 of the Genesys Core Rule
them. This is their rating. Ratings affect qualities in Book.

Weapons
In Overwatch, a hero is rarely found without a weapon ONE-HANDED MELEE WEAPON
of some kind at their side. Despite the idyllic golden
age of technology that the setting takes place in, the This represents the most basic of handheld weapons,
world of Overwatch still faces a number of known and and could be a truncheon or a standard knife. It is com-
unknown threats. Any hero seeking to make this world pact, relatively easy to conceal, and convenient to carry.
safer will need to equip themselves with the best tools An example of a one-handed melee weapon would be
for the job. Genji's short-bladed wakizashi.

Table 3–1: Basic Weapons presents a range of start- TWO-HANDED MELEE WEAPON
ing profiles for weapons. While a character could wield
a weapon that can be described using just these entries, This weapon’s relative bulk makes it easily noticed, and
the specific weapons described here are not intended to the wielder must use both hands to manipulate it effec-
be the norm. Instead, the intent is for GMs and players tively. The weapon is large enough that transporting it
to take weapons from these core entries and custom- is awkward, so few carry such arms unless they expect
ize them through the use of modifiers called traits (see to put them to use. Examples include Genji's long-
Table 3–2: Weapon Traits, page 108 and the Weapon bladed katana and Reinhardt's rocket hammer.
Traits section, page 105).
ONE-HANDED RANGED WEAPON
BRAWL WEAPON This compact ranged weapon can usually be con-
The most elemental of weapons, Brawl weapons, are cealed and may be wielded with a single hand. In many
generally worn around a hand, or other manipulator. cases, the weapon's ammunition is a bigger burden
Using one essentially is the same as punching someone, than the weapon itself. Examples include McCree's
just with more damage. An example of a Brawl weapon Peacekeeper revolver, Tracer's pulse pistols and Zenyat-
would be Doomfist's gauntlet. ta's discord orbs.

TABLE 3–1: BASIC WEAPONS


Name Skill Dam Crit Range Encum Price Rarity
Brawl Weapon Brawl +0 5 Engaged 1 25 1

One-Handed Melee Weapon Melee +1 4 Engaged 1 50 2

Two-Handed Melee Weapon Melee +2 4 Engaged 2 100 2

One-Handed Ranged Weapon Ranged (Light) 5 4 Short 2 150 3

Two-Handed Ranged Weapon Ranged (Heavy) 6 3 Medium 3 500 3

Gunnery Weapon Gunnery 10 3 Long 5 1,400 5

Chapter 3: GEAR AND EQUIPMENT


104 OVERWATCH
TWO-HANDED RANGED WEAPON
These weapons are bulky, noticeable, and inconvenient
to carry. They are also extremely effective and a first
choice when serious combat becomes likely. Examples
include Hanzo's storm bow and Widowmaker's sniper
rifle.

GUNNERY WEAPON
These are the big guns, and many are found mounted
on vehicles. An example of a Gunnery weapon would
be Pharah's rocket launcher or Bastion in his tank con-
figuration.

Weapon Traits
Weapon traits are characteristics of a weapon that
make it stand out from the rest and must be selected
when purchasing a weapon. They cannot be added on
later, as they are intrinsically part of the weapon design.
Note that traits are not item attachments (from page
206 of the Genesys Core Rulebook); as such, they do
not count toward limitations on adding attachments to
a weapon should players wish to use the optional item
attachment rules.
Because weapon traits cannot be added to a weapon
later, if a PC wishes to obtain a version of their cur-
rent weapon with additional traits, they must purchase
a new version of the weapon at full value - including
the base profile, existing traits and any additional ones
they wish to acquire. Narratively, in the Overwatch set-
ting the purchase price might simply refer to the cost of
components for the character to upgrade the weapon Items and Charge
themselves, but mechanically it functions as purchas-
ing a new one. Some weapons and armor require one or more
Charge to activate an item quality or special abil-
The traits included in Table 3–2: Weapon Traits
ity it possesses. Charge used this way is utterly
adjust a weapon’s profile, add item qualities, and alter
consumed. Each such activation has a specified
its price. Increase the weapon’s rarity by one for every
duration, and additional Charge will be needed
trait you include with it, following the rarity rules on
to activate this bonus again. See page 35 for
page 82 of the Genesys Core Rulebook. If multiple
more information how Charge works.
traits add the same item quality, unless noted otherwise
just sum their ratings to determine the final effect. A
weapon’s final encumbrance or Critical rating cannot to track. As a thematic note, beings from a common
be reduced below 1, and its price cannot be reduced faction (such as Null Sector or Talon) are likely to use
below the price of its original basic weapon type. weapons that have at least one characteristic trait in
common.
Every weapon should be allowed up to three traits,
though the GM has the final say on this. More than Once a weapon is finalized, the player should decide
that might indicate that the weapon is a very specific on its shape, form, and function. Is it a futuristic bow
device or an item of particular note. There need not that uses storm arrows like Hanzo's? A jet-powered
be an upper limit on how many traits a player or GM rocket hammer like Reinhardt's? A hand-operated
selects for a weapon, though, beyond what is practical biotic grasp like Moira's? The player can also create a

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 105
story about how their character obtained the weapon: As a maneuver, the wielder may switch this weapon
perhaps it was handed down through generations, to 'biotic mode'. Whilst in this configuration, base
given to them by a dying warrior, or handmade to their damage is reduced to zero, the critical rating of the
exacting specifications. Devising customized weapons weapon is non-applicable and any item qualities that
is the goal, so players should feel free to get as detailed can inflict damage (such as Blast or Burn) cannot be
as they do for their characters. activated.
Instead, when a weapon in biotic mode is used to
ADAPTIVE make an attack, it deals healing to the target in accor-
This weapon can quickly respond to incoming threats, dance with the regular painkiller rules found on page
flowing and reforming itself automatically in response 94 of the Genesys Core Rule Book. Attacks made in
to attacks that would shatter other weapons. this way ignore soak, but do not ignore defense.

ANTIMATTER BLOODTHIRSTY
The weapon can leak a stream of antiparticles designed The weapon has been designed with a singular purpose
to crack and shatter almost anything in its path into in mind - to cause as much pain and death as possible.
useless debris.
BRUTAL
As a maneuver, the wielder may consume 1 Charge;
this weapon then gains the Sunder item quality until Some weapons are modified in ways that make them
the end of the encounter. far more dangerous to wield, such that only a truly des-
perate person would dare use one.
BIOTIC
COLLAPSING
With the advent of biotic technology and its versatile
healing properties, some combat weapons have been Some weapons seem to be drawn out of nowhere, as
converted to serve a secondary role as front-line medi- their wielder carefully translates them into their proper
cal equipment. form from a state of dimensional folding.
As a maneuver, the wielder may collapse the weapon
or restore it to its regular form. The weapon can-
not be used in combat while collapsed.
While collapsed, reduce the encum-
brance value of the weapon by two (to
a minimum of one) and add
jj to checks to notice the
weapon on the wielder's form
or to identify its purpose.

DISCORDANT
The combat device has the
ability to touch its target’s
mind, disrupting its nor-
mal neural flow and dis-
tracting it with confusing
imagery and concepts.

Chapter 3: GEAR AND EQUIPMENT


106 OVERWATCH
DISINTEGRATING IMMATERIAL
This armament design outputs a tremendous amount The weapon has a physical form that is neither entirely
of energy. When it inflicts damage, it sends ripples of solid, liquid or energy. Whatever the technology pow-
force through its target, often reducing significant por- ering it, its design puts it out of phase with reality. This
tions of its victim to little more than ash. makes it far easier to wield and more capable of over-
coming a foe’s defenses.
DISRUPTIVE
JET-PROPELLED
This weapon uses high-frequency sounds, dazzling
lights, or chaotic energy to cause intense pain and The weapon includes jet engines, either behind the
stress in most targets, regardless of their physiology. striking surface or on the ammunition, to add addi-
tional force to the impact. This makes its force particu-
DOUBLE BARRELED larly (and often literally) staggering.
The weapon has an second firing barrel or a twin strik- As a maneuver, the wielder may consume 1 Charge;
ing implement so that it can double its effectiveness. the weapon then gains the Concussive 1 item quality
until the end of the encounter.
EMPOWERING
LEGENDARY
The weapon allow some its wielder to harness the
energy from fallen goes and grow stronger. Some weapons have a reputation that goes far beyond
their physical appearance. This weapon has an associ-
If this weapon is used in a check that defeats or kills ated legend about how it was created or who wielded it
an enemy or minion group, add j to combat checks in the past.
made while using it for the remainder of the encounter.
This stacks with each enemy or minion group defeated LIFE DRAIN
or killed in this manner.
This weapon has been infused with a mysterious bio-
EXPLOSIVE logical agent that causes any wounds it inflicts to turn
necrotic and imbue the attacker with increased vitality.
The high-quality engineering behind this weapon
ensure that with every attack, the ground shakes, and When an attack is made with this weapon, the
swaths of enemies fall. The weapon gains the Blast attacker recovers 1 wound for each successful hit. If the
quality with a rating equal to half the weapon's base attacker is already at zero wounds, they may recover
damage. Note that this value changes as the weapon's 1 strain instead. The attacker still gains this benefit
base damage changes, such as if the user's linked char- even if the damage dealt by the successful hit does not
acteristic (such as Brawn for Brawl weapons) increases. exceed the target's soak.

EXTENDING LIMITLESS
The weapon is stretched dimensionally, so that it can Thanks to the evolution of technology such as hard
hit things farther than it appears to reach. The weap- light and pulse weaponry, the warriors of the future do
on's range cannot be increased beyond extreme. If this not need to be constrained by the limits of ammunition
weapon uses the Brawl or Melee skill, the difficulty of or energy reserves if they so choose.
the check to use it is always Average (kk) no matter A weapon with this trait removes any ranks of the
its range. Limited Ammo item quality gained from other sources.
It also does not run out of ammo on a d.
FLAMING
Fire is more than just a stylistic choice; this weapon
MAGNETIC
enables the user to light their target on fire. This weapon uses powerful hyperdimensional mag-
netic fields to both restrict the target's ability to move
and protect its wielder from harm.

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 107
TABLE 3-2: WEAPON TRAITS TABLE 3-2: WEAPON TRAITS
Name EFFECT PRICE Name EFFECT PRICE
Adaptive Gains Reinforced +300 Radiant +1 damage; gains Burn 1, Stun 2 +250

+1 encumbrance; consumes 1 Rapid Gains Auto-fire +400


Antimatter +200
Charge to gain Sunder
+1 damage; gains Inferior 1,
Savage +100
Can deal healing instead of Vicious 1
Biotic +400
damage, see description
+2 damage; increases range for
Reduces Critical rating by 3; gains Scoped Ranged and Gunnery weapons by +750
Bloodthirsty +700
Unwieldy 3 1; gains Prepare 1

+2 damage; gains Inaccurate 2, Gains Guided 3; increases range


Brutal +100
Unwieldy 3, Vicious 2 Seeking for Ranged and Gunnery weapons +500
by 1
User can lower weapon's
Collapsing +300
encumbrance and ease to detect it Shielding Gains Defensive 1, Deflection 1 +100

Discordant Gains Disorient 3 +150 Shocking Gains Slow-Firing 1, Stun 4 -50

+1 damage; gains Pierce 1, Vicious Singular Gains Limited Ammo 1 x25%


Disintegrating +400
2
Reduces damage by 3; gains
Sticky -100
Disruptive +1 damage; gains Stun Damage +100 Ensnare 2

Double-Barreled Gains Linked 1 +250 Gains +2 damage and Pierce


Tailored 1 against select targets; see +150
Add j to combat checks after a description
Empowering +50
target is defeated or killed
Consumes 1 Charge to gain
Transdimensional +1,200
Gains Blast with rating equal to Breach 1
Explosive +250
half base weapon damage
+1 damage; adds deleterious effect
Venomous +300
Increases weapon range by one to weapon
Extending +750
band

Flaming +1 damage; gains Burn 2 +350


MASSIVE
–1 encumbrance; gains Defensive Strong warriors choose to wield weapons that are pro-
Immaterial +200
1, Pierce 1 portioned to their size, becoming capable of inflicting
+2 damage; consumes 1 Charge to
harm at an entirely different scale.
Jet-Propelled +1,100
gain Concussive 1 and Knockdown

Legendary Gains Superior +600


METHODICAL
Life Drain Recover 1 wound per successful hit +350
Even on the battlefield, some weapons need to be prop-
erly tuned before they achieve their full effect; in some
Removes any ranks of Limited cases, that patience can have merit.
Limitless Ammo; immune to running out of +800
ammunition
MONO-EDGED
Gains Deflection 1, Ensnare 2, Stun
Magnetic +250
Damage The weapon’s striking surface is honed down to the
+4 damage, +3 encumbrance; gains thickness of a single molecule, leaving it capable of slic-
Massive +200
Cumbersome 4, Knockdown ing through virtually any substance.
Reduces Critical rating by 1; +3
Methodical damage, +1 encumbrance; gains +250 MULTIPLEXING
Prepare 2
The weapon strikes across numerous dimensions or
Reduces Critical rating by 1; gains
Mono-Edged
Pierce 1
+150 fires as if it possessed multiple barrels, delivering a ter-
rible assortment of hits upon the target.
+2 encumbrance; consumes 1
Multiplexing +400 As a maneuver, the wielder may consume 1 Charge;
Charge to gain Linked 3
the weapon then gains the Linked 3 item quality until
+1 encumbrance; gains Accurate
Photonic
1, Stun 3
+650 the end of the encounter.

Chapter 3: GEAR AND EQUIPMENT


108 OVERWATCH
PHOTONIC SEEKING
The weapon harnesses the power of hard light and Some weapons are capable of tracking a target no mat-
incorporates it into its design. These components ter what motion they take to escape. This may be due to
enable the weapon to harness energy in ways that a less a spiritual connection to their prey or a technological
sophisticated being cannot comprehend. innovation that lets them identify and follow their prey.

RADIANT SHIELDING
The weapon employs a focused stream of energy that Conservatively designed weapons incorporate defen-
manifests as a glowing stream of light, angry blast of sive measures to protect their wielders. Some are capa-
raw power, or similar effect. ble of better parrying incoming attacks, while others
simply project a defensive aura.
RAPID
SHOCKING
These weapons can activate in repeated succession and
are capable of striking multiple foes with a single attack The weapon employs bolts or fields of electrical energy
or hitting one target repeatedly. that disturb most nervous systems.

SAVAGE SINGULAR
The wielder’s fury is channeled into their strikes when The weapon is a grenade or other thrown device;
using these weapons. Attacks made without discipline alternatively, it may have a unique power supply that
may not always strike home, but they can be terrify- exhausts or melts down after one use.
ingly effective when they do. This weapon can only be used once, no matter what.
Including this trait reduces the weapon’s final price
SCOPED to 25% of its base price (including all other traits),
Sometimes it is not about having the most powerful rounded up.
weapon or the most advanced technology; it is simply a
matter of being able to strike first. This is best achieved STICKY
from a distance, as any assassin worth their salt will The weapon includes an adhesive effect, which causes
testify. its targets to become trapped in viscous threads or
gooey liquid.

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 109
TAILORED
This weapon was designed with a specific purpose or
target in mind. Nothing beats having the right tool for
the job.
When acquired, choose one of the following oppo-
nent categories: Organic, Mechanical or Energy. Any
attacks made against targets of the chosen category
(as determined by the GM) gain +2 damage and the
Pierce 1 quality. Any attacks against targets outside of
the chosen category treat the target as if they had an
additional +1 to their soak.

TRANSDIMENSIONAL
Advanced scientific principles and design enable this
weapon to transcend physical reality and project a
force that destabilizes the target’s dimensional exis-
tence.
As a maneuver, the wielder may consume 1 Charge;
this weapon then gains the Breach 1 item quality until-
the end of the encounter.

VENOMOUS
These weapons incorporate neurotoxins from a variety
of poisonous creatures and plants.
If a combat check using this weapon inflicts wounds,
the target must make a Hard (kkk) Resilience check;
upon failure, the target suffers 5 wounds, plus 1 strain
per h; d means the target must make another Resil-
ience check at the same difficulty at the start of their
next turn or suffer the same effects.

Armor
Protective gear is a necessity for characters who under- characters who wear them.
take the role of a hero within the Overwatch setting. Table 3–3: Basic Armor presents the basic start-
These include adventurers who travel through hostile ing profile for armor as well as the standard clothing
terrain, scientists working with volatile substances, most characters wear. While these basic descriptions
soldiers who engage in combat, and many others. All are adequate for a few baseline examples of protection,
of this gear is considered armor. Note that equipment they are not intended as a universal solution. In almost
suited for one body type may not necessarily fit or every case, individual heroes have distinctive types of
be at all useful for a member of a different species (a apparel and armor that are derived from these core
genetically-engineered animal is unlikely to be able to entries.
use a set of power armor designed for human use, for
example). These items are created through the use of modifiers
from Table 3–4: Armor Traits and the Armor Traits
Instead of trying to offer a huge array of armor, this section.
section presents a system for designing different types
of armor that are thematically appropriate for the

Chapter 3: GEAR AND EQUIPMENT


110 OVERWATCH
TABLE 3–3: BASIC ARMOR
Name DEFENSE SOAK Encum Price Rarity
Standard Clothing 0 +0 1 10 0

Durable Clothing 0 +1 1 50 1

Light Armor 0 +2 2 500 2

Heavy Armor 1 +3 3 1,200 4

Armor Traits on its shape, form, and function, like they did for weap-
ons, along with the armor’s origin. Is it a relic from
Armor traits are characteristics of a set of armor that their character’s past? Something a legendary Over-
make it stand out from the rest and must be selected watch agent bequeathed to the character in their dying
when purchasing armor. They cannot be added on breath? A character’s armor may be the first thing oth-
later, as they are intrinsically part of the armor design. ers notice when they see them, after all, so arriving at
Note that traits are not item attachments (from page an interesting story about it helps to better flesh out the
206 of the Genesys Core Rulebook); as such, they do character.
not count toward limitations on adding attachments to
a set of armor should players wish to use the optional ADAPTIVE
item attachment rules.
This protective wear is designed to quickly respond to
Because armor traits cannot be added to a set of incoming threats, flowing and reforming itself auto-
armor later, if a PC wishes to obtain a version of their matically in response to attacks that would shatter
current armor with additional traits, they must pur- other armor.
chase a new version of the armor at full value - includ-
As a maneuver, the wielder may consume 1 Charge;
ing the base profile, existing traits and any additional
this armor then gains the Reinforced item quality until
ones they wish to acquire. Narratively, in the Over-
the end of the encounter.
watch setting the purchase price might simply refer to
the cost of components for the character to upgrade
the armor themselves, but mechanically it functions as
ANTIGRAV
purchasing a new set. Falling poses a very common danger to people work-
The traits included in Table 3–4: Armor Traits ing at heights, regardless of their occupation. Armor
adjust the armor’s basic profile and increase its price. designed to protect against such risks can use a variety
Increase the armor’s rarity by one for every trait you of technological approaches.
include with it, following the rarity rules on page 82 When a character wearing this armor suffers a fall,
of the Genesys Core Rulebook. If multiple traits add reduce the range band for determining falling damage
the same item quality, unless noted otherwise just sum by two (see page 112 of the Genesys Core Rulebook).
their ratings to determine the final effect. The armor’s If the range is reduced below short, the user suffers no
final encumbrance value cannot be reduced below 1, falling damage.
and its final soak cannot be increased above 4.
Every set of armor should be allowed up to three
traits, though the GM has the final say on this. More
than that might indicate a very specific set of armor or
armor of particular note. Members from a common
faction (such as Null Sector or Talon) are likely to wear
armor that has at least one characteristic trait in com-
mon. There need not be an upper limit on how many
traits a player or GM selects for a set of armor, though,
beyond what is practical to track.
Once the armor is finalized, the player should decide

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 111
TABLE 3-4: ARMOR TRAITS TABLE 3-4: ARMOR TRAITS
Name EFFECT PRICE Name EFFECT PRICE
+1 encumbrance, consumes 1 Allows wearer to jump to any
Adaptive +2,500 Rocket +800
Charge to gain Reinforced location within long range

Reduces falling damage by two Sealed +1 encumbrance, see description +100


Antigrav +150
range bands
Reduces Critical Injury result;
Shunting +1,250
Armageddon Can completely heal wearer +900 nearby characters suffer wounds

Attractive Adds j to first Charm check +25 Adds j to Stealth checks the
Silent +50
wearer makes
Allows wearer to control items
Brainwave Interface +800
attached to the armor Gains Defense 1, adds j to
Smoking Perception checks to notice +150
Bulky +1 soak, +1 encumbrance +325 character

Chaotic –1 encumbrance, adds j to social +150 Can inflict wounds on engaged


Spiked +200
skill checks targeting wearer enemies

Speeds donning and removing –1 encumbrance, removes j


Electromagnetic
armor, increases guarded stance +350 Subtle from social skill checks related to +50
Joints
maneuver melee defense bonus wearing armor

Enhanced Adds j to non-combat Brawn- or +50 +3 encumbrance, consumes 1


Winged +2,000
Agility-based checks Charge to allow wearer to fly

Ether
Inflicts strain on engaged
characters
+100 ARMAGEDDON
Flame-Wreathed
Adds defense 1, can inflict heat-
+525
A few different technologies have produced suits of
based wounds on engaged enemies armor that are intended to function under the most
+1 soak, +1 encumbrance; extreme of circumstances. These are capable of com-
Fortified consumes 1 Charge to become +350 pletely protecting the wearer from a catastrophic event,
immune to involuntary movement
but they exhaust themselves in the process.
+1 soak, consumes 1 Charge to
Guarding allow allies within short range to +400
As an incidental, the wearer of this armor can have
gain defense 1 it fully heal all strain and wounds, and remove all con-
ditions and Critical Injuries. This effect also automati-
Heavy +1 soak, +2 encumbrance +250
cally and immediately takes place if the wearer dies.
Removes j from Perception Once used, the armor is reduced to standard clothing
Incisive +50
checks the user makes and any existing traits it possessed are lost.
+1 encumbrance, protects against
Insulating
heat and cold
+50
ATTRACTIVE
Kaleidoscopic Gains Deflection 3, adds j j to +400 The clothing or armor has been fashioned to really
Stealth checks bring out the refractions in the wearer’s eyes or enhance
Adds defense 1, consumes 1 their distinctive scent.
Mobile Charge to count one move +550
maneuver as two A character wearing armor with this trait adds j to
the first Charm check they make in each encounter.
Consumes 1 Charge to gain +2
Overload soak and add j to combat checks, +800
see description BRAINWAVE INTERFACE
Prehensile Weapons
Reduces one ranged weapon’s The armor allows its wearer to control devices inte-
Cumbersome rating by 1 and +500 grated with their armor at the speed of thought.
Frame
encumbrance by 4
A character wearing this armor can manipulate armor
Psychic Adds j to Discipline checks +300
attachments and integrated gear (including weapons)
Quantum +1 encumbrance, gains Defensive 2 +250 without the use of their hands. A Brainwave Interface
also adds a to the results of combat skill checks made
to use a weapon integrated with the armor.

Chapter 3: GEAR AND EQUIPMENT


112 OVERWATCH
BULKY
The dense, cumbersome material
dampens impacts while also providing
significant reinforcement to the armor.

CHAOTIC
A field of disruptive lights plays over the
armor, projecting subliminal fractal pat-
terns and symbols that disorder rational
thought.
The wearer can spend a maneuver to
activate or deactivate this trait. While
it is active, the armor adds j to social
skill checks targeting the wearer.

ELECTROMAGNETIC JOINTS
Many enterprising adventurers have
adapted advanced cybernetic joint
technology to armor, which allows them
to change in and out of their armor with
the press of a button. Many also program
the joints to resist certain pressure thresh-
olds, which helps wearers block attacks
from far stronger opponents.
Characters may don or shed their armor
as an incidental. While wearing this armor,
they gain melee defense 2 (instead of 1) when
they perform the guarded stance maneuver
(see the Genesys Core Rulebook, page 99).

ENHANCED FLAME-WREATHED
The armor provides the wearer with greater strength A flame-wreathed sigil creates an aura of flame around
or speed. the wearer, often taking the form of flaming wings or
The wearer may add j to non-combat Brawn- or tendrils that autonomously protect the wearer from
Agility-based skill checks (pick one when this is nearby attackers.
selected). The wearer can spend a maneuver to activate or
deactivate this trait. While it is active, the armor gains
ETHER defense 1. Also, if they are targeted by a melee combat
A cloud of sedative gas can be made to emerge from check the user may spend d to cause the attacker to
the suit, though the substance is filtered away from the suffer 4 wounds from the intense heat. When making
wearer’s own respiratory system. a melee combat check, they may spend t to inflict 4
heat-based wounds onto the target.
The wearer can spend a maneuver to activate or
deactivate this trait. While active, other engaged char- Being covered in flames may have other narrative
acters suffer 1 strain at the start of their turn. effects, at your GM’s discretion.

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 113
HEAVY
Reinforcements crafted from heavy metal or similar
materials provide the armor with additional protection.

INCISIVE
This protective gear allows the wearer to better notice
possible threats or items of interest, even when condi-
tions would interfere with their senses.

INSULATING
This protective gear is capable of maintaining a steady
internal temperature, protecting the wearer from exter-
nal variations.
This armor reduces the difficulty of Resilience checks
made due to heat, cold, or other extreme climates by
two to a minimum of Simple (–) (see page 111 of the
Genesys Core Rulebook).

KALEIDOSCOPIC
The user's appearance seems to colorfully flicker and
fragment, and targeting them can be almost impos-
sible.
The wearer can spend a maneuver to activate or
deactivate this trait. While it is active, the armor gains
Deflective 3 and adds jj to Stealth checks.

MOBILE
In the right hands, speed and agility can prove to be
a far more effective defense than a bulky set of armor.
As a maneuver, the wearer may consume 1 Charge to
treat each subsequent move maneuver they make as if
they had made two move maneuvers instead until the
FORTIFIED end of the current encounter.
Sometimes the key to victory is knowing how to stand
your ground and hold the line, no matter the odds.
OVERLOAD
As a maneuver, the wearer can consume 1 Charge to Some armors have been customized with the means
become immune to any effects which knock down or to temporarily push themselves past the limits of their
move a target involuntarily (such as the Knockdown typical parameters.
item quality) until the end of the encounter. As a maneuver, the wearer can consume 1 Charge to
increase their current soak by 2 and add j to all com-
GUARDING bat checks they may. These effects last until the end of
the current encounter, at which point the armor suf-
This armor embodies the values of kinship and mutual
fers one degree of damage (as per the item maintenance
defense and reminds its wearer of their commitment to
rules on page 89 of the Genesys Core Rule Book).
protect and sacrifice for the greater good.
As a maneuver, the wearer may consume 1 Charge
to grant allies defense 1 while they are engaged them.

Chapter 3: GEAR AND EQUIPMENT


114 OVERWATCH
SHUNTING
Some armors contain methods of reducing damage by
shifted it to anyone nearby, friend or foe (which can
make for hasty apologies in some cases).
When the wearer suffers a Critical Injury, reduce the
result by 30 to a minimum of 01. All characters within
short range then suffer 2 wounds.

SILENT
Noise-dampening devices within the armor counter
any sound that the wearer produces.

SMOKING
A cloud of fog, haze, or smoke surrounds the wearer.
PREHENSILE WEAPONS FRAME The wearer can spend a maneuver to activate or
deactivate this trait. While it is active, the armor adds
Helix security agents and Omnics designed for combat j to Perception checks made to detect the wearer. (At
often wield weaponry that would normally be too large the GM's discretion, this may not work within some
to use effectively. To allow this, their armor incorpo- environments or certain weather conditions.)
rates shock absorbing technology to take the weight of
oversized weaponry. SPIKED
PSYCHIC The armor is covered in nasty barbs and spikes, making
foes think twice before charging the wearer.
This armor’s protection extends beyond the physical
realm, bolstering the wearer’s mental strength as well. When targeted by a melee combat check, the wearer
may spend hhh or d to cause the attacker to suffer
QUANTUM 3 wounds.

An energy field surrounds the wearer, redirecting the SUBTLE


energy from close combat attacks safely away.
This armor is integrated into normal garments in such
ROCKET a way that its protective nature isn't obvious.
The nature of this protective gear is not immediately
This suit has blast engines affixed to various joints and noticeable, removing j from social skill checks that
locations, increasing the wearer’s mobility. might be applied due to a character wearing armor.
This trait enables a character to stand up from prone
as an incidental. Once per encounter, the wearer may WINGED
instantly move to any unobstructed location within
long range. Majestic formations of feathers, metal, or energy extend
from the back of the protective gear.
SEALED As a maneuver, the wearer may consume 1 Charge;
they may then fly aerodynamically (see the Genesys
The armor includes a full body suit to protect the Core Rulebook, page 100) for the remainder of the
wearer from hazardous environments. encounter or narrative scene. Your GM might call for a
This trait provides the wearer with a one-hour inde- Piloting check in dangerous or unusual circumstances;
pendent supply of oxygen. It also protects the wearer d from the result of such a check means it is depleted
from airborne toxins, vacuum, and drowning. at the end of your character’s turn - and thus runs out
of flight power. (It also means that if your character
doesn’t make it to solid ground by that point, they’re
in for a fall!)

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 115
Gear
Gear is the catchall term for anything that isn’t weapons Large Barrier Shield
or armor. Generally, gear needs fewer rules than either
of those, so we can lump everything together in this Large barrier shields offer the user the opportunity to
third category. not just protect themselves, but also those around them
too. By calibrating the device to the energy signatures
This section presents a small selection of the wide of their allies' weapons, users of a large barrier shield
variety of items that are present in the world of Over- are able to offer protection without impeding their
watch. GMs should use these as examples to help them comrades' ability to return fire.
determine the effectiveness and price of tools that
might serve similar purposes. GMs are encouraged to Unlike its smaller counterparts, a large barrier shield
refer to the Genesys Core Rulebook, page 93, for a dis- must be deployed before it is considered activated.
cussion about how gear can work within the game. Deployment of a large barrier shield requires a man-
neuver, and can be done in one of two ways:
Barrier Shields • Stationary: The user deploys the barrier shield
anywhere within short range. Once deployed, the
One of the most prominent pieces of defensive equip- barrier shield becomes a stationary source of cover
ment in the Overwatch setting are barrier shields (see page 110 of the Genesys Core Rule Book)
- screens of dense hard light energy which protect that provides +2 ranged defense to any allies that
their user from most forms of ranged attack. Famous move behind it. The user can voluntarily deactivate
examples of these in action include the huge barrier the shield as a maneuver.
fields wielded by Crusaders like Reinhardt or projected
• Mobile: The user deploys the barrier shield but
energy shields like those deployed by Sigma and Win-
retains physical possession of it. Once deployed,
ston.
the user becomes a source of cover (see page 110
In the Genesys system, shields operate mechani- of the Genesys Core Rule Book) that provides +2
cally as weapons which give certain defensive proper- ranged defense to any allies that are engaged with
ties. Although it is entirely possibly to build a shield them. The user may move as normal, but cannot
using the same weapon traits system presented on page make any attacks until the barrier shield is deac-
105, we have included several pre-built examples here tivated. The user can voluntarily deactivate the
- some of which have their own unique rules. shield as a maneuver.
If a character uses one of these pre-built examples, The barrier shield's item qualities (Cumbersome 3,
they may not add additional weapon traits to the item. Defensive 1 and Deflection 2) only apply to the user
However, players are encouraged to conceptualize its whilst the shield is activated and equipped. If they
visual appearance and backstory in the same way they deploy it as a stationary source of cover, they only
did for their weapons, armor and Ultimate Ability. receive the same benefits as any other ally.
In addition to the normal options for negating cover,
Shield Gauntlet the GM may spend hhh or d to cause the barrier
Shield gauntlets are highly-specialized defensive items shield to buckle and break under the strain of enemy
worn around the hands or wrists. They operate by pro- attacks. The shield is immediately deactivated and can-
jecting a concave energy field around the wearer. The not be used again for the rest of the encounter unless a
exact appearance or coloration of this energy field dif- character succeeds on a Daunting (kkkk) Mechanics
fers from one gauntlet to another. check to power it back up.

Personal Barrier Shield


A personal barrier shield is a defensive item that func-
tions as a one-handed melee weapon. A famous exam-
ple is the one wielded by Brigitte Lindholm, but they
are also popular with the rank-and-file troops of para-
military groups like Null Sector.

Chapter 3: GEAR AND EQUIPMENT


116 OVERWATCH
TABLE 3–5: BARRIER SHIELDS
Name Skill Dam Crit Range Encum Price Rarity Special
Shield Gauntlet Brawl +1 5 Engaged 1 400 6 Deflection 2, Stun Damage

Cumbersome 2, Defensive 2,
Personal Barrier Shield Melee +1 6 Engaged 4 500 4
Deflection 2

Cumbersome 3, Defensive 1,
Large Barrier Shield Melee +1 6 Engaged 6 2,000 2
Deflection 2, see description

Carrying and Storage Clandestine Gear


Load-Bearing Gear Binders
Load-bearing gear consists of a sturdy, full-torso vest Binders represent the various kinds of handcuffs, man-
covered in snaps, loops, and hooks. It can be worn over acles and other restraints commonly deployed by law
even the bulkiest body armor. enforcement or paramilitary groups to secure prison-
While wearing load-bearing gear, your character ers.
increases their encumbrance threshold by 3. Escaping a set of manacles without heavy cut-
ters requires your character to make a Formidable
Modular Backpack (kkkkk) Athletics check or Daunting (kkkk)
Coordination check.
A modular backpack can come in numerous designs,
often shaped or customized to the needs of their wearer. Disguise Kit
While wearing a modular backpack, your character
increases their encumbrance threshold by 5. Disguise kits are used by criminals, spies, and inves-
tigators to alter their physical appearance. A standard
Sealed Container kit might include various wigs, hairpieces, makeup,

A sealed container represents a small storage solution


(usually no more than a meter long), that is impervi- Making Gear Unique
ous to most conventional cutting devices. Your GM has
the final say on what can cut through the container's Some of the gear listed in this section is deliber-
reinforced exterior, but it should generally be limited ately described in broad, generic terms. This is
to military-grade explosives or heavy-duty construc- intended to give players as much freedom and
tion or demolition equipment. versatility as possible in determining the exact
The container can hold a number of items with nature and physical design of the items in their
encumbrance values totaling up to 20. characters' possession.
For example, 'painkiller' is used as a generic
Utility Belt descriptor for a basic healing item. In-universe,
however, this could be used to represent any-
A common utility belt is part load-bearing gear, part
thing from Zenyatta's orb of healing to Road-
tool belt, and part carry-all. Worn low on the hips, this
hog's hogdrogen canisters. In gameplay terms
handy item is equipped with a holster or tool bag and a
they operate identically, but are incredibly dif-
selection of sealable, weather-proof pouches for carry-
ferent in a narrative sense.
ing small, important items close at hand.
This follows the same design philosophy used
While wearing a utility belt, your character increases
in other elements of a character's Hero Kit - that
their encumbrance threshold by 2.
players should be encouraged to give their char-
acters' gear the same flavor that they have given
their abilities, personality and appearance.

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 117
any mechanical locks or latches. In addition, when
making a Skulduggery check to open a mechanical lock
or latch while using a lockpick set, your character adds
a to the results.

Restraining Bolt
Restraining bolts are to omnics and robots what bind-
ers are to humans. Using magnetic clamps or chemi-
cal adhesives, restraining bolts attach to an omnic’s
chassis and are used to control its actions, usually by
means of a remote control. The most basic restraining
bolts simply shut an omnic down, allowing the user to
bypass guards and incapacitate any omnic witnesses.
More advanced systems can be used to make an omnic
follow the orders of the person holding the restraining
bolt controller.
In most civilized parts of the Overwatch world, the
use of a restraining bolt on an omnic is considered a
criminal act, as omnics have the same rights as humans
(though this does vary from nation to nation).
Most civilian-model omnics cannot withstand the
powerful programming overrides in a restraining bolt.
However, omnic player characters are made of sterner
stuff than their NPC comrades and can, with the right
amount of effort, overcome a restraining bolt. PC or
military-grade omnics may make a Daunting (kkkk)
Discipline check to shake off the effects of a restraining
bolt and act normally after one is applied. After a failed
colored contact lenses, or even prosthetic features.
check, they may make another attempt at a later time at
Advanced kits may contain simple biometric spoofers
the GM’s discretion.
to get around fingerprint readers, retinal scanners, and
even, in some cases, holographic technology.
Sedative
A disguise kit adds j to Deception checks the user
makes while assuming a false appearance or identity. Often taking the physical appearance of a syringe or
needle-dart, a sedative is a chemical or biological agent
Infiltrator Goggles designed to quickly knock a target out so they can be
safely manipulated.
These high-tech goggles consist of various vision-
Applying a sedative to an aware and unwilling tar-
enhancing technologies. Used by criminals and special
get requires the wielder to make a Hard (kkk) Brawl
operatives alike, infiltrator goggles are equipped with
or Melee combat check against the target. Instead of
a passive night-vision system, supported by thermal
inflicting damage, if the attacker succeeds, the target
imaging and (in some models) microband radar emit-
must immediately resist the effects of the medications
ters.
that flood their system as a poison with a Hard (kkk)
While wearing infiltrator goggles, your character Resilience check. Failure inflicts 10 strain.
removes jj added to their checks due to darkness,
smoke, or other forms of concealment. Stealth Field Generator
Lockpick Set The ultimate in personal stealth technology, stealth
field generators are rare and expensive, and well worth
Lockpick sets include a number of specialty tools the price. These tools use a number of optical and light-
designed to unlock mechanical locks. bending technologies to render the wearer completely
Lockpick sets allow your character to attempt to open invisible to the naked eye.

Chapter 3: GEAR AND EQUIPMENT


118 OVERWATCH
The major flaw with personal stealth fields is that they holographic imaging devices to project their data, and
are incredibly unstable, and are prone to malfunctions all can interface with public information networks. All
(such as complete field collapse at a moment's notice). datapads can be encrypted, and many have emergency
Those lucky enough to own one consider the ability data destructs that wipe their memory if they are lost
to move undetected through even the most crowded, or stolen.
well-lit space well worth the price of the occasional
malfunction. General Purpose Scanner
Stealth field generator users cannot be detected by Common scanners are usually small, handheld devices
sight, and any attempts to detect a user by other means, designed to sense and record a variety of data. Simple
such as scent, motion, or sound, make their skill checks and rugged, scanners are used by military operatives
at a difficulty of Formidable (kkkkk). Any h or d and criminal syndicates for tracking and observing
generated while using a stealth field generator may be enemy movements.
used by the GM to indicate that the field flickers for
a moment, or collapses altogether rendering the user Depending on the make and model, a scanner can
visible. detect nearby life signs, heat signatures, different
sources of radiation, the source and direction of vari-
Computers and Electronics ous sounds, or any combination thereof. Some models
scan in all directions, while others are unidirectional
and must be pointed in the desired direction for scan-
A.I. System ning. Some even have integrated metal detectors and
the ability to intercept and record comms traffic. Scan-
The next evolution in consumer-friendly artificial
ners have an operational range usually up to one and a
intelligence, this hand- or wrist-held device incorpo-
half kilometers.
rates a low-level AI that can assist and interact with
your character. Basically, this means your character
can talk to their computer and it answers back. The AI
Hacking Rig
isn’t as smart as an average person, and its “low-level” Hacking rigs offer the extra processing power, memory,
status means it can’t learn or evolve in the same way and adaptive and responsive programming needed to
that a sentient machine (like an omnic) can, but it does assist a prospective hacker with everything they need
everything a modern computer can do and can even to try and infiltrate a secure computer system.
allow hackers to access and attempt to override security
When a character uses a hacking rig to penetrate a
systems.
computer network or similar device, extract or implant
In addition to functioning as a personal computer, data, take control, or conduct related operations, they
the A.I. system has databanks that allow the wearer to may downgrade the difficulty of Computers checks
add j to any Intellect-based checks they make. they make once. Note that hacking is only done against
non-sentient devices; characters must use social skill
Comlink checks against sentient AIs and robots (such as most
omnics) to attempt similar actions.
The Overwatch equivalent to walkie-talkies, comlinks
are small, secure devices used for personal communi-
cation. They have a limited range but are unaffected
Portable Motion Sensor
by buildings and other obstacles. Comlinks are cheap This handheld device, easily stored in a pocket or
and readily available, and they have the added bonus of pouch, detects nearby movement. The user can cali-
being largely untraceable (as they only operate with a brate sensitivity to avoid false alarms by small vermin.
specified network).
Under normal conditions, a character using the sen-
sor automatically detects any moving creatures within
Datapad medium range. Of course, it can’t distinguish friend
The ubiquitous datapad can be found in even the most from foe or identify the creatures. If creatures within
remote parts of the Overwatch world. A powerful com- range are actively hidden, your character adds jj to
bination of communications device, holo messenger, Vigilance or Perception checks to notice them while
handheld computer, and personal database, datapads using the motion sensor (instead of spotting them
combine a number of common electronics in one easy- automatically).
to-use package. Most have touch screens, but some use

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 119
TABLE 3-6: GEAR TABLE 3-6: GEAR
Name Encum Price Rarity Name Encum Price Rarity
CARRYING AND STORAGE Musical Instrument 1 100 4

Load-Bearing Gear +3 45 3 Portable Workshop 4 1,000 6

Modular Backpack +5 100 3 Rations (1 week) 1 40 2

Sealed Container 15 10,000 8 Rebreather 1 40 1

Utility Belt +2 20 1 Recording Device 0 120 2

CLANDESTINE GEAR Rocket Boots 1 850 3


Binders 0 5 3 Teleporter (One-Way) 1 15,000 9
Disguise Kit 4 250 5 Teleporter (Two-Way) 3 30,000 10
Infiltrator Goggles 1 300 6 Universal Translator 0 300 4
Lockpick Set 1 75 5
Programming Tools
Restraining Bolt 0 35 4
Most of these kits come with pre-scripted, omni-OS
Sedative (1 dose) 0 250 3
modules that can be quickly assembled to form a vari-
Stealth Field Generator 2 20,000 10 ety of programs. Programmers can then use them to
COMPUTERS AND ELECTRONICS add helpful abilities to non-sentient devices of almost
any nature. Sometimes, though, they can improve a
A.I. System 1 3,000 1
system just a bit too much...
Comlink 0 25 1 Programming tools decrease the difficulty of Com-
Datapad 0 175 2 puters checks the owner makes to create new software
for a non-sentient computer system by one. t may be
General Purpose Scanner 0 400 2
spent to make this system self-aware (and friendly),
Hacking Rig 1 300 4 while the GM may spend d to do the same, but make
the newly sentient system quite upset with their creator.
Portable Motion Sensor 1 120 4

Programming Tools 0 200 5 Medical and Support


MEDICAL AND SUPPORT
Biotic Field 1 500 6 Biotic Field
Immortality Field 1 5,000 9 An infusion of biotic chemicals contained in a quick-
Medical Tools 3 700 4
release emitter, the biotic field has become a staple
piece of kit for combat medics across the world since
Painkiller 0 25 2 its advent during the Omnic Crisis. Designed for ease-
Repair Patch 0 25 2 of-use in the chaos of battle, the biotic field allows the
user to provide a quick source of emergency healing to
TOOLS AND GENERAL GEAR multiple individuals at once.
Automated Turret 5 15,000 9
As a maneuver, a user may activate their biotic field.
Climbing Apparel 2 400 4 Until the end of the user's next turn, any ally that ends
their turn engaged with the user recovers wounds in
Construction Tools 2 250 5
line with the regular painkiller rules found on page 116
Engineer's Tool Kit 4 200 2 of the Genesys Core Rule Book. Activating a biotic
Extra Reload 1 25 1
field consumes the item completely.

Illuminator 0 10 1

Jetpack 2 4,500 7

Chapter 3: GEAR AND EQUIPMENT


120 OVERWATCH
Immortality Field is too oversaturated with medicine to benefit from any-
thing else).
This powerful item was developed as a progression
Administering a painkiller requires one maneuver,
of the standard biotic field. Infused with the latest in
and the character doing the administering must be
biotic technology, an immortality field lives up to its
engaged with the target to treat them. This also means
name by actually preventing a target's untimely demise.
that a character with a free hand can administer a pain-
As a maneuver, a user may activate their immortal- killer to themself by spending a maneuver.
ity field. Until the end of the user's next turn, any ally
Painkillers (in any of their variants) can never heal
that ends their turn engaged with the user ignores any
Critical Injuries.
wounds they suffer that would exceed their wound
threshold. Activating an immortality field consumes
the item completely.
Repair Patch
Functionally identical to painkillers, repair patches
Medical Tools serve the same purpose but for omnics and other
mechanical or inorganic creatures.
Serving as the 'right tool for the job', a set of medical
tools is a must-have for anyone looking to serve the The first repair patch used on an inorganic character
role of healer. automatically heals 5 wounds. The second repair patch
only heals 4 wounds, the third repair patch heals 3
Having a set of medical tools allows your character
wounds, and so on. The sixth repair patch has no effect
to heal wounds or Critical Injuries without penalty. In
(we say the target is too oversaturated from previous
addition, whenever your character successfully makes
repairs to benefit from anything else).
a check to heal wounds, their target heals 1 additional
wound and 1 additional strain. Administering a repair patch requires one maneu-
ver, and the character doing the administering must be
Painkiller engaged with the target to treat them. This also means
that a character with a free hand can administer a repair
Painkillers are the generic term for consumable auto- patch to themself by spending a maneuver.
healing item. Players and GMs are encouraged to flavor
these in accordance with the context they are used (see Repair patches (in any of their variants) can never
'Making Gear Unique', page 117). heal Critical Injuries.

The first painkiller used on a character automati- A character can also use a repair patch when making
cally heals 5 wounds. The second painkiller only heals repairs on a non-sentient mechanical system, in which
4 wounds, the third painkiller heals 3 wounds, and so case it adds j to their Mechanics check.
on. The sixth painkiller has no effect (we say the target

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 121
Tools and General Gear
Automated Turret
Automated turrets are deployable
defensive items that can be set
to automatically target and fire
upon a designated enemy (or cat-
egory of enemies). A wise engineer
makes sure their turrets are cali-
brated to not fire upon their allies
before deploying one in the field!
As an action, a user may deploy
an automated turret. Once a turret
is deployed, it is considered a sepa-
rate entity from its user. By default, a
turret has a wound threshold of 10 and
a soak value of 4.
In combat, the turret uses the follow-
ing weapons profile: Gunnery (lkk);
Damage 10; Critical 3; Range [Long];
Auto-fire, Limited Ammo 8, Pierce 2,
Prepare 1.
A deployed turret receives its own
turn in the initiative order, which it
takes immediately after the turn of the
character that deployed it. The turret
can only use its maneuver to prepare its
weapon (as per the Prepare 1 quality) and
can only use its action to fire upon a tar-
get. If no valid targets are present, the
turret does nothing.
By default the turret targets the
closest valid target, but the character
that deployed it can use a maneuver
on their turn to designate a specific tar-
get that the turret will prioritize when-
ever possible.
Reloading a deployed turret requires
an Average (kk) Mechanics check.
Repairing a deployed turret requires a
Hard (kkk) Mechanics check, with the
turret recovering wounds equal to s.
Packing up a deployed turret requires an
action. If someone other than the owner
attempts to pack up a deployed turret,
they must make a Formidable (kkkkk)
Mechanics or Skulduggery check.

Chapter 3: GEAR AND EQUIPMENT


122 OVERWATCH
Climbing Apparel Illuminator
A set of climbing apparel can be anything from a fully These small devices provide a safe source of light. Most
secured harness, a collection of reinforced ropes strong are powered by advanced energy sources, although
enough to support the weight of two adults, or a set some are powered by simple batteries. The typical illu-
of quick-stick pitons with an adhesive that locks onto minator is safe, portable, and long lasting.
nearly any surface in seconds. A common feature of An illuminator provides light out to medium range
climbing apparatus is a one-shot grapnel launcher for and removes j added to checks due to darkness. It
quick ascents. can function underwater, in a vacuum, or in a volatile
To use the grapnel launcher, your character must atmosphere without issue.
make a Ranged (Light) skill check with a difficulty set
by the range of the wall, building, or other structure Jetpack
your character is trying to hit (in the same manner as
determining the difficulty of a ranged combat check). A jetpack is ideal for fast maneuverability and surprise
Securing a piton requires a maneuver. The motorized attacks. Most use small thrusters to blast into the air
harness allows your character to ascend or descend for short periods, though some augment this with anti-
without making a check. grav devices. Their only drawbacks are their large size
and weight, limited fuel, and the not inconsiderable
Construction Tools skill needed to pilot them safely.
A jetpack allows the wearer to fly (see page 100 of the
A set of construction tools consists of nanoassemblers, Genesys Core Rulebook). It can be activated or deac-
adhesives, and other items helpful for quick construc- tivated as a maneuver. If needed, the wearer uses the
tion in the field. Piloting skill with this item.
Construction tools decreases the difficulty of
Mechanics checks to construct large edifices, bridges, Musical Instrument
fortifications, and similar structures once.
Music and musical instruments come in many forms
Engineer's Tool Kit in the world of Overwatch. A famous example is that
of Lúcio, the global superstar who has combined the
An engineer's tool kits is just the thing for patching up power of music and sonic technology to help him in his
a cracked suit of power armor, mounting the wheels fight against injustice.
back onto a hoverbike, checking the polarity on a fail- The default audible range of a musical instrument is
ing reactor, or just pounding out the dents in a flying short, though players may work with the GM to devise
mech. items with other ranges (and prices).
An engineer's tool kit counts as the right tool for the
job (see page 93 of the Genesys Core Rulebook) for Portable Workshop
most mechanical or technological efforts. Additionally,
its internal power supply can serve as a power source Although portable workshops come in all sorts of
for other devices for one hour. designs, any engineer would recognize these anvil and
tool sets anywhere, regardless of their technological
Extra Reload background. Even the most common models use grav-
ity-reducing materials to allow beings to easily carry
In the field, every Overwatch agent, Talon operative them into areas or environments that lack the desired
or Deadlock enforcer knows that anything that can technological infrastructure. Most also include power
go wrong, will go wrong, and at the most inopportune sources, welding torches, mega-clamps, and other
time. One of the most common mishaps in the field is necessities.
some piece of important gear running out of power, or Using a portable workshop decreases the difficulty
a weapon running short on ammo or energy. of checks the user makes to create, repair, or modify
Extra reloads allow a character to ignore an "out of mechanical devices (such as repairing hull trauma and
ammo" d result with a ranged weapon. By spending a Critical Hits on vehicles) by one (to a minimum of
maneuver, a character can switch out a power pack or Simple [–]).
reload a weapon to get back into the action.

Chapter 3: GEAR AND EQUIPMENT


OVERWATCH 123
Rations (1 week) Teleporter
The exact nature of the food provided by a set of rations Representing the cutting-edge in advanced teleporta-
can vary depending on where they were picked up, but tion technology, portable teleporters are deployable
a ration pack will always keep a character healthy. items that can provide a user and their allies unprec-
edented mobility on a battlefield.
Rebreather Teleporters come in two main variants; one-way
These devices provide their users with the necessary and two-way. One-way teleporters are small, discreet
atmosphere for respiration in almost any hostile envi- devices that provide a one-time activation for a single
ronment. user. Two-way teleporters consist of a pair of larger
'pads' that create a 'path' between them and can teleport
While using a rebreather, the wearer does not need multiple users repeatedly.
to make a check to survive in toxic atmospheres or
underwater - though any exposed body surfaces may Both variants need to be deployed prior to use.
still suffer damage. Deployment of a teleporter requires an action to place
it anywhere within short range.
Recording Device • One-Way: A deployed one-way teleporter adds
up to jj (at the GM's discretion) to attempts to
Often appearing in the form of small, electronic devices
spot or identify it. Once a one-way teleporter is
that can be discreetly hidden on the user's person,
deployed, its user may spend a maneuver on any
recording devices are popular with undercover opera-
subsequent turn to immediately transport them-
tives, aspiring filmmakers and digital streamers.
selves to the teleporter's location so long as they are
A recording device is not a computer, but allows your within extreme range of it. After a one-way tele-
character to record any visuals they see and download porter has been used, its power is consumed and it
the recordings to any public or private network they may not be used again for the rest of the encounter.
have the relevant access to.
• Two-Way: Each of the two 'pads' must be deployed
separately (requiring an action for each deploy-
Rocket Boots ment) within extreme range of each other before
These boots incorporate several small engines and a it can be used. Once both parts of a two-way tele-
limited fuel supply. They do not provide enough power porter are deployed, a user engaged with one 'pad'
to fly or hover, but they significantly extend the wear- may spend a move maneuver to immediately trans-
er’s jumping distance. They may also be triggered selec- port themselves to the location of the other. This
tively when climbing to assist that action. can be done multiple times by the user and any
targets they choose to calibrate to the teleporter.
Rocket boots add jj to Athletics checks the wearer
makes related to jumping or climbing. Packing up a teleporter requires a character to spend
an action whilst engaged with it. For two-way teleport-
ers, a character can pack up both 'pads' with a single
action (it can be assumed that one part folds itself into
the other via the 'path' that exists between the two).
If someone other than the owner attempts to pack up
a deployed teleporter, they must make a Formidable
(kkkkk) Mechanics check.

Universal Translator
A common piece of technology in the futuristic world
of Overwatch, basic universal translators allow for
rudimentary communications between any languages,
while the more advanced models can even unravel
complicated metaphors.
A translator removes j from social skill checks a
user makes when an unfamiliar language is involved.

Chapter 3: GEAR AND EQUIPMENT


124 OVERWATCH
Chapter 3: GEAR AND EQUIPMENT
OVERWATCH 125

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