Core Rules Document
By Jeff Clough <>

©2010 Jeff Clough Genesys System Core Rules Version 1.0.1 –


Release Notes v1.0.1 (2010-04-23)............................................................................4 Introduction................................................................................................................6 Character Creation.....................................................................................................8 Attributes..................................................................................................................10 Skills.........................................................................................................................13 Difficulty Number..................................................................................................15 Situational Modifiers..............................................................................................17 Skill List.................................................................................................................20 Advantages...............................................................................................................26 Combat.....................................................................................................................29 Actions...................................................................................................................29 Attacking and Defense..........................................................................................31 Movement and Distance........................................................................................33 Damage.................................................................................................................35 Healing..................................................................................................................36 Weapon Statistics..................................................................................................37 Special Combat Actions.........................................................................................39 Social Interactions....................................................................................................42 Time Units................................................................................................................45 Spending Time Units..............................................................................................47 Optional Rules and Special Circumstances...............................................................49 Drowning and Suffocation.....................................................................................49 Poison....................................................................................................................49 Chases...................................................................................................................51 Damaging Armor...................................................................................................51 Morale...................................................................................................................51 Falling Damage......................................................................................................52 Traveling................................................................................................................52 Disadvantages.......................................................................................................53 Parrying.................................................................................................................53 Rewards....................................................................................................................54 Advancement...........................................................................................................56

Weapons...................................................................................................................58 Equipment................................................................................................................61 Genesys Development..............................................................................................69


written by Jeff Clough <jeff@chaosphere. for any purpose. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. finished product. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”. You are free to use the Genesys System for your own projects. Anyone can download a copy of these rules and use them for their own projects. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches.4. such as “1. 4 . All versions of this document with the same Major Version Number should be compatible with each> and found at http://www.0 United States License. The terms of this license allow you to use. To view a copy of this license.chaosphere.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development.0/us/. License This work is licensed under the Creative Commons Attribution 3. You are invited to join the mailing list for Genesys. Anyone who contributes will be noted in the Acknowledgments section. in the form of the quote below. or send your ideas directly to the and create compatible works.Release Notes v1.0.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document. but this document only partially follows the normal structure found in a typical.0. Changes in the Major Version Number mean that significant alterations have been made to the rules and should not be assumed to be compatible with other releases.0. “This work is based on the Genesys System version 1. visit http://creativecommons. so long as you give proper credit. modify and create derivative works based on the Genesys System.2”. distribute. including commercial uses. The first number is the “Major Version Number”.

Play-Testers For Version 1. Josh Jarvis. I would like to thank the folks on the internet that have taken the time to look at the system and give me some exceptional feedback. including plug-ins. I’d like to thank every GM and player that I’ve ever gamed with. the rules should still be essentially compatible with other releases withing the same Major Version. I’d never have thought to put this system together. that you follow this version numbering scheme. I have been gaming for about twenty years and without the experience of those hundreds of afternoons. and his ability to throttle a system and take advantage of every rule has proven invaluable in balancing certain elements.groups. 5 . Any works based on I’d also like to thank Benjamin Grant for his invaluable experience with other game systems. No actual rules changes are made between such releases. And finally. A number of other individuals have contributed in innumerable small ways.0 Benjamin Grant. Under no circumstances should a change in just the Release Number break compatibility with previous versions. and coelocanth (from the RPGnet Forums). As well as those people subscribed to the official mailing list that you can find here: http://games. Thank you. and his willingness to listen to mine. While some things may work differently. but it is also required by the license Genesys uses. Shawn Adair. He has been a great sounding board for ideas. or additions to the rules to handle new situations. It is also highly advised that if you are creating products based on Genesys. Not only does this help others determine if what you have created is compatible with the rules they are using. should indicate which version of the core rules is being used. or designed to work with it.0. Acknowledgments I wish to bring special attention to a few individuals that have done much to help make this system a reality. The last digit is the “Release Number” which is changed when minor clarifications or corrections to typographical errors are made.The next digit is the “Minor Version Number” which is changed to reflect relatively minor updates of the mechanics to address issues of game balance.

consistency and flexibility. Two sides of these dice have minus symbols (meaning -1). Whenever possible the game uses familiar metaphors for organizing the action and describing characters. but is not organized in a particularly polished fashion. The primary design goals of the system are simplicity. If 6 . numbers are always rounded down. “he” and “his”. Using Genesys Genesys is designed to be a sort of “operating system” for your role playing game. game designers and GMs can focus on those things that truly matter to them: the setting and those mechanics that make your role playing game unique. This is not to say that you can’t use the system for other genres or time periods. The Core Rules Document is designed to present the rules in a clear way. two sides have plus symbols (meaning +1) and two sides are blank (meaning 0). Plugins are like programming libraries that you add on to the core rules to give you extra things you might need for your game. The license Genesys uses lets you not only build new games for your own enjoyment. It is a set of core rules that handle such things as task resolution and combat. Dice Genesys makes use of three special six-sided dice called Fudge Dice. but you can also publish them. It is my hope that most readers will be familiar with this time and place and thus it will be much easier to understand the concepts illustrated. like a magic system. and choosing the appropriate plug-ins. This is not meant to imply that only men or male characters are accepted. Centuries of use have effectively neutered the male pronoun and any other construct would be awkward. Conventions This book uses the pronouns “him”. Whenever it is necessary to perform division.Introduction The Genesys System is a universal role-playing engine designed to give Game Masters and game designers a set of rules to provide structure to their games while sacrificing as little freedom as possible. These can easily be found at your local game store or can be purchased online from various gaming outlets. The default setting described in this book is for the modern United States. even commercially! While Genesys can be run by anyone straight from this document. it will require a little more effort than if you had a published product in your hands. The name itself is a play on the words “generic system”. By using Genesys.

plus and blank sides. or use this chart: Die Roll Result 1 to 2 -1 3 to 4 0 5 to 6 +1 7 . you can use normal six-sided dice and simply color or mark the sides to indicate the are unable to find these dice.

If several people were sitting around a table discussing your character’s exploits and strengths. All characters start with a score of five in each of the six attributes. what would be three skills they might mention? If someone would say “Boy. Would you like to play a more physical character. can that guy pack a wallop! I saw him box once and he knocked this other fellow out right quick!” you should make Unarmed Combat one of your Signature Skills. and that you refer to those sections as you make your way through the process. it can be very helpful to choose the skills that will support your character concept before you do anything else. or other elements of your character. or using a piece of scrap paper. skills and advantages before you create your first character. you can now begin spending your Build Points. You increase these scores by spending the appropriate number of Build Points as described in the chapter on attributes. When you create a character you are given 20 Build Points. Normally 8 . This might mean writing them down on your character sheet. you should determine how many points to use for your character’s attributes. Whenever you use a Signature Skill. if you follow an organized approach. It is advised that you read through the sections on attributes. Step Two: Attributes Using your skills as a guide. or a character that uses their intelligence to overcome obstacles? Flipping through the first few sections of the book can be a good place to start. which are used to purchase your character’s starting attributes. you gain a +1 to your check in addition to any other modifiers or advantages. you should select three skills that will be the “core” of your character. First. Below is a brief overview of character creation.Character Creation Creating a new character is relatively quick and straightforward. Each of the attributes is measured on a scale from one to ten. skills and advantages. Once you have determined the kind of character you want to play. you can gain extra Build Points to spend on other attributes. You don’t need to assign points to these skills now. If you wish to begin play with one or more attributes below five. Step One: Vision Before you begin creating a character it’s good to get an idea of what kind of character you want to play. just taking note of them and the attributes they rely on will make creating your character much easier and ensure that your vision comes to life. Step Two: Signature Skills After you have taken note of the skills you want.

it should also form part of your character’s description. Once this is done. which you add to the damage you do when using the Unarmed Combat and Melee Combat skills. When you are considering how to select your attributes. weight. so bringing them up to level two will likely be of great are not allowed to reduce an attribute score below three. Skills. Remember. You don’t need to write down every little detail (such as how many pairs of socks your character owns). but your GM may make an exception for special circumstances. height. you may only buy a skill up to level two. Step Four: Skills The next step is to buy your skills. in general. Step Six: Equipment Now it’s time to select equipment for your character. Don’t be surprised if he vetoes that private jet. The GM can advise you on what is reasonable to take as starting equipment. based on your Body score. are a vital part of the game. your character is ready to play. Advantages can be expensive. but could provide you with that extra bit of oomph to get through a tough spot. Another good starting point is asking questions such as “How strong is my character. you should look to your skills and see which attributes they rely on the most. or the knife your character always keeps on his belt. You should also calculate your character’s Damage Bonus at this time. Step Seven: Description Hair color. gender and any other personal details you’d like to record should now be fleshed out and written down on your character sheet. and are completely optional. 9 . but you should take note of any special equipment or weapons your character has. This is a number. Your character’s equipment is not only used to overcome obstacles and solve problems. When you first start the game. each of which gives your character unique abilities or improves on existing ones. skin color. such as your signature pair of mirrored sunglasses. your character’s Signature Skills are the most important to your concept and form the core of your character. on a scale from one to ten?” The answers to these questions translate directly to which attributes you should focus on and the values you should buy for them. Step Five: Advantages There are a number of different advantages you can purchase for your character. and it can be difficult to learn new skills unless you have a teacher.

A Body score that is particularly poor results in a penalty. Characters that expect to take a lot of abuse during combat will want at least an average Body. They are rated on a scale from one to ten. and a score of ten represents the absolute peak of human perfection. An attribute score of one is so poor as to be nearly inhuman. and how much you can bench press are both examples of the use of your Body attribute. This is a number that is added to the damage you do with a successful unarmed or melee attack.Attributes There are six attributes in the game that describe your character in general terms and are used whenever you attempt to accomplish a task. How much damage you can take before collapsing. Here is a brief description of each of the six attributes. and only the best of the best have more than a seven. with five being the normal human average. how likely you are to resist the effects of a poison and how much weight you can lift. Body 1 2 3 4 5 6 7 8 9 10 DB -3 -2 -1 -1 0 0 +1 +1 +2 +3 10 . along with their common abbreviations. It represents how long you can hold your breath. Body (BOD) – Body is a measure of your character’s toughness and strength. An especially high Body score gives your character a Damage Bonus. All but the frailest human beings have at least a three in each of their attributes.

Perception (PER) – Perception is a measure of how observant your character is. Presence (PRE) – Presence describes your character’s ability to relate to people. It determines how likely you are to persuade someone to do something for you. an average or better Willpower is something to consider. you’ll likely need an average or better Presence.Willpower is a measure of your mental fortitude and strength. If you intend on charming the ladies or becoming a respected leader. Characters who favor stealth or melee weapons will likely want at least an average Agility. Characters that expect to design and repair complicated devices or make heavy use of computers will want at least an average Intelligence. 11 . Can you still function while under the effects of a hallucinogen? Can you overcome your fear of heights in order to rescue a comrade trapped on the ledge of a high-rise? How intimidating can your character be? If you expect to run into situations where your inner resolve will be tested. Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities. or win a staring contest. How far and high you can jump. and how easily you can uncover information while talking with people on the street. It is also a measure of your character’s intuition and creativity. how quickly you can run and how likely you are to hit a target with a sword. Willpower (WIL) . Are you able to solve a complex mathematical problem? Can you decipher the ancient language written in that musty old book? These are questions for your character’s Intelligence to answer.Agility (AGI) – Agility describes how athletic your character is and your reaction time. Does he spot that drop of blood on the stairs? Does he see the man in the dark suit slip out of the room? These are some of the situations where your character will have to rely on his Perception. How likely you are to overcome an addiction. How likely are you to sneak up on another character and the chances of you walking on a high-wire are examples of where your Agility score can come into play.

So to have an attribute with a score of one (a level so poor as to be nearly inhuman) will give you thirteen Build Points. To go from a five to a three will give you three Build Points. Going from a five to a four will give you one Build Point. Likewise. you can lower your attributes to gain extra Build Points to spend. You spend Build Points to raise the attributes. 12 . Attribute Level 1 2 3 4 5 6 7 8 9 10 Total Cost -13 -7 -3 -1 0 1 3 7 13 23 Every character begins with a score of five in each of the six attributes. although the GM is certainly free to grant permission for a lower attribute if he feels it is appropriate. Players should have at least a three in each of their attributes.Purchasing Attributes When you purchase your character’s attributes. and you receive extra Build Points by lowering them. To go from a five to a seven costs three Build Points. you consult the following table to determine the cost of your desired level in Build Points. To go from a five to a six costs one Build Point.

such as a fight or an attempt to hack an enemy’s computer system to gain crucial evidence. He rolls the dice again and get one plus (+1) and two blanks (+0). Let’s say your character wishes to gain access to an enemy’s computer network. rolls of +3 or -3 are handled differently. this gives you a Skill Value of 8. From firing a pistol at a guard. You roll the dice and get one minus. This means that you can succeed your Hacking attempt if the difficulty of gaining access is 8 or less. the character rolls again. he rolls three “pluses” on the dice). each minus symbol means -1 and each blank means 0. In a dramatic situation. His total roll is a +4. along with the result of a die roll (your Bonus Value) to determine whether or not you succeed. inadvertently ducking your shot. Every skill is tied to one of the six attributes. 13 . In order to accomplish the task. your target might choose that exact moment to reach down and pick up his bag. you must make a Skill Check. Die Rolls and Bonus Values To determine your bonus value. the parent attribute of which is Intelligence. called its parent attribute. skills play a vital role in your ability to accomplish things. when making a skill check. you will add your level of a skill to that skill’s parent attribute. In most situations. one plus and one blank for a total of 0 (-1 + 1 + 0 = 0). If a character rolls a +3 (that is. You only add the value of this second roll to the initial roll if the second roll is positive. These twists of fortune are represented by allowing very good or very poor rolls in certain situations. to hacking through the security of a database. Example: The character rolls the dice and gets three pluses (a +3). Or when looking for a suspect. If you have an Intelligence of 6 and a Hacking skill of 2. If the second roll is a positive number (a +1.Skills Nearly everything you do in the game requires the use of a skill. The Hand of Fate Sometimes fate can conspire against you. your character might simply bump into them on the street outside your favorite coffee shop. You ignore a negative or zero result. This gives you a range of values from -3 to +3. This would require use of the Hacking skill. When acting as a sniper and attempting to take out a target from a distance. you roll the dice and count your “pluses”. for instance) he adds this to his initial roll to obtain a higher number than normal. Each plus symbol means +1.

the character rolls again. He rolls again and gets two minuses (-2) and a blank (+0). His total roll is -4. if a character rolls a -3 (three “minuses”). You only add the value of this second roll to the initial roll if the second is negative. You ignore a positive or zero result. Consider the Unarmed Combat skill. If a character is attempting to hot-wire a car without any pressure. a normal roll will suffice. However. you use the Agility attribute. Likewise. It is important to note that this rule only affects dramatic scenes. If the second roll is a negative number he adds this to his initial roll to obtain a result lower than normal. He ignores this result. When using this skill to attack your opponent. you re-roll again applying the same rule.Example: The character rolls the dice and gets three pluses. you could make an Unarmed Combat check using your Perception attribute to size-up his ability. 14 . His total roll remains a +3. This open-ended rolling system allows for exceptionally high or low rolls. for a roll of -2. there may be times when it makes more sense to use a different attribute. He rolls again and gets one minus and two blanks. But if you are watching another character box. Using Different Attributes The parent attribute of a skill is simply the attribute that is used the most during the skill’s typical application. Example: The character rolls the dice and gets three minuses. If you continue to roll three pluses or minuses.

as a guide. How Well Did You Succeed? It is important to know how well a character succeeded. he can assign a difficulty number of ten or eleven. Heroic . Impossible .Difficulty Number The GM assigns the difficulties of the tasks you are attempting using the following table: Difficulty Number 3 5 7 9 12 15 20 Description Effortless . But a check result of three or four in this situation could mean disaster. this might be considered a “minimal” success (a Result of zero). The GM determines the difficulty number in secret.Only those with a great deal of skill and natural ability are likely to succeed. The GM should use the difference between the check and the difficulty of the task. called the “Result”. with a check result of six against a difficulty of seven meaning the character “just barely” failed (a Result of -1).The task can pose a challenge to even someone with experience. Challenging .No roll required if skilled and not under pressure. Failure is treated similarly. If he decides that the difficulty of a particular task is somewhere between “Challenging” and “Hard”.The task will likely be accomplished by anyone with decent training or above average ability.Only with excellent luck. Easy . advanced training and ideal circumstances could anyone hope to succeed.A task even the best of the best would find very difficult. even with minimal training. If the difficulty was seven and the character’s check result was also seven.Anyone of average ability should be able to perform the task. this might qualify as a “spectacular” success (a Result of five). If the check result was twelve. Average . These numbers are just guidelines for the GM. before you roll. Hard . 15 . or how disastrously the character failed. however.

but that likely can’t be known in advance. but usually not much higher without proper planning or support. You can usually count on being able to perform tasks with a difficulty equal to or less than your skill value. giving you a total of 8 (6 + 2 + 0). meaning your Stealth check has a difficulty of 6 (5 + 1).Result -5 or worse -3 -1 0 +1 +3 +5 or better Opposed Actions Description Catastrophic Failure Major Failure Minor failure Minimal Success Minor Success Major Success Spectacular Success Some tasks do not have a difficulty that is assigned by the GM. you are able to sneak past him. 16 . In other words. You have an Agility of 6 and a Stealth of 2. The guard has a Perception of 5 and an Alertness skill of 1. Example: You are trying to sneak past a guard. Because you beat the difficulty. For instance. the roll of the dice represents all of the little things that make each situation different from the next. if you are trying to sneak past a guard. but rather depend on another character’s abilities. Randomness In Genesys. You roll a bonus value of 0. especially when attempting things at the edge of your ability (a difficulty equal to your skill total). the difficulty is the sum of the guard’s Perception and Alertness. the difficulty of this Stealth roll is the guard’s ability to notice you. Only the acting character (the character whose turn it currently is) rolls the dice in an opposed action. It is important to do everything you can in each situation to contribute to your chances of success.

granting larger bonuses and penalties. In general. while each of the Supporting characters provides a +2 support bonus. The total bonus from Support cannot exceed +6. Extra Time Every skill takes time to perform. In other words. The GM should determine how much extra time would be required. Support A character can be assisted by other characters when performing a task. 17 . the GM could rule that he gets a +3 bonus. if you have a state of the art machine with the latest software. When it makes sense. The GM can rule that multiple modifiers apply to the situation. and when the character is not under pressure (they aren’t involved in combat or some other dramatic situation) the player may elect to take extra time to accomplish the task. If you are attempting to hack a network with an outdated computer system. In this case. and how much of a bonus to assign. On the other hand. and an unfavorable circumstance grants a -1 penalty. even if it’s only an instant to spot a bloodstain on the floor. the character attempts to perform a task in much less time than would normally be required. the GM could give you a bonus. which is enough to see you. The GM assigns a penalty and tells the player how much time would now be required.Situational Modifiers Each situation is different. the GM can handle this in the same way as extra time is handled above. if the guard is wearing night vision goggles. This could be picking a lock. These bonuses and penalties are called "situational modifiers". Example: In the stealth example above. or combing an area for evidence. In this case his Alertness total would be 9. The player can then elect to make the check with the penalty to determine if they succeed or fail. a favorable circumstance grants a +1 bonus. but sometimes circumstances are especially favorable or detrimental to performing certain tasks. Such a character could then receive a modifier to help them perform the task. one character makes the skill check. provided they are both skilled and it is appropriate to the situation. and knows that someone may be breaking in. the GM might assign a penalty to your skill total. Rushed Like taking extra time. In cases where it makes sense. some skills can be “rushed”.

If the character wished to attempt a Stealth check to hide. If you wish to buy the Alertness skill at level two. Example: Suppose in the above example the guard is asleep. 18 . Likewise. this means that the acting character has an advantage in that they succeed in the case of a "tie". or trying to swim while wearing a hundred pounds of gear are likely situations that can be resolved more quickly through common sense than a skill check. Some skills are so simple that even if your character has not received formal training. Success Whenever you are attempting a task. In an opposed action. or where the advantage is so firmly the character’s that they have almost no chance of failing. Example: A character is standing in the middle of an open field. it would cost two Build Points. Purchasing Skills When you create your character. it will be noted. however you suffer a -2 penalty to your skill check. If a skill may be used in this manner. attempting to negotiate a high-wire while suffering heavy wounds and carrying another character. To buy it to level three would cost a total of three Build Points. you succeed when your skill check is equal to or greater than the difficulty. Unskilled Use Any skill can be used without having been trained in it. the GM should rule that the character cannot attempt his Stealth check unless something changes. or made the practice of that skill a focus of his development. he can still make checks with it at no penalty. the GM should allow the player to automatically succeed.Impossible or Ideal Circumstances Sometimes it’s possible to find a character in a situation where the odds are hopelessly stacked against him. with a guard at the top of a tower watching their every move. Improving skills is described later in the section on advancement. unless the character makes an incredible amount of noise to disturb the guard at the top of the tower. at noon. In this case. shooting an incapacitated character at point blank range. for example. you purchase skill levels with Build Points at a one to one ratio.

you can only buy a skill up to level two. This represents the pinnacle of understanding and ability.Skill Limits When you first create your character. 19 . The maximum level that any skill can be improved to is level six.

players and GMs should be able to create any new skills that may be appropriate for their games. Skill List Acrobatics Alertness* Appraise Bluff* Climb* Computer Use Diplomacy Disguise Dodge* Empathy* Engineering Expression First Aid Forgery Hacking Heavy Weapons Intimidation* Leadership Lock Picking Lore Management Medicine Melee Combat Navigation Persuasion* Ranged Combat Repair Research Resolve* Ride Science 20 AGI PER PER PRE BOD INT PRE PER AGI PER INT PER PER INT INT PER WIL PRE AGI INT INT INT AGI INT PRE PER INT INT WIL AGI INT . An asterisk (*) indicates that the character does not suffer from the standard -2 penalty if unskilled. but some less common skills are provided as examples for the GM. The majority of the skills are likely to be found among at least one adventurer. Referring to these sample skills.Skill List The skills given in this section are those most common to the modern era.

while a catastrophic failure would mean falling. checking email or installing new software. It can be also be used to determine how far or high your character can jump.Security Sleight of Hand Stamina* Stealth* Survival Swim* Throw* Unarmed Combat Use Vehicle INT AGI BOD AGI INT AGI AGI AGI INT Acrobatics (AGI) – This skill describes your character’s ability to tumble and balance. With a successful Climb check. A successful check allows your character to tumble or travel across a slippery or unstable surface at your normal movement speed. Appraise (PER) – This skill represents your character’s ability to assess objects with an eye toward their value. or the sound of a door being opened. a character standing still makes a Jump check against a difficulty equal to twice the height in feet. your character can move their normal speed while climbing. Rather than describing your talents for convincing people to do something through debate (such as Persuade). For a high jump. A minor or moderate failure means your movement is slowed. Computer Use (INT) – This skill allows your character to use a computer for typical tasks such as surfing the web. or your ability to lie your way out of a situation (through the use 21 . or convince people that what you are saying is the truth when they have no real reason to believe you. It is also the skill used to determine initiative during combat. in order to cultivate their goodwill and respect. It can help you determine whether that “priceless” artifact is actually a cheap imitation. a character with a running start makes a check against a difficulty of one half the distance in feet. Bluff (PRE) – This skill is a measure of how well you can lie. Alertness (PER) – This skill measures how likely you are to notice small details. For long jumping. Diplomacy (PRE) – This skill describes your character’s ability to pick up on subtle social cues and customs. Climb (BOD) – This skill represents your character’s ability to climb over fences or scale walls. Characters with this skill can also maintain networks and ensure that the security of their systems are solid. such as a stain on someone’s shirt.

of Bluff). and have a simple action available to spend. Dodge (AGI) – This skill determines how likely you are to dodge an enemy’s attacks. choose a specific type of engineering such as Mechanical. The First Aid skill allows you to heal a character suffering from light damage. have the ability to move. It doesn’t give you the ability to read minds. Electrical or Software. Engineering (INT) – When you take this skill. Intimidation (WIL) – This skill represents how frightening or forceful your character can be. It is also used to treat characters on the battlefield that have been incapacitated in order to prevent their deaths. This is your character’s ability to design and build devices that use the chosen type of system. mortars and vehicle-mounted heavy guns. such as a tank’s primary weapon. Forgery (INT) – This skill allows your character to create false identification records. This skill is used only to determine if you hit the target. choose a type of expression such as sculpture. Expression (PER) – This skill represents your character’s ability to express himself either through art or performance. When you take this skill. First Aid (PER) – This skill determines how well your character understands very basic medical knowledge and your training with devices that are designed for battlefield use. in order to gain unauthorized access to networks and data centers. if they like or dislike you. Hacking (INT) – This skill determines how easily your character can cut through sophisticated computer security systems. but it can let you determine whether or not a person is lying. not additional damage. and the general emotions they are currently experiencing. painting or dance. this skill measures your character’s ability to improve other’s dispositions toward you. Empathy (PER) – This skill determines how easy it is for you to read people and know their true feelings toward you or a particular situation. The details of this skill can be found in the combat section. or other such official documents or data as needed. firewalls and encryption. 22 . Heavy Weapons (PER) – This skill determines how proficient your character is with large battlefield weapons such as cannons. Disguise (PER) – This skill is used whenever you wish to conceal your identity through the use of props (such as a guard’s uniform) or masks and makeup as well as mimicry. and to temporarily offset that character’s penalties for more serious wounds. You can only dodge an attack if you are aware of the attack.

or convince them to go to war would require a Persuasion check. such as a Local Lore. Encouraging a planetary council to divert supplies to a starving colony. South. A skill level of one gives your character a basic sense of direction (North. It is also your skill at bargaining and haggling over prices. Persuasion (PRE) – This skill used to determine how likely you are to persuade someone to do something for you. It determines whether or not you hit. choose a specific type of repair such as Mechanical (for machines and automobiles). knives.Leadership (PRE) – This skill represents how likely your character is to inspire others on the battlefield or convince other characters to follow you into combat. designed to navigate over land. East and West) and the ability to read maps. administering drugs and performing surgery. This bonus does not stack with other characters’ use of the leadership skill. It not only helps to determine whether or not you hit something. given enough time to make a convincing case. a Language. Navigation (INT) – This skill allows your character to use maps and simple tools such as compasses and GPS systems. as well as your understanding of finances and accounting. Lore (INT) – When you take this skill. This 23 . Armor or Computer. but also how much damage you can do. Management (INT) – This skill represents your character’s ability to run a business. the Law or History. The difficulty of this check is seven. Ranged Combat (PER) – This skill is used whenever you fire a pistol. Electrical. if the identity of the poison is known. It represents your understanding of the ins and outs of corporate law. adjusted by the GM depending on the level of desperation present in the scene. It is also used to cure poisoning. Lock Picking (AGI) – This skill allows your character to open mechanical locks without a key using a set of lock picks. The difficulty of picking the lock is assigned by the GM. Medicine (INT) – This skill determines how knowledgeable your character is concerning the finer points of anatomy and diagnosis. your character can attempt to inspire his allies by making a Leadership check and spending a simple action to shout words of encouragement and bravado. as well as any extra damage you can do with such weapons. If the roll succeeds. as well as his training with advanced medical technology. This skill describes how much your character knows about the chosen field. all allies able to hear your words get a +1 to all checks for the remainder of the scene. The use of inadequate or make-shift tools will likely incur a penalty. Once per scene. Repair (INT) –When you take this skill. water or through the air. swords and other such weapons in combat. Melee Combat (AGI) – This skill describes how well your character can use clubs. rifle or machine gun. choose a specific discipline.

Research (INT) – This skill represents your character’s ability to use standard data retrieval systems and search engines to find information. regardless of how much time it may take. Survival (INT) – This skill grants your character the ability to “live off the land” when away from the amenities of civilization. Stamina (BOD) – This skill represents how long your character can engage in a strenuous activity without tiring. pick someone’s pocket and perform minor “magic” tricks. It is also used to determine your 24 . motion sensors and the related communication networks that report unauthorized access or emergencies. Resolve (WIL) – This skill represents your character’s determination and focus. Ride (AGI) – This skill determines your character’s ability to ride a beast of burden as a form of transportation.skill is a measure of your character’s ability to repair the chosen type of system. either on the Internet or in special databases. Sleight of Hand (AGI) – This skill enables your character to palm small objects. An extreme +3 bonus means that all they are trying to do is finish. You use this skill whenever your character is trying to sneak past a guard. When attempting to overcome a fear. do something without making a sound or dodge security cameras when he knows they are present. It can also be used to examine paper records and books. Stealth (AGI) – This skill determines your character’s proficiency at going unnoticed. although obviously this takes longer. choose a specific science such as Biology. the GM should have the player make a single roll. or circumvent the system to enter a building undetected. An extreme -3 penalty means they are pushing themselves as hard as they can. trying to finish the task as fast as possible or win a race. clean water and tracking animals or people across the terrain. such as running or swimming a great distance. It is also used to conceal small objects on your person. or quelling the voice of your survival instinct. The player assigns a modifier from -3 to +3 to represent the effort they are putting into the attempt. In most cases. Security (INT) – This skill is measure of your character’s familiarity with security systems such as alarms. Science (INT) – When you take this skill. This skill represents your character’s training in the given scientific field. This skill does not allow you to design or invent new systems. Use of this skill allows your character to properly install and configure such a system. a Resolve check can see you through. It can be used to find safe food. The player can declare how much they are pacing themselves or how much they are exerting themselves. Chemistry or Forensics.

A minor or moderate failure means that you move much slower while a catastrophic failure means you are at the risk of drowning. such as SCUBA gear. Swim (AGI) – This skill represents your character’s ability to swim over and under water. Throw (AGI) – This skill describes your character’s ability to throw objects with greater accuracy and distance. kicking. A successful swim check allows your character to move their normal speed through water. Use Vehicle (INT) – When you take this skill. Unarmed Combat (AGI) – This skill represents how good your character is in hand to hand combat without the use of a weapon. such as a high-speed chase. it also determines the amount of damage you can do. Not only does this skill describe how likely you are to hit. Punching. This skill represents your character’s ability to operate the chosen vehicle type in atypical situations.proficiency with certain types of equipment used for surviving in inhospitable environments. Watercraft or Aircraft. Weapons such as grenades and throwing knives are commonly used with this skill. Having a one in this skill gives your character the ability to pilot the chosen vehicle without issue under normal circumstances. choose a specific type of vehicle such as Automobile. 25 . grappling and headbutting are all examples of unarmed combat.

it simply negates the normal penalty to the check. speak with your GM. Your character is particularly well-adept at interacting with the chosen group and gains a +3 modifier to all Presence based checks when dealing with them. but some may be bought at various “levels”. This is discussed in the section on advancement. each time applying to a different group. Advantages can also be purchased later in your character’s career by using experience points. giving him passing knowledge of many skills. You gain a +3 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. but they can be very expensive. but can be expensive. Smooth Operator (5) – When you take this advantage. instead of a Simple Action (2 AP). but there are exceptions which will be noted in the descriptions. such as “The Aristocracy” or “Mercenaries”. Most advantages have a single cost. When buying advantages at character creation time. They can be quite useful.Advantages Advantages are optional edges you can purchase for your character to give them a boost during play. is listed in parentheses after the name of the advantage. Choosing to take one or more advantages can mean a large investment of Build Points and making the wrong decision can be costly. Advantage List Attractive (5) – Your character’s appearance is considered unusually attractive. This advantage may be taken multiple times. you ignore the usual -2 penalty. When making a check while unskilled. Advantages can usually only be taken once. choose a particular social class or group of people. the cost of the advantage. you gain four study points instead of the usual two. This advantage does not make you skilled in a skill you haven’t purchased (so you cannot grant Support). Quick Draw (5) – You may draw a weapon as a Free Action (0 AP). This advantage doesn’t make your character more perceptive. giving you a greater edge at a higher cost. Good Student (5) – Whenever you spend a Time Unit to practice or learn a skill. Jack of All Trades (5) – Your character has picked up many bits of skills and aptitudes throughout his life. You are not limited in the number of advantages you can take. If you are uncertain as to the nature of a particular advantage. but rather makes it trivial for him to later remember any detail he’s already perceived. Exceptional Memory (5) – Your character is able to remember even minute details without the need to make an Intelligence check. in Build Points. 26 .

Your character has a particular knack for a certain skill. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. furnishings. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. You may heal three points of heavy damage every five days (instead of one). including a home.000. The other restrictions of the Leadership skill still apply. you may reduce this damage by two points.000. Your character begins the game with a net worth of $10. You may take this advantage more than once. Specialist (5) – When you take this advantage. automobile and savings in the form of securities which can be liquidated within thirty days. such as a large city or state. spending a Time Unit allows your character to heal all damage. you likely own at least one profitable enterprise and have a large investment portfolio. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others.000.Wealthy (5. The help you obtain can be outside the letter of the law. Apply a +2 modifier to checks using this skill. placing you among some of the wealthiest people in the world. or reputation. Ambidextrous (5) – When using the Dual Wield combat action. 10. While not one of the richest people in the world.000. Your character begins the game with a net worth of $100. In addition. Whenever your character takes damage. 15) – Your character has access to more money and resources than the average character. choose a specific skill. a success grants them a +2 inspiration modifier. 27 . and may be offered at significant risk to your contact. choosing it for a new area each time or increasing the number of people you can rely on.000 or more.000. your character ignores the normal -2 modifier. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. instead of a +1. Natural Leader (5) – When using the Leadership skill to inspire your allies. and three points of medium damage every day (instead of one). Tough (5) – Your character is more resistant to damage than normal. 10 15 Contacts (5) – When you take this advantage choose an area. at the GM’s discretion.

In addition. even when he is unable to Dodge. 28 . your character may Dodge a single attack as a Free Action (0 AP). choose a combat skill (Melee. choosing a different combat skill each time. Combat Expert (10) – When you take this advantage. but does not apply if your character is surprised. Opportunist (5) – Whenever you make a melee or unarmed attack against a target. Evasion (5) – Your character is particularly good at avoiding attacks. if that target is unable to Dodge the blow (or chooses not to) you do two additional points of damage. If you knowingly attempt to perform an action that violates your purpose. This advantage negates the effects of the Fog of War. You can make one attack per round with the chosen skill as a Free Action (0). You receive a +2 situational modifier whenever you Evade an attack. The purpose you select must be approved by the GM and he will advise you on which actions do and do not support it. Ranged or Unarmed). you may intercept one attack as a free action (0 AP) instead of a simple action. Bodyguard (5) – When your character chooses the Guard special combat action.Avoidance (5) – Once per round. you apply a +2 modifier to that check. Purpose (5) –Your character has dedicated themselves to a particular purpose or ideal. You are particularly well-trained in the use of the chosen combat skill. any successful attack you make using this skill has its damage increased by +1. you receive a -2 modifier to the check. You may take this advantage multiple times. This bonus also applies to Dodge attempts. Whenever you make a check to accomplish a task that directly relates to your purpose.

The Scene is divided into smaller parts called Rounds that each represent about six seconds of time in game. combat is divided into units of time called Scenes. the GM chooses who goes first based on the elements of the scene. This is explained later along with other special combat options. If there is still a tie. but in some cases there may be a dramatic shift in the action. Mental Actions . In this case. In the event of a tie in initiative. there are a variety of different actions characters can take. drawing or reloading a weapon and dodging an attack are examples of simple actions. jumping. every Round. The entire combat. Anything that requires practically no time or thought is typically a free action. to declare what their character is going to do and resolve any actions they take. as is activating a control panel or looking up a location using a GPS system. These actions fall into one of several types. activating a walkie-talkie and shouting a short phrase are examples of mental actions. Characters can take one free action per round without a penalty. Initiative In order to determine who acts when during each Round. the character with the highest Alertness skill goes first. the characters participating in the Scene make Alertness checks at the start. prompting each player to act in order of highest to lowest initiative. Players roll for their characters and the GM rolls for any NPCs.Shouting a one-word command and dropping a weapon are examples of free actions. A character is able to adjust their initiative during combat. Rounds and Turns. Anything that requires only a minor level of thought or a short spoken command is a mental action. one at a time. players involved in the scene take Turns. or additional combatants may enter the field of battle. depending on the kind of task the character is attempting to accomplish.Moving at your speed. The GM then takes note of each character’s result and acts as referee. is called the Scene. Typically initiative is rolled only once. Anything that requires fairly complex 29 .Looking around for an exit. from beginning to end.Combat To help everyone keep track of the action. the GM may call for a new initiative roll. Types of Actions Free Actions . Finally. Actions During combat. Simple Actions . at the beginning of the Scene.

which represent the total amount of time and effort the character has available to him during the round. This is two standard actions (3 AP + 3 AP). picking a lock. Time Keeping Every type of action has an action point (AP) cost. Examples: A character fires his weapon twice in one round. A character runs down a hallway and jumps over a pressure plate in the floor. sneaking at your movement rate. or holding a brief conversation are examples of standard actions. 30 . Action Points can be carried over to the next round for defensive purposes. Mental Actions require 1 AP. This is a simple action. Any Free Actions taken beyond the first become Mental Actions. allowing you to Dodge. but any AP left unspent at the beginning of your next turn go away. looks for an exit and fires his weapon. Simple Actions require 2 AP and Standard Actions require 3 AP. a mental action and a standard action (2 AP + 1 AP + 3 AP). The player takes actions by spending these Action Points according to the costs above. The exception to this rule is the Free Action. Each character can take one Free Action per round without spending any Action Points. characters get six Action Points. Standard Actions . A character dodges an attack.thinking or a modest amount of physical manipulation or movement is a simple action. Each round.Attacking an opponent. This is three simple actions (2 AP + 2 AP + 2 AP). Anything that requires careful consideration or fine movement generally requires a standard action.

you must have at least two unspent action points from your last turn. plus the bonus you generate from the dice. 31 . you must have the ability to Evade. Even though you do not roll the dice when attempting to Dodge. You are able to move. In order to hit your target. This represents the extreme chaos that accompanies the beginning of combat and the inability of the characters to anticipate their enemies’ actions. you have a reasonable expectation that you could be attacked. You are “on guard”. When you attempt to Dodge. When you are the target of an attack and choose to “Evade” it. plus that skill’s parent attribute. Example: You are entering a building where you suspect an enemy is hiding out. you must meet or beat his defense. You have a Perception of 6 and a Ranged combat skill of 3. applying any appropriate modifiers. The guard has an Agility of 5 and a Dodge of 1. That is. and be aware of the specific attack you wish to avoid. and add your Dodge skill to the difficulty the attacker must match to hit. That is. The Fog of War On your first action in the scene.Attacking and Defense Attacking a character requires you to use a combat skill. You roll and get a bonus value of -1. You hit. such as Ranged Combat. Example: You are not bound. You must also be able to take a simple action. you add your combat skill. You are still able to Evade attacks. it is still considered a “check” for purposes of situational modifiers. 2. you spend these action points. you do not have any action points and thus are unable to Dodge. To attack. In order to Dodge an attack. giving him a defense total of 6 (5 + 1). against your target’s defensive ability. for a total of 8 (6 + 3 .1). Defense There are two broad ways for your character to avoid being hit: Evading and Dodging. You are only allowed to Evade an attack when both of the following conditions are met: 1. the attacker makes his attack roll against a difficulty equal your character’s Agility score. Example: You are attempting to shoot a guard with a pistol.

The character gets a +3 to his initiative roll. The ally does not roll. When surprised. and whether or not they can position themselves properly to take advantage of it. either before or during combat. If a character is using a shield of some sort. All characters must be using the same skill and be within the proper range of the attack. The primary character uses their skill and roll. Example: A guard is hiding behind a crate while one of the PCs is shooting at him. Support During Combat A skilled character may spend a standard action to support another character on that ally’s turn. 32 .Surprise Surprise occurs when a character’s target is unaware of the attack (the attacker is hidden). If the surprise occurs at the beginning of combat (perhaps as the result of an ambush). Example: A character is lying in wait to ambush a guard on patrol. they are usually made aware of your presence and you are unable to make another stealth attack without first slipping away (moving to Medium range) and hiding again. the GM should assign an armor rating to the cover as appropriate. the target is not able to Dodge. if the situation meets the conditions described above. You may still be able to Evade the attack. they are not allowed to Dodge your assault. Cover can also act like armor. the attacking character or characters are given a +3 bonus to their initiative checks. In such cases. The guard is surprised and is unable to Dodge the attack. The GM will determine if the cover is suitable to shield the target from the type of attack they are being subjected to. or believes that the attacking character won’t be attacking them (they believe the character is a trusted ally). it is treated as cover and the GM should determine how much of a penalty to assign incoming attacks. absorbing some of the damage in the case of explosions or attacks designed to penetrate the cover and damage a target behind it. Your GM will advise you as to whether or not you can make subsequent stealth attacks. A second player sneaks around and attacks the guard from behind. however. If the target is unaware of you. the attacker has a -3 modifier to their combat check. Cover If a target is behind suitable cover. Whether or not you hit. but adds a +2 because of their ally’s support. you may attack as normal. likely giving him the ability to act before the guard. Stealth and Surprise If you are able to conceal your presence.

Ranged weapons have a listed optimal range that is specified using one of the terms above. the various possible distances are usually divided into several broad ranges. Medium – Medium range is that distance between short and what the average person could cross with three simple actions. Moving while using the stealth skill requires the character to spend a Standard Action (3 AP) for the movement. The average character can cross this distance in ten full rounds of movement. If firing at a target that is one category closer than this optimal range (a target at Short range when using a weapon of Medium range) you get a +1 modifier for your attack. or a full round of travel (one hundred feet). every character is able to move up to their Agility times six. Melee weapons all have a range of Personal and are unable to strike any target beyond this range. The average character can expect to cross this distance with three full rounds of movement. Where it is important. If they do nothing else during the round (spend all six Action Points on Simple Actions) they may move up to three times this distance. the penalty becomes -3. in feet. Personal – Personal range includes yourself and the area around you that you could hit with the average melee weapon. by spending a Simple Action (2 AP). At two categories closer (a Medium range weapon targeting an opponent in Personal range). At two categories farther away. During combat. 33 . Long – Long range is that distance between medium and roughly three hundred feet. rather than a Simple Action. By taking a second Simple Action. they may move up to twice this distance. but rather it follows certain guidelines and is adjudicated by the GM when there is a question. Short – Short range is that distance between personal and what the average person could cross with a simple action (thirty feet). You can move about this space without having to spend any action or action points (a shuffle-step). Climbing or swimming at this speed requires a successful check for the relevant skill. the bonus becomes +3.Movement and Distance Movement and distance in the game is not measured precisely. If firing at a target that is one category farther away than this optimal range (a target at Long range when using a weapon of Medium range) you get a -1 modifier for your attack. Very Long – Very long range is that distance between long and roughly one thousand feet. otherwise the character moves more slowly and may be at risk of injury.

Rarely should exact distances matter. 34 . treat distances beyond Very Long as multiples of this distance. Outside of these distances. In most situations. In general. That is. How do you treat attackers that “have the high ground”? Is it any harder to hit a target moving at high speed? Does the crate the guard is hiding behind shield him from the grenade’s explosion? This is where situational modifiers come into account. at a -1 penalty. a character can gain a +2 modifier on their next attack. or three times this distance at a -3 penalty. rather than dig out miniatures and rulers. a ranged weapon is usually ineffective. the GM should use the above as guidelines and err on the side of speed. these are just guidelines. the weapon is capable of striking targets up to twice this distance. questions will arise during combat. When you are determining the penalties assigned to weapons firing beyond their normal range. Situation Target has suitable cover Low visibility (night) Target is larger than normal Target is very large Target is smaller than normal Target is very small Target is moving very fast Attacker has the high ground Attacker spends a standard action aiming Modifier -3 -1 +1 +2 -1 -2 -2 +1 +2 Remember. Aiming By spending a Standard Action (3 AP) aiming a ranged weapon. the GM should make a quick decision and allow the action to continue. Special Circumstances Invariably. The GM must determine the specific circumstances of each situation when assigning these modifiers. the GM should give the character a +1 bonus for each favorable circumstance they experience. and a -1 penalty for each unfavorable circumstance they are working under. but when they do.For weapons with a range of Very Long. the GM should be able to estimate the distances in the game using these rough ranges.

All light damage is healed with a good night's rest. but will no longer be dying. If your meters are filled completely. Your character's Body attribute determines how much damage he can take before being incapacitated. Medium damage represents cuts. painful bruises and other wounds which interfere with your character's ability to function. your character will receive penalties to his rolls. you are incapacitated and are dying. In this case. Once your medium damage meter is filled. your character is immediately incapacitated but you will not die until you either take additional damage. Once your light damage meter is filled. It is important to note that when taking damage it is impossible to die immediately from a single blow if you have any hit points left. your character will still be unconscious. While your character has medium damage. As long as you have hit points left in your light damage meter. For example. Without proper care. If he takes any damage while in this state. you begin to fill this meter. Each meter can hold a number of hit points equal to your Body score. Taking any more damage while incapacitated means you die immediately. Light damage represents bruises and scratches that pose no real threat to your character. If you take enough damage. If you receive a successful First Aid check before this time is up. you suffer a -3 penalty to your rolls. you suffer a -1 penalty to your rolls. or if one minute passes before you receive a successful First Aid check. If you are not wearing armor and are shot with a powerful weapon for twenty points of damage. While your character has heavy damage. your character has a total of fifteen hit points. or with a successful use of the First Aid skill. or naturally recovers one hit point. your character suffers no penalties. Once you have filled all three of your damage meters. you "fill" these meters.Damage When your character gets hit in combat. your character will also die. you start taking heavy damage. let’s say your character has a Body score of five. Without proper medical attention. The next meter tracks Medium Damage. 35 . The last meter tracks Heavy Damage. Damage is tracked in the form of hit points on your character sheet using three meters. blood loss and broken bones which greatly impair your ability to act. If you are experiencing heavy damage. The first meter that gets filled tracks Light Damage. each point of heavy damage takes five days to heal. your character falls to the ground unconscious and is incapacitated until he is either healed. your character recovers one point of medium damage each day. As you take damage. he dies. Heavy damage represents serious wounds. After ten rounds (one minute) of being incapacitated. you are likely to take damage. it's time to leave the fight and seek medical attention.

but the injured character must rest for at least eight hours before gaining any benefits to the treatment. then finally light. You are allowed to perform First Aid on yourself. allows your character to recover from light damage. 36 . then medium. If the character is being treated in less than ideal conditions (a hideout without proper medical technology). If successful. A Medicine check is made against a difficulty of seven. If the character is suffering from medium or heavy wounds. such as during combat. Because of the exacting nature of Medicine. If a character is incapacitated. It requires one hour to provide proper medical attention. no damage is healed. First Aid . you are not allowed to perform this skill on yourself.Healing Damage is healed in order of most to least severe. It takes longer to use the Medicine skill than First Aid. Apart from natural healing which is explained above. even if the check fails. there are two other kinds of healing your character can receive. in addition to their natural healing. and Medicine generally requires suitable facilities (such as a clinic) and/or equipment. such as bandages and first aid kits. even if the check fails. First Aid is usually quick to perform. A character can only be treated with Medicine once per day. The difficulty of a First Aid check is seven.Use of the Medicine skill and related equipment is used to heal medium and heavy damage. If First Aid is being applied under stressful conditions. but that character ignores his wound penalties for one hour.Use of the First Aid skill and associated equipment. the GM is free to assign modifiers to the check. It can also temporarily negate the penalties associated with more serious wounds. a successful First Aid check will stabilize them. preventing death. If successful. Medical Attention . A character can only be treated with First Aid once per day. It requires a full round to apply First Aid to a character. the treated character is healed for all light damage. the GM is free to assign modifiers to the check. the character will heal a number of hit points equal to their Body score after a night’s rest. Your character must heal all heavy damage first.

and takes the form of a list of letters separated by slashes. firing a weapon in this manner uses only one round of ammunition per attack. Many weapons can be fired a single shot at a time. The Action value describes how the weapon can be fired. If you hit. They also have a cost expressed in U. Normally keeping exact count of how many rounds you’ve spent isn’t necessary. strike an area. Firing a weapon in this manner generally uses three rounds of ammunition per attack. The Range of a weapon describes the distances at which the weapon is effective. You can elect to fire the weapon using any Action that the weapon supports. or in a full-automatic mode. For ranged weapons. Burst (B) – Firing a burst from a ranged weapon allows you to “suppress” your target’s ability to act. You receive a -3 penalty to your attack roll. All weapons have a Base Damage rating. If a character is wearing armor that only partially covers the body (such as a vest or breastplate) its Armor Rating is halved for purposes of Area damage. You take a -2 penalty to your attack. Firing a weapon in full-auto mode generally empties the weapon of ammunition. the Range attribute describes the distance at which no bonus or penalty is gained for firing the weapon. The actual statistics used for the area of effect and any “splash” damage will be given in that weapon’s description. Single-Shot (S) – Firing the weapon a single shot at a time gives you no bonuses or penalties. your target may not take any actions other than Evading or Dodging on his next turn. but the GM might call for more detailed book-keeping in particularly dramatic or tense situations. Dollars to give the GM an idea of the resources needed to procure them. Full-Auto (F) – If you choose to fire a weapon in full-auto mode allows you to spray “cover fire” at an enemy. If you hit. preventing him from taking any action on his next turn. as a burst of projectiles. doing damage to everything within its radius of effect.S. All melee weapons have a Range of Personal and are ineffective beyond this. The Ammo value tells you how many rounds of ammunition can fit in the gun. which is the amount of hit points of damage a successful attack from the weapon inflicts automatically. Action and Ammo are attributes unique to ranged weapons. For situations where it matters. Area (A) – Some weapons. your target receives a -2 penalty on their next check. 37 .Weapon Statistics There are a variety of different statistics for weapons used in the game. like grenades or heavy artillery. A successful hit uses the weapon’s Base Damage.

in some situations doing so might add to the drama of the scene. Reloading Reloading a weapon is a Simple Action (2 AP). An armor rating of 2. 38 . The total damage a character would take on a successful hit would be 4 hit points (2 + 2). Because of this. As long as your Body is high enough. Example: You are wearing a vest with an armor rating of 2. To this. you add the Result of your combat check. However. and an Encumbrance rating. Damage Bonus When using the Melee Combat or Unarmed Combat skills. but they should also not “sweat the small stuff” and manage what they are packing down to a single bullet. which is used to determine if you can wear the armor without penalty. for instance. it is advised that all players carry at least some spare ammunition. Each type of armor has a Body rating. You subtract 2 because of your armor and only take 2 hit points of damage. Armor Armor absorbs damage and allows you to be safer in combat.Tracking Ammo As mentioned above. but the GM is free to tell a player who has been firing his Uzi in bursts throughout the round that they don’t have enough bullets left in the gun to make a full-auto attack. Weapon Damage Every weapon has a Base Damage value that indicates how many hit points of damage a wound from the weapon will inflict. The downside to this approach is a lack of absolute realism. A guard shoots you for 4 damage. it usually isn’t necessary to track how much ammunition the players or NPCs expend. Every piece of armor has an armor rating that tells you how many points of damage it can absorb per attack. Example: Let's say you beat your opponent’s defense by 2 and are wielding a club with a base damage value of 2. which is the penalty applied to your rolls if your Body is not high enough to wear it comfortably. you can wear the armor with no ill effects. you add your character’s Damage Bonus to any damage your character inflicts. allows you to subtract 2 hit points of damage from every successful attack made against you.

If your character would normally act on an initiative count of seven.Special Combat Actions Every combat situation is different. your character does not need to use any AP to Dodge. Each one improves your initiative by one. and you hold your action until the count reaches five. You can spend as many AP sizing up the situation as you wish. This can allow you to see what others are doing during the scene and act in response. When you wish your character to take one of these actions. If you hold your action until the end of the round you may choose to spend all of your actions as though you chose to size up the situation. Full Defense Your character abandons any other actions in order to concentrate completely on defending themselves. Holding Your Action When it is your character’s turn to act. Many of these actions yield a benefit. Sizing up the Situation Your character can use a Mental Action (1 AP) during his turn to improve his initiative by one for all subsequent rounds. but suffer a -1 modifier for all other checks made during this time. In addition. though at the cost of some penalty. The trade-offs for each action are explained in the action’s description. By holding your action you are reducing your initiative for the current and all subsequent rounds during the scene. Defensive Fighting Your character adjusts their fighting style to focus more on fending off the blows of their opponents. you can hold your action until later during the round. You gain a +1 modifier to all combat checks made until the 39 . This represents your character’s ability to survey the scene and plan his moves accordingly. but over centuries of human conflict. You gain a +2 modifier to all Dodge attempts made until the start of your next turn. intent on striking his enemy even if it means standing in harm’s way. you now act on a five in every round following. The following special actions may help in this regard by allowing you to take advantage of certain situational modifiers or special effects. Aggressive Fighting Your character leaps into the fray. but cannot take any other actions other than movement during this time. various special tactics have emerged that have sometimes tipped the balance in a conflict. rather than trying to damage their enemies. You gain a +3 modifier to all Dodge attempts made until the start of your next turn. announce your intention at the start of your turn before you take any other actions.

but suffer a -1 modifier for all other checks made during this time. All attacks made against the target gain a +1 modifier. and both you and your target gain cover from other combatants. Called Shot Your character attempts to hit a specific part of his target’s body with his attack. A called shot receives a -3 penalty to your attack roll.start of your next turn. attacking your target’s leg may slow them down. You make an Unarmed Combat check opposed to your target’s Unarmed Combat. your target is unable to perform any actions other than grappling with you. If you succeed. any attacks made against you have a +1 modifier applied to them until the start of your next turn. Each other character distracting a target grants an additional +1 modifier. so long as your target remains in Personal range. While actively grappling. Other characters attempting to attack you or your target suffer a -3 modifier to their checks. your character can take no other actions. or to strike certain vital areas which could result in extra damage or side effects as the GM decides is appropriate. The target must be within Personal range and you must be unarmed. You may distract as many opponents per round as you have standard actions. In order to use the Guard action. but on their turn. Because you are so exposed. The grapple lasts until the start of your next turn. but you must be within Personal range of each of them. your opponent may attempt to break the grapple with his own Unarmed Combat check. You may only distract an individual target once per round. This modifier lasts until the start of your next turn. Full Attack Your character abandons any other actions in order to concentrate completely on destroying your opponent. you must be within 40 . Guard Your character may choose to shield another character or object of similar or smaller size from attacks. but cannot take any other actions other than movement during this time. You gain a +2 modifier to all attacks made until the start of your next turn. Grapple Your character attempts to subdue an opponent by wrestling them to the ground. For example. This can be used to target unarmored parts of your target. Distract Your character may choose to spend a standard action (3 AP) to distract an opponent within Personal range. although other characters may distract the same target as you.

You must announce your attention to take the blow before the attack is resolved. granting him an additional attack at the expense of a -2 penalty for each. You may only guard one character at a time. so long as you remain within Personal range of your ward. The effect of this is the ability to make one additional attack. allowing you to hold another in your off-hand. including attacks. For example. you may spend your simple action (2 AP). Combining Combat Actions Some of the above actions can be combined for greater effect. Note that actions which specify that your character can take no other actions (such as Full Attack and Full Defense) cannot be combined by the same character. He may also chose to use Dual Wield if he has another weapon in his hand. All attacks you make that turn suffer a -2 modifier. Dual Wield Some melee and ranged weapons are small enough to be held in one hand. if you and an ally are attacking the same character with melee weapons. You must announce your intention to guard at the start of your turn.Personal range of your ward. If your ally then chooses to use the Aggressive Fighting action he may gain a further +1. granting your ally a +1 bonus. When this is the case. because of the bonuses from Distract and Aggressive Fighting. you may choose to Distract your target. with the weapon of your choice. which. While guarding another character you may take other actions as normal. you can elect to use both weapons at the same time. as though dodging. When an attack targets your ward. This combat action cannot be used with Unarmed Combat. in order to intercept the attack and take the damage yourself. or to provide special tactical bonuses. You must declare your intention to dual wield at the start of your turn. and must declare which character you are guarding at that time. and be able to dodge. as a free action (0 AP). translates into no attack penalty at all. 41 .

Social Interactions Role-playing games aren’t just about numbers. for instance. they also involve taking on the role of a character and interacting with the world and its inhabitants. Disposition Hated Hostile Cold Neutral Warm Friendly Loved Modifier -5 -3 -1 0 +1 +3 +5 42 . according to how they are disposed to them. It may be rare. Acting out a scene where your character convinces a jury to let them go free. and should generally be free to form their own opinions toward other characters in the game) and reflect how much they like or dislike another character. how likely they are to succeed does not just depend on the player’s roll. but it is possible for one character to hate a character that loves them. That said. Character Dispositions Different characters in the game world react to other people in various ways. These dispositions are typically reserved for NPCs (players should role-play interactions between themselves. This is simulated through the use of character dispositions. just like combat. or lying your way past a guard are all important interactions that should be given at least as much attention as combat. but also on the character’s attitude toward the player. some rules and guidance can help structure and enhance these types of encounters. Each disposition carries a modifier which should be applied to any Presence based checks (such as Persuade or Bluff) one character makes toward another. When a player is attempting to Persuade another character. Note that two characters don’t necessarily have to have the same disposition toward one another.

Hostile – The character is intent on causing the PC harm. but rather requires a lengthy period of conversation and interaction. the character’s disposition does not change. Neutral – The character treats the PC as they would any random stranger. After the scene is played out. The character trusts what the PC says (so long as it seems possible) and will vouch for them when necessary. The player can suggest to the GM what his character might say to the other character and the GM can feel free to assign modifiers based on how convincing the player seems to be. They will help the PC in any way they can. but they remain distant and suspicious. For spectacular failures or success. if they are willing to deal with the PC at all. but they will make things difficult for them whenever the situation presents itself. even if it means incredible risk. someone they believe they can count on. the player makes a Diplomacy check opposed to the other character’s Resolve. the character’s disposition improves toward him by one level (for example. applying any modifiers from the character’s current disposition as well as any bonuses or penalties the GM assigned due to the player’s acting or the circumstances of the scene. Loved – The character feels a deep. While not as accommodating as a true friend. Using Diplomacy is not something that can be done in an instant. They refuse to do any business with the PC unless they feel it will give them an advantage in the conflict. Friendly – The character views the PC as a true friend. the character generally trusts the PC and will likely render aid if it doesn’t put them at any risk. Improving Dispositions Improving a character’s disposition toward you requires the use of the Diplomacy skill. They are no more or less likely to offer aid. going from “Cold” to “Neutral”). If the player fails. the GM 43 . Cold – The character feels some reason to dislike or distrust the PC. The character will likely demand much more than typical for any assistance they might render. The character is very likely to offer whatever assistance they can. with the normal prejudices or lack thereof.Hated – The character utterly despises the PC. Warm – The character greets the PC with a smile and considers them at least an acquaintance. close and personal bond with the PC. though won’t necessarily put themselves at great personal risk. The character would find it almost impossible to believe the PC is anything other than loyal and completely trustworthy. They won’t necessarily put themselves at great risk to hurt the PC. They won’t go out of their way to cause the PC harm. If the player is successful. and will likely take any opportunity to harm or destroy them.

The rules for character dispositions and Diplomacy exist to give the players and GM a convenient short-hand to help structure and speed up social encounters in a manner similar to combat encounters. Note also that because Diplomacy is a Presence-based skill. making it quite difficult to change the mind of a dedicated enemy. Rolling Not everything in a role-playing game needs to be rolled. Role-Playing vs. harnessing their creative talents to develop a well-rounded character over time. If your group feels these mechanics are too restrictive you are free. In general. and even more time to turn an enemy into a friend. to ignore them completely. it is affected by the modifiers above. as always. It takes time to cultivate a relationship. Many people play such games to have an opportunity to act. the GM should allow only one Diplomacy check every in-game day to reflect this fact. 44 . or increase by two levels. respectively.could have the character’s disposition drop by one level.

is on the action. most of the episodes in any particular season relate to some larger challenge or “Big Bad” that must be dealt with definitively in the last few episodes. rounds and turns. is called an Episode. all of which describe relatively short periods of time because of the need to organize the action at a fine level of detail. but at the same time such things should not bog down the action. Arranging your campaign in this fashion can lead to a more dynamic and exciting story. growth and ultimate destiny. To help keep the game moving. facing ever more powerful challenges. but some may be shorter or longer depending on the tastes of the players and the GM. where the players are the stars of their own serial. little time is wasted watching a character repair a car. Episodes are directed with an eye toward moving the story forward. while at the same time creating a practical limit on what any given character can do with their time. There’s no limit to the number of seasons a series might be composed of. Whether this takes the form of heavy combat. or force some characters to sit on the sidelines. 45 . The game divides up the action over long periods with terms traditionally used by television shows.Time Units Time in combat situations is measured in scenes. Genesys provides a convenient mechanism to allow these more mundane events to take place “off screen”. An individual session. the idea is to keep the story moving. A set of related adventures that take place over several Episodes. or spending hours or days in a workshop modifying a machine gun to achieve a greater firing rate. But there is also a need to track larger blocks of time in a role-playing game. A casual trip to the firing range to brush up on your aim is hardly ever given any screen time unless it serves as the back-drop for some other actually important plot point. And the seasons taken together describe each of the characters’ personal struggles. Rarely do you see characters doing something mindless or boring on screen. where the players and the GM gather together for a few hours to play. Think of a television show you might have watched. The focus. allowing a series to run on for as long as everyone is still having fun with those characters and the stories being told. therefore. Seasons usually take from five to eight episodes to resolve. Characters should have some limit to their off screen time (what they are allowed to do outside of the context of play). is called a Season. leading up to an epic conclusion where the fate of the world is at stake. Likewise. diplomacy or investigation. In many shows. The collection of Seasons that the same group of characters participates in is called a Series.

players are given special points called Time Units. usually between episodes (after one play session and before the start of the next one).To simulate these off screen events. and let the characters spend them at that point. These Time Units can be spent in a variety of ways. otherwise they are lost. One Time Unit is awarded at the end of every episode that character participates in. the GM should ask the players how they wish to spend any remaining Time Units. Time Units last only for a single season. described below. 46 . When the season concludes.

Working – Sometimes characters would like a little extra money. or some other group of people. but rather than take up game time by forcing a player to roam the streets picking pockets. These events are certainly important to the character. Special Events – Let’s say a player wishes to have their character cultivate a relationship with a certain politician. they may heal a number of hit points equal to their character’s Body score. Healing – When a character has no access to appropriate medical care or technology.Spending Time Units Time Units can be spent in a variety of ways. they gain two Study Points for the skill they choose. and could easily bog down the rest of the group forcing characters to wait around for one of their companions to heal. Cliff Hangers Sometimes the flow of time between one episode and the next must be tightly controlled. it makes more sense to have the player spend a Time Unit and make one roll to determine whether or not he has made a new ally. a character may spend Time Units to gain some extra money. The GM might take a few minutes to hear the player’s plan as to how his character would go about schmoozing. This allows something that could normally take up a great deal of game time to be done very quickly. Studying – Characters may spend one Time Unit per Episode improving an existing kill or learning a new one. and could benefit the entire team. allowing players a wide array of choices in how to spend their off screen time. or take an odd job here and there. So instead of forcing the character to make a series of rolls. For instance. leaving the rest of the players sitting around as nothing more than spectators. it probably makes sense to condense the event into one or two skill checks and allow the player to spend a Time Unit to “macro” the resolution. When a character studies in this way. When a character spends a Time Unit in this way. How much money is left to the GM. Time Units may only be spent between episodes. and spend time acting out all of the various conversations. or if the GM feels that there is enough down-time in the action within the episode to justify the spending of a Time Unit. the team may end one episode racing to get to location 47 . and based on that plan could grant the check a modifier. a character may elect to spend a Time Unit to heal up off screen. their only option is to let nature take its course and heal at the normal rate. but should they be played out in a regular game session? Any time the GM feels like a character would have to grab the spotlight for a long period of time. Because some wounds can take a great deal of time. In general. or even work overtime at their normal place of employment. beginning with the most severe wounds as normal.

48 . This means that the players do not get to spend their Time Units between that session and the next. preserving the important situation’s integrity and making every moment count. Because of these restrictions. In these scenarios. Time Units can allow the players and the GM to “hand wave” over the event and let the action continue. the GM should always be careful about when and how often they declare episodes Cliff Hangers. many situations can arise where an entire team of characters must be sidelined while one character heals up. However. Why Time Units? Time Units reflect the basic idea that a game is supposed to be fun for everyone. Time Units are a very powerful tool that can easily serve to keep the action flowing and make the game more enjoyable for all. Players may ask how a character with life-threatening injuries is able to bounce right back at the start of the next episode. but there is no reason the GM can’t translate these abstract numbers into specific lengths of time such as days or weeks. Time Units can be safely omitted. the GM should designate that episode a Cliff Hanger. If characters end that session wounded and want to heal up. In cases like these. or is busy wooing the locals. If this sort of realism is important to the group. During the course of play. The downside is that Time Units remove a certain degree of realism from the game.before their enemies do. They also may not spend study points or experience points improving their characters. The realism you may lose is likely to be outweighed by the time you save. ready for more. Because of this. The various skills in the game may reference Time Units. it probably doesn’t make sense to allow them to spend Time Units on the way. it is strongly suggested that you give them a try.

Most poisons simply deliver their effect and are then passed out of the body. Drowning and Suffocation A character that is exerting himself. 49 . This complexity should be offset by the infrequency of their use. you should feel free to take these mechanics as guidelines and “wing it”. a character may hold his breath for a number of rounds equal to three times his Body score. Many of the rules and systems given in this section are fairly complex. If you find these rules too cumbersome. and dies on the next round if they are unable to breathe. After this time they must pass a Stamina check every round. the player makes a Body check with a difficulty equal to the poison’s Potency Rating. although some can have special effects which cause the poison to linger. as these mechanics cover special situations that shouldn’t crop up that often. a poison is a chemical compound that has a Potency Rating and an Effect. the rules in this section are only suggestions. clawing through earth or struggling with bonds. In general.Optional Rules and Special Circumstances There are a number of special circumstances that players and GMs can come across during the course of a game. depending on whether the character managed to resist the poison. If they fail the check. A character that becomes incapacitated while holding his breath falls unconscious. such as by swimming. For particularly stressful situations (a character trying to dig themselves out of a coffin after waking up to find themselves buried alive). each with their own effects. should such situations arise during your adventures. What happens to a character that is drowning? When does the poison a character just drank take effect. penalties may be assigned by the GM. This check begins with a difficulty of seven and increases in difficulty by one point each round. can hold his breath for a number of rounds equal to his Body score. and is it fatal? What are the chances of a character being able to run a marathon? This section provides suggested rules for these events and more. When a character fails this roll. If doing nothing else. Poison Poisons can come in a number of different types. they begin losing hit points at the rate of one per round until they are able to breathe freely again. Some poisons also have a negative effect even if the character resisted the worst of it. or discover that these situations occur frequently in your games. When a character is exposed to the poison. and not under duress. Remember. the Full Effect of the poison takes hold.

the patient does not recover and the poison’s potency is effectively increased by +1 for the purposes of future attempts. each at a +1 potency (three doses of Sarin Gas would require three rolls at difficulties of 10. The table below gives potencies and effects for one “dose” of the poison. Tranquilizer 9 Immediate exhaustion and confusion (-2 penalty to all checks). Character takes 20 points of damage. Multiple doses require additional rolls. Immediate nausea (-3 penalty to all checks). Immediate unconsciousness. If successful. It is important to note that most of these poisons are deadly and that the GM should exercise care in which compounds to allow in the game. Recovery in one hour. Character takes 15 points of damage. If the roll fails. Name Sarin Gas Potency 10 Full Effect Immediate unconsciousness. 11 and 12 respectively). the patient recovers. Resisted Effect Immediate sickness and coughing (-3 penalty to all checks). Curing Poison In order to cure a poisoned character. Recovery in one hour. This is of particular concern if you believe poisons will feature prominently in your campaign. with a high number indicating a very powerful compound. The following is a list of sample poisons from the real world. or if their potencies and effects should be reduced.Like a character’s Body score. Immediate nausea and seizures (unable to take any action). Cyanide 8 Strychnine 7 Immediate muscle spasms (-2 penalty to all checks). a Medicine check is made against a difficulty equal to the poison’s Potency. 50 . Character takes 10 points of damage. a poison’s Potency Rating is measured on a scale from one to ten. Immediate muscle spasms and seizures (unable to take any action).

characters who experience the Resisted Effect of a poison recover naturally after a good night’s rest or the successful use of the First Aid skill. is hit for seven points of damage. oncoming traffic or other hazards where it’s appropriate and dramatic to do so. the armor is fully repaired. Both the pursued and the pursuers make checks on their turn opposed to the other side’s skill to see if ground is gained or lost. the GM may decide that whenever the Armor Rating of the character’s armor is overcome (that is. or even characters’ Agility scores in the case of running can be used as necessary. To repair this damage. the character must make a Repair Armor check against a difficulty equal to seven plus the amount of effectiveness the armor has lost. In general. the Bulletproof Vest loses one point of effectiveness and now has an Armor Rating of three. so the difficulty of his Repair Armor check is eight (7 + 1 = 8). Chases involving other skills. Generally a chase lasts for several rounds and involves at least one Drive check. an Armor Rating of four. or if a car crashes. Example: After the fight. using a skill such as Drive. a chase is resolved through an opposed action. Example: A character wearing a Bulletproof Vest. Since this overcomes the Armor Rating. 51 . the character sustains damage in spite of wearing the armor). The armor has lost one point of effectiveness. it is destroyed and cannot be repaired. and the combat begins to clearly move in favor of the players. Morale When the players are fighting with a group of NPCs. Damaging Armor Armor can lose its effectiveness over time. the GM may make a Morale Check. it loses a point of effectiveness. Chases High-speed chases through a busy city are a common occurrence in the movies and likely to be something the players will be involved in at one time or another. When a piece of armor has its Armor Rating reduced to zero. To simulate this. such as a piloting skill. the character attempts to repair his Bulletproof Vest. there is a chance that their enemies will abandon the fight in an effort to save themselves. To determine whether or not this happens.Unless otherwise noted in its description. Additional checks might be required to avoid pedestrians. If successful.

If a character or group fails this check. Armor does not typically apply to falling damage. The GM decides that the battle has swung so far in the players’ favor that the remaining guards must make a Morale Check. Uneven ground. The GM decides that the difficulty of this check should be ten and rolls for the guards. as well as the amount of gear a character is carrying. this should also apply. For every ten feet beyond this that they fall (round up to the nearest multiple of ten feet). they become lost. modified by the GM depending on whether the character has a map. The difficulty is seven. dense foliage or hostile conditions (such as the extreme heat of a desert or the cold of the arctic). modified by the GM based on how dire the situation has become. The GM should randomly determine in what direction the characters have actually moved and call for a new Navigation roll after an hour of travel to see if the characters recognize their error. These rules and distances should be adjusted if the characters are traveling via a vehicle or beast of burden.A Morale Check is made using the NPC’s Resolve skill. If successful. This becomes an opposed action with the player’s Intimidate check going against his enemy’s Resolve. can reduce this to twenty or even ten miles. getting a Resolve check result of eight. A character attempting to survive a planned drop (such as jumping off the roof of a two or three story building) may make an Acrobatics check against a difficulty of seven. Finding your way through a dense forest is much more difficult than finding your way across the plains. the character suffers five points of damage. the fall is treated as being ten feet less than it actually is. The ability to navigate and avoid getting lost is dependent on the type of terrain and circumstances of the journey. 52 . a player can attempt an Intimidate check that immediately forces their opponents to make a Morale Check. knows the area and the type of terrain. If an NPC is using the Leadership skill. Example: The players are fighting a group of guards and they have managed to defeat several of their opponents. The guards run. If the combat has begun to swing in the players’ favor and they are aware of this. Falling Damage A character may normally fall up to ten feet without suffering any damage. To stay on course. a character must make a Navigation check against a difficulty of seven. Traveling The average human being can walk approximately forty miles (sixty-five kilometers) in twelve hours over even ground (such as a road) in good conditions.

53 . The decision to allow such disadvantages depends a great deal on the type of game the GM wishes to run. Some examples of disadvantages might be: Ugly (-5) – Your character’s appearance is considered unusually unattractive or hideous. Parrying A character may use his Unarmed Combat or Melee Combat skill to deflect incoming unarmed or melee attacks. You gain a -2 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. disadvantages need to be carefully tracked by the GM to ensure that the players are properly penalized. Doing so requires the parrying character to have saved a Standard Action (3 AP) from his previous turn. the defending character may make an immediate counter attack at a -3 penalty. The parry is successful if the attacker fails. By allowing disadvantages. Slow (-5) – Your character receives a -3 modifier when rolling for initiative.Disadvantages Some GMs and players may prefer to have a way to choose flaws for the player characters. In addition. making for a more powerful party. the rules for Dodging apply. the players have effectively gotten their extra Build Points “for free”. Otherwise. Players must discuss with their GM any disadvantages they may feel would be appropriate for their character and seek specific approval. If the GM forgets about these disadvantages and fails to bring them into play. The attacker’s combat check is made against a difficulty equal to the parrying character’s weapon skill total. a player may later spend experience points to “buy off” a disadvantage. Disadvantages can be easily created by using the advantages provided as a baseline. The GM may also wish to limit the number of points gained from disadvantages to no more than ten Build Points. On a successful parry. The cost of buying off a disadvantage is twice the normal cost of the disadvantage in experience points. With the GMs permission. as a means of both adding flavor and as a way to provide more Build Points at character creation time. characters may start the game with much more than twenty Build Points.

One Experience Point is awarded automatically to every character that participated in the episode. learning new things. there is a space to track Study Points. or the GM feels the character could have learned something from the failure (“He won’t do that again!”). Each episode. That.Rewards Throughout the course of the game your character will push his talents to the limits. Learning from Mistakes In cases where a character fails a skill check in a particularly notable manner. which are also tracked on your character sheet. 54 . As the game progresses. picking up new skills and improving existing skills. They are also used to increase your character’s attribute points and buying advantages later on. you gain two Study Points for that skill that you can later spend to improve it. or getting the trashed computer system back online to extract valuable information. The GM may also grant you a special reward for a particularly resourceful use of the skill. Study Points are tied to a particular skill. Each Experience Point acts as a kind of “wildcard” Study Point. but Experience Points can be spent on any skill. is. Whenever you spend a Time Unit to train a skill. you can use Experience Points to learn new skills or improve existing ones. but only one Study Point for each individual skill may be earned in this way during a particular episode. the GM can award a Study Point as he would for a notable success. To simulate this. only one Study Point for each individual skill may be earned during a particular episode. Experience Points and Time Units. Experience Points At the end of each episode. the GM gives out Experience Points. In these situations the GM can award your character a single Study Point for that skill. making them very versatile and powerful. Study Points Next to each skill on your sheet. such as saving the day with a well-placed shot from your pistol. As above. the GM awards Study Points. your character becomes more knowledgeable and more formidable. the GM awards between one and three experience points according to the following guidelines: 1. You can gain many Study Points during a single episode for using different skills.

the GM should award only one Experience Point. the GM should award each character that participated in the session one Time Unit. Did the character learn something new. If the group failed in their objectives. 55 . or learning the truth about a local politician? Did they grow as a character by making a new ally or deepening an existing relationship? Did the character achieve a spectacular success during the episode. 3. the GM awards that character one Experience Point. When a season ends. If the players went above and beyond the call of duty. Time Units At the end of every episode. The GM should call on each player to spend any Time Units they have left. impressing themselves and the GM alike. or did poorly. such as uncovering a mystery. This award is in addition to the normal episode awards described above. and a new one is to begin.2. a special End of Season reward of one to three Experience Points is given out by the GM. add to everyone’s enjoyment and performed well. based on how well the group fared during the adventure. If the character acted in ways to further the story along. such as convincing the police that a trusted member of the community is up to no good? If the player invested themselves in the character and achieved something above and beyond what was expected of them. two points are appropriate. If they succeeded or did well. award three. as they will not carry over to the next season and would thus be lost. the GM should award them an Experience Point. The final bit of housekeeping to attend to at the end of a season is spending any remaining Time Units. End of Season A season is a set of related episodes leading to some final conclusion. or even none for a truly awful performance.

you may spend a combination of study points and experience points. to buy a five point advantage would cost ten experience points. if an advantage can be purchased at a five point level and a ten point level. Players may spend any combination of study points or experience points when learning a new skill. he can spend ten experience points to purchase the difference and gain the higher level of the advantage. your character can buy an advantage using experience points. In other words. and your character already has the five point version. requires five study points.Advancement At the end of every episode. To go from level three to four would cost eight. Improving Skills To improve an existing skill costs a number of study points equal to twice level you are going to. Also note that having a mentor does not exempt you from having to spend at least one true study point to purchase the skill. Buying Advantages With your GM’s approval. you can improve the advantage by buying the next level. should they choose. but at least one point must be a true study point for that skill. The exception to this is a Cliff Hanger episode where there is no real break in the action. The mentor must have at least one level of the chosen skill in order to be a suitable teacher. going from being unskilled to having a level one. The cost of buying an advantage in this way is twice the normal Build Point cost. the cost for the first level of the skill is three study points. Learning New Skills To learn the first level of a new skill. Mentoring One character may help another character learn a new skill by mentoring them. experience points and time units. players should have the opportunity to spend their accumulated study points. When a mentor is willing and able to train the character. Again. For example. but at least one point must be a true study point for that skill. 56 . that is. For advantages with variable costs. To go from a level two to a three in a skill would cost six study points.

Improving Attributes Attributes are much harder to improve than skills because they represent core elements of your character that are likely not to change much once you have fully matured. but the total of any attribute score plus its Edges cannot be greater than ten. Beside this value on your character sheet is a space labeled “Edge”. requires ten experience points and so on. you buy Edges whose cost is based on the number of Edges you have already purchased for all of your attributes. The level of an attribute your character starts with is a measure of his intrinsic or natural ability. When you wish to improve your character’s attributes. it is possible to raise them slightly during the course of your character’s career. Each Edge effectively increases that attribute by one point. yet through continuous effort and practice. To go to a +2. 57 . Note that buying Edges and advantages requires experience points. So to gain a +1 Edge to an attribute costs five experience points. You are not limited in the number of Edges you can purchase. The cost of an Edge is five times the number of Edges you are going to. or buy an Edge for a different attribute. in experience points.

The following is a selection of some of the more common weapons found in the modern world.

Weapons List
Type Baseball Bat (Club) Spear Knife Hatchet Hammer (Tire Iron) Sword .22 Semi-Automatic Handgun .38 Revolver .357 Magnum Revolver .45 Revolver 9mm Semi-Automatic Handgun M16 Rifle AK47 Rifle M24 Sniper Rifle 12 Gauge Shotgun Sawed-Off Shotgun Uzi Submachine gun Fragmentation Grenade Base Damage 2 3 2 4 3 4 4 4 6 6 5 5 6 7 7 8 5 10 Range Personal Personal Personal Personal Personal Personal Short Medium Medium Medium Medium Long Long Very Long Medium Personal Short NA Action NA NA NA NA NA NA S/B S S S S/B S/B/F S/B/F S S S S/B/F A Ammo NA NA NA NA NA NA 10 6 6 6 14 20 30 6 4 4 40 NA Cost $5.00 $5.00 $15.00 $15.00 $10.00 $75.00 $300.00 $350.00 $350.00 $500.00 $600.00 $1,200.00 $1,350.00 $3,000.00 $300.00 $300.00 $2,500.00 $100.00

Baseball Bat (Club) – Any blunt instrument similar in heft to a baseball bat, such as a piece of 2x4 or a heavy chair leg can be wielded as a club. They do minimal damage, but as an improvised weapon you could probably do worse. Collapsible batons can be treated as clubs. Spear – Any relatively long melee weapon sporting a sharp point may be used as a spear. This includes a broken pool cue, wooden stake or a bar from a wrought iron fence, in addition to the more traditional variety found in medieval times. Knife – Any small slicing or stabbing weapon, such as a stiletto, dagger, straightrazor or jack-knife. Small tools wielded as improvised weapons, such as a 58

screwdriver, can usually be treated like knives. Knives can usually be hidden in a pocket with ease. Hatchet – Small hand axes traditionally used for chopping kindling. These weapons can be used to great effect during melee combat. Hammer (Tire Iron) – “Hammer”-type weapons function like clubs, only they do more damage because they are generally made from rugged metal and have a weighted end. Tire irons, crow bars, maces and heavy candle-sticks can all be treated as hammers. Sword – Long swords, machetes, katanas and rapiers can all be treated as “Swords”. These weapons are generally too long to conceal without wearing a long coat, and carrying one in the open is likely to draw unwanted attention. .22 Semi-Automatic Handgun – The weapon of choice for hitmen everywhere, the small caliber hand gun is effective at close range and rarely leaves a mess because rounds have enough energy to enter a target, but usually do not have enough energy to exit. The downside is that they lack the stopping power to take down tougher opponents and are nearly useless against most forms of modern body armor. These guns can be easily concealed in a pocket. .38 Revolver – A .38, made famous by tough-guy private eyes, is the big brother of the .22. It has better range and slightly more power, while being just as easy to hide in a coat pocket or keep in a shoulder holster. .357 Magnum Revolver – Greater stopping power and an impressive heft are the hallmarks of this handgun. Due to its size, it can’t easily fit in a pocket, likely requiring a holster in order to comfortably carry it. .45 Revolver – The .45 is the quintessential show-stopper. It has enough power to bring down even large targets fairly quickly. Just be sure to bring a mop with you. 9mm Semi-Automatic Handgun – Standard issue for most police and federal agencies, the 9mm has decent stopping power and range. It can also be fired in a Burst which, coupled with a fourteen round capacity, gives it superior lethality for a handgun. M16 Rifle – The M16 has been the standard infantry weapon of the United States Armed Forces since the sixties. Versatile, it’s the assault weapon of choice. And the ability to fire anything from a single round at a time to a full-automatic spray makes it an excellent all-purpose firearm. As a rifle, this weapon cannot be concealed on a person unless broken down. AK47 Rifle – The assault rifle for the Soviet Armed Forces, the AK47 has been in active use since 1949. It’s thirty round standard magazine and impressive stopping power makes it an excellent field weapon. 59

M24 Sniper Rifle – The M24 Sniper Weapon System, complete with a removable telescopic sight and other accessories, it is the weapon of choice for U.S. Army snipers and the Israeli Defense Forces. It has one of the longest effective ranges of any rifle, and has enough force to penetrate many forms of body armor. 12 Gauge Shotgun – Pump action shotgun used by hunters and riot police everywhere. Effective at close range, it makes a mess but gets the job done. Sawed-Off Shotgun – Many shotguns can be modified by shortening the barrel with a hacksaw. This sacrifices range, but increases the damage the weapon can do. It also makes it possible to conceal the weapon under a coat. Uzi Submachine Gun – A hand-held weapon typically used by street gangs, the Uzi is a favorite of the movies. While it looks impressive, the Uzi has limited range as well as accuracy (a fact represented by its rather low damage). It shines when engaging targets at close range and using its full-auto action. NOTE: The Uzi has a forty round clip, allowing the user to perform two full-auto firing actions before needing to reload. Fragmentation Grenade – A roughly one and a half pound weapon designed to be thrown so that it can explode and inflict a great deal of damage over an area. The effective radius of a standard Fragmentation Grenade is Short. Any targets outside of this area take no damage.


00 $3.00 $1. If a character wants to wear ripped jeans and trench coat.Equipment The following is a selection of sample equipment that the players may wish to acquire. as well as those purchases that are so expensive as to warrant specific U.000.00 $2.00 $500. This list is a sampling of some of the more common items that can crop up during the course of an adventure.00 $3.S.00 $300.00 $180. there is little reason to worry about how much his outfit costs.00 .00 $200.00 $600.00 $800. Dollar values.00 $600.000. the GM should use the prices below to determine a suitable cost and the player should note any specific or important items he has on his character sheet. lighters.500.500.500. this listing is followed by a series of detailed descriptions for each of the items. these items aren’t listed below. As such. or to track exactly what he has on him. Items such as simple flashlights. This should give players and the GM a good idea of the utility of each item that is listed.00 $450. basic clothing for your profession and the like shouldn’t normally be considered special equipment or tracked unless it is somehow vital to the story if the character is carrying it or not.00 $500. Sample Equipment Clothing Tailored Silk Suit Designer Dress Winter Gear Jungle Gear Bulletproof Vest SWAT Body Armor Electronics Smartphone Police/Emergency Scanner Encrypted Walkie-Talkie (2) Digital Camera Telephoto Zoom Lens Low-End PC High-End PC State of the art PC Low-End Laptop High-End Laptop 61 $1. Like the list of weapons above. as well as providing a good “baseline” when creating new equipment. If it is important.00 $100.00 $350.

State of the art Laptop GPS System Low-End Security System High-End Security System State of the art Security System Medical First Aid Kit Field Medic/EMT Kit Low-End Medical Facilities High-End Medical Facilities Stat of the art Medical Facilities Home Chemistry Laboratory Professional Chemistry Laboratory GC Mass Spec System Tools Emergency "Roadside" Tool Kit Mechanic's Tool Kit Electronics Equipment Welding Equipment Lock Picks Archaeology Tools High Quality Binocular Microscope Binoculars Night Vision Goggles Disguise Kit Engineering Tools Forensics Kit Camping/Survival Gear Two-Person Tent SCUBA Gear Transportation Full-Size Sedan SUV Luxury Sedan Light Pickup Truck Heavy Duty Pickup Truck Armored Sedan Single Engine Prop Airplane Dual Engine Prop Airplane Small Corporate Jet 62 $5.000.00 $500.00 $40.000.00 $20.00 $150.00 $350.000.0 .00 $5.500.00 $200.00 $2.000.00 $2.00 $50.00 $ $ $400.000.00 $800.000.00 $4.00 $45.000.00 $3.000.00 $250.500.00 $75.000.00 $35.00 $35.00 $300.00 $500.00 $ $250.000.00 $100.000.00 $60.00 $3.00 $50.000.00 $100.00 $800.00 $25.000.00 $2.00 $500.000.00 $5.500.000.500.00 $2.

The suit protects the entire body and head. plus gloves and a hat. Jungle Gear – These outfits include hiking boots designed for rough. The armor has a Body Rating of 5. are usually very expensive. Designer Dress – The latest fashion.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. for men or women. 63 . wet terrain and khakis.000. This device does not allow for listening to encrypted data transmissions.000. This armor is generally used by strike teams and special police units.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. although its presence might not escape notice. let the body sweat and cool itself with little extra effort. This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet. cold environments suitable clothing is a must. but can sometimes give the wearer an advantage when dealing with the elite. It protects only the body. These dresses are usually worn only once for very special occasions.000. Winter Gear – Heavy coat and other insulated clothing. and an Encumbrance of -1. It provides an Armor Rating of 4.000. 00 $300. but can make the wearer look absolutely fabulous. providing an Armor Rating of 6. using special fabrics. while also. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. appointment management other software allows the user to keep connected while on the road. ready to wear. High-end suits such as these. hand-held scanner that allows the user to listen in to local police and fire broadcasts. It can help keep exposure to insects and parasites to a minimum. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit.00 $14. a Body Rating of 6 and an Encumbrance of -3. Email. making it able to protect against light weapons and many handguns. web surfing. When travelling through harsh. Police/Emergency Scanner – A battery-operated.

or from a personal computer. allowing you to work on the road. It produces highresolution images which can easily be downloaded onto any modern computer system. as well as low-light photography. It makes use of satellites to determine location. without much of an effect on performance. surf the web and watch a movie all at the same time. connecting to the internet and working with photos. next generation technology. You can play games. These devices have a range of twenty-five miles. comparable in ability to a High-End PC. perhaps even unusable. 64 . State of the art PC – A desktop computer featuring experimental. It comes with a standard lens with limited zooming abilities. and locally-stored maps to help users discern where they are. Telephoto Zoom Lens – A lens designed to mount on your camera that allows you to take photographs of objects or people from a much greater distance than a standard lens would allow. battery-operated communications devices which encrypt the contents of all broadcasts. State of the art Laptop – A portable computer running on experimental technology. and how to get where they are going. Any applications which take a great deal of memory or processing power are likely to be sluggish. The set can be expanded by purchasing additional units and setting them to use the same encryption scheme between all of the units in the family. GPS System – A computer-driven global positioning system used for navigation.Encrypted Walkie-Talkie (2) – A set of two hand-held. High-End PC – A desktop computer on the cutting edge of technology. Comparable to a State of the art PC. Digital Camera – This is a high-end digital camera suitable for professional use. It can be carried on your person or installed in a vehicle. It is not powerful enough to run the latest games or perform advanced video editing. It can also access wireless networks. Low-End PC – A desktop computer capable of running basic “office” applications. a task that can be done at the electronics store. High-End Laptop – A so-called “desktop replacement” laptop. effectively magnifying the subject. A six digit pass code is required to unlock the device after it has been idle for a few minutes. Low-End Laptop – A computer designed for maximum portability. but has enough power to be comparable to a Low-End PC. this machine is responsive even when working with large image files and movies. It sports a small screen and partial keyboard. Options exist for date and time stamps. The fastest machine available to corporate and government agencies outside of a clean room environment.

High-End Security System – A security system generally reserved for large corporate offices and banks. This kit can be used in place of a basic First Aid Kit for stabilization and attending to light wounds (giving a +2 modifier to the roll). weighing approximately thirty pounds when full. A room equipped with these facilities grants a -1 modifier to Medicine checks). 65 . non-portable. Low-End Medical Facilities – One step up from an underground “doctor’s” basement. It also can easily fit in the trunk of any car. Medical First Aid Kit – A standard first aid kit complete with bandages. tweezers. but is only just passable for dealing with heavy trauma. antiseptic and pain relievers. pressure-sensitive floors and high-tech imaging technology make such a system a nightmare for the would-be intruder. High-End Medical Facilities – This setup includes up-to-date medical equipment and basic life-support systems. devices. The kit is suitable for dealing with minor injuries. when immediate access isn’t required. including burns. A room equipped with these facilities grants no modifier. fire or other emergencies. Motion sensors with infrared capabilities. Typically requires a Security check against a difficulty of twelve in order to circumvent. as well as heavy duty pain medication and rudimentary surgical equipment. State of the art Medical Facilities – This includes amenities only found in research hospitals and high-tech trauma centers.Low-End Security System – A consumer level security system designed to monitor for break-ins. refurbished vital monitors and other. typically found in modern hospitals. this security system represents the cutting edge of technology. This system features motion detectors. It’s hefty. designed more to patch up the patient for transport to a proper medical facility (-2 modifier to Medicine checks). a gurney. although it may also be found in some luxury homes. Typically requires a Security check against a difficulty of nine in order to circumvent. Field Medic/EMT Kit – This is a kit the likes of which military field medics carry into combat. temporarily relieving discomfort and can be used to stabilize incapacitated patients. tape. State of the art Security System – For agencies that take no chances. security cameras and sophisticated electronics. A room equipped with these facilities grants a +2 modifier to Medicine checks. Requires a Security check against a difficulty of fourteen to circumvent. but designed in the form of a backpack and chest pouches allowing any fit individual to easily carry it. Low-End Medical Facilities include lights. surgical equipment. It contains sterile dressings for various types of wounds.

A kit fit for use by a professional. leads and collection of electronics parts (such as resistors. Because of the number and weight of the pieces. Proper use of this equipment requires the Mechanical Repair or Mechanical Engineering skills. a compressor. socket set. this tool system. This kit is primarily designed to be used on a workbench with adequate space. Electrical Engineering and Security checks.) that allow for the design and repair of electrical circuits or wiring. tire patch kit and various other tools and simple parts designed to repair minor car problems. Lock Picks – A high-quality selection of lock picks and tension tools. Access to this level of equipment grants a +1 modifier to Chemistry checks. Mechanic’s Tool Kit – This tool kit features several hundred pieces and requires a large amount of space to store as well as pneumatic guns. This kit allows a person with the Mechanical Repair or Mechanical Engineering skills to fix a disabled automobile or similar machine with a -2 modifier. benches and projects themselves. a selection of integrated circuits. Professional Chemistry Laboratory – This equipment is usually found at universities and similar research facilities. etc. Use of this set requires a Lock Picking check. gas tanks. Access to this level of equipment grants a +3 modifier to Chemistry checks made in order to identify a substance.Home Chemistry Laboratory – This equipment is one step up from “hobbyist” level. It is used to identify various substances by measuring various physical properties and comparing them to an internal database. Use of this kit allows a person with the Mechanical Repair or Mechanical Engineering skills to fix a disabled automobile or similar machine with no penalty. specialty tools and various sockets. safety gear and other related equipment designed for welding and cutting various metals. clamps and plugs. Tools Emergency “Roadside” Tool Kit – This kit includes road flares. GC Mass Spec System – A gas chromatograph mass spectrometer system with upto-date software and related equipment. and allows the chemist to perform simple analysis and compound mixture. 66 . a thermal blanket. and its use. but elements are portable enough to allow for electrical work on the go. soldering gun. This can be used for Electrical Repair. tire iron. ostensibly intended for locksmiths but also well-suited to less legal uses. Electronics Equipment – A multi-meter. small capacitors. Welding Equipment – Torches. requires a great deal of floor space in order to have enough space for the tools. oscilloscope.

sleeping bags. bags. either biological or mineral. Seats five. 67 . liquid latex. a stock of dry rations (military surplus) suitable for feeding two adults for five days and a host of other equipment allowing people to “rough it”. Use of this kit grants a +1 modifier to Disguise checks. Seats five. regulator. bicycles and other gear. brushes and magnifying lenses designed for use by trained professionals working on excavating or cleaning ancient relics of dust and detritus. An equipment rack on the roof and rear can be used to move duffle bags. SUV – A vehicle capable of limited off-road travel. Luxury Sedan – Travel in style with heated seats. preservation and labeling. Suitable for all of your microscope needs. Seats five with enough trunk space to accommodate an adult. Engineering Tools – Finely calibrated calipers. mask and fins designed to allow one adult to breathe and swim under water. This kit includes tests to determine the presence of human blood. makeup. Grants a +1 modifier to Mechanical Engineering checks. semen and other such pieces of evidence. air tanks. as well as proper tools for their collection. SCUBA Gear – Wet-suit. Binoculars – A high-quality set of binoculars useable by anyone from a bird watcher to a peeping tom.Archeology Tools – Soil sampling kits. false mustaches and other trappings of the master of disguise. durable night vision system that leaves your hands free. Two-Person Tent – The same high-quality tent as found in the Camping/Survival Gear. micrometers. Use of this kit grants a +1 modifier to Forensics checks. propane stove. Transportation Full-Size Sedan – The traditional vehicle of federal agents everywhere. Camping/Survival Gear – This package includes a two-person tent. Night Vision Goggles – A head-mounted. a graphic calculator and various other instruments that are designed to help the mechanical engineer practice their craft. High Quality Binocular Microscope – Useful for identifying samples. gloves. marking tape. the latest in GPS navigation and all the added comfort you require. Forensics Kit – Swabs. Disguise Kit – A collection of wigs. chemicals and other tools of the trade used by forensic technicians in the field.

but with much greater weight to accommodate the internal armor and bulletproof windows and windshield. Especially large or bulky items may not fit in the relatively small baggage compartment. 68 . are granted an Armor Rating of five. An impressive speed and superior maneuverability are handy assets for such agencies. Seats three. apart from the pilot and co-pilot. and the vehicle itself. Dual Engine Prop Airplane – Can comfortably seat four people and up to one thousand pounds of gear. Heavy Duty Pickup Truck – A heavy pickup truck that is capable of towing up to ten tons safely. This jet can carry substantial loads and can comfortably accommodate up to six people in the cabin. Small Corporate Jet – Private. Single Engine Prop Airplane – A small plane for the “casual” pilot. luxury air travel for the elite. Small Helicopter – A lightweight helicopter that is capable of seating two people with very limited gear or additional cargo. Luxury Yacht – Cruise in style aboard this one hundred foot yacht. This motored yacht can accommodate a dozen people with two to three decks above the waterline. including the roof or “sun deck”. Bulky items (those longer than eight feet) can still be a problem. Can be adapted for amphibious use. High-Performance Speedboat – A recreational water vehicle often employed by the coast guard or marina police. as well as the less savory individuals that try to avoid law enforcement. Occupants in such a vehicle. Can comfortably seat two people along with up to five hundred pounds of gear. and carry up to two tons in its bed. Armored Sedan – Identical in specifications as the Full-Size Sedan.Light Pickup Truck – A light-duty truck able to move or tow approximately one ton safely. Seats two.

combat system or skill system. with the only restriction being that they provide proper credit for the system. Because Genesys has been built in this way. Rather than design an entirely new task resolution system. it can likely be changed with a minimal amount of effort. remix it or do whatever they wish. The terms of the Genesys license let you use the Genesys System in your own works. letting others write for it. even if you charge money for them. you can use Genesys as your “base” and create plug-ins to handle those aspects of your game that make it truly unique. And if any particular rule in the system doesn’t suit your purposes. The core rules use the modern United States as a reference point and make no mention of magic systems or other such elements. This allows you to create your own version of a “perfect magic system” for Genesys. consistent and intended to allow others to create add-ons that can be picked up and applied by any game designer or experienced GM to provide the rules and mechanics they need for the games they wish to run. It is designed to be the ultimate “free” system.Genesys Development The Genesys System is designed to be modular. publish it in book form and sell it to others. 69 . it is easy to use it as the core engine of any traditional role-playing game you might wish to create. Compatibility and Freedom Any work that uses Genesys must include a reference to the version number of the core rules that have been used. along with the license Genesys uses. This means that the core rules are relatively simple. The scheme used to number versions of the core rules and plug-ins is described in the Release Notes of this document. It is intended that such ancillary mechanics will be designed by others and packaged in modules called “plug-ins”.

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