Core Rules Document
By Jeff Clough <>

©2010 Jeff Clough Genesys System Core Rules Version 1.0.1 –


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

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


Anyone can download a copy of these rules and use them for their own projects. including commercial uses. The terms of this license allow you to use.0.0/us/.4.Release Notes v1. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches. distribute. modify and create derivative works based on the Genesys System. for any purpose.0. finished or send your ideas directly to the maintainer. in the form of the quote below. 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. You are free to use the Genesys System for your own projects. so long as you give proper credit. such as “1. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master.2”. but this document only partially follows the normal structure found in a 4 . The first number is the “Major Version Number”. and create compatible> and found at http://www. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”. visit http://creativecommons.0 United States License. License This work is licensed under the Creative Commons Attribution 3.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development.0.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document. “This work is based on the Genesys System version 1. To view a copy of this license.chaosphere. Anyone who contributes will be noted in the Acknowledgments section. All versions of this document with the same Major Version Number should be compatible with each other. You are invited to join the mailing list for Genesys. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it. written by Jeff Clough <jeff@chaosphere.

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. I’d like to thank every GM and player that I’ve ever gamed with. Shawn Adair. While some things may work differently.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.0 Benjamin Grant. And finally. Play-Testers For Version 1. He has been a great sounding board for ideas. Any works based on Genesys. and his ability to throttle a system and take advantage of every rule has proven invaluable in balancing certain elements. or designed to work with The last digit is the “Release Number” which is changed when minor clarifications or corrections to typographical errors are made. and coelocanth (from the RPGnet Forums). 5 . I have been gaming for about twenty years and without the experience of those hundreds of afternoons. but it is also required by the license Genesys uses. and his willingness to listen to mine.groups. Josh Jarvis. I’d never have thought to put this system I’d also like to thank Benjamin Grant for his invaluable experience with other game systems. Thank you. It is also highly advised that if you are creating products based on Genesys. that you follow this version numbering scheme. A number of other individuals have contributed in innumerable small ways. or additions to the rules to handle new situations. including plug-ins. Under no circumstances should a change in just the Release Number break compatibility with previous versions. As well as those people subscribed to the official mailing list that you can find here: http://games.0. the rules should still be essentially compatible with other releases withing the same Major Version. should indicate which version of the core rules is being used. Acknowledgments I wish to bring special attention to a few individuals that have done much to help make this system a reality. 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.

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

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

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

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

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

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. It determines how likely you are to persuade someone to do something for you. 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. Presence (PRE) – Presence describes your character’s ability to relate to people. Perception (PER) – Perception is a measure of how observant your character is. 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. 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. you’ll likely need an average or better Presence. an average or better Willpower is something to consider. If you intend on charming the ladies or becoming a respected leader. How likely you are to overcome an addiction. How far and high you can jump. Willpower (WIL) . and how easily you can uncover information while talking with people on the street. Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities.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. 11 . Characters who favor stealth or melee weapons will likely want at least an average Agility. how quickly you can run and how likely you are to hit a target with a sword.Agility (AGI) – Agility describes how athletic your character is and your reaction time. It is also a measure of your character’s intuition and creativity.

Players should have at least a three in each of their attributes. you consult the following table to determine the cost of your desired level in Build Points. you can lower your attributes to gain extra Build Points to spend. 12 . 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. 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.Purchasing Attributes When you purchase your character’s attributes. To go from a five to a seven costs three Build Points. and you receive extra Build Points by lowering them. Going from a five to a four will give you one Build Point. To go from a five to a six costs one Build Point. Likewise. although the GM is certainly free to grant permission for a lower attribute if he feels it is appropriate. To go from a five to a three will give you three Build Points.

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

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

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

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

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

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

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

but some less common skills are provided as examples for the GM. An asterisk (*) indicates that the character does not suffer from the standard -2 penalty if unskilled. 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 . Referring to these sample skills. players and GMs should be able to create any new skills that may be appropriate for their games.Skill List The skills given in this section are those most common to the modern era. The majority of the skills are likely to be found among at least one adventurer.

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

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

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

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

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

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

You may heal three points of heavy damage every five days (instead of one). The other restrictions of the Leadership skill still apply. furnishings. and may be offered at significant risk to your contact. 15) – Your character has access to more money and resources than the average character. Specialist (5) – When you take this advantage. you may reduce this damage by two points. choosing it for a new area each time or increasing the number of people you can rely on. instead of a +1. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past.Wealthy (5. Whenever your character takes damage.000 or more. While not one of the richest people in the world. Ambidextrous (5) – When using the Dual Wield combat action. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. your character ignores the normal -2 modifier. In addition. choose a specific skill.000. Tough (5) – Your character is more resistant to damage than normal. including a home. you likely own at least one profitable enterprise and have a large investment portfolio. Natural Leader (5) – When using the Leadership skill to inspire your allies. a success grants them a +2 inspiration modifier. 10 15 Contacts (5) – When you take this advantage choose an area. The help you obtain can be outside the letter of the law. Your character has a particular knack for a certain skill. You may take this advantage more than once.000. Apply a +2 modifier to checks using this skill. Your character begins the game with a net worth of $10. automobile and savings in the form of securities which can be liquidated within thirty days. placing you among some of the wealthiest people in the world.000. and three points of medium damage every day (instead of one). 10. Your character begins the game with a net worth of $100.000. or reputation. such as a large city or state. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others.000. 27 . spending a Time Unit allows your character to heal all damage. at the GM’s discretion.

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

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

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

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

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

they may move up to twice this distance. 33 . The average character can cross this distance in ten full rounds of movement. Personal – Personal range includes yourself and the area around you that you could hit with the average melee weapon. in feet. Very Long – Very long range is that distance between long and roughly one thousand feet. the bonus becomes +3. Short – Short range is that distance between personal and what the average person could cross with a simple action (thirty feet). otherwise the character moves more slowly and may be at risk of injury. Moving while using the stealth skill requires the character to spend a Standard Action (3 AP) for the movement. If firing at a target that is one category closer than this optimal range (a target at Short range when using a weapon of Medium range) you get a +1 modifier for your attack. At two categories closer (a Medium range weapon targeting an opponent in Personal range). Where it is important. by spending a Simple Action (2 AP). You can move about this space without having to spend any action or action points (a shuffle-step). By taking a second Simple Action. 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. During combat. Medium – Medium range is that distance between short and what the average person could cross with three simple actions. the various possible distances are usually divided into several broad ranges. the penalty becomes -3. every character is able to move up to their Agility times six. rather than a Simple Action. Ranged weapons have a listed optimal range that is specified using one of the terms above. but rather it follows certain guidelines and is adjudicated by the GM when there is a question.Movement and Distance Movement and distance in the game is not measured precisely. Long – Long range is that distance between medium and roughly three hundred feet. or a full round of travel (one hundred feet). 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. Melee weapons all have a range of Personal and are unable to strike any target beyond this range. 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 farther away.

Rarely should exact distances matter. the GM should use the above as guidelines and err on the side of speed. these are just guidelines. That is. and a -1 penalty for each unfavorable circumstance they are working under. or three times this distance at a -3 penalty. In general. 34 . the weapon is capable of striking targets up to twice this distance. a character can gain a +2 modifier on their next attack. the GM should give the character a +1 bonus for each favorable circumstance they experience. 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. at a -1 penalty. Outside of these distances. Special Circumstances Invariably. but when they do. the GM should be able to estimate the distances in the game using these rough ranges. In most situations. the GM should make a quick decision and allow the action to continue. Aiming By spending a Standard Action (3 AP) aiming a ranged weapon. 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. The GM must determine the specific circumstances of each situation when assigning these modifiers. rather than dig out miniatures and rulers. questions will arise during combat. When you are determining the penalties assigned to weapons firing beyond their normal range. treat distances beyond Very Long as multiples of this distance. a ranged weapon is usually ineffective.For weapons with a range of Very Long.

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

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

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

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

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

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

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

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

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

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. In general. it is affected by the modifiers above. Many people play such games to have an opportunity to act. or increase by two levels. to ignore them completely. Role-Playing vs. the GM should allow only one Diplomacy check every in-game day to reflect this fact. Note also that because Diplomacy is a Presence-based skill. 44 . 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. as always. harnessing their creative talents to develop a well-rounded character over time. Rolling Not everything in a role-playing game needs to be rolled. making it quite difficult to change the mind of a dedicated enemy. and even more time to turn an enemy into a friend.

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

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

the team may end one episode racing to get to location 47 . Studying – Characters may spend one Time Unit per Episode improving an existing kill or learning a new one. How much money is left to the GM. Cliff Hangers Sometimes the flow of time between one episode and the next must be tightly controlled. or some other group of people. 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. and based on that plan could grant the check a modifier. In general. allowing players a wide array of choices in how to spend their off screen time. 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. but rather than take up game time by forcing a player to roam the streets picking pockets. Special Events – Let’s say a player wishes to have their character cultivate a relationship with a certain politician. they may heal a number of hit points equal to their character’s Body score. and spend time acting out all of the various conversations. Time Units may only be spent between episodes. Healing – When a character has no access to appropriate medical care or technology. 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. Because some wounds can take a great deal of time. For instance. These events are certainly important to the character. 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. or take an odd job here and there. This allows something that could normally take up a great deal of game time to be done very quickly. leaving the rest of the players sitting around as nothing more than spectators. a character may elect to spend a Time Unit to heal up off screen. beginning with the most severe wounds as normal.Spending Time Units Time Units can be spent in a variety of ways. a character may spend Time Units to gain some extra money. So instead of forcing the character to make a series of rolls. and could easily bog down the rest of the group forcing characters to wait around for one of their companions to heal. or even work overtime at their normal place of employment. Working – Sometimes characters would like a little extra money. they gain two Study Points for the skill they choose. When a character studies in this way. their only option is to let nature take its course and heal at the normal rate. but should they be played out in a regular game session? Any time the GM feels like a character would have to grab the spotlight for a long period of time.

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

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

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

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

This becomes an opposed action with the player’s Intimidate check going against his enemy’s Resolve. 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. knows the area and the type of terrain. If the combat has begun to swing in the players’ favor and they are aware of this. 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. The guards run. Finding your way through a dense forest is much more difficult than finding your way across the plains. The GM decides that the difficulty of this check should be ten and rolls for the guards. Uneven ground. can reduce this to twenty or even ten miles. The GM decides that the battle has swung so far in the players’ favor that the remaining guards must make a Morale Check. Armor does not typically apply to falling damage. If an NPC is using the Leadership skill. they become lost. For every ten feet beyond this that they fall (round up to the nearest multiple of ten feet). Falling Damage A character may normally fall up to ten feet without suffering any damage. 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). If successful. These rules and distances should be adjusted if the characters are traveling via a vehicle or beast of burden. The difficulty is seven. 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. To stay on course. modified by the GM based on how dire the situation has become. getting a Resolve check result of eight. 52 . the fall is treated as being ten feet less than it actually is. the character suffers five points of damage. this should also apply. Example: The players are fighting a group of guards and they have managed to defeat several of their opponents. The ability to navigate and avoid getting lost is dependent on the type of terrain and circumstances of the journey. a player can attempt an Intimidate check that immediately forces their opponents to make a Morale Check. If a character or group fails this check.A Morale Check is made using the NPC’s Resolve skill. a character must make a Navigation check against a difficulty of seven. modified by the GM depending on whether the character has a map.

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

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

When a season ends. Time Units At the end of every episode. two points are appropriate. award three. or even none for a truly awful performance. 3. such as uncovering a mystery. If the character acted in ways to further the story along. This award is in addition to the normal episode awards described above. and a new one is to begin. a special End of Season reward of one to three Experience Points is given out by the GM. Did the character learn something new. If the players went above and beyond the call of duty. the GM should award each character that participated in the session one Time Unit.2. the GM should award only one Experience Point. The GM should call on each player to spend any Time Units they have left. The final bit of housekeeping to attend to at the end of a season is spending any remaining Time Units. 55 . impressing themselves and the GM alike. the GM awards that character one Experience Point. or did poorly. add to everyone’s enjoyment and performed well. based on how well the group fared during the adventure. End of Season A season is a set of related episodes leading to some final conclusion. 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. If they succeeded or did well. 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. as they will not carry over to the next season and would thus be lost. the GM should award them an Experience Point. If the group failed in their objectives.

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

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

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

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

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

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

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


there is little reason to worry about how much his outfit costs.00 . or to track exactly what he has on him.00 $350.500.00 $3. If a character wants to wear ripped jeans and trench coat.000.000.00 $600. these items aren’t listed below.00 $450.00 $100.00 $3.00 $600. Items such as simple flashlights. as well as those purchases that are so expensive as to warrant specific U. 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. 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.00 $180. this listing is followed by a series of detailed descriptions for each of the items. This list is a sampling of some of the more common items that can crop up during the course of an adventure.00 $800. as well as providing a good “baseline” when creating new equipment. lighters.500.00 $2.Equipment The following is a selection of sample equipment that the players may wish to acquire. 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. Dollar values. As such. Like the list of weapons above.00 $1.00 $200.00 $500. If it is important.00 $300.S.00 $500. This should give players and the GM a good idea of the utility of each item that is listed.500.

00 $800.000.00 $500.500.00 $2.00 $250.00 $250.00 $ $35.00 $5.00 $100.00 $350.000.00 $25.00 $2.00 $5.000.00 $500.00 $500.00 $3.00 $ $40.000.00 $400.000.00 $2.00 $40.00 $45.00 $75.00 $ $300.000.00 $3.000.00 $150.00 $50.00 $ $5.00 $800.00 $ .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 $5.500.00 $4.00 $3.500.00 $ $100.

while also.00 $14. Email. Winter Gear – Heavy coat and other insulated clothing. The suit protects the entire body and head. providing an Armor Rating of 6. but can sometimes give the wearer an advantage when dealing with the elite.000. wet terrain and khakis.000. plus gloves and a hat. Police/Emergency Scanner – A battery-operated. These dresses are usually worn only once for very special occasions.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. are usually very expensive. using special fabrics. This armor is generally used by strike teams and special police units. ready to wear. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. Jungle Gear – These outfits include hiking boots designed for rough. When travelling through harsh. 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. but can make the wearer look absolutely fabulous. for men or women. The armor has a Body Rating of 5. It can help keep exposure to insects and parasites to a minimum. It protects only the body. and an Encumbrance of -1. although its presence might not escape notice. making it able to protect against light weapons and many handguns.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. High-end suits such as these. 63 . This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops.000. web surfing. 00 $300.000. It provides an Armor Rating of 4. appointment management other software allows the user to keep connected while on the road. Designer Dress – The latest fashion. hand-held scanner that allows the user to listen in to local police and fire broadcasts. cold environments suitable clothing is a must. let the body sweat and cool itself with little extra effort. This device does not allow for listening to encrypted data transmissions. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit.

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

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

It is used to identify various substances by measuring various physical properties and comparing them to an internal database. Electronics Equipment – A multi-meter. clamps and plugs. benches and projects themselves. A kit fit for use by a professional. but elements are portable enough to allow for electrical work on the go. 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. Access to this level of equipment grants a +1 modifier to Chemistry checks. this tool system. safety gear and other related equipment designed for welding and cutting various metals. oscilloscope. 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. a selection of integrated circuits. socket set. leads and collection of electronics parts (such as resistors. requires a great deal of floor space in order to have enough space for the tools.Home Chemistry Laboratory – This equipment is one step up from “hobbyist” level. Lock Picks – A high-quality selection of lock picks and tension tools. 66 . and allows the chemist to perform simple analysis and compound mixture. and its use. gas tanks. tire iron. ostensibly intended for locksmiths but also well-suited to less legal uses. specialty tools and various sockets. tire patch kit and various other tools and simple parts designed to repair minor car problems. Proper use of this equipment requires the Mechanical Repair or Mechanical Engineering skills. Use of this set requires a Lock Picking check. GC Mass Spec System – A gas chromatograph mass spectrometer system with upto-date software and related equipment. a compressor. soldering gun. a thermal blanket.) that allow for the design and repair of electrical circuits or wiring. Access to this level of equipment grants a +3 modifier to Chemistry checks made in order to identify a substance. This can be used for Electrical Repair. etc. Electrical Engineering and Security checks. Tools Emergency “Roadside” Tool Kit – This kit includes road flares. This kit is primarily designed to be used on a workbench with adequate space. Welding Equipment – Torches. Professional Chemistry Laboratory – This equipment is usually found at universities and similar research facilities. Because of the number and weight of the pieces. 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. small capacitors.

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

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

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

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