Professional Documents
Culture Documents
Artists
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).
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.
Introduction
OVERWATCH 5
THE RULES
THE NARRATIVE DICE SYSTEM
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.
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
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.
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?
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.
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
2 1 3 2 2 2 1 2 2 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 2 1 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
1 1 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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.
• 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.
9 Pilot
10 Rogue
11 Scientist
12 Soldier
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).
Useful Talents
Here are a few suggestions for talents that may
be especially appropriate for “typical” Guardian
characters:
Useful Talents
Here are a few suggestions for talents that may
be especially appropriate for “typical” Scientist
characters:
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.
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
• 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
(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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
Well-Travelled
Tier: 2
Activation: Passive
Ranked: No
Knowledge (History), Negotiation, and Vigilance are
now career skills for your character.
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.
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.
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.
Zealous Fire
Tier: 5
Activation: Passive
Ranked: No
Each time your Game Master spends a Story Point,
your character heals 2 strain.
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.
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
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.
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.
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.
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
Durable Clothing 0 +1 1 50 1
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
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
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.
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.
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.
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.
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
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.
Illuminator 0 10 1
Jetpack 2 4,500 7
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
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.