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


Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it.0. To view a copy of this license. and create compatible works. You are invited to join the mailing list for Genesys. All versions of this document with the same Major Version Number should be compatible with each other. in the form of the quote below. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches.2”.Release Notes v1. License This work is licensed under the Creative Commons Attribution 3.4. The terms of this license allow you to including commercial uses. The first number is the “Major Version Number”. Anyone can download a copy of these rules and use them for their own projects. so long as you give proper credit. “This work is based on the Genesys System version 1. visit http://creativecommons.> and found at http://www.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document. or send your ideas directly to the maintainer. written by Jeff Clough <jeff@chaosphere. 4 .0 United States License. such as “1. Anyone who contributes will be noted in the Acknowledgments section. modify and create derivative works based on the Genesys System. but this document only partially follows the normal structure found in a typical.0.0/us/.com/genesys/. 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. for any purpose.0. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”.chaosphere. You are free to use the Genesys System for your own projects. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. finished product.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

It is also used to conceal small objects on your person. such as running or swimming a great distance. This skill represents your character’s training in the given scientific field. Chemistry or Forensics. An extreme +3 bonus means that all they are trying to do is finish. The player assigns a modifier from -3 to +3 to represent the effort they are putting into the attempt. choose a specific science such as Biology. do something without making a sound or dodge security cameras when he knows they are present. a Resolve check can see you through. Stealth (AGI) – This skill determines your character’s proficiency at going unnoticed. Security (INT) – This skill is measure of your character’s familiarity with security systems such as alarms. Use of this skill allows your character to properly install and configure such a system. When attempting to overcome a fear. Research (INT) – This skill represents your character’s ability to use standard data retrieval systems and search engines to find information. Resolve (WIL) – This skill represents your character’s determination and focus. In most cases. clean water and tracking animals or people across the terrain. either on the Internet or in special databases. It is also used to determine your 24 . Sleight of Hand (AGI) – This skill enables your character to palm small objects. An extreme -3 penalty means they are pushing themselves as hard as they can. the GM should have the player make a single roll. motion sensors and the related communication networks that report unauthorized access or emergencies. regardless of how much time it may take.skill is a measure of your character’s ability to repair the chosen type of system. You use this skill whenever your character is trying to sneak past a guard. It can be used to find safe food. although obviously this takes longer. Survival (INT) – This skill grants your character the ability to “live off the land” when away from the amenities of civilization. Stamina (BOD) – This skill represents how long your character can engage in a strenuous activity without tiring. Science (INT) – When you take this skill. Ride (AGI) – This skill determines your character’s ability to ride a beast of burden as a form of transportation. or quelling the voice of your survival instinct. The player can declare how much they are pacing themselves or how much they are exerting themselves. pick someone’s pocket and perform minor “magic” tricks. It can also be used to examine paper records and books. or circumvent the system to enter a building undetected. 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.

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

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

The other restrictions of the Leadership skill still apply. spending a Time Unit allows your character to heal all damage. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others. your character ignores the normal -2 modifier. automobile and savings in the form of securities which can be liquidated within thirty days. You may take this advantage more than once. you may reduce this damage by two points. including a home.000. Natural Leader (5) – When using the Leadership skill to inspire your allies. The help you obtain can be outside the letter of the law. choosing it for a new area each time or increasing the number of people you can rely on. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. at the GM’s discretion. You may heal three points of heavy damage every five days (instead of one). Specialist (5) – When you take this advantage. 10. choose a specific skill.000 or more. Ambidextrous (5) – When using the Dual Wield combat action. 27 . and three points of medium damage every day (instead of one). furnishings. Tough (5) – Your character is more resistant to damage than normal. 10 15 Contacts (5) – When you take this advantage choose an area. Your character begins the game with a net worth of $10. Apply a +2 modifier to checks using this skill. instead of a +1. In addition.Wealthy (5. Whenever your character takes damage. you likely own at least one profitable enterprise and have a large investment portfolio. and may be offered at significant risk to your contact. 15) – Your character has access to more money and resources than the average character. a success grants them a +2 inspiration modifier. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. Your character begins the game with a net worth of $100. or reputation. such as a large city or state.000.000. While not one of the richest people in the world. Your character has a particular knack for a certain skill. placing you among some of the wealthiest people in the world.000.000.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

but rather requires a lengthy period of conversation and interaction. Using Diplomacy is not something that can be done in an instant. Cold – The character feels some reason to dislike or distrust the PC. Warm – The character greets the PC with a smile and considers them at least an acquaintance. the GM 43 . They won’t go out of their way to cause the PC harm. Improving Dispositions Improving a character’s disposition toward you requires the use of the Diplomacy skill. For spectacular failures or success. the character’s disposition improves toward him by one level (for example. If the player is successful. the character generally trusts the PC and will likely render aid if it doesn’t put them at any risk. but they remain distant and suspicious. even if it means incredible risk. with the normal prejudices or lack thereof. The character would find it almost impossible to believe the PC is anything other than loyal and completely trustworthy. if they are willing to deal with the PC at all. 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. The character is very likely to offer whatever assistance they can. someone they believe they can count on. While not as accommodating as a true friend. the player makes a Diplomacy check opposed to the other character’s Resolve. and will likely take any opportunity to harm or destroy them. 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. but they will make things difficult for them whenever the situation presents itself.Hated – The character utterly despises the PC. though won’t necessarily put themselves at great personal risk. Neutral – The character treats the PC as they would any random stranger. going from “Cold” to “Neutral”). They refuse to do any business with the PC unless they feel it will give them an advantage in the conflict. After the scene is played out. 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. The player can suggest to the GM what his character might say to the other character and the GM can feel free to assign modifiers based on how convincing the player seems to be. They won’t necessarily put themselves at great risk to hurt the PC. Loved – The character feels a deep. close and personal bond with the PC. They will help the PC in any way they can. If the player fails. Hostile – The character is intent on causing the PC harm. the character’s disposition does not change.

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

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

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

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

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

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

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

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

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

Disadvantages can be easily created by using the advantages provided as a baseline. characters may start the game with much more than twenty Build Points. disadvantages need to be carefully tracked by the GM to ensure that the players are properly penalized. Some examples of disadvantages might be: Ugly (-5) – Your character’s appearance is considered unusually unattractive or hideous. 53 . If the GM forgets about these disadvantages and fails to bring them into play. as a means of both adding flavor and as a way to provide more Build Points at character creation time. You gain a -2 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. the rules for Dodging apply. Otherwise. Slow (-5) – Your character receives a -3 modifier when rolling for initiative. a player may later spend experience points to “buy off” a disadvantage. On a successful parry. The attacker’s combat check is made against a difficulty equal to the parrying character’s weapon skill total. the players have effectively gotten their extra Build Points “for free”. 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. Doing so requires the parrying character to have saved a Standard Action (3 AP) from his previous turn. In addition. The parry is successful if the attacker fails. With the GMs permission. the defending character may make an immediate counter attack at a -3 penalty. Players must discuss with their GM any disadvantages they may feel would be appropriate for their character and seek specific approval. By allowing disadvantages. The decision to allow such disadvantages depends a great deal on the type of game the GM wishes to run. making for a more powerful party. Parrying A character may use his Unarmed Combat or Melee Combat skill to deflect incoming unarmed or melee attacks.Disadvantages Some GMs and players may prefer to have a way to choose flaws for the player characters.

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

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

to buy a five point advantage would cost ten experience points. players should have the opportunity to spend their accumulated study points. Buying Advantages With your GM’s approval. 56 . When a mentor is willing and able to train the character. and your character already has the five point version. Players may spend any combination of study points or experience points when learning a new skill. experience points and time units. Again. you can improve the advantage by buying the next level. The mentor must have at least one level of the chosen skill in order to be a suitable teacher. should they choose. if an advantage can be purchased at a five point level and a ten point level. The cost of buying an advantage in this way is twice the normal Build Point cost. Learning New Skills To learn the first level of a new skill. that is. To go from level three to four would cost eight. In other words. For advantages with variable costs. Mentoring One character may help another character learn a new skill by mentoring them. you may spend a combination of study points and experience points. going from being unskilled to having a level one. your character can buy an advantage using experience points. he can spend ten experience points to purchase the difference and gain the higher level of the advantage. but at least one point must be a true study point for that skill. To go from a level two to a three in a skill would cost six study 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. For example. requires five study points. Improving Skills To improve an existing skill costs a number of study points equal to twice level you are going to. the cost for the first level of the skill is three study points. but at least one point must be a true study point for that skill. The exception to this is a Cliff Hanger episode where there is no real break in the action.Advancement At the end of every episode.

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

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

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

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

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

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


00 $600.00 $350. these items aren’t listed below.000.00 . Like the list of weapons above.500.00 $180. As such.00 $450.500. If it is important.000.Equipment The following is a selection of sample equipment that the players may wish to acquire.00 $300. this listing is followed by a series of detailed descriptions for each of the items. Dollar values.S.00 $200. This list is a sampling of some of the more common items that can crop up during the course of an adventure.00 $500.00 $600. Sample Equipment Clothing Tailored Silk Suit Designer Dress Winter Gear Jungle Gear Bulletproof Vest SWAT Body Armor Electronics Smartphone Police/Emergency Scanner Encrypted Walkie-Talkie (2) Digital Camera Telephoto Zoom Lens Low-End PC High-End PC State of the art PC Low-End Laptop High-End Laptop 61 $1.00 $1. 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. This should give players and the GM a good idea of the utility of each item that is listed.500.00 $3. Items such as simple flashlights. If a character wants to wear ripped jeans and trench coat.00 $100.00 $800.00 $2. as well as providing a good “baseline” when creating new equipment. the GM should use the prices below to determine a suitable cost and the player should note any specific or important items he has on his character sheet.00 $500. or to track exactly what he has on him. as well as those purchases that are so expensive as to warrant specific U. lighters.00 $3. there is little reason to worry about how much his outfit costs.

00 $35.00 $5.00 $800.00 $500.00 $300. $5.000.00 $500.000.000.0 .000.000.00 $25.00 $100.00 $400.00 $200.00 $3.00 $ $75.000.00 $ $500.00 $2.000.00 $50.00 $40.00 $45.000.500.00 $35.00 $150.00 $ $100.00 $50.00 $800.00 $3.00 $350.000.00 $250.000.00 $250.00 $ $40.00 $60.500.00 $4.00 $2.State of the art Laptop GPS System Low-End Security System High-End Security System State of the art Security System Medical First Aid Kit Field Medic/EMT Kit Low-End Medical Facilities High-End Medical Facilities Stat of the art Medical Facilities Home Chemistry Laboratory Professional Chemistry Laboratory GC Mass Spec System Tools Emergency "Roadside" Tool Kit Mechanic's Tool Kit Electronics Equipment Welding Equipment Lock Picks Archaeology Tools High Quality Binocular Microscope Binoculars Night Vision Goggles Disguise Kit Engineering Tools Forensics Kit Camping/Survival Gear Two-Person Tent SCUBA Gear Transportation Full-Size Sedan SUV Luxury Sedan Light Pickup Truck Heavy Duty Pickup Truck Armored Sedan Single Engine Prop Airplane Dual Engine Prop Airplane Small Corporate Jet 62 $5.00 $3.000.500.

This armor is generally used by strike teams and special police units.000. but can make the wearer look absolutely fabulous. wet terrain and khakis. appointment management other software allows the user to keep connected while on the road.000. Email.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. a Body Rating of 6 and an Encumbrance of -3. The suit protects the entire body and head. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet.000. Police/Emergency Scanner – A battery-operated. High-end suits such as these. Jungle Gear – These outfits include hiking boots designed for rough. The armor has a Body Rating of 5. making it able to protect against light weapons and many handguns. 00 $300. This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops. This device does not allow for listening to encrypted data transmissions. and an Encumbrance of -1. plus gloves and a hat. web surfing. It can help keep exposure to insects and parasites to a minimum. but can sometimes give the wearer an advantage when dealing with the elite. Winter Gear – Heavy coat and other insulated clothing. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit. for men or women. ready to wear.00 $14. hand-held scanner that allows the user to listen in to local police and fire broadcasts.000. These dresses are usually worn only once for very special occasions. cold environments suitable clothing is a must. It protects only the body. 63 . let the body sweat and cool itself with little extra effort. When travelling through harsh. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. are usually very expensive. although its presence might not escape notice. It provides an Armor Rating of 4.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. using special fabrics. Designer Dress – The latest fashion. providing an Armor Rating of 6. while also.

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

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

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

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

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

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

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