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


or send your ideas directly to the maintainer. including commercial uses.0. such as “1. modify and create derivative works based on the Genesys> and found at http://www. The terms of this license allow you to use. so long as you give proper visit http://creativecommons. Anyone can download a copy of these rules and use them for their own projects.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development. All versions of this document with the same Major Version Number should be compatible with each other.0 United States License. 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 first number is the “Major Version Number”.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document.4.2”. 4 .0. but this document only partially follows the normal structure found in a typical. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. and create compatible works. in the form of the quote below.Release Notes v1. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”. Anyone who contributes will be noted in the Acknowledgments section. distribute. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it.0. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches. To view a copy of this license.0/us/. You are invited to join the mailing list for Genesys. License This work is licensed under the Creative Commons Attribution 3. You are free to use the Genesys System for your own projects. “This work is based on the Genesys System version 1. for any finished product.chaosphere. written by Jeff Clough <jeff@chaosphere.

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

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

or use this chart: Die Roll Result 1 to 2 -1 3 to 4 0 5 to 6 +1 7 .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. plus and blank sides.

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

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

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

11 . an average or better Willpower is something to consider.Agility (AGI) – Agility describes how athletic your character is and your reaction time. Characters who favor stealth or melee weapons will likely want at least an average Agility. Presence (PRE) – Presence describes your character’s ability to relate to people. Perception (PER) – Perception is a measure of how observant your character is. 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. and how easily you can uncover information while talking with people on the street. 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. or win a staring contest. If you intend on charming the ladies or becoming a respected leader. Does he spot that drop of blood on the stairs? Does he see the man in the dark suit slip out of the room? These are some of the situations where your character will have to rely on his Perception. How likely 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. How far and high you can jump. Willpower (WIL) . you’ll likely need an average or better Presence. Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities.Willpower is a measure of your mental fortitude and strength. It is also a measure of your character’s intuition and creativity. It determines how likely you are to persuade someone to do something for you. Characters that expect to design and repair complicated devices or make heavy use of computers will want at least an average Intelligence. How likely you are to overcome an addiction. how quickly you can run and how likely you are to hit a target with a sword.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

then finally light. even if the check fails. but that character ignores his wound penalties for one hour. but the injured character must rest for at least eight hours before gaining any benefits to the treatment. It can also temporarily negate the penalties associated with more serious wounds. 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). It requires one hour to provide proper medical attention.Use of the First Aid skill and associated equipment. A character can only be treated with Medicine once per day. 36 . and Medicine generally requires suitable facilities (such as a clinic) and/or equipment. Your character must heal all heavy damage first.Use of the Medicine skill and related equipment is used to heal medium and heavy damage. The difficulty of a First Aid check is seven. It takes longer to use the Medicine skill than First Aid. allows your character to recover from light damage. Because of the exacting nature of Medicine. Medical Attention . the GM is free to assign modifiers to the check. even if the check fails. If successful. you are not allowed to perform this skill on yourself. If the character is suffering from medium or heavy wounds. preventing death. such as bandages and first aid kits. no damage is healed. the treated character is healed for all light damage. there are two other kinds of healing your character can receive. a successful First Aid check will stabilize them. A Medicine check is made against a difficulty of seven. You are allowed to perform First Aid on yourself. It requires a full round to apply First Aid to a character. First Aid is usually quick to perform. such as during combat. Apart from natural healing which is explained above.Healing Damage is healed in order of most to least severe. A character can only be treated with First Aid once per day. then medium. If First Aid is being applied under stressful conditions. If a character is incapacitated. If successful. First Aid . in addition to their natural healing. the character will heal a number of hit points equal to their Body score after a night’s rest.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.


S. these items aren’t listed below.00 $3. Items such as simple flashlights.00 $300. there is little reason to worry about how much his outfit costs.00 $3.500. Like the list of weapons above. 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.00 $100.000.00 $180.00 $200.00 $600.500.00 $2.00 $500. If a character wants to wear ripped jeans and trench coat. or to track exactly what he has on him. Dollar values. This should give players and the GM a good idea of the utility of each item that is listed.00 $500.00 $1.00 .00 $600.00 $450.00 $350. lighters. If it is important.00 $800. 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. this listing is followed by a series of detailed descriptions for each of the items.500. This list is a sampling of some of the more common items that can crop up during the course of an adventure. As such. as well as those purchases that are so expensive as to warrant specific U.000. the GM should use the prices below to determine a suitable cost and the player should note any specific or important items he has on his character sheet.Equipment The following is a selection of sample equipment that the players may wish to acquire.

00 $5.00 $50.000.00 $25.500.00 $40.00 $500.00 $2.00 $2.000.00 $100.00 $3.500.00 $20.500.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 $5.0 .00 $800.00 $ $35.00 $5.000.00 $150.000.00 $ $45.00 $250.00 $300. $500.00 $100.00 $200.000.00 $3.00 $60.00 $800.00 $35.00 $2.000.00 $75.00 $ $2.000.500.00 $500.00 $40.00 $250.000.00 $350.000.00 $400.000.00 $3.

It protects only the body. High-end suits such as these. Designer Dress – The latest fashion. This armor is generally used by strike teams and special police units.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. let the body sweat and cool itself with little extra effort. Police/Emergency Scanner – A battery-operated. It provides an Armor Rating of 4. appointment management other software allows the user to keep connected while on the road. providing an Armor Rating of 6. plus gloves and a hat. and an Encumbrance of -1. but can make the wearer look absolutely fabulous. are usually very expensive. This device does not allow for listening to encrypted data transmissions. ready to wear. while also. for men or women. using special fabrics. The suit protects the entire body and head. but can sometimes give the wearer an advantage when dealing with the elite. These dresses are usually worn only once for very special occasions. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet. This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops. although its presence might not escape notice. cold environments suitable clothing is a must. Winter Gear – Heavy coat and other insulated clothing. Jungle Gear – These outfits include hiking boots designed for rough. Email. It can help keep exposure to insects and parasites to a minimum. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit.000. When travelling through harsh. 00 $300. wet terrain and khakis. making it able to protect against light weapons and many handguns.000.000. The armor has a Body Rating of 5.000. 63 .00 $14. a Body Rating of 6 and an Encumbrance of -3. hand-held scanner that allows the user to listen in to local police and fire broadcasts. web surfing.

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

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

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

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

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

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

Sign up to vote on this title
UsefulNot useful