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Core Rules Document
By Jeff Clough <firstname.lastname@example.org>
©2010 Jeff Clough Genesys System Core Rules Version 1.0.1 – http://www.chaosphere.com/genesys/
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
distribute. modify and create derivative works based on the Genesys System. To view a copy of this license. License This work is licensed under the Creative Commons Attribution 3.Release Notes v1. written by Jeff Clough <email@example.com United States License. visit http://creativecommons.0/us/.0. Anyone can download a copy of these rules and use them for their own projects. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it.0. finished product. The first number is the “Major Version Number”.2”.org/licenses/by/3. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. including commercial uses. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”.com/genesys/.com> and found at http://www. or send your ideas directly to the maintainer. You are free to use the Genesys System for your own projects. You are invited to join the mailing list for Genesys. but this document only partially follows the normal structure found in a typical. so long as you give proper credit. All versions of this document with the same Major Version Number should be compatible with each other. 4 . such as “1. for any purpose.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. in the form of the quote below. and create compatible works. Anyone who contributes will be noted in the Acknowledgments section. “This work is based on the Genesys System version 1.4.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document. The terms of this license allow you to use.
5 . Shawn Adair. I have been gaming for about twenty years and without the experience of those hundreds of afternoons. The last digit is the “Release Number” which is changed when minor clarifications or corrections to typographical errors are made. should indicate which version of the core rules is being used. and coelocanth (from the RPGnet Forums). It is also highly advised that if you are creating products based on Genesys. No actual rules changes are made between such releases. Not only does this help others determine if what you have created is compatible with the rules they are using. the rules should still be essentially compatible with other releases withing the same Major Version. Any works based on Genesys. Under no circumstances should a change in just the Release Number break compatibility with previous versions. including plug-ins. A number of other individuals have contributed in innumerable small ways. He has been a great sounding board for ideas. I’d never have thought to put this system together. or designed to work with it. And finally.groups.com/group/genesys-rpg/ I’d also like to thank Benjamin Grant for his invaluable experience with other game systems. Play-Testers For Version 1. I’d like to thank every GM and player that I’ve ever gamed with. that you follow this version numbering scheme. or additions to the rules to handle new situations. Josh Jarvis.0. As well as those people subscribed to the official mailing list that you can find here: http://games. Thank you.yahoo.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. 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. but it is also required by the license Genesys uses. and his willingness to listen to mine. While some things may work differently. and his ability to throttle a system and take advantage of every rule has proven invaluable in balancing certain elements.0 Benjamin Grant. Acknowledgments I wish to bring special attention to a few individuals that have done much to help make this system a reality.
These can easily be found at your local game store or can be purchased online from various gaming outlets. It is a set of core rules that handle such things as task resolution and combat. Whenever possible the game uses familiar metaphors for organizing the action and describing characters. Centuries of use have effectively neutered the male pronoun and any other construct would be awkward. The name itself is a play on the words “generic system”. The primary design goals of the system are simplicity. By using Genesys. but you can also publish them. The license Genesys uses lets you not only build new games for your own enjoyment. consistency and flexibility. This is not to say that you can’t use the system for other genres or time periods. This is not meant to imply that only men or male characters are accepted. “he” and “his”.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. it will require a little more effort than if you had a published product in your hands. Whenever it is necessary to perform division. like a magic system. The Core Rules Document is designed to present the rules in a clear way. Plugins are like programming libraries that you add on to the core rules to give you extra things you might need for your game. Conventions This book uses the pronouns “him”. The default setting described in this book is for the modern United States. numbers are always rounded down. Using Genesys Genesys is designed to be a sort of “operating system” for your role playing game. even commercially! While Genesys can be run by anyone straight from this document. 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. Two sides of these dice have minus symbols (meaning -1). Dice Genesys makes use of three special six-sided dice called Fudge Dice. 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. two sides have plus symbols (meaning +1) and two sides are blank (meaning 0). but is not organized in a particularly polished fashion. If 6 . and choosing the appropriate plug-ins.
you can use normal six-sided dice and simply color or mark the sides to indicate the minus. plus and blank sides.you are unable to find these dice. or use this chart: Die Roll Result 1 to 2 -1 3 to 4 0 5 to 6 +1 7 .
All characters start with a score of five in each of the six attributes. You don’t need to assign points to these skills now. 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. or using a piece of scrap paper. When you create a character you are given 20 Build Points. If several people were sitting around a table discussing your character’s exploits and strengths. and that you refer to those sections as you make your way through the process. 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. Below is a brief overview of character creation. 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. This might mean writing them down on your character sheet. if you follow an organized approach. you should determine how many points to use for your character’s attributes. skills and advantages. you should select three skills that will be the “core” of your character. Normally 8 . Whenever you use a Signature Skill. Step Two: Signature Skills After you have taken note of the skills you want. or other elements of your character. you can now begin spending your Build Points. you gain a +1 to your check in addition to any other modifiers or advantages. Each of the attributes is measured on a scale from one to ten. You increase these scores by spending the appropriate number of Build Points as described in the chapter on attributes. it can be very helpful to choose the skills that will support your character concept before you do anything else. 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. It is advised that you read through the sections on attributes.Character Creation Creating a new character is relatively quick and straightforward. Step Two: Attributes Using your skills as a guide. Once you have determined the kind of character you want to play. First. you can gain extra Build Points to spend on other attributes. Would you like to play a more physical character. what would be three skills they might mention? If someone would say “Boy. If you wish to begin play with one or more attributes below five. skills and advantages before you create your first character.
When you are considering how to select your attributes. 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. which you add to the damage you do when using the Unarmed Combat and Melee Combat skills. You don’t need to write down every little detail (such as how many pairs of socks your character owns). weight. Step Six: Equipment Now it’s time to select equipment for your character. you should look to your skills and see which attributes they rely on the most. Your character’s equipment is not only used to overcome obstacles and solve problems.you are not allowed to reduce an attribute score below three. gender and any other personal details you’d like to record should now be fleshed out and written down on your character sheet. Step Five: Advantages There are a number of different advantages you can purchase for your character. This is a number. and it can be difficult to learn new skills unless you have a teacher. The GM can advise you on what is reasonable to take as starting equipment. Another good starting point is asking questions such as “How strong is my character. such as your signature pair of mirrored sunglasses. skin color. but your GM may make an exception for special circumstances. you may only buy a skill up to level two. it should also form part of your character’s description. Remember. Don’t be surprised if he vetoes that private jet. and are completely optional. in general. your character’s Signature Skills are the most important to your concept and form the core of your character. but could provide you with that extra bit of oomph to get through a tough spot. but you should take note of any special equipment or weapons your character has. Advantages can be expensive. each of which gives your character unique abilities or improves on existing ones. You should also calculate your character’s Damage Bonus at this time. Once this is done. Step Seven: Description Hair color. height. your character is ready to play. so bringing them up to level two will likely be of great benefit. 9 . When you first start the game. are a vital part of the game. Step Four: Skills The next step is to buy your skills. or the knife your character always keeps on his belt. Skills. based on your Body score.
An especially high Body score gives your character a Damage Bonus. It represents how long you can hold your breath. Body (BOD) – Body is a measure of your character’s toughness and strength. How much damage you can take before collapsing. Here is a brief description of each of the six attributes.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. Body 1 2 3 4 5 6 7 8 9 10 DB -3 -2 -1 -1 0 0 +1 +1 +2 +3 10 . All but the frailest human beings have at least a three in each of their attributes. 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. and how much you can bench press are both examples of the use of your Body attribute. and a score of ten represents the absolute peak of human perfection. how likely you are to resist the effects of a poison and how much weight you can lift. and only the best of the best have more than a seven. They are rated on a scale from one to ten. along with their common abbreviations. This is a number that is added to the damage you do with a successful unarmed or melee attack. with five being the normal human average. An attribute score of one is so poor as to be nearly inhuman.
How far and high you can jump.Agility (AGI) – Agility describes how athletic your character is and your reaction time. how quickly you can run and how likely you are to hit a target with a sword. 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. 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. Presence (PRE) – Presence describes your character’s ability to relate to people. and how easily you can uncover information while talking with people on the street. 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. or win a staring contest.Willpower is a measure of your mental fortitude and strength. Characters that expect to design and repair complicated devices or make heavy use of computers will want at least an average Intelligence. Willpower (WIL) . How likely you are to overcome an addiction. Characters who favor stealth or melee weapons will likely want at least an average Agility. It determines how likely you are to persuade someone to do something for you. 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. If you intend on charming the ladies or becoming a respected leader. an average or better Willpower is something to consider. It is also a measure of your character’s intuition and creativity. Perception (PER) – Perception is a measure of how observant your character is. you’ll likely need an average or better Presence. Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities. 11 .
Going from a five to a four will give you one Build Point. 12 . you consult the following table to determine the cost of your desired level in Build Points. and you receive extra Build Points by lowering them. you can lower your attributes to gain extra Build Points to spend.Purchasing Attributes When you purchase your character’s attributes. Players should have at least a three in each of their attributes. although the GM is certainly free to grant permission for a lower attribute if he feels it is appropriate. 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. To go from a five to a three will give you three Build Points. To go from a five to a six costs one Build Point. Likewise. To go from a five to a seven costs three Build Points. 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. You spend Build Points to raise the attributes.
your target might choose that exact moment to reach down and pick up his bag. If you have an Intelligence of 6 and a Hacking skill of 2. Every skill is tied to one of the six attributes. Each plus symbol means +1. When acting as a sniper and attempting to take out a target from a distance. His total roll is a +4. each minus symbol means -1 and each blank means 0. for instance) he adds this to his initial roll to obtain a higher number than normal. Let’s say your character wishes to gain access to an enemy’s computer network. called its parent attribute.Skills Nearly everything you do in the game requires the use of a skill. Or when looking for a suspect. You only add the value of this second roll to the initial roll if the second roll is positive. one plus and one blank for a total of 0 (-1 + 1 + 0 = 0). skills play a vital role in your ability to accomplish things. along with the result of a die roll (your Bonus Value) to determine whether or not you succeed. the parent attribute of which is Intelligence. rolls of +3 or -3 are handled differently. This would require use of the Hacking skill. The Hand of Fate Sometimes fate can conspire against you. you roll the dice and count your “pluses”. inadvertently ducking your shot. This gives you a range of values from -3 to +3. Die Rolls and Bonus Values To determine your bonus value. You roll the dice and get one minus. this gives you a Skill Value of 8. you must make a Skill Check. to hacking through the security of a database. From firing a pistol at a guard. In most situations. If a character rolls a +3 (that is. You ignore a negative or zero result. the character rolls again. your character might simply bump into them on the street outside your favorite coffee shop. In a dramatic situation. when making a skill check. you will add your level of a skill to that skill’s parent attribute. In order to accomplish the task. 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). These twists of fortune are represented by allowing very good or very poor rolls in certain situations. This means that you can succeed your Hacking attempt if the difficulty of gaining access is 8 or less. If the second roll is a positive number (a +1. Example: The character rolls the dice and gets three pluses (a +3). he rolls three “pluses” on the dice). 13 .
you re-roll again applying the same rule. His total roll is -4. You only add the value of this second roll to the initial roll if the second is negative. there may be times when it makes more sense to use a different attribute. But if you are watching another character box. a normal roll will suffice. When using this skill to attack your opponent.Example: The character rolls the dice and gets three pluses. It is important to note that this rule only affects dramatic scenes. the character rolls again. He rolls again and gets one minus and two blanks. Example: The character rolls the dice and gets three minuses. if a character rolls a -3 (three “minuses”). If a character is attempting to hot-wire a car without any pressure. Using Different Attributes The parent attribute of a skill is simply the attribute that is used the most during the skill’s typical application. Likewise. However. If you continue to roll three pluses or minuses. you use the Agility attribute. His total roll remains a +3. If the second roll is a negative number he adds this to his initial roll to obtain a result lower than normal. you could make an Unarmed Combat check using your Perception attribute to size-up his ability. 14 . This open-ended rolling system allows for exceptionally high or low rolls. He rolls again and gets two minuses (-2) and a blank (+0). Consider the Unarmed Combat skill. He ignores this result. for a roll of -2. You ignore a positive or zero result.
Average . advanced training and ideal circumstances could anyone hope to succeed.Anyone of average ability should be able to perform the task. If the check result was twelve.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 . Easy . Challenging .The task will likely be accomplished by anyone with decent training or above average ability. even with minimal training. Hard . But a check result of three or four in this situation could mean disaster. however.No roll required if skilled and not under pressure. Heroic . How Well Did You Succeed? It is important to know how well a character succeeded.The task can pose a challenge to even someone with experience. If the difficulty was seven and the character’s check result was also seven. If he decides that the difficulty of a particular task is somewhere between “Challenging” and “Hard”. The GM determines the difficulty number in secret. The GM should use the difference between the check and the difficulty of the task.Only with excellent luck. Impossible . he can assign a difficulty number of ten or eleven. These numbers are just guidelines for the GM. this might qualify as a “spectacular” success (a Result of five). Failure is treated similarly. this might be considered a “minimal” success (a Result of zero). with a check result of six against a difficulty of seven meaning the character “just barely” failed (a Result of -1).Only those with a great deal of skill and natural ability are likely to succeed. or how disastrously the character failed. called the “Result”.A task even the best of the best would find very difficult. as a guide. before you roll. 15 .
meaning your Stealth check has a difficulty of 6 (5 + 1). In other words. You have an Agility of 6 and a Stealth of 2. Randomness In Genesys. if you are trying to sneak past a guard. You can usually count on being able to perform tasks with a difficulty equal to or less than your skill value. Example: You are trying to sneak past a guard. you are able to sneak past him. It is important to do everything you can in each situation to contribute to your chances of success. but rather depend on another character’s abilities. the roll of the dice represents all of the little things that make each situation different from the next. Only the acting character (the character whose turn it currently is) rolls the dice in an opposed action. The guard has a Perception of 5 and an Alertness skill of 1. but that likely can’t be known in advance. especially when attempting things at the edge of your ability (a difficulty equal to your skill total). 16 . but usually not much higher without proper planning or support. the difficulty is the sum of the guard’s Perception and Alertness. giving you a total of 8 (6 + 2 + 0). Because you beat the difficulty. the difficulty of this Stealth roll is the guard’s ability to notice you. For instance. You roll a bonus value of 0.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.
The GM should determine how much extra time would be required. The GM assigns a penalty and tells the player how much time would now be required. In other words. the GM might assign a penalty to your skill total. This could be picking a lock. 17 . the character attempts to perform a task in much less time than would normally be required. even if it’s only an instant to spot a bloodstain on the floor. In general. a favorable circumstance grants a +1 bonus. These bonuses and penalties are called "situational modifiers". if you have a state of the art machine with the latest software. but sometimes circumstances are especially favorable or detrimental to performing certain tasks. Extra Time Every skill takes time to perform. provided they are both skilled and it is appropriate to the situation. Rushed Like taking extra time. some skills can be “rushed”. and knows that someone may be breaking in. granting larger bonuses and penalties. which is enough to see you. Example: In the stealth example above. the GM can handle this in the same way as extra time is handled above. In this case. Support A character can be assisted by other characters when performing a task. the GM could give you a bonus. or combing an area for evidence. The GM can rule that multiple modifiers apply to the situation. the GM could rule that he gets a +3 bonus. In this case his Alertness total would be 9. The total bonus from Support cannot exceed +6. The player can then elect to make the check with the penalty to determine if they succeed or fail. If you are attempting to hack a network with an outdated computer system. and an unfavorable circumstance grants a -1 penalty. In cases where it makes sense. one character makes the skill check. When it makes sense. if the guard is wearing night vision goggles. and how much of a bonus to assign.Situational Modifiers Each situation is different. On the other hand. 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. while each of the Supporting characters provides a +2 support bonus. Such a character could then receive a modifier to help them perform the task.
Example: A character is standing in the middle of an open field. he can still make checks with it at no penalty.Impossible or Ideal Circumstances Sometimes it’s possible to find a character in a situation where the odds are hopelessly stacked against him. however you suffer a -2 penalty to your skill check. To buy it to level three would cost a total of three Build Points. unless the character makes an incredible amount of noise to disturb the guard at the top of the tower. Unskilled Use Any skill can be used without having been trained in it. In this case. at noon. or where the advantage is so firmly the character’s that they have almost no chance of failing. this means that the acting character has an advantage in that they succeed in the case of a "tie". you purchase skill levels with Build Points at a one to one ratio. If a skill may be used in this manner. the GM should rule that the character cannot attempt his Stealth check unless something changes. In an opposed action. Some skills are so simple that even if your character has not received formal training. or made the practice of that skill a focus of his development. with a guard at the top of a tower watching their every move. If you wish to buy the Alertness skill at level two. it would cost two Build Points. Improving skills is described later in the section on advancement. the GM should allow the player to automatically succeed. you succeed when your skill check is equal to or greater than the difficulty. for example. Success Whenever you are attempting a task. Example: Suppose in the above example the guard is asleep. If the character wished to attempt a Stealth check to hide. Purchasing Skills When you create your character. 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. it will be noted. attempting to negotiate a high-wire while suffering heavy wounds and carrying another character. Likewise. shooting an incapacitated character at point blank range. 18 .
This represents the pinnacle of understanding and ability.Skill Limits When you first create your character. The maximum level that any skill can be improved to is level six. 19 . you can only buy a skill up to level two.
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. 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. but some less common skills are provided as examples for the GM. players and GMs should be able to create any new skills that may be appropriate for their games.
It can help you determine whether that “priceless” artifact is actually a cheap imitation. Characters with this skill can also maintain networks and ensure that the security of their systems are solid. Climb (BOD) – This skill represents your character’s ability to climb over fences or scale walls. With a successful Climb check. It can be also be used to determine how far or high your character can jump. a character with a running start makes a check against a difficulty of one half the distance in feet. 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 . such as a stain on someone’s shirt. while a catastrophic failure would mean falling. 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. For long jumping. Bluff (PRE) – This skill is a measure of how well you can lie. It is also the skill used to determine initiative during combat. or the sound of a door being opened. For a high jump. checking email or installing new software. Alertness (PER) – This skill measures how likely you are to notice small details. Diplomacy (PRE) – This skill describes your character’s ability to pick up on subtle social cues and customs. or convince people that what you are saying is the truth when they have no real reason to believe you.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. A minor or moderate failure means your movement is slowed. in order to cultivate their goodwill and respect. Appraise (PER) – This skill represents your character’s ability to assess objects with an eye toward their value. Rather than describing your talents for convincing people to do something through debate (such as Persuade). A successful check allows your character to tumble or travel across a slippery or unstable surface at your normal movement speed.
in order to gain unauthorized access to networks and data centers. This is your character’s ability to design and build devices that use the chosen type of system. Heavy Weapons (PER) – This skill determines how proficient your character is with large battlefield weapons such as cannons. Forgery (INT) – This skill allows your character to create false identification records. It is also used to treat characters on the battlefield that have been incapacitated in order to prevent their deaths. 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. if they like or dislike you. and to temporarily offset that character’s penalties for more serious wounds. Electrical or Software. Intimidation (WIL) – This skill represents how frightening or forceful your character can be. This skill is used only to determine if you hit the target. Dodge (AGI) – This skill determines how likely you are to dodge an enemy’s attacks. mortars and vehicle-mounted heavy guns. The First Aid skill allows you to heal a character suffering from light damage. but it can let you determine whether or not a person is lying. choose a specific type of engineering such as Mechanical. Hacking (INT) – This skill determines how easily your character can cut through sophisticated computer security systems. firewalls and encryption. When you take this skill. or other such official documents or data as needed. It doesn’t give you the ability to read minds. not additional damage. 22 . have the ability to move. Expression (PER) – This skill represents your character’s ability to express himself either through art or performance. this skill measures your character’s ability to improve other’s dispositions toward you. such as a tank’s primary weapon.of Bluff). and the general emotions they are currently experiencing. Engineering (INT) – When you take this skill. 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. painting or dance. You can only dodge an attack if you are aware of the attack. and have a simple action available to spend. 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. choose a type of expression such as sculpture.
The difficulty of this check is seven. knives. swords and other such weapons in combat. Lock Picking (AGI) – This skill allows your character to open mechanical locks without a key using a set of lock picks. Navigation (INT) – This skill allows your character to use maps and simple tools such as compasses and GPS systems. Repair (INT) –When you take this skill. It represents your understanding of the ins and outs of corporate law. Persuasion (PRE) – This skill used to determine how likely you are to persuade someone to do something for you. as well as your understanding of finances and accounting. This 23 . Electrical. Ranged Combat (PER) – This skill is used whenever you fire a pistol. It is also your skill at bargaining and haggling over prices. This bonus does not stack with other characters’ use of the leadership skill. The use of inadequate or make-shift tools will likely incur a penalty. The difficulty of picking the lock is assigned by the GM. A skill level of one gives your character a basic sense of direction (North.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. Once per scene. or convince them to go to war would require a Persuasion check. all allies able to hear your words get a +1 to all checks for the remainder of the scene. If the roll succeeds. 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. such as a Local Lore. Medicine (INT) – This skill determines how knowledgeable your character is concerning the finer points of anatomy and diagnosis. administering drugs and performing surgery. Management (INT) – This skill represents your character’s ability to run a business. water or through the air. adjusted by the GM depending on the level of desperation present in the scene. choose a specific discipline. Encouraging a planetary council to divert supplies to a starving colony. Melee Combat (AGI) – This skill describes how well your character can use clubs. choose a specific type of repair such as Mechanical (for machines and automobiles). rifle or machine gun. It is also used to cure poisoning. as well as his training with advanced medical technology. East and West) and the ability to read maps. if the identity of the poison is known. designed to navigate over land. given enough time to make a convincing case. Armor or Computer. This skill describes how much your character knows about the chosen field. Lore (INT) – When you take this skill. a Language. the Law or History. but also how much damage you can do. South. It not only helps to determine whether or not you hit something. It determines whether or not you hit. as well as any extra damage you can do with such weapons.
Ride (AGI) – This skill determines your character’s ability to ride a beast of burden as a form of transportation. Chemistry or Forensics. choose a specific science such as Biology. regardless of how much time it may take. such as running or swimming a great distance. An extreme +3 bonus means that all they are trying to do is finish. Use of this skill allows your character to properly install and configure such a system. You use this skill whenever your character is trying to sneak past a guard. or quelling the voice of your survival instinct. Survival (INT) – This skill grants your character the ability to “live off the land” when away from the amenities of civilization. although obviously this takes longer. trying to finish the task as fast as possible or win a race. Stealth (AGI) – This skill determines your character’s proficiency at going unnoticed. Security (INT) – This skill is measure of your character’s familiarity with security systems such as alarms. Research (INT) – This skill represents your character’s ability to use standard data retrieval systems and search engines to find information. It is also used to conceal small objects on your person. do something without making a sound or dodge security cameras when he knows they are present. a Resolve check can see you through. or circumvent the system to enter a building undetected. It can be used to find safe food. It is also used to determine your 24 . clean water and tracking animals or people across the terrain. the GM should have the player make a single roll. In most cases.skill is a measure of your character’s ability to repair the chosen type of system. This skill does not allow you to design or invent new systems. pick someone’s pocket and perform minor “magic” tricks. Stamina (BOD) – This skill represents how long your character can engage in a strenuous activity without tiring. The player can declare how much they are pacing themselves or how much they are exerting themselves. Sleight of Hand (AGI) – This skill enables your character to palm small objects. An extreme -3 penalty means they are pushing themselves as hard as they can. Science (INT) – When you take this skill. This skill represents your character’s training in the given scientific field. Resolve (WIL) – This skill represents your character’s determination and focus. The player assigns a modifier from -3 to +3 to represent the effort they are putting into the attempt. When attempting to overcome a fear. either on the Internet or in special databases. It can also be used to examine paper records and books. motion sensors and the related communication networks that report unauthorized access or emergencies.
This skill represents your character’s ability to operate the chosen vehicle type in atypical situations. such as a high-speed chase. Watercraft or Aircraft. Not only does this skill describe how likely you are to hit. Punching. Use Vehicle (INT) – When you take this skill. Swim (AGI) – This skill represents your character’s ability to swim over and under water. Weapons such as grenades and throwing knives are commonly used with this skill. it also determines the amount of damage you can do. 25 . Having a one in this skill gives your character the ability to pilot the chosen vehicle without issue under normal circumstances.proficiency with certain types of equipment used for surviving in inhospitable environments. grappling and headbutting are all examples of unarmed combat. Throw (AGI) – This skill describes your character’s ability to throw objects with greater accuracy and distance. Unarmed Combat (AGI) – This skill represents how good your character is in hand to hand combat without the use of a weapon. choose a specific type of vehicle such as Automobile. A minor or moderate failure means that you move much slower while a catastrophic failure means you are at the risk of drowning. kicking. such as SCUBA gear. A successful swim check allows your character to move their normal speed through water.
26 . You are not limited in the number of advantages you can take. giving you a greater edge at a higher cost. Advantages can also be purchased later in your character’s career by using experience points. but rather makes it trivial for him to later remember any detail he’s already perceived. Smooth Operator (5) – When you take this advantage. in Build Points. such as “The Aristocracy” or “Mercenaries”. you gain four study points instead of the usual two. Good Student (5) – Whenever you spend a Time Unit to practice or learn a skill. instead of a Simple Action (2 AP). Most advantages have a single cost. 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. choose a particular social class or group of people. This advantage may be taken multiple times. but some may be bought at various “levels”. You gain a +3 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. it simply negates the normal penalty to the check. the cost of the advantage. but they can be very expensive. Quick Draw (5) – You may draw a weapon as a Free Action (0 AP). is listed in parentheses after the name of the advantage. each time applying to a different group. This advantage doesn’t make your character more perceptive. Advantage List Attractive (5) – Your character’s appearance is considered unusually attractive. If you are uncertain as to the nature of a particular advantage. Choosing to take one or more advantages can mean a large investment of Build Points and making the wrong decision can be costly. Exceptional Memory (5) – Your character is able to remember even minute details without the need to make an Intelligence check. but can be expensive. They can be quite useful. Jack of All Trades (5) – Your character has picked up many bits of skills and aptitudes throughout his life. you ignore the usual -2 penalty. Advantages can usually only be taken once. This is discussed in the section on advancement. giving him passing knowledge of many skills. This advantage does not make you skilled in a skill you haven’t purchased (so you cannot grant Support). When making a check while unskilled. When buying advantages at character creation time. but there are exceptions which will be noted in the descriptions.Advantages Advantages are optional edges you can purchase for your character to give them a boost during play. speak with your GM.
Specialist (5) – When you take this advantage. Ambidextrous (5) – When using the Dual Wield combat action. or reputation.000. You may heal three points of heavy damage every five days (instead of one). automobile and savings in the form of securities which can be liquidated within thirty days. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. and may be offered at significant risk to your contact. you likely own at least one profitable enterprise and have a large investment portfolio.000. You may take this advantage more than once.000. 10. Your character begins the game with a net worth of $100. 10 15 Contacts (5) – When you take this advantage choose an area. placing you among some of the wealthiest people in the world. The help you obtain can be outside the letter of the law. Your character begins the game with a net worth of $10. Apply a +2 modifier to checks using this skill. a success grants them a +2 inspiration modifier. 27 . such as a large city or state. Whenever your character takes damage. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others.Wealthy (5. choose a specific skill. spending a Time Unit allows your character to heal all damage. and three points of medium damage every day (instead of one). instead of a +1. 15) – Your character has access to more money and resources than the average character. you may reduce this damage by two points. furnishings. including a home. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. The other restrictions of the Leadership skill still apply. at the GM’s discretion.000. Natural Leader (5) – When using the Leadership skill to inspire your allies. your character ignores the normal -2 modifier. While not one of the richest people in the world. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative.000 or more. Your character has a particular knack for a certain skill.000. In addition. choosing it for a new area each time or increasing the number of people you can rely on. Tough (5) – Your character is more resistant to damage than normal.
you apply a +2 modifier to that check. you may intercept one attack as a free action (0 AP) instead of a simple action. Combat Expert (10) – When you take this advantage. Bodyguard (5) – When your character chooses the Guard special combat action. Purpose (5) –Your character has dedicated themselves to a particular purpose or ideal. This bonus also applies to Dodge attempts. you receive a -2 modifier to the check. You are particularly well-trained in the use of the chosen combat skill. Opportunist (5) – Whenever you make a melee or unarmed attack against a target. Ranged or Unarmed). Evasion (5) – Your character is particularly good at avoiding attacks.Avoidance (5) – Once per round. If you knowingly attempt to perform an action that violates your purpose. even when he is unable to Dodge. In addition. 28 . You can make one attack per round with the chosen skill as a Free Action (0). Whenever you make a check to accomplish a task that directly relates to your purpose. your character may Dodge a single attack as a Free Action (0 AP). but does not apply if your character is surprised. choose a combat skill (Melee. if that target is unable to Dodge the blow (or chooses not to) you do two additional points of damage. This advantage negates the effects of the Fog of War. choosing a different combat skill each time. You may take this advantage multiple times. You receive a +2 situational modifier whenever you Evade an attack. any successful attack you make using this skill has its damage increased by +1. The purpose you select must be approved by the GM and he will advise you on which actions do and do not support it.
Anything that requires practically no time or thought is typically a free action. is called the Scene. 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. players involved in the scene take Turns. but in some cases there may be a dramatic shift in the action.Combat To help everyone keep track of the action. Finally. drawing or reloading a weapon and dodging an attack are examples of simple actions. there are a variety of different actions characters can take.Looking around for an exit. Initiative In order to determine who acts when during each Round. These actions fall into one of several types. jumping. from beginning to end. the GM may call for a new initiative roll.Shouting a one-word command and dropping a weapon are examples of free actions. one at a time. Rounds and Turns. Actions During combat. The Scene is divided into smaller parts called Rounds that each represent about six seconds of time in game. Players roll for their characters and the GM rolls for any NPCs. Anything that requires only a minor level of thought or a short spoken command is a mental action. the character with the highest Alertness skill goes first. A character is able to adjust their initiative during combat. This is explained later along with other special combat options. the characters participating in the Scene make Alertness checks at the start. the GM chooses who goes first based on the elements of the scene. Anything that requires fairly complex 29 . Characters can take one free action per round without a penalty. activating a walkie-talkie and shouting a short phrase are examples of mental actions. every Round. In the event of a tie in initiative. or additional combatants may enter the field of battle. to declare what their character is going to do and resolve any actions they take. If there is still a tie. as is activating a control panel or looking up a location using a GPS system. combat is divided into units of time called Scenes. Simple Actions . The entire combat. at the beginning of the Scene. Typically initiative is rolled only once. In this case. prompting each player to act in order of highest to lowest initiative. Mental Actions . Types of Actions Free Actions .
looks for an exit and fires his weapon.thinking or a modest amount of physical manipulation or movement is a simple action.Attacking an opponent. The exception to this rule is the Free Action. This is three simple actions (2 AP + 2 AP + 2 AP). but any AP left unspent at the beginning of your next turn go away. This is a simple action. Any Free Actions taken beyond the first become Mental Actions. a mental action and a standard action (2 AP + 1 AP + 3 AP). Mental Actions require 1 AP. Each round. picking a lock. Each character can take one Free Action per round without spending any Action Points. 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). Standard Actions . Examples: A character fires his weapon twice in one round. A character dodges an attack. characters get six Action Points. sneaking at your movement rate. The player takes actions by spending these Action Points according to the costs above. Time Keeping Every type of action has an action point (AP) cost. Action Points can be carried over to the next round for defensive purposes. Simple Actions require 2 AP and Standard Actions require 3 AP. Anything that requires careful consideration or fine movement generally requires a standard action. or holding a brief conversation are examples of standard actions. allowing you to Dodge. A character runs down a hallway and jumps over a pressure plate in the floor. 30 .
you must have the ability to Evade.Attacking and Defense Attacking a character requires you to use a combat skill. applying any appropriate modifiers. You must also be able to take a simple action. You hit. The Fog of War On your first action in the scene. you spend these action points. You are only allowed to Evade an attack when both of the following conditions are met: 1. against your target’s defensive ability. In order to Dodge an attack. This represents the extreme chaos that accompanies the beginning of combat and the inability of the characters to anticipate their enemies’ actions. such as Ranged Combat. Defense There are two broad ways for your character to avoid being hit: Evading and Dodging. Example: You are attempting to shoot a guard with a pistol. In order to hit your target. you must have at least two unspent action points from your last turn. 2. and add your Dodge skill to the difficulty the attacker must match to hit. Even though you do not roll the dice when attempting to Dodge. The guard has an Agility of 5 and a Dodge of 1. You roll and get a bonus value of -1.1). the attacker makes his attack roll against a difficulty equal your character’s Agility score. you do not have any action points and thus are unable to Dodge. and be aware of the specific attack you wish to avoid. for a total of 8 (6 + 3 . it is still considered a “check” for purposes of situational modifiers. you have a reasonable expectation that you could be attacked. plus that skill’s parent attribute. you must meet or beat his defense. That is. You are “on guard”. When you are the target of an attack and choose to “Evade” it. When you attempt to Dodge. plus the bonus you generate from the dice. To attack. You are able to move. Example: You are not bound. 31 . You have a Perception of 6 and a Ranged combat skill of 3. You are still able to Evade attacks. giving him a defense total of 6 (5 + 1). you add your combat skill. That is. Example: You are entering a building where you suspect an enemy is hiding out.
If the target is unaware of you. and whether or not they can position themselves properly to take advantage of it. either before or during combat. You may still be able to Evade the attack. the GM should assign an armor rating to the cover as appropriate. The primary character uses their skill and roll. you may attack as normal. 32 . The ally does not roll. however. Your GM will advise you as to whether or not you can make subsequent stealth attacks. The guard is surprised and is unable to Dodge the attack. Whether or not you hit. Example: A character is lying in wait to ambush a guard on patrol. Cover can also act like armor. Cover If a target is behind suitable cover. absorbing some of the damage in the case of explosions or attacks designed to penetrate the cover and damage a target behind it. If the surprise occurs at the beginning of combat (perhaps as the result of an ambush). but adds a +2 because of their ally’s support. the target is not able to Dodge. The GM will determine if the cover is suitable to shield the target from the type of attack they are being subjected to. When surprised. All characters must be using the same skill and be within the proper range of the attack. the attacker has a -3 modifier to their combat check. they are not allowed to Dodge your assault. or believes that the attacking character won’t be attacking them (they believe the character is a trusted ally). the attacking character or characters are given a +3 bonus to their initiative checks. Support During Combat A skilled character may spend a standard action to support another character on that ally’s turn. it is treated as cover and the GM should determine how much of a penalty to assign incoming attacks.Surprise Surprise occurs when a character’s target is unaware of the attack (the attacker is hidden). 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. If a character is using a shield of some sort. Stealth and Surprise If you are able to conceal your presence. if the situation meets the conditions described above. Example: A guard is hiding behind a crate while one of the PCs is shooting at him. A second player sneaks around and attacks the guard from behind. The character gets a +3 to his initiative roll. likely giving him the ability to act before the guard. In such cases.
Moving while using the stealth skill requires the character to spend a Standard Action (3 AP) for the movement. 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. otherwise the character moves more slowly and may be at risk of injury. The average character can expect to cross this distance with three full rounds of movement. Climbing or swimming at this speed requires a successful check for the relevant skill. the penalty becomes -3. Ranged weapons have a listed optimal range that is specified using one of the terms above. rather than a Simple Action. or a full round of travel (one hundred feet). 33 . Where it is important. every character is able to move up to their Agility times six. in feet. Very Long – Very long range is that distance between long and roughly one thousand feet. By taking a second Simple Action. but rather it follows certain guidelines and is adjudicated by the GM when there is a question. 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. Long – Long range is that distance between medium and roughly three hundred feet. they may move up to twice this distance. Melee weapons all have a range of Personal and are unable to strike any target beyond this range. the bonus becomes +3. the various possible distances are usually divided into several broad ranges. At two categories farther away. Short – Short range is that distance between personal and what the average person could cross with a simple action (thirty feet). Medium – Medium range is that distance between short and what the average person could cross with three simple actions. During combat. 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. At two categories closer (a Medium range weapon targeting an opponent in Personal range). The average character can cross this distance in ten full rounds of movement. by spending a Simple Action (2 AP).Movement and Distance Movement and distance in the game is not measured precisely. You can move about this space without having to spend any action or action points (a shuffle-step). Personal – Personal range includes yourself and the area around you that you could hit with the average melee weapon.
Special Circumstances Invariably. questions will arise during combat. the GM should use the above as guidelines and err on the side of speed. In most situations. Rarely should exact distances matter. the GM should give the character a +1 bonus for each favorable circumstance they experience. rather than dig out miniatures and rulers. The GM must determine the specific circumstances of each situation when assigning these modifiers. at a -1 penalty. When you are determining the penalties assigned to weapons firing beyond their normal range. but when they do. a ranged weapon is usually ineffective. Outside of these distances. treat distances beyond Very Long as multiples of this distance. In general. 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. 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. and a -1 penalty for each unfavorable circumstance they are working under. the GM should be able to estimate the distances in the game using these rough ranges. or three times this distance at a -3 penalty. 34 .For weapons with a range of Very Long. a character can gain a +2 modifier on their next attack. the GM should make a quick decision and allow the action to continue. That is. Aiming By spending a Standard Action (3 AP) aiming a ranged weapon. these are just guidelines. the weapon is capable of striking targets up to twice this distance.
you are likely to take damage. If you are experiencing heavy damage. If you are not wearing armor and are shot with a powerful weapon for twenty points of damage. Your character's Body attribute determines how much damage he can take before being incapacitated. you "fill" these meters. your character falls to the ground unconscious and is incapacitated until he is either healed. let’s say your character has a Body score of five. Heavy damage represents serious wounds. As long as you have hit points left in your light damage meter. The next meter tracks Medium Damage. The last meter tracks Heavy Damage. you are incapacitated and are dying. In this case. Taking any more damage while incapacitated means you die immediately. your character has a total of fifteen hit points. The first meter that gets filled tracks Light Damage. you begin to fill this meter. Medium damage represents cuts. your character will still be unconscious. If he takes any damage while in this state. he dies. blood loss and broken bones which greatly impair your ability to act. While your character has medium damage. Each meter can hold a number of hit points equal to your Body score. Once you have filled all three of your damage meters. If your meters are filled completely.Damage When your character gets hit in combat. your character will also die. you suffer a -3 penalty to your rolls. Once your light damage meter is filled. Damage is tracked in the form of hit points on your character sheet using three meters. or with a successful use of the First Aid skill. All light damage is healed with a good night's rest. If you take enough damage. your character will receive penalties to his rolls. After ten rounds (one minute) of being incapacitated. Once your medium damage meter is filled. you suffer a -1 penalty to your rolls. Without proper medical attention. 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. If you receive a successful First Aid check before this time is up. 35 . Light damage represents bruises and scratches that pose no real threat to your character. painful bruises and other wounds which interfere with your character's ability to function. your character suffers no penalties. Without proper care. each point of heavy damage takes five days to heal. For example. As you take damage. but will no longer be dying. or naturally recovers one hit point. or if one minute passes before you receive a successful First Aid check. your character recovers one point of medium damage each day. you start taking heavy damage. While your character has heavy damage. your character is immediately incapacitated but you will not die until you either take additional damage. it's time to leave the fight and seek medical attention.
the GM is free to assign modifiers to the check. If a character is incapacitated. there are two other kinds of healing your character can receive. If successful. The difficulty of a First Aid check is seven. the treated character is healed for all light damage. Your character must heal all heavy damage first. even if the check fails. preventing death.Healing Damage is healed in order of most to least severe. then medium.Use of the First Aid skill and associated equipment. A character can only be treated with Medicine once per day. It requires a full round to apply First Aid to a character. A character can only be treated with First Aid once per day. the GM is free to assign modifiers to the check. 36 . First Aid is usually quick to perform. and Medicine generally requires suitable facilities (such as a clinic) and/or equipment. allows your character to recover from light damage. If the character is being treated in less than ideal conditions (a hideout without proper medical technology). It requires one hour to provide proper medical attention. a successful First Aid check will stabilize them. then finally light. such as during combat. Apart from natural healing which is explained above. A Medicine check is made against a difficulty of seven. You are allowed to perform First Aid on yourself. Because of the exacting nature of Medicine. you are not allowed to perform this skill on yourself. in addition to their natural healing. First Aid . If the character is suffering from medium or heavy wounds. It takes longer to use the Medicine skill than First Aid. but that character ignores his wound penalties for one hour. It can also temporarily negate the penalties associated with more serious wounds. such as bandages and first aid kits. If First Aid is being applied under stressful conditions. Medical Attention . If successful. even if the check fails. but the injured character must rest for at least eight hours before gaining any benefits to the treatment.Use of the Medicine skill and related equipment is used to heal medium and heavy damage. the character will heal a number of hit points equal to their Body score after a night’s rest. no damage is healed.
Firing a weapon in this manner generally uses three rounds of ammunition per attack. 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. If you hit. strike an area. Normally keeping exact count of how many rounds you’ve spent isn’t necessary. The actual statistics used for the area of effect and any “splash” damage will be given in that weapon’s description. All weapons have a Base Damage rating. You take a -2 penalty to your attack. your target may not take any actions other than Evading or Dodging on his next turn. Many weapons can be fired a single shot at a time. Full-Auto (F) – If you choose to fire a weapon in full-auto mode allows you to spray “cover fire” at an enemy. your target receives a -2 penalty on their next check. preventing him from taking any action on his next turn. For situations where it matters. Area (A) – Some weapons. You receive a -3 penalty to your attack roll. Firing a weapon in full-auto mode generally empties the weapon of ammunition. For ranged weapons. They also have a cost expressed in U. Dollars to give the GM an idea of the resources needed to procure them. The Action value describes how the weapon can be fired. firing a weapon in this manner uses only one round of ammunition per attack.S. or in a full-automatic mode. Action and Ammo are attributes unique to ranged weapons. You can elect to fire the weapon using any Action that the weapon supports. which is the amount of hit points of damage a successful attack from the weapon inflicts automatically. and takes the form of a list of letters separated by slashes. If you hit. as a burst of projectiles. Burst (B) – Firing a burst from a ranged weapon allows you to “suppress” your target’s ability to act. The Range of a weapon describes the distances at which the weapon is effective. 37 . like grenades or heavy artillery. the Range attribute describes the distance at which no bonus or penalty is gained for firing the weapon. Single-Shot (S) – Firing the weapon a single shot at a time gives you no bonuses or penalties. but the GM might call for more detailed book-keeping in particularly dramatic or tense situations. The Ammo value tells you how many rounds of ammunition can fit in the gun. doing damage to everything within its radius of effect. All melee weapons have a Range of Personal and are ineffective beyond this.Weapon Statistics There are a variety of different statistics for weapons used in the game. A successful hit uses the weapon’s Base Damage.
Weapon Damage Every weapon has a Base Damage value that indicates how many hit points of damage a wound from the weapon will inflict. Example: Let's say you beat your opponent’s defense by 2 and are wielding a club with a base damage value of 2. and an Encumbrance rating. Armor Armor absorbs damage and allows you to be safer in combat. it usually isn’t necessary to track how much ammunition the players or NPCs expend. you can wear the armor with no ill effects. Because of this. The downside to this approach is a lack of absolute realism. 38 . which is the penalty applied to your rolls if your Body is not high enough to wear it comfortably. allows you to subtract 2 hit points of damage from every successful attack made against you. in some situations doing so might add to the drama of the scene. Each type of armor has a Body rating. it is advised that all players carry at least some spare ammunition. Damage Bonus When using the Melee Combat or Unarmed Combat skills. The total damage a character would take on a successful hit would be 4 hit points (2 + 2). but they should also not “sweat the small stuff” and manage what they are packing down to a single bullet. A guard shoots you for 4 damage. As long as your Body is high enough. you add the Result of your combat check. However. To this. 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. you add your character’s Damage Bonus to any damage your character inflicts. Example: You are wearing a vest with an armor rating of 2. which is used to determine if you can wear the armor without penalty. An armor rating of 2. Every piece of armor has an armor rating that tells you how many points of damage it can absorb per attack. for instance. You subtract 2 because of your armor and only take 2 hit points of damage.Tracking Ammo As mentioned above. Reloading Reloading a weapon is a Simple Action (2 AP).
intent on striking his enemy even if it means standing in harm’s way. 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. various special tactics have emerged that have sometimes tipped the balance in a conflict. you now act on a five in every round following. rather than trying to damage their enemies. You gain a +3 modifier to all Dodge attempts made until the start of your next turn.Special Combat Actions Every combat situation is different. but cannot take any other actions other than movement during this time. You gain a +2 modifier to all Dodge attempts made until the start of your next turn. This represents your character’s ability to survey the scene and plan his moves accordingly. announce your intention at the start of your turn before you take any other actions. Many of these actions yield a benefit. When you wish your character to take one of these actions. Aggressive Fighting Your character leaps into the fray. but suffer a -1 modifier for all other checks made during this time. your character does not need to use any AP to Dodge. Holding Your Action When it is your character’s turn to act. but over centuries of human conflict. 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. The following special actions may help in this regard by allowing you to take advantage of certain situational modifiers or special effects. You gain a +1 modifier to all combat checks made until the 39 . In addition. you can hold your action until later during the round. By holding your action you are reducing your initiative for the current and all subsequent rounds during the scene. If your character would normally act on an initiative count of seven. though at the cost of some penalty. This can allow you to see what others are doing during the scene and act in response. You can spend as many AP sizing up the situation as you wish. Each one improves your initiative by one. and you hold your action until the count reaches five. The trade-offs for each action are explained in the action’s description. Defensive Fighting Your character adjusts their fighting style to focus more on fending off the blows of their opponents. Full Defense Your character abandons any other actions in order to concentrate completely on defending themselves.
your target is unable to perform any actions other than grappling with you. The target must be within Personal range and you must be unarmed. All attacks made against the target gain a +1 modifier. In order to use the Guard action. Distract Your character may choose to spend a standard action (3 AP) to distract an opponent within Personal range. If you succeed. Called Shot Your character attempts to hit a specific part of his target’s body with his attack. You may only distract an individual target once per round. Because you are so exposed. While actively grappling. but you must be within Personal range of each of them. and both you and your target gain cover from other combatants. The grapple lasts until the start of your next turn. but cannot take any other actions other than movement during this time.start of your next turn. any attacks made against you have a +1 modifier applied to them until the start of your next turn. your opponent may attempt to break the grapple with his own Unarmed Combat check. For example. attacking your target’s leg may slow them down. although other characters may distract the same target as you. Guard Your character may choose to shield another character or object of similar or smaller size from attacks. but suffer a -1 modifier for all other checks made during this time. This can be used to target unarmored parts of your target. Full Attack Your character abandons any other actions in order to concentrate completely on destroying your opponent. A called shot receives a -3 penalty to your attack roll. so long as your target remains in Personal range. you must be within 40 . your character can take no other actions. but on their turn. This modifier lasts until the start of your next turn. You gain a +2 modifier to all attacks made until the start of your next turn. Each other character distracting a target grants an additional +1 modifier. You may distract as many opponents per round as you have standard actions. Other characters attempting to attack you or your target suffer a -3 modifier to their checks. Grapple Your character attempts to subdue an opponent by wrestling them to the ground. or to strike certain vital areas which could result in extra damage or side effects as the GM decides is appropriate. You make an Unarmed Combat check opposed to your target’s Unarmed Combat.
you can elect to use both weapons at the same time. He may also chose to use Dual Wield if he has another weapon in his hand. You must declare your intention to dual wield at the start of your turn. When this is the case. 41 .Personal range of your ward. as though dodging. and must declare which character you are guarding at that time. You must announce your attention to take the blow before the attack is resolved. as a free action (0 AP). granting your ally a +1 bonus. This combat action cannot be used with Unarmed Combat. While guarding another character you may take other actions as normal. For example. because of the bonuses from Distract and Aggressive Fighting. and be able to dodge. you may spend your simple action (2 AP). which. You must announce your intention to guard at the start of your turn. you may choose to Distract your target. Combining Combat Actions Some of the above actions can be combined for greater effect. You may only guard one character at a time. translates into no attack penalty at all. including attacks. All attacks you make that turn suffer a -2 modifier. with the weapon of your choice. or to provide special tactical bonuses. The effect of this is the ability to make one additional attack. 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. so long as you remain within Personal range of your ward. in order to intercept the attack and take the damage yourself. granting him an additional attack at the expense of a -2 penalty for each. Dual Wield Some melee and ranged weapons are small enough to be held in one hand. allowing you to hold another in your off-hand. If your ally then chooses to use the Aggressive Fighting action he may gain a further +1. if you and an ally are attacking the same character with melee weapons. When an attack targets your ward.
for instance. but it is possible for one character to hate a character that loves them. they also involve taking on the role of a character and interacting with the world and its inhabitants. Note that two characters don’t necessarily have to have the same disposition toward one another. some rules and guidance can help structure and enhance these types of encounters. or lying your way past a guard are all important interactions that should be given at least as much attention as combat. according to how they are disposed to them. This is simulated through the use of character dispositions. These dispositions are typically reserved for NPCs (players should role-play interactions between themselves. It may be rare. Character Dispositions Different characters in the game world react to other people in various ways. how likely they are to succeed does not just depend on the player’s roll. just like combat. 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.Social Interactions Role-playing games aren’t just about numbers. Disposition Hated Hostile Cold Neutral Warm Friendly Loved Modifier -5 -3 -1 0 +1 +3 +5 42 . Each disposition carries a modifier which should be applied to any Presence based checks (such as Persuade or Bluff) one character makes toward another. Acting out a scene where your character convinces a jury to let them go free. When a player is attempting to Persuade another character. That said. but also on the character’s attitude toward the player.
They won’t go out of their way to cause the PC harm. If the player fails. They won’t necessarily put themselves at great risk to hurt the PC. Hostile – The character is intent on causing the PC harm. the character’s disposition improves toward him by one level (for example. if they are willing to deal with the PC at all. close and personal bond with the PC. They will help the PC in any way they can. someone they believe they can count on. Warm – The character greets the PC with a smile and considers them at least an acquaintance. While not as accommodating as a true friend. and will likely take any opportunity to harm or destroy them. the GM 43 . the character generally trusts the PC and will likely render aid if it doesn’t put them at any risk. For spectacular failures or success. even if it means incredible risk. 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. If the player is successful. They are no more or less likely to offer aid. Loved – The character feels a deep. After the scene is played out.Hated – The character utterly despises the PC. The character will likely demand much more than typical for any assistance they might render. Friendly – The character views the PC as a true friend. Improving Dispositions Improving a character’s disposition toward you requires the use of the Diplomacy skill. with the normal prejudices or lack thereof. Neutral – The character treats the PC as they would any random stranger. Using Diplomacy is not something that can be done in an instant. The character trusts what the PC says (so long as it seems possible) and will vouch for them when necessary. The character would find it almost impossible to believe the PC is anything other than loyal and completely trustworthy. though won’t necessarily put themselves at great personal risk. They refuse to do any business with the PC unless they feel it will give them an advantage in the conflict. the player makes a Diplomacy check opposed to the other character’s Resolve. 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. Cold – The character feels some reason to dislike or distrust the PC. The character is very likely to offer whatever assistance they can. but rather requires a lengthy period of conversation and interaction. but they remain distant and suspicious. but they will make things difficult for them whenever the situation presents itself. the character’s disposition does not change. going from “Cold” to “Neutral”).
and even more time to turn an enemy into a friend. In general. harnessing their creative talents to develop a well-rounded character over time. or increase by two levels. to ignore them completely. Role-Playing vs. Note also that because Diplomacy is a Presence-based skill. making it quite difficult to change the mind of a dedicated enemy. it is affected by the modifiers above. as always. 44 . It takes time to cultivate a relationship. If your group feels these mechanics are too restrictive you are free. respectively.could have the character’s disposition drop by one level. 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. the GM should allow only one Diplomacy check every in-game day to reflect this fact. Many people play such games to have an opportunity to act. Rolling Not everything in a role-playing game needs to be rolled.
or force some characters to sit on the sidelines. Whether this takes the form of heavy combat. The focus. little time is wasted watching a character repair a car. The game divides up the action over long periods with terms traditionally used by television shows. The collection of Seasons that the same group of characters participates in is called a Series. A set of related adventures that take place over several Episodes. Likewise. is on the action. 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. allowing a series to run on for as long as everyone is still having fun with those characters and the stories being told. Genesys provides a convenient mechanism to allow these more mundane events to take place “off screen”. But there is also a need to track larger blocks of time in a role-playing game. Seasons usually take from five to eight episodes to resolve. all of which describe relatively short periods of time because of the need to organize the action at a fine level of detail. 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. therefore. is called an Episode. leading up to an epic conclusion where the fate of the world is at stake. but at the same time such things should not bog down the action. And the seasons taken together describe each of the characters’ personal struggles. Think of a television show you might have watched. but some may be shorter or longer depending on the tastes of the players and the GM. 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. diplomacy or investigation. the idea is to keep the story moving. There’s no limit to the number of seasons a series might be composed of. An individual session. growth and ultimate destiny. Characters should have some limit to their off screen time (what they are allowed to do outside of the context of play). 45 . Episodes are directed with an eye toward moving the story forward. facing ever more powerful challenges. To help keep the game moving. where the players are the stars of their own serial. Arranging your campaign in this fashion can lead to a more dynamic and exciting story. In many shows. is called a Season. or spending hours or days in a workshop modifying a machine gun to achieve a greater firing rate.Time Units Time in combat situations is measured in scenes. while at the same time creating a practical limit on what any given character can do with their time. rounds and turns.
described below. and let the characters spend them at that point. otherwise they are lost. usually between episodes (after one play session and before the start of the next one). 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. players are given special points called Time Units. Time Units last only for a single season.To simulate these off screen events. These Time Units can be spent in a variety of ways. When the season concludes. 46 .
their only option is to let nature take its course and heal at the normal rate. they may heal a number of hit points equal to their character’s Body score. When a character studies in this way. Working – Sometimes characters would like a little extra money. This allows something that could normally take up a great deal of game time to be done very quickly. a character may spend Time Units to gain some extra money. and spend time acting out all of the various conversations. So instead of forcing the character to make a series of rolls. a character may elect to spend a Time Unit to heal up off screen. or even work overtime at their normal place of employment. The GM might take a few minutes to hear the player’s plan as to how his character would go about schmoozing. When a character spends a Time Unit in this way. they gain two Study Points for the skill they choose. These events are certainly important to the character. leaving the rest of the players sitting around as nothing more than spectators. Time Units may only be spent between episodes. For instance. 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. beginning with the most severe wounds as normal. the team may end one episode racing to get to location 47 . and could benefit the entire team. 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. 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. or take an odd job here and there. but rather than take up game time by forcing a player to roam the streets picking pockets. and based on that plan could grant the check a modifier. In general. 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. How much money is left to the GM. allowing players a wide array of choices in how to spend their off screen time.Spending Time Units Time Units can be spent in a variety of ways. Healing – When a character has no access to appropriate medical care or technology. Because some wounds can take a great deal of time. or some other group of people. Special Events – Let’s say a player wishes to have their character cultivate a relationship with a certain politician. 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. Studying – Characters may spend one Time Unit per Episode improving an existing kill or learning a new one.
During the course of play. 48 .before their enemies do. Players may ask how a character with life-threatening injuries is able to bounce right back at the start of the next episode. However. Because of this. They also may not spend study points or experience points improving their characters. In these scenarios. If this sort of realism is important to the group. If characters end that session wounded and want to heal up. or is busy wooing the locals. Time Units are a very powerful tool that can easily serve to keep the action flowing and make the game more enjoyable for all. ready for more. many situations can arise where an entire team of characters must be sidelined while one character heals up. it probably doesn’t make sense to allow them to spend Time Units on the way. but there is no reason the GM can’t translate these abstract numbers into specific lengths of time such as days or weeks. it is strongly suggested that you give them a try. The various skills in the game may reference Time Units. the GM should designate that episode a Cliff Hanger. The downside is that Time Units remove a certain degree of realism from the game. In cases like these. Time Units can be safely omitted. This means that the players do not get to spend their Time Units between that session and the next. Why Time Units? Time Units reflect the basic idea that a game is supposed to be fun for everyone. Time Units can allow the players and the GM to “hand wave” over the event and let the action continue. preserving the important situation’s integrity and making every moment count. The realism you may lose is likely to be outweighed by the time you save. Because of these restrictions. the GM should always be careful about when and how often they declare episodes Cliff Hangers.
Remember. and not under duress. penalties may be assigned by the GM. 49 . If doing nothing else. This complexity should be offset by the infrequency of their use. should such situations arise during your adventures.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. can hold his breath for a number of rounds equal to his Body score. Some poisons also have a negative effect even if the character resisted the worst of it. This check begins with a difficulty of seven and increases in difficulty by one point each round. the Full Effect of the poison takes hold. For particularly stressful situations (a character trying to dig themselves out of a coffin after waking up to find themselves buried alive). If they fail the check. such as by swimming. What happens to a character that is drowning? When does the poison a character just drank take effect. the rules in this section are only suggestions. If you find these rules too cumbersome. you should feel free to take these mechanics as guidelines and “wing it”. 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. and dies on the next round if they are unable to breathe. 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. In general. depending on whether the character managed to resist the poison. clawing through earth or struggling with bonds. When a character is exposed to the poison. A character that becomes incapacitated while holding his breath falls unconscious. When a character fails this roll. a poison is a chemical compound that has a Potency Rating and an Effect. the player makes a Body check with a difficulty equal to the poison’s Potency Rating. Most poisons simply deliver their effect and are then passed out of the body. After this time they must pass a Stamina check every round. they begin losing hit points at the rate of one per round until they are able to breathe freely again. or discover that these situations occur frequently in your games. Many of the rules and systems given in this section are fairly complex. Drowning and Suffocation A character that is exerting himself. Poison Poisons can come in a number of different types. each with their own effects. a character may hold his breath for a number of rounds equal to three times his Body score.
a Medicine check is made against a difficulty equal to the poison’s Potency. Multiple doses require additional rolls. or if their potencies and effects should be reduced. a poison’s Potency Rating is measured on a scale from one to ten. 50 . with a high number indicating a very powerful compound. the patient recovers. 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. Character takes 20 points of damage. This is of particular concern if you believe poisons will feature prominently in your campaign. 11 and 12 respectively). Resisted Effect Immediate sickness and coughing (-3 penalty to all checks). The following is a list of sample poisons from the real world. Immediate nausea (-3 penalty to all checks). Name Sarin Gas Potency 10 Full Effect Immediate unconsciousness. Immediate muscle spasms and seizures (unable to take any action).Like a character’s Body score. Tranquilizer 9 Immediate exhaustion and confusion (-2 penalty to all checks). each at a +1 potency (three doses of Sarin Gas would require three rolls at difficulties of 10. Recovery in one hour. Recovery in one hour. The table below gives potencies and effects for one “dose” of the poison. Character takes 10 points of damage. Immediate unconsciousness. If the roll fails. Character takes 15 points of damage. Immediate nausea and seizures (unable to take any action). If successful. the patient does not recover and the poison’s potency is effectively increased by +1 for the purposes of future attempts. Cyanide 8 Strychnine 7 Immediate muscle spasms (-2 penalty to all checks). Curing Poison In order to cure a poisoned character.
Damaging Armor Armor can lose its effectiveness over time. a chase is resolved through an opposed action. To determine whether or not this happens. such as a piloting skill. and the combat begins to clearly move in favor of the players. To repair this damage. Chases involving other skills. 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. is hit for seven points of damage. or even characters’ Agility scores in the case of running can be used as necessary. the character sustains damage in spite of wearing the armor). the character must make a Repair Armor check against a difficulty equal to seven plus the amount of effectiveness the armor has lost. or if a car crashes. 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. Example: A character wearing a Bulletproof Vest. oncoming traffic or other hazards where it’s appropriate and dramatic to do so. Additional checks might be required to avoid pedestrians. The armor has lost one point of effectiveness. Example: After the fight.Unless otherwise noted in its description. Generally a chase lasts for several rounds and involves at least one Drive check. it is destroyed and cannot be 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. When a piece of armor has its Armor Rating reduced to zero. 51 . so the difficulty of his Repair Armor check is eight (7 + 1 = 8). Since this overcomes the Armor Rating. the GM may decide that whenever the Armor Rating of the character’s armor is overcome (that is. the GM may make a Morale Check. To simulate this. there is a chance that their enemies will abandon the fight in an effort to save themselves. the armor is fully repaired. If successful. Morale When the players are fighting with a group of NPCs. using a skill such as Drive. the Bulletproof Vest loses one point of effectiveness and now has an Armor Rating of three. an Armor Rating of four. the character attempts to repair his Bulletproof Vest. it loses a point of effectiveness. In general.
knows the area and the type of terrain. If successful. Falling Damage A character may normally fall up to ten feet without suffering any damage. Uneven ground. If a character or group fails this check. The difficulty is seven. 52 . this should also apply. Example: The players are fighting a group of guards and they have managed to defeat several of their opponents. they become lost. This becomes an opposed action with the player’s Intimidate check going against his enemy’s Resolve. The GM decides that the battle has swung so far in the players’ favor that the remaining guards must make a Morale Check. a character must make a Navigation check against a difficulty of seven.A Morale Check is made using the NPC’s Resolve skill. modified by the GM based on how dire the situation has become. Finding your way through a dense forest is much more difficult than finding your way across the plains. 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. For every ten feet beyond this that they fall (round up to the nearest multiple of ten feet). The ability to navigate and avoid getting lost is dependent on the type of terrain and circumstances of the journey. as well as the amount of gear a character is carrying. dense foliage or hostile conditions (such as the extreme heat of a desert or the cold of the arctic). modified by the GM depending on whether the character has a map. If an NPC is using the Leadership skill. the character suffers five points of damage. 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. These rules and distances should be adjusted if the characters are traveling via a vehicle or beast of burden. can reduce this to twenty or even ten miles. The GM decides that the difficulty of this check should be ten and rolls for the guards. Armor does not typically apply to falling damage. If the combat has begun to swing in the players’ favor and they are aware of this. a player can attempt an Intimidate check that immediately forces their opponents to make a Morale Check. the fall is treated as being ten feet less than it actually is. The guards run. 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. getting a Resolve check result of eight. To stay on course.
disadvantages need to be carefully tracked by the GM to ensure that the players are properly penalized. as a means of both adding flavor and as a way to provide more Build Points at character creation time. 53 . the rules for Dodging apply. Players must discuss with their GM any disadvantages they may feel would be appropriate for their character and seek specific approval. In addition.Disadvantages Some GMs and players may prefer to have a way to choose flaws for the player characters. The parry is successful if the attacker fails. a player may later spend experience points to “buy off” a disadvantage. You gain a -2 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. The GM may also wish to limit the number of points gained from disadvantages to no more than ten Build Points. Doing so requires the parrying character to have saved a Standard Action (3 AP) from his previous turn. The attacker’s combat check is made against a difficulty equal to the parrying character’s weapon skill total. the defending character may make an immediate counter attack at a -3 penalty. Some examples of disadvantages might be: Ugly (-5) – Your character’s appearance is considered unusually unattractive or hideous. Disadvantages can be easily created by using the advantages provided as a baseline. On a successful parry. The decision to allow such disadvantages depends a great deal on the type of game the GM wishes to run. The cost of buying off a disadvantage is twice the normal cost of the disadvantage in experience points. characters may start the game with much more than twenty Build Points. By allowing disadvantages. making for a more powerful party. With the GMs permission. the players have effectively gotten their extra Build Points “for free”. Parrying A character may use his Unarmed Combat or Melee Combat skill to deflect incoming unarmed or melee attacks. If the GM forgets about these disadvantages and fails to bring them into play. Otherwise. Slow (-5) – Your character receives a -3 modifier when rolling for initiative.
54 . only one Study Point for each individual skill may be earned during a particular episode. you can use Experience Points to learn new skills or improve existing ones. you gain two Study Points for that skill that you can later spend to improve it. They are also used to increase your character’s attribute points and buying advantages later on. picking up new skills and improving existing skills. Study Points are tied to a particular skill. but Experience Points can be spent on any skill. or the GM feels the character could have learned something from the failure (“He won’t do that again!”). That. Each Experience Point acts as a kind of “wildcard” Study Point. Experience Points and Time Units. but only one Study Point for each individual skill may be earned in this way during a particular episode. As above. there is a space to track Study Points. learning new things. or getting the trashed computer system back online to extract valuable information. such as saving the day with a well-placed shot from your pistol. Whenever you spend a Time Unit to train a skill. Study Points Next to each skill on your sheet. is. Each episode. As the game progresses. which are also tracked on your character sheet. One Experience Point is awarded automatically to every character that participated in the episode.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. To simulate this. Experience Points At the end of each episode. 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 gives out Experience Points. the GM can award a Study Point as he would for a notable success. making them very versatile and powerful. your character becomes more knowledgeable and more formidable. the GM awards Study Points. The GM may also grant you a special reward for a particularly resourceful use of the skill. In these situations the GM can award your character a single Study Point for that skill.
The GM should call on each player to spend any Time Units they have left. award three. If they succeeded or did well. and a new one is to begin. Did the character learn something new. the GM should award them an Experience Point. When a season ends. 55 . If the group failed in their objectives. 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. the GM should award each character that participated in the session one Time Unit. The final bit of housekeeping to attend to at the end of a season is spending any remaining Time Units.2. such as uncovering a mystery. as they will not carry over to the next season and would thus be lost. 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. or even none for a truly awful performance. the GM should award only one Experience Point. If the players went above and beyond the call of duty. impressing themselves and the GM alike. or did poorly. Time Units At the end of every episode. 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 the character acted in ways to further the story along. the GM awards that character one Experience Point. End of Season A season is a set of related episodes leading to some final conclusion. This award is in addition to the normal episode awards described above. based on how well the group fared during the adventure. 3.
The cost of buying an advantage in this way is twice the normal Build Point cost. going from being unskilled to having a level one. In other words. Again. experience points and time units. Mentoring One character may help another character learn a new skill by mentoring them. 56 . but at least one point must be a true study point for that skill. that is. Buying Advantages With your GM’s approval. Also note that having a mentor does not exempt you from having to spend at least one true study point to purchase the skill. if an advantage can be purchased at a five point level and a ten point level. you can improve the advantage by buying the next level. he can spend ten experience points to purchase the difference and gain the higher level of the advantage. To go from level three to four would cost eight. requires five study points. players should have the opportunity to spend their accumulated study points. For advantages with variable costs. you may spend a combination of study points and experience points. For example. to buy a five point advantage would cost ten experience points. Players may spend any combination of study points or experience points when learning a new skill. When a mentor is willing and able to train the character. but at least one point must be a true study point for that skill. should they choose. To go from a level two to a three in a skill would cost six study points. Improving Skills To improve an existing skill costs a number of study points equal to twice level you are going to. Learning New Skills To learn the first level of a new skill.Advancement At the end of every episode. your character can buy an advantage using experience points. The exception to this is a Cliff Hanger episode where there is no real break in the action. the cost for the first level of the skill is three study points. The mentor must have at least one level of the chosen skill in order to be a suitable teacher. and your character already has the five point version.
but the total of any attribute score plus its Edges cannot be greater than ten. So to gain a +1 Edge to an attribute costs five experience points. To go to a +2. Each Edge effectively increases that attribute by one point. you buy Edges whose cost is based on the number of Edges you have already purchased for all of your attributes. Beside this value on your character sheet is a space labeled “Edge”. in experience points. 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. 57 . requires ten experience points and so on. it is possible to raise them slightly during the course of your character’s career. yet through continuous effort and practice. Note that buying Edges and advantages requires experience 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. The cost of an Edge is five times the number of Edges you are going to. You are not limited in the number of Edges you can purchase. or buy an Edge for a different attribute.
The following is a selection of some of the more common weapons found in the modern world.
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 $600. If a character wants to wear ripped jeans and trench coat.00 $500.00 $800. 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.000. as well as providing a good “baseline” when creating new equipment. there is little reason to worry about how much his outfit costs.00 $1.00 $200.00 $450.00 $2. 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. as well as those purchases that are so expensive as to warrant specific U. Like the list of weapons above. As such.00 $300.Equipment The following is a selection of sample equipment that the players may wish to acquire. This list is a sampling of some of the more common items that can crop up during the course of an adventure. 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 $1.00 $180.00 $350.500.00 $100.S.00 $500. this listing is followed by a series of detailed descriptions for each of the items.500. lighters. If it is important.00 $3. or to track exactly what he has on him. these items aren’t listed below.000.00 $600. Items such as simple flashlights. This should give players and the GM a good idea of the utility of each item that is listed. Dollar values.00 $3.00 .500.
00 $60.500.00 $35.00 $35.000.000.000.00 $75.000.00 $25.00 $2.000.00 $5.00 $100.000.000.00 $2.500.00 $350.000.00 $3.00 $500.0 .00 $40.00 $3.000.00 $20.00 $400.000.00 $500.00 $2.500.00 $200.000.000.000.000.00 $3.000.500.00 $45.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 $800.000.00 $250.00 $800.00 $5.00 $100.00 $250.00 $5.00 $50.000.000.00 $50.00 $300.00 $500.00 $150.000.00 $40.000.000.00 $2.00 $4.
Designer Dress – The latest fashion. for men or women. plus gloves and a hat. These dresses are usually worn only once for very special occasions. although its presence might not escape notice. Email. while also.000. let the body sweat and cool itself with little extra effort. Police/Emergency Scanner – A battery-operated.000. This device does not allow for listening to encrypted data transmissions. and an Encumbrance of -1. wet terrain and khakis. When travelling through harsh. It provides an Armor Rating of 4. making it able to protect against light weapons and many handguns. This armor is generally used by strike teams and special police units.000. appointment management other software allows the user to keep connected while on the road. High-end suits such as these. cold environments suitable clothing is a must. It protects only the body. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit. Winter Gear – Heavy coat and other insulated clothing. are usually very expensive. a Body Rating of 6 and an Encumbrance of -3. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet. This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops. ready to wear. It can help keep exposure to insects and parasites to a minimum.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. but can sometimes give the wearer an advantage when dealing with the elite.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. The suit protects the entire body and head.000.00 $14. 63 . using special fabrics. web surfing. 00 $300. Jungle Gear – These outfits include hiking boots designed for rough. The armor has a Body Rating of 5. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. hand-held scanner that allows the user to listen in to local police and fire broadcasts. providing an Armor Rating of 6. but can make the wearer look absolutely fabulous.
perhaps even unusable. 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. Low-End PC – A desktop computer capable of running basic “office” applications. A six digit pass code is required to unlock the device after it has been idle for a few minutes. It makes use of satellites to determine location. It produces highresolution images which can easily be downloaded onto any modern computer system. GPS System – A computer-driven global positioning system used for navigation. allowing you to work on the road. as well as low-light photography. Options exist for date and time stamps. surf the web and watch a movie all at the same time. It can be carried on your person or installed in a vehicle. High-End Laptop – A so-called “desktop replacement” laptop. Any applications which take a great deal of memory or processing power are likely to be sluggish. connecting to the internet and working with photos. battery-operated communications devices which encrypt the contents of all broadcasts. Digital Camera – This is a high-end digital camera suitable for professional use. 64 . and how to get where they are going. Low-End Laptop – A computer designed for maximum portability. Comparable to a State of the art PC. a task that can be done at the electronics store. High-End PC – A desktop computer on the cutting edge of technology. You can play games. and locally-stored maps to help users discern where they are. It comes with a standard lens with limited zooming abilities. this machine is responsive even when working with large image files and movies. It is not powerful enough to run the latest games or perform advanced video editing. or from a personal computer. It can also access wireless networks.Encrypted Walkie-Talkie (2) – A set of two hand-held. State of the art Laptop – A portable computer running on experimental technology. but has enough power to be comparable to a Low-End PC. The fastest machine available to corporate and government agencies outside of a clean room environment. next generation technology. comparable in ability to a High-End PC. without much of an effect on performance. effectively magnifying the subject. State of the art PC – A desktop computer featuring experimental. 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. It sports a small screen and partial keyboard. These devices have a range of twenty-five miles.
65 . A room equipped with these facilities grants no modifier. It’s hefty. temporarily relieving discomfort and can be used to stabilize incapacitated patients. Motion sensors with infrared capabilities. 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. although it may also be found in some luxury homes. tape. High-End Medical Facilities – This setup includes up-to-date medical equipment and basic life-support systems. Typically requires a Security check against a difficulty of twelve in order to circumvent. typically found in modern hospitals. a gurney. devices. It also can easily fit in the trunk of any car. but designed in the form of a backpack and chest pouches allowing any fit individual to easily carry it. tweezers. A room equipped with these facilities grants a -1 modifier to Medicine checks). It contains sterile dressings for various types of wounds. refurbished vital monitors and other. surgical equipment. as well as heavy duty pain medication and rudimentary surgical equipment. weighing approximately thirty pounds when full. fire or other emergencies. Low-End Medical Facilities include lights. State of the art Medical Facilities – This includes amenities only found in research hospitals and high-tech trauma centers. designed more to patch up the patient for transport to a proper medical facility (-2 modifier to Medicine checks). this security system represents the cutting edge of technology. Medical First Aid Kit – A standard first aid kit complete with bandages. when immediate access isn’t required. High-End Security System – A security system generally reserved for large corporate offices and banks. The kit is suitable for dealing with minor injuries. Typically requires a Security check against a difficulty of nine in order to circumvent. antiseptic and pain relievers. Field Medic/EMT Kit – This is a kit the likes of which military field medics carry into combat. 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). Low-End Medical Facilities – One step up from an underground “doctor’s” basement. including burns. but is only just passable for dealing with heavy trauma. non-portable. This system features motion detectors. Requires a Security check against a difficulty of fourteen to circumvent.Low-End Security System – A consumer level security system designed to monitor for break-ins. pressure-sensitive floors and high-tech imaging technology make such a system a nightmare for the would-be intruder.
etc. Tools Emergency “Roadside” Tool Kit – This kit includes road flares. Lock Picks – A high-quality selection of lock picks and tension tools. 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. Use of this set requires a Lock Picking check. safety gear and other related equipment designed for welding and cutting various metals. Proper use of this equipment requires the Mechanical Repair or Mechanical Engineering skills. 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. clamps and plugs. benches and projects themselves. gas tanks. This kit is primarily designed to be used on a workbench with adequate space. 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.) 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. ostensibly intended for locksmiths but also well-suited to less legal uses. Welding Equipment – Torches. Access to this level of equipment grants a +3 modifier to Chemistry checks made in order to identify a substance. oscilloscope. GC Mass Spec System – A gas chromatograph mass spectrometer system with upto-date software and related equipment. A kit fit for use by a professional. Electronics Equipment – A multi-meter. requires a great deal of floor space in order to have enough space for the tools. 66 . tire iron. and allows the chemist to perform simple analysis and compound mixture. leads and collection of electronics parts (such as resistors. a thermal blanket. Professional Chemistry Laboratory – This equipment is usually found at universities and similar research facilities. this tool system. and its use. This can be used for Electrical Repair. It is used to identify various substances by measuring various physical properties and comparing them to an internal database. specialty tools and various sockets. soldering gun. socket set.Home Chemistry Laboratory – This equipment is one step up from “hobbyist” level. Because of the number and weight of the pieces. Electrical Engineering and Security checks. a compressor. Access to this level of equipment grants a +1 modifier to Chemistry checks. small capacitors. a selection of integrated circuits. but elements are portable enough to allow for electrical work on the go.
mask and fins designed to allow one adult to breathe and swim under water. brushes and magnifying lenses designed for use by trained professionals working on excavating or cleaning ancient relics of dust and detritus. Seats five. chemicals and other tools of the trade used by forensic technicians in the field. propane stove. 67 . Use of this kit grants a +1 modifier to Forensics checks. semen and other such pieces of evidence. Transportation Full-Size Sedan – The traditional vehicle of federal agents everywhere. SCUBA Gear – Wet-suit. An equipment rack on the roof and rear can be used to move duffle bags. gloves.Archeology Tools – Soil sampling kits. either biological or mineral. Disguise Kit – A collection of wigs. High Quality Binocular Microscope – Useful for identifying samples. micrometers. false mustaches and other trappings of the master of disguise. preservation and labeling. Engineering Tools – Finely calibrated calipers. SUV – A vehicle capable of limited off-road travel. Camping/Survival Gear – This package includes a two-person tent. Grants a +1 modifier to Mechanical Engineering checks. Seats five with enough trunk space to accommodate an adult. regulator. bags. Luxury Sedan – Travel in style with heated seats. Two-Person Tent – The same high-quality tent as found in the Camping/Survival Gear. Suitable for all of your microscope needs. Use of this kit grants a +1 modifier to Disguise checks. liquid latex. durable night vision system that leaves your hands free. 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”. Seats five. Forensics Kit – Swabs. marking tape. as well as proper tools for their collection. Night Vision Goggles – A head-mounted. sleeping bags. Binoculars – A high-quality set of binoculars useable by anyone from a bird watcher to a peeping tom. the latest in GPS navigation and all the added comfort you require. makeup. bicycles and other gear. This kit includes tests to determine the presence of human blood. air tanks. a graphic calculator and various other instruments that are designed to help the mechanical engineer practice their craft.
including the roof or “sun deck”. 68 . Heavy Duty Pickup Truck – A heavy pickup truck that is capable of towing up to ten tons safely. Especially large or bulky items may not fit in the relatively small baggage compartment. Small Helicopter – A lightweight helicopter that is capable of seating two people with very limited gear or additional cargo. and carry up to two tons in its bed. Luxury Yacht – Cruise in style aboard this one hundred foot yacht. Seats three. Occupants in such a vehicle. apart from the pilot and co-pilot. Small Corporate Jet – Private. This jet can carry substantial loads and can comfortably accommodate up to six people in the cabin. This motored yacht can accommodate a dozen people with two to three decks above the waterline. Armored Sedan – Identical in specifications as the Full-Size Sedan. An impressive speed and superior maneuverability are handy assets for such agencies. Can be adapted for amphibious use. Single Engine Prop Airplane – A small plane for the “casual” pilot. Seats two. Can comfortably seat two people along with up to five hundred pounds of gear. 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. and the vehicle itself. are granted an Armor Rating of five.Light Pickup Truck – A light-duty truck able to move or tow approximately one ton safely. Dual Engine Prop Airplane – Can comfortably seat four people and up to one thousand pounds of gear. Bulky items (those longer than eight feet) can still be a problem. but with much greater weight to accommodate the internal armor and bulletproof windows and windshield. luxury air travel for the elite.
even if you charge money for them. 69 . It is intended that such ancillary mechanics will be designed by others and packaged in modules called “plug-ins”. The scheme used to number versions of the core rules and plug-ins is described in the Release Notes of this document. letting others write for it. you can use Genesys as your “base” and create plug-ins to handle those aspects of your game that make it truly unique. The terms of the Genesys license let you use the Genesys System in your own works.Genesys Development The Genesys System is designed to be modular. combat system or skill system. it can likely be changed with a minimal amount of effort. it is easy to use it as the core engine of any traditional role-playing game you might wish to create. Because Genesys has been built in this way. publish it in book form and sell it to others. This means that the core rules are relatively simple. with the only restriction being that they provide proper credit for the system. Rather than design an entirely new task resolution system. along with the license Genesys uses. It is designed to be the ultimate “free” system. 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. The core rules use the modern United States as a reference point and make no mention of magic systems or other such elements. And if any particular rule in the system doesn’t suit your purposes. Compatibility and Freedom Any work that uses Genesys must include a reference to the version number of the core rules that have been used. remix it or do whatever they wish.
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