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


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

While some things may work I’d never have thought to put this system together.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. Not only does this help others determine if what you have created is compatible with the rules they are using. that you follow this version numbering scheme. Shawn Adair. or designed to work with it. And finally. No actual rules changes are made between such releases. and coelocanth (from the RPGnet Forums). 5 . Play-Testers For Version 1.0 Benjamin Grant. or additions to the rules to handle new situations. should indicate which version of the core rules is being used. including plug-ins.0. Under no circumstances should a change in just the Release Number break compatibility with previous I’d also like to thank Benjamin Grant for his invaluable experience with other game systems. As well as those people subscribed to the official mailing list that you can find here: http://games. It is also highly advised that if you are creating products based on Genesys. He has been a great sounding board for ideas. A number of other individuals have contributed in innumerable small ways.groups. and his willingness to listen to mine. but it is also required by the license Genesys uses. and his ability to throttle a system and take advantage of every rule has proven invaluable in balancing certain elements. Acknowledgments I wish to bring special attention to a few individuals that have done much to help make this system a reality. Thank you. Any works based on Genesys. 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. the rules should still be essentially compatible with other releases withing the same Major Version. Josh Jarvis. I have been gaming for about twenty years and without the experience of those hundreds of afternoons. The last digit is the “Release Number” which is changed when minor clarifications or corrections to typographical errors are made. I’d like to thank every GM and player that I’ve ever gamed with.

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

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

which are used to purchase your character’s starting attributes. and that you refer to those sections as you make your way through the process. All characters start with a score of five in each of the six attributes. You don’t need to assign points to these skills now. if you follow an organized approach. Step Two: Signature Skills After you have taken note of the skills you want. If several people were sitting around a table discussing your character’s exploits and strengths. 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. Whenever you use a Signature Skill. If you wish to begin play with one or more attributes below five. 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. or other elements of your character. you should determine how many points to use for your character’s attributes.Character Creation Creating a new character is relatively quick and straightforward. you should select three skills that will be the “core” of your character. Normally 8 . Below is a brief overview of character creation. First. what would be three skills they might mention? If someone would say “Boy. skills and advantages. Once you have determined the kind of character you want to play. just taking note of them and the attributes they rely on will make creating your character much easier and ensure that your vision comes to life. Step Two: 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. When you create a character you are given 20 Build Points. Would you like to play a more physical character. skills and advantages before you create your first character. This might mean writing them down on your character sheet. or using a piece of scrap paper. you can gain extra Build Points to spend on other attributes. It is advised that you read through the sections on attributes. 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. it can be very helpful to choose the skills that will support your character concept before you do anything else. you gain a +1 to your check in addition to any other modifiers or advantages. you can now begin spending your Build Points.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You may take this advantage more than once. 10. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. While not one of the richest people in the world.000. Natural Leader (5) – When using the Leadership skill to inspire your allies. Apply a +2 modifier to checks using this skill. or reputation.000.000. In addition. Your character begins the game with a net worth of $100.000 or more. Ambidextrous (5) – When using the Dual Wield combat action. at the GM’s discretion. furnishings. Tough (5) – Your character is more resistant to damage than normal. you may reduce this damage by two points. a success grants them a +2 inspiration modifier.Wealthy (5. automobile and savings in the form of securities which can be liquidated within thirty days. You may heal three points of heavy damage every five days (instead of one). Specialist (5) – When you take this advantage.000. Your character has a particular knack for a certain skill. The help you obtain can be outside the letter of the law. choosing it for a new area each time or increasing the number of people you can rely on. and may be offered at significant risk to your contact. The other restrictions of the Leadership skill still apply. and three points of medium damage every day (instead of one). Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others. 10 15 Contacts (5) – When you take this advantage choose an area. you likely own at least one profitable enterprise and have a large investment portfolio. spending a Time Unit allows your character to heal all damage. placing you among some of the wealthiest people in the world. 27 . 15) – Your character has access to more money and resources than the average character. including a home. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. Your character begins the game with a net worth of $10.000. instead of a +1. choose a specific skill. Whenever your character takes damage. such as a large city or state. your character ignores the normal -2 modifier. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1.

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

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

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

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

either before or during combat. if the situation meets the conditions described above. Whether or not you hit. 32 . absorbing some of the damage in the case of explosions or attacks designed to penetrate the cover and damage a target behind it. it is treated as cover and the GM should determine how much of a penalty to assign incoming attacks. When surprised. however. You may still be able to Evade the attack. The guard is surprised and is unable to Dodge the attack. The primary character uses their skill and roll. the attacking character or characters are given a +3 bonus to their initiative checks. you may attack as normal. The character gets a +3 to his initiative roll. and whether or not they can position themselves properly to take advantage of it. All characters must be using the same skill and be within the proper range of the attack. 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. or believes that the attacking character won’t be attacking them (they believe the character is a trusted ally). the target is not able to Dodge. If the target is unaware of you. The GM will determine if the cover is suitable to shield the target from the type of attack they are being subjected to. Support During Combat A skilled character may spend a standard action to support another character on that ally’s turn. Stealth and Surprise If you are able to conceal your presence. A second player sneaks around and attacks the guard from behind. likely giving him the ability to act before the guard. If the surprise occurs at the beginning of combat (perhaps as the result of an ambush).Surprise Surprise occurs when a character’s target is unaware of the attack (the attacker is hidden). The ally does not roll. Example: A character is lying in wait to ambush a guard on patrol. they are not allowed to Dodge your assault. the attacker has a -3 modifier to their combat check. but adds a +2 because of their ally’s support. Cover If a target is behind suitable cover. If a character is using a shield of some sort. Cover can also act like armor. the GM should assign an armor rating to the cover as appropriate. Example: A guard is hiding behind a crate while one of the PCs is shooting at him. Your GM will advise you as to whether or not you can make subsequent stealth attacks. In such cases.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

in experience points. When you wish to improve your character’s attributes. You are not limited in the number of Edges you can purchase. Note that buying Edges and advantages requires experience points. 57 . Each Edge effectively increases that attribute by one point. yet through continuous effort and practice. it is possible to raise them slightly during the course of your character’s career.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. or buy an Edge for a different attribute. The cost of an Edge is five times the number of Edges you are going to. To go to a +2. The level of an attribute your character starts with is a measure of his intrinsic or natural ability. requires ten experience points and so on. So to gain a +1 Edge to an attribute costs five experience points. you buy Edges whose cost is based on the number of Edges you have already purchased for all of your attributes. Beside this value on your character sheet is a space labeled “Edge”.

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

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

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

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

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


00 $1. Dollar values.000. lighters.00 $3. If it is important.00 $180.500. Items such as simple flashlights.Equipment The following is a selection of sample equipment that the players may wish to acquire.S.500.00 .00 $300. If a character wants to wear ripped jeans and trench coat. 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. as well as those purchases that are so expensive as to warrant specific U. or to track exactly what he has on him. This list is a sampling of some of the more common items that can crop up during the course of an adventure.000. basic clothing for your profession and the like shouldn’t normally be considered special equipment or tracked unless it is somehow vital to the story if the character is carrying it or not. as well as providing a good “baseline” when creating new equipment. As such.00 $500. 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. Like the list of weapons above.00 $450. This should give players and the GM a good idea of the utility of each item that is listed. these items aren’t listed below.00 $200.00 $600. there is little reason to worry about how much his outfit costs.00 $3.00 $100.00 $2.500.00 $600. this listing is followed by a series of detailed descriptions for each of the items.00 $500.00 $800.00 $350.

500.00 $800.00 $500.000.00 $2.500.500.00 $3.00 $100.000.00 $25.00 $4.00 $60.000.00 $ $3.000.00 $350.00 $35.000.00 $200.000.0 .000.000.00 $35.00 $5.00 $2.000.00 $50.00 $20.00 $800.00 $2.00 $40.000.00 $400.000.00 $500.00 $150.00 $40.00 $5.000.00 $500.00 $50.000.00 $300. $45.00 $100.000.500.00 $3.00 $5.000.000.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 $5.00 $250.00 $75.000.00 $2.

This armor is generally used by strike teams and special police units. Police/Emergency Scanner – A battery-operated. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. wet terrain and khakis. This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops. cold environments suitable clothing is a must. It can help keep exposure to insects and parasites to a minimum. providing an Armor Rating of 6. but can make the wearer look absolutely fabulous. hand-held scanner that allows the user to listen in to local police and fire broadcasts.000. making it able to protect against light weapons and many handguns. Email. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit. These dresses are usually worn only once for very special occasions. ready to wear. but can sometimes give the wearer an advantage when dealing with the elite. a Body Rating of 6 and an Encumbrance of -3.000. using special fabrics.000.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet. are usually very expensive. Winter Gear – Heavy coat and other insulated clothing. The suit protects the entire body and head. This device does not allow for listening to encrypted data transmissions. The armor has a Body Rating of 5. Designer Dress – The latest fashion.00 $14.000. Jungle Gear – These outfits include hiking boots designed for rough.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. plus gloves and a hat. appointment management other software allows the user to keep connected while on the road. High-end suits such as these. web surfing. When travelling through harsh. and an Encumbrance of -1. It provides an Armor Rating of 4. It protects only the body. 00 $300. let the body sweat and cool itself with little extra effort. 63 . although its presence might not escape notice. while also. for men or women.

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

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

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

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

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

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

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