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Core Rules Document
By Jeff Clough <email@example.com>
©2010 Jeff Clough Genesys System Core Rules Version 1.0.1 – http://www.chaosphere.com/genesys/
Release Notes v1.0.1 (2010-04-23)............................................................................4 Introduction................................................................................................................6 Character Creation.....................................................................................................8 Attributes..................................................................................................................10 Skills.........................................................................................................................13 Difficulty Number..................................................................................................15 Situational Modifiers..............................................................................................17 Skill List.................................................................................................................20 Advantages...............................................................................................................26 Combat.....................................................................................................................29 Actions...................................................................................................................29 Attacking and Defense..........................................................................................31 Movement and Distance........................................................................................33 Damage.................................................................................................................35 Healing..................................................................................................................36 Weapon Statistics..................................................................................................37 Special Combat Actions.........................................................................................39 Social Interactions....................................................................................................42 Time Units................................................................................................................45 Spending Time Units..............................................................................................47 Optional Rules and Special Circumstances...............................................................49 Drowning and Suffocation.....................................................................................49 Poison....................................................................................................................49 Chases...................................................................................................................51 Damaging Armor...................................................................................................51 Morale...................................................................................................................51 Falling Damage......................................................................................................52 Traveling................................................................................................................52 Disadvantages.......................................................................................................53 Parrying.................................................................................................................53 Rewards....................................................................................................................54 Advancement...........................................................................................................56
Weapons...................................................................................................................58 Equipment................................................................................................................61 Genesys Development..............................................................................................69
distribute.Release Notes v1.0.com/genesys/. finished product.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development. Anyone can download a copy of these rules and use them for their own projects. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches. for any purpose. 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. including commercial uses. visit http://creativecommons. The first number is the “Major Version Number”. but this document only partially follows the normal structure found in a typical.0. To view a copy of this license. or send your ideas directly to the maintainer.org/licenses/by/3. such as “1. in the form of the quote below.4.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document. You are invited to join the mailing list for Genesys. written by Jeff Clough <jeff@chaosphere. The terms of this license allow you to use. so long as you give proper credit. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. “This work is based on the Genesys System version 1. All versions of this document with the same Major Version Number should be compatible with each other. License This work is licensed under the Creative Commons Attribution 3.chaosphere.0 United States License. modify and create derivative works based on the Genesys System. You are free to use the Genesys System for your own projects.2”. 4 . and create compatible works.0. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it.0/us/. Anyone who contributes will be noted in the Acknowledgments section. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”.com> and found at http://www.
that you follow this version numbering scheme. I’d never have thought to put this system together. Shawn Adair. 5 . including plug-ins. Josh Jarvis. Not only does this help others determine if what you have created is compatible with the rules they are using.0. or additions to the rules to handle new situations.0 Benjamin Grant. but it is also required by the license Genesys uses. the rules should still be essentially compatible with other releases withing the same Major Version. I have been gaming for about twenty years and without the experience of those hundreds of afternoons. and his ability to throttle a system and take advantage of every rule has proven invaluable in balancing certain elements. and coelocanth (from the RPGnet Forums). Acknowledgments I wish to bring special attention to a few individuals that have done much to help make this system a reality. and his willingness to listen to mine. 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. should indicate which version of the core rules is being used. Any works based on Genesys. The last digit is the “Release Number” which is changed when minor clarifications or corrections to typographical errors are made. A number of other individuals have contributed in innumerable small ways. Under no circumstances should a change in just the Release Number break compatibility with previous versions.groups. or designed to work with it. I’d like to thank every GM and player that I’ve ever gamed with. Thank you.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.com/group/genesys-rpg/ I’d also like to thank Benjamin Grant for his invaluable experience with other game systems. It is also highly advised that if you are creating products based on Genesys. He has been a great sounding board for ideas. While some things may work differently. And finally. No actual rules changes are made between such releases. As well as those people subscribed to the official mailing list that you can find here: http://games. Play-Testers For Version 1.yahoo.
Using Genesys Genesys is designed to be a sort of “operating system” for your role playing game. game designers and GMs can focus on those things that truly matter to them: the setting and those mechanics that make your role playing game unique. 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. Centuries of use have effectively neutered the male pronoun and any other construct would be awkward. The primary design goals of the system are simplicity. consistency and flexibility. The Core Rules Document is designed to present the rules in a clear way. These can easily be found at your local game store or can be purchased online from various gaming outlets. two sides have plus symbols (meaning +1) and two sides are blank (meaning 0). it will require a little more effort than if you had a published product in your hands. Conventions This book uses the pronouns “him”. This is not meant to imply that only men or male characters are accepted. like a magic system. If 6 . but you can also publish them. and choosing the appropriate plug-ins. Two sides of these dice have minus symbols (meaning -1).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. The name itself is a play on the words “generic system”. “he” and “his”. Plugins are like programming libraries that you add on to the core rules to give you extra things you might need for your game. Whenever it is necessary to perform division. Dice Genesys makes use of three special six-sided dice called Fudge Dice. numbers are always rounded down. Whenever possible the game uses familiar metaphors for organizing the action and describing characters. By using Genesys. The license Genesys uses lets you not only build new games for your own enjoyment. 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. This is not to say that you can’t use the system for other genres or time periods. but is not organized in a particularly polished fashion. even commercially! While Genesys can be run by anyone straight from this document.
you can use normal six-sided dice and simply color or mark the sides to indicate the minus. plus and blank sides.you are unable to find these dice. or use this chart: Die Roll Result 1 to 2 -1 3 to 4 0 5 to 6 +1 7 .
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. if you follow an organized approach. Step One: Vision Before you begin creating a character it’s good to get an idea of what kind of character you want to play. you can now begin spending your Build Points. Once you have determined the kind of character you want to play. or using a piece of scrap paper. You don’t need to assign points to these skills now. 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. Would you like to play a more physical character. If you wish to begin play with one or more attributes below five. 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. Whenever you use a Signature Skill. skills and advantages before you create your first character. Normally 8 . skills and advantages. Each of the attributes is measured on a scale from one to ten. you gain a +1 to your check in addition to any other modifiers or advantages. you should determine how many points to use for your character’s attributes. 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. It is advised that you read through the sections on attributes. you should select three skills that will be the “core” of your character. This might mean writing them down on your character sheet. You increase these scores by spending the appropriate number of Build Points as described in the chapter on attributes. Below is a brief overview of character creation. First. and that you refer to those sections as you make your way through the process. which are used to purchase your character’s starting attributes. Step Two: Signature Skills After you have taken note of the skills you want. or other elements of your character. you can gain extra Build Points to spend on other attributes. Step Two: Attributes Using your skills as a guide. All characters start with a score of five in each of the six attributes. what would be three skills they might mention? If someone would say “Boy. When you create a character you are given 20 Build Points. If several people were sitting around a table discussing your character’s exploits and strengths.
such as your signature pair of mirrored sunglasses. skin color. height. gender and any other personal details you’d like to record should now be fleshed out and written down on your character sheet. but you should take note of any special equipment or weapons your character has. You should also calculate your character’s Damage Bonus at this time. each of which gives your character unique abilities or improves on existing ones. 9 . based on your Body score. You don’t need to write down every little detail (such as how many pairs of socks your character owns). Remember. your character’s Signature Skills are the most important to your concept and form the core of your character. weight. Step Five: Advantages There are a number of different advantages you can purchase for your character. so bringing them up to level two will likely be of great benefit. Step Four: Skills The next step is to buy your skills. Another good starting point is asking questions such as “How strong is my character. or the knife your character always keeps on his belt. and are completely optional. but your GM may make an exception for special circumstances. it should also form part of your character’s description. When you first start the game. 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. When you are considering how to select your attributes.you are not allowed to reduce an attribute score below three. Advantages can be expensive. Don’t be surprised if he vetoes that private jet. are a vital part of the game. Step Seven: Description Hair color. you should look to your skills and see which attributes they rely on the most. Skills. in general. but could provide you with that extra bit of oomph to get through a tough spot. and it can be difficult to learn new skills unless you have a teacher. Step Six: Equipment Now it’s time to select equipment for your character. This is a number. Your character’s equipment is not only used to overcome obstacles and solve problems. your character is ready to play. The GM can advise you on what is reasonable to take as starting equipment. which you add to the damage you do when using the Unarmed Combat and Melee Combat skills. Once this is done. you may only buy a skill up to level two.
An especially high Body score gives your character a Damage Bonus. with five being the normal human average. This is a number that is added to the damage you do with a successful unarmed or melee attack. Here is a brief description of each of the six attributes. Body (BOD) – Body is a measure of your character’s toughness and strength. How much damage you can take before collapsing. and how much you can bench press are both examples of the use of your Body attribute. how likely you are to resist the effects of a poison and how much weight you can lift. Body 1 2 3 4 5 6 7 8 9 10 DB -3 -2 -1 -1 0 0 +1 +1 +2 +3 10 . They are rated on a scale from one to ten. and a score of ten represents the absolute peak of human perfection. along with their common abbreviations. An attribute score of one is so poor as to be nearly inhuman. A Body score that is particularly poor results in a penalty.Attributes There are six attributes in the game that describe your character in general terms and are used whenever you attempt to accomplish a task. and only the best of the best have more than a seven. Characters that expect to take a lot of abuse during combat will want at least an average Body. All but the frailest human beings have at least a three in each of their attributes. It represents how long you can hold your breath.
11 . Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities. Perception (PER) – Perception is a measure of how observant your character is. 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. you’ll likely need an average or better Presence. How far and high you can jump.Willpower is a measure of your mental fortitude and strength. Characters who favor stealth or melee weapons will likely want at least an average Agility. 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. Willpower (WIL) . how quickly you can run and how likely you are to hit a target with a sword. and how easily you can uncover information while talking with people on the street. Does he spot that drop of blood on the stairs? Does he see the man in the dark suit slip out of the room? These are some of the situations where your character will have to rely on his Perception. How likely you are to overcome an addiction. Presence (PRE) – Presence describes your character’s ability to relate to people. 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. an average or better Willpower is something to consider. or win a staring contest.Agility (AGI) – Agility describes how athletic your character is and your reaction time. It determines how likely you are to persuade someone to do something for you. Characters that expect to design and repair complicated devices or make heavy use of computers will want at least an average Intelligence. It is also a measure of your character’s intuition and creativity. If you intend on charming the ladies or becoming a respected leader.
To go from a five to a seven costs three Build Points. 12 . So to have an attribute with a score of one (a level so poor as to be nearly inhuman) will give you thirteen Build Points. although the GM is certainly free to grant permission for a lower attribute if he feels it is appropriate. Players should have at least a three in each of their attributes. Going from a five to a four will give you one Build Point. you consult the following table to determine the cost of your desired level in Build Points.Purchasing Attributes When you purchase your character’s attributes. To go from a five to a six costs one Build Point. 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. Likewise. You spend Build Points to raise the attributes. and you receive extra Build Points by lowering them. Attribute Level 1 2 3 4 5 6 7 8 9 10 Total Cost -13 -7 -3 -1 0 1 3 7 13 23 Every character begins with a score of five in each of the six attributes.
along with the result of a die roll (your Bonus Value) to determine whether or not you succeed. you will add your level of a skill to that skill’s parent attribute. These twists of fortune are represented by allowing very good or very poor rolls in certain situations. Every skill is tied to one of the six attributes. You only add the value of this second roll to the initial roll if the second roll is positive. You ignore a negative or zero result. the parent attribute of which is Intelligence. skills play a vital role in your ability to accomplish things. From firing a pistol at a guard. your target might choose that exact moment to reach down and pick up his bag. when making a skill check. inadvertently ducking your shot. rolls of +3 or -3 are handled differently. you must make a Skill Check. The Hand of Fate Sometimes fate can conspire against you. Example: The character rolls the dice and gets three pluses (a +3). each minus symbol means -1 and each blank means 0. the character rolls again. In most situations. He rolls the dice again and get one plus (+1) and two blanks (+0). Each plus symbol means +1. If a character rolls a +3 (that is. When acting as a sniper and attempting to take out a target from a distance. 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. Let’s say your character wishes to gain access to an enemy’s computer network. you roll the dice and count your “pluses”. In order to accomplish the task. Or when looking for a suspect. called its parent attribute. His total roll is a +4. Die Rolls and Bonus Values To determine your bonus value. he rolls three “pluses” on the dice). to hacking through the security of a database.Skills Nearly everything you do in the game requires the use of a skill. If the second roll is a positive number (a +1. This gives you a range of values from -3 to +3. such as a fight or an attempt to hack an enemy’s computer system to gain crucial evidence. one plus and one blank for a total of 0 (-1 + 1 + 0 = 0). This would require use of the Hacking skill. your character might simply bump into them on the street outside your favorite coffee shop. for instance) he adds this to his initial roll to obtain a higher number than normal. This means that you can succeed your Hacking attempt if the difficulty of gaining access is 8 or less. this gives you a Skill Value of 8. 13 .
He ignores this result. Example: The character rolls the dice and gets three minuses. you re-roll again applying the same rule. You ignore a positive or zero result. When using this skill to attack your opponent. He rolls again and gets one minus and two blanks. If the second roll is a negative number he adds this to his initial roll to obtain a result lower than normal. His total roll remains a +3. If you continue to roll three pluses or minuses. Likewise. It is important to note that this rule only affects dramatic scenes. 14 . However.Example: The character rolls the dice and gets three pluses. the character rolls again. you use the Agility attribute. a normal roll will suffice. He rolls again and gets two minuses (-2) and a blank (+0). Consider the Unarmed Combat skill. 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. You only add the value of this second roll to the initial roll if the second is negative. if a character rolls a -3 (three “minuses”). But if you are watching another character box. This open-ended rolling system allows for exceptionally high or low rolls. His total roll is -4. you could make an Unarmed Combat check using your Perception attribute to size-up his ability. If a character is attempting to hot-wire a car without any pressure. there may be times when it makes more sense to use a different attribute.
as a guide. or how disastrously the character failed. But a check result of three or four in this situation could mean disaster. These numbers are just guidelines for the GM. called the “Result”. Hard .The task can pose a challenge to even someone with experience.The task will likely be accomplished by anyone with decent training or above average ability. If he decides that the difficulty of a particular task is somewhere between “Challenging” and “Hard”. Failure is treated similarly. Average . this might qualify as a “spectacular” success (a Result of five). with a check result of six against a difficulty of seven meaning the character “just barely” failed (a Result of -1). 15 . advanced training and ideal circumstances could anyone hope to succeed. The GM determines the difficulty number in secret.No roll required if skilled and not under pressure. If the difficulty was seven and the character’s check result was also seven. Easy . before you roll. Challenging .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 .Only with excellent luck. even with minimal training. The GM should use the difference between the check and the difficulty of the task. this might be considered a “minimal” success (a Result of zero).Only those with a great deal of skill and natural ability are likely to succeed. he can assign a difficulty number of ten or eleven.Anyone of average ability should be able to perform the task. How Well Did You Succeed? It is important to know how well a character succeeded. however.A task even the best of the best would find very difficult. If the check result was twelve. Impossible . Heroic .
16 . You have an Agility of 6 and a Stealth of 2. especially when attempting things at the edge of your ability (a difficulty equal to your skill total). but that likely can’t be known in advance. but usually not much higher without proper planning or support. 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. The guard has a Perception of 5 and an Alertness skill of 1. but rather depend on another character’s abilities. the difficulty is the sum of the guard’s Perception and Alertness. You roll a bonus value of 0. In other words. You can usually count on being able to perform tasks with a difficulty equal to or less than your skill value. Because you beat the difficulty. It is important to do everything you can in each situation to contribute to your chances of success. the roll of the dice represents all of the little things that make each situation different from the next. Randomness In Genesys. For instance. giving you a total of 8 (6 + 2 + 0). meaning your Stealth check has a difficulty of 6 (5 + 1). you are able to sneak past him. Only the acting character (the character whose turn it currently is) rolls the dice in an opposed action. Example: You are trying to sneak past a guard. if you are trying to sneak past a guard.
and how much of a bonus to assign. In this case his Alertness total would be 9. In cases where it makes sense. Example: In the stealth example above. The player can then elect to make the check with the penalty to determine if they succeed or fail. and an unfavorable circumstance grants a -1 penalty. Such a character could then receive a modifier to help them perform the task. but sometimes circumstances are especially favorable or detrimental to performing certain tasks. granting larger bonuses and penalties. This could be picking a lock. 17 . the character attempts to perform a task in much less time than would normally be required. which is enough to see you. Rushed Like taking extra time. some skills can be “rushed”. one character makes the skill check. These bonuses and penalties are called "situational modifiers". while each of the Supporting characters provides a +2 support bonus. In general. The total bonus from Support cannot exceed +6. The GM should determine how much extra time would be required. the GM could give you a bonus. the GM could rule that he gets a +3 bonus. or combing an area for evidence. In this case. and knows that someone may be breaking in. When it makes sense. On the other hand. a favorable circumstance grants a +1 bonus.Situational Modifiers Each situation is different. provided they are both skilled and it is appropriate to the situation. Extra Time Every skill takes time to perform. In other words. if the guard is wearing night vision goggles. the GM might assign a penalty to your skill total. if you have a state of the art machine with the latest software. The GM can rule that multiple modifiers apply to the situation. The GM assigns a penalty and tells the player how much time would now be required. If you are attempting to hack a network with an outdated computer system. 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. the GM can handle this in the same way as extra time is handled above. Support A character can be assisted by other characters when performing a task. even if it’s only an instant to spot a bloodstain on the floor.
attempting to negotiate a high-wire while suffering heavy wounds and carrying another character. Success Whenever you are attempting a task. To buy it to level three would cost a total of three Build Points. however you suffer a -2 penalty to your skill check. for example. he can still make checks with it at no penalty. it would cost two Build Points. shooting an incapacitated character at point blank range. with a guard at the top of a tower watching their every move. Example: Suppose in the above example the guard is asleep. or trying to swim while wearing a hundred pounds of gear are likely situations that can be resolved more quickly through common sense than a skill check. If the character wished to attempt a Stealth check to hide. unless the character makes an incredible amount of noise to disturb the guard at the top of the tower. Unskilled Use Any skill can be used without having been trained in it. or where the advantage is so firmly the character’s that they have almost no chance of failing. this means that the acting character has an advantage in that they succeed in the case of a "tie". the GM should allow the player to automatically succeed. Purchasing Skills When you create your character. Some skills are so simple that even if your character has not received formal training.Impossible or Ideal Circumstances Sometimes it’s possible to find a character in a situation where the odds are hopelessly stacked against him. the GM should rule that the character cannot attempt his Stealth check unless something changes. or made the practice of that skill a focus of his development. you succeed when your skill check is equal to or greater than the difficulty. Likewise. Improving skills is described later in the section on advancement. at noon. If a skill may be used in this manner. If you wish to buy the Alertness skill at level two. Example: A character is standing in the middle of an open field. it will be noted. you purchase skill levels with Build Points at a one to one ratio. In this case. 18 . In an opposed action.
19 . you can only buy a skill up to level two.Skill Limits When you first create your character. This represents the pinnacle of understanding and ability. The maximum level that any skill can be improved to is level six.
Skill List The skills given in this section are those most common to the modern era. 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 . but some less common skills are provided as examples for the GM. The majority of the skills are likely to be found among at least one adventurer. Referring to these sample skills. An asterisk (*) indicates that the character does not suffer from the standard -2 penalty if unskilled. players and GMs should be able to create any new skills that may be appropriate for their games.
Rather than describing your talents for convincing people to do something through debate (such as Persuade). a character standing still makes a Jump check against a difficulty equal to twice the height in feet. Appraise (PER) – This skill represents your character’s ability to assess objects with an eye toward their value. a character with a running start makes a check against a difficulty of one half the distance in feet. Diplomacy (PRE) – This skill describes your character’s ability to pick up on subtle social cues and customs. Computer Use (INT) – This skill allows your character to use a computer for typical tasks such as surfing the web. or the sound of a door being opened. or your ability to lie your way out of a situation (through the use 21 . A successful check allows your character to tumble or travel across a slippery or unstable surface at your normal movement speed. such as a stain on someone’s shirt.Security Sleight of Hand Stamina* Stealth* Survival Swim* Throw* Unarmed Combat Use Vehicle INT AGI BOD AGI INT AGI AGI AGI INT Acrobatics (AGI) – This skill describes your character’s ability to tumble and balance. A minor or moderate failure means your movement is slowed. in order to cultivate their goodwill and respect. Climb (BOD) – This skill represents your character’s ability to climb over fences or scale walls. For a high jump. Alertness (PER) – This skill measures how likely you are to notice small details. It can be also be used to determine how far or high your character can jump. Bluff (PRE) – This skill is a measure of how well you can lie. With a successful Climb check. or convince people that what you are saying is the truth when they have no real reason to believe you. while a catastrophic failure would mean falling. It is also the skill used to determine initiative during combat. your character can move their normal speed while climbing. It can help you determine whether that “priceless” artifact is actually a cheap imitation. checking email or installing new software. Characters with this skill can also maintain networks and ensure that the security of their systems are solid. For long jumping.
You can only dodge an attack if you are aware of the attack. 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. It is also used to treat characters on the battlefield that have been incapacitated in order to prevent their deaths. The First Aid skill allows you to heal a character suffering from light damage. Engineering (INT) – When you take this skill. The details of this skill can be found in the combat section. choose a specific type of engineering such as Mechanical. 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. Dodge (AGI) – This skill determines how likely you are to dodge an enemy’s attacks. have the ability to move. 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. such as a tank’s primary weapon. if they like or dislike you. Forgery (INT) – This skill allows your character to create false identification records. firewalls and encryption. in order to gain unauthorized access to networks and data centers. and have a simple action available to spend. This skill is used only to determine if you hit the target. this skill measures your character’s ability to improve other’s dispositions toward you. not additional damage. or other such official documents or data as needed. and to temporarily offset that character’s penalties for more serious wounds. but it can let you determine whether or not a person is lying. painting or dance. and the general emotions they are currently experiencing. 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. Expression (PER) – This skill represents your character’s ability to express himself either through art or performance. Heavy Weapons (PER) – This skill determines how proficient your character is with large battlefield weapons such as cannons. When you take this skill. Intimidation (WIL) – This skill represents how frightening or forceful your character can be. It doesn’t give you the ability to read minds. mortars and vehicle-mounted heavy guns. Electrical or Software.of Bluff). choose a type of expression such as sculpture. 22 .
Electrical. administering drugs and performing surgery. all allies able to hear your words get a +1 to all checks for the remainder of the scene. as well as his training with advanced medical technology. as well as your understanding of finances and accounting. knives. Once per scene. the Law or History. Lore (INT) – When you take this skill. water or through the air. given enough time to make a convincing case. 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. a Language. designed to navigate over land. 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. Encouraging a planetary council to divert supplies to a starving colony. It represents your understanding of the ins and outs of corporate law. Armor or Computer. It not only helps to determine whether or not you hit something. if the identity of the poison is known. Repair (INT) –When you take this skill. Lock Picking (AGI) – This skill allows your character to open mechanical locks without a key using a set of lock picks. South. A skill level of one gives your character a basic sense of direction (North. The use of inadequate or make-shift tools will likely incur a penalty. as well as any extra damage you can do with such weapons. Persuasion (PRE) – This skill used to determine how likely you are to persuade someone to do something for you. choose a specific discipline. It is also your skill at bargaining and haggling over prices. swords and other such weapons in combat. or convince them to go to war would require a Persuasion check. The difficulty of this check is seven. Ranged Combat (PER) – This skill is used whenever you fire a pistol. If the roll succeeds. rifle or machine gun. choose a specific type of repair such as Mechanical (for machines and automobiles). This 23 . This bonus does not stack with other characters’ use of the leadership skill. East and West) and the ability to read maps. Medicine (INT) – This skill determines how knowledgeable your character is concerning the finer points of anatomy and diagnosis. It determines whether or not you hit. Navigation (INT) – This skill allows your character to use maps and simple tools such as compasses and GPS systems. such as a Local Lore.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. but also how much damage you can do. This skill describes how much your character knows about the chosen field. Melee Combat (AGI) – This skill describes how well your character can use clubs. Management (INT) – This skill represents your character’s ability to run a business. It is also used to cure poisoning.
When attempting to overcome a fear. The player assigns a modifier from -3 to +3 to represent the effort they are putting into the attempt. Research (INT) – This skill represents your character’s ability to use standard data retrieval systems and search engines to find information. Security (INT) – This skill is measure of your character’s familiarity with security systems such as alarms. An extreme -3 penalty means they are pushing themselves as hard as they can. either on the Internet or in special databases. The player can declare how much they are pacing themselves or how much they are exerting themselves. a Resolve check can see you through. although obviously this takes longer. This skill does not allow you to design or invent new systems. It can also be used to examine paper records and books. do something without making a sound or dodge security cameras when he knows they are present. regardless of how much time it may take. Ride (AGI) – This skill determines your character’s ability to ride a beast of burden as a form of transportation. Sleight of Hand (AGI) – This skill enables your character to palm small objects. This skill represents your character’s training in the given scientific field. motion sensors and the related communication networks that report unauthorized access or emergencies. It is also used to determine your 24 . the GM should have the player make a single roll. It is also used to conceal small objects on your person. or quelling the voice of your survival instinct. Chemistry or Forensics. It can be used to find safe food. Stealth (AGI) – This skill determines your character’s proficiency at going unnoticed. trying to finish the task as fast as possible or win a race. In most cases. Survival (INT) – This skill grants your character the ability to “live off the land” when away from the amenities of civilization. Science (INT) – When you take this skill. choose a specific science such as Biology. clean water and tracking animals or people across the terrain. such as running or swimming a great distance. Stamina (BOD) – This skill represents how long your character can engage in a strenuous activity without tiring. or circumvent the system to enter a building undetected. You use this skill whenever your character is trying to sneak past a guard. pick someone’s pocket and perform minor “magic” tricks.skill is a measure of your character’s ability to repair the chosen type of system. Resolve (WIL) – This skill represents your character’s determination and focus. Use of this skill allows your character to properly install and configure such a system. An extreme +3 bonus means that all they are trying to do is finish.
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.proficiency with certain types of equipment used for surviving in inhospitable environments. Unarmed Combat (AGI) – This skill represents how good your character is in hand to hand combat without the use of a weapon. Watercraft or Aircraft. such as a high-speed chase. Weapons such as grenades and throwing knives are commonly used with this skill. Use Vehicle (INT) – When you take this skill. A minor or moderate failure means that you move much slower while a catastrophic failure means you are at the risk of drowning. such as SCUBA gear. kicking. Punching. it also determines the amount of damage you can do. Not only does this skill describe how likely you are to hit. A successful swim check allows your character to move their normal speed through water. Having a one in this skill gives your character the ability to pilot the chosen vehicle without issue under normal circumstances. Swim (AGI) – This skill represents your character’s ability to swim over and under water. 25 . grappling and headbutting are all examples of unarmed combat. This skill represents your character’s ability to operate the chosen vehicle type in atypical situations.
This advantage does not make you skilled in a skill you haven’t purchased (so you cannot grant Support). giving you a greater edge at a higher cost. instead of a Simple Action (2 AP). but they can be very expensive. 26 . 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”. Advantage List Attractive (5) – Your character’s appearance is considered unusually attractive.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. 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. This advantage doesn’t make your character more perceptive. Smooth Operator (5) – When you take this advantage. giving him passing knowledge of many skills. This is discussed in the section on advancement. You are not limited in the number of advantages you can take. 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. such as “The Aristocracy” or “Mercenaries”. in Build Points. They can be quite useful. Quick Draw (5) – You may draw a weapon as a Free Action (0 AP). is listed in parentheses after the name of the advantage. speak with your GM. you gain four study points instead of the usual two. but there are exceptions which will be noted in the descriptions. Advantages can also be purchased later in your character’s career by using experience points. Exceptional Memory (5) – Your character is able to remember even minute details without the need to make an Intelligence check. you ignore the usual -2 penalty. each time applying to a different group. but can be expensive. When making a check while unskilled. Advantages can usually only be taken once. This advantage may be taken multiple times. choose a particular social class or group of people. but rather makes it trivial for him to later remember any detail he’s already perceived. Good Student (5) – Whenever you spend a Time Unit to practice or learn a skill. Most advantages have a single cost. Jack of All Trades (5) – Your character has picked up many bits of skills and aptitudes throughout his life. If you are uncertain as to the nature of a particular advantage. the cost of the advantage.
The help you obtain can be outside the letter of the law. The other restrictions of the Leadership skill still apply. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. Whenever your character takes damage. spending a Time Unit allows your character to heal all damage. your character ignores the normal -2 modifier. you likely own at least one profitable enterprise and have a large investment portfolio. Apply a +2 modifier to checks using this skill. instead of a +1. Natural Leader (5) – When using the Leadership skill to inspire your allies. placing you among some of the wealthiest people in the world. 10 15 Contacts (5) – When you take this advantage choose an area.000 or more. You may heal three points of heavy damage every five days (instead of one). Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others. and three points of medium damage every day (instead of one).Wealthy (5. including a home.000. at the GM’s discretion. choosing it for a new area each time or increasing the number of people you can rely on. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. You may take this advantage more than once. 15) – Your character has access to more money and resources than the average character. and may be offered at significant risk to your contact. 27 .000. or reputation.000. Your character has a particular knack for a certain skill. Your character begins the game with a net worth of $100. 10. Your character begins the game with a net worth of $10.000. you may reduce this damage by two points. While not one of the richest people in the world.000. Ambidextrous (5) – When using the Dual Wield combat action. a success grants them a +2 inspiration modifier. automobile and savings in the form of securities which can be liquidated within thirty days. choose a specific skill. Specialist (5) – When you take this advantage. Tough (5) – Your character is more resistant to damage than normal. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. In addition. furnishings. such as a large city or state.
Opportunist (5) – Whenever you make a melee or unarmed attack against a target. choosing a different combat skill each time. In addition. Combat Expert (10) – When you take this advantage. you apply a +2 modifier to that check. you receive a -2 modifier to the check. Ranged or Unarmed). if that target is unable to Dodge the blow (or chooses not to) you do two additional points of damage. 28 . This bonus also applies to Dodge attempts. even when he is unable to Dodge. This advantage negates the effects of the Fog of War. Whenever you make a check to accomplish a task that directly relates to your purpose. your character may Dodge a single attack as a Free Action (0 AP). You can make one attack per round with the chosen skill as a Free Action (0). If you knowingly attempt to perform an action that violates your purpose. Bodyguard (5) – When your character chooses the Guard special combat action.Avoidance (5) – Once per round. Evasion (5) – Your character is particularly good at avoiding attacks. any successful attack you make using this skill has its damage increased by +1. You receive a +2 situational modifier whenever you Evade an attack. choose a combat skill (Melee. Purpose (5) –Your character has dedicated themselves to a particular purpose or ideal. you may intercept one attack as a free action (0 AP) instead of a simple action. You are particularly well-trained in the use of the chosen combat skill. You may take this advantage multiple times. The purpose you select must be approved by the GM and he will advise you on which actions do and do not support it. but does not apply if your character is surprised.
is called the Scene. as is activating a control panel or looking up a location using a GPS system. Mental Actions . one at a time. the character with the highest Alertness skill goes first. In this case. drawing or reloading a weapon and dodging an attack are examples of simple actions.Moving at your speed.Combat To help everyone keep track of the action. This is explained later along with other special combat options. Types of Actions Free Actions . every Round. Players roll for their characters and the GM rolls for any NPCs. Simple Actions .Looking around for an exit. Actions During combat. there are a variety of different actions characters can take. players involved in the scene take Turns. but in some cases there may be a dramatic shift in the action. Anything that requires fairly complex 29 . Initiative In order to determine who acts when during each Round. Anything that requires only a minor level of thought or a short spoken command is a mental action. Rounds and Turns. Finally. or additional combatants may enter the field of battle. the characters participating in the Scene make Alertness checks at the start. the GM may call for a new initiative roll. at the beginning of the Scene. The entire combat. In the event of a tie in initiative. The GM then takes note of each character’s result and acts as referee. The Scene is divided into smaller parts called Rounds that each represent about six seconds of time in game. from beginning to end. These actions fall into one of several types. the GM chooses who goes first based on the elements of the scene. depending on the kind of task the character is attempting to accomplish. Anything that requires practically no time or thought is typically a free action. A character is able to adjust their initiative during combat. Characters can take one free action per round without a penalty. to declare what their character is going to do and resolve any actions they take. activating a walkie-talkie and shouting a short phrase are examples of mental actions. jumping. prompting each player to act in order of highest to lowest initiative.Shouting a one-word command and dropping a weapon are examples of free actions. combat is divided into units of time called Scenes. If there is still a tie. Typically initiative is rolled only once.
Each character can take one Free Action per round without spending any Action Points. This is two standard actions (3 AP + 3 AP). The exception to this rule is the Free Action. Examples: A character fires his weapon twice in one round. This is a simple action. Anything that requires careful consideration or fine movement generally requires a standard action. A character dodges an attack. or holding a brief conversation are examples of standard actions. Mental Actions require 1 AP. The player takes actions by spending these Action Points according to the costs above. a mental action and a standard action (2 AP + 1 AP + 3 AP). 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. Each round.thinking or a modest amount of physical manipulation or movement is a simple action. allowing you to Dodge. A character runs down a hallway and jumps over a pressure plate in the floor. picking a lock. Action Points can be carried over to the next round for defensive purposes. Any Free Actions taken beyond the first become Mental Actions. Standard Actions . looks for an exit and fires his weapon. but any AP left unspent at the beginning of your next turn go away. sneaking at your movement rate. characters get six Action Points. 30 . This is three simple actions (2 AP + 2 AP + 2 AP). Time Keeping Every type of action has an action point (AP) cost.
Example: You are not bound. When you are the target of an attack and choose to “Evade” it. The Fog of War On your first action in the scene. Example: You are entering a building where you suspect an enemy is hiding out. Defense There are two broad ways for your character to avoid being hit: Evading and Dodging. you have a reasonable expectation that you could be attacked. it is still considered a “check” for purposes of situational modifiers. and add your Dodge skill to the difficulty the attacker must match to hit. you must have at least two unspent action points from your last turn. You roll and get a bonus value of -1. 31 . That is. plus the bonus you generate from the dice. In order to Dodge an attack. against your target’s defensive ability. giving him a defense total of 6 (5 + 1). you must have the ability to Evade. That is.Attacking and Defense Attacking a character requires you to use a combat skill. plus that skill’s parent attribute. Example: You are attempting to shoot a guard with a pistol. 2. To attack. and be aware of the specific attack you wish to avoid. The guard has an Agility of 5 and a Dodge of 1. for a total of 8 (6 + 3 . You are able to move. In order to hit your target. applying any appropriate modifiers. you must meet or beat his defense. You hit. you add your combat skill.1). You are still able to Evade attacks. You are “on guard”. This represents the extreme chaos that accompanies the beginning of combat and the inability of the characters to anticipate their enemies’ actions. Even though you do not roll the dice when attempting to Dodge. When you attempt to Dodge. you do not have any action points and thus are unable to Dodge. the attacker makes his attack roll against a difficulty equal your character’s Agility score. you spend these action points. You are only allowed to Evade an attack when both of the following conditions are met: 1. You must also be able to take a simple action. such as Ranged Combat. You have a Perception of 6 and a Ranged combat skill of 3.
Example: A character is lying in wait to ambush a guard on patrol. and whether or not they can position themselves properly to take advantage of it. The GM will determine if the cover is suitable to shield the target from the type of attack they are being subjected to. In such cases. The ally does not roll.Surprise Surprise occurs when a character’s target is unaware of the attack (the attacker is hidden). the attacking character or characters are given a +3 bonus to their initiative checks. either before or during combat. the target is not able to Dodge. 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. A second player sneaks around and attacks the guard from behind. The guard is surprised and is unable to Dodge the attack. however. likely giving him the ability to act before the guard. If a character is using a shield of some sort. The character gets a +3 to his initiative roll. Stealth and Surprise If you are able to conceal your presence. or believes that the attacking character won’t be attacking them (they believe the character is a trusted ally). Example: A guard is hiding behind a crate while one of the PCs is shooting at him. 32 . Cover If a target is behind suitable cover. Cover can also act like armor. Support During Combat A skilled character may spend a standard action to support another character on that ally’s turn. When surprised. it is treated as cover and the GM should determine how much of a penalty to assign incoming attacks. they are not allowed to Dodge your assault. but adds a +2 because of their ally’s support. If the surprise occurs at the beginning of combat (perhaps as the result of an ambush). you may attack as normal. the GM should assign an armor rating to the cover as appropriate. All characters must be using the same skill and be within the proper range of the attack. Whether or not you hit. the attacker has a -3 modifier to their combat check. if the situation meets the conditions described above. Your GM will advise you as to whether or not you can make subsequent stealth attacks. If the target is unaware of you. You may still be able to Evade the attack. absorbing some of the damage in the case of explosions or attacks designed to penetrate the cover and damage a target behind it.
they may move up to twice this distance. every character is able to move up to their Agility times six. Where it is important. by spending a Simple Action (2 AP). You can move about this space without having to spend any action or action points (a shuffle-step). 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. the penalty becomes -3. At two categories farther away. 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. Ranged weapons have a listed optimal range that is specified using one of the terms above. 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. Climbing or swimming at this speed requires a successful check for the relevant skill. At two categories closer (a Medium range weapon targeting an opponent in Personal range). rather than a Simple Action. otherwise the character moves more slowly and may be at risk of injury. The average character can expect to cross this distance with three full rounds of movement. but rather it follows certain guidelines and is adjudicated by the GM when there is a question. 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.Movement and Distance Movement and distance in the game is not measured precisely. the various possible distances are usually divided into several broad ranges. During combat. Short – Short range is that distance between personal and what the average person could cross with a simple action (thirty feet). 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. in feet. 33 . or a full round of travel (one hundred feet). Melee weapons all have a range of Personal and are unable to strike any target beyond this range. Long – Long range is that distance between medium and roughly three hundred feet. the bonus becomes +3. Medium – Medium range is that distance between short and what the average person could cross with three simple actions. Personal – Personal range includes yourself and the area around you that you could hit with the average melee weapon.
For weapons with a range of Very Long. the weapon is capable of striking targets up to twice this distance. but when they do. 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. the GM should use the above as guidelines and err on the side of speed. at a -1 penalty. 34 . treat distances beyond Very Long as multiples of this distance. and a -1 penalty for each unfavorable circumstance they are working under. the GM should be able to estimate the distances in the game using these rough ranges. The GM must determine the specific circumstances of each situation when assigning these modifiers. these are just guidelines. Special Circumstances Invariably. the GM should make a quick decision and allow the action to continue. When you are determining the penalties assigned to weapons firing beyond their normal range. In most situations. rather than dig out miniatures and rulers. Aiming By spending a Standard Action (3 AP) aiming a ranged weapon. Rarely should exact distances matter. That is. a ranged weapon is usually ineffective. a character can gain a +2 modifier on their next attack. questions will arise during combat. Outside of these distances. or three times this distance at a -3 penalty. In general. the GM should give the character a +1 bonus for each favorable circumstance they experience. 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.
If you take enough damage. your character will also die. Light damage represents bruises and scratches that pose no real threat to your character. While your character has heavy damage. If you receive a successful First Aid check before this time is up. Once your medium damage meter is filled. Once your light damage meter is filled. your character recovers one point of medium damage each day. painful bruises and other wounds which interfere with your character's ability to function. or naturally recovers one hit point. After ten rounds (one minute) of being incapacitated. For example. but will no longer be dying. Taking any more damage while incapacitated means you die immediately. you suffer a -1 penalty to your rolls. The last meter tracks Heavy Damage. Damage is tracked in the form of hit points on your character sheet using three meters. All light damage is healed with a good night's rest. Without proper medical attention. you begin to fill this meter. 35 . you start taking heavy damage. your character falls to the ground unconscious and is incapacitated until he is either healed. It is important to note that when taking damage it is impossible to die immediately from a single blow if you have any hit points left. Your character's Body attribute determines how much damage he can take before being incapacitated. or with a successful use of the First Aid skill. each point of heavy damage takes five days to heal. If you are not wearing armor and are shot with a powerful weapon for twenty points of damage. your character is immediately incapacitated but you will not die until you either take additional damage.Damage When your character gets hit in combat. If you are experiencing heavy damage. As long as you have hit points left in your light damage meter. you are likely to take damage. Once you have filled all three of your damage meters. If your meters are filled completely. your character has a total of fifteen hit points. your character will still be unconscious. let’s say your character has a Body score of five. your character suffers no penalties. your character will receive penalties to his rolls. The first meter that gets filled tracks Light Damage. As you take damage. Medium damage represents cuts. In this case. If he takes any damage while in this state. Without proper care. Heavy damage represents serious wounds. or if one minute passes before you receive a successful First Aid check. The next meter tracks Medium Damage. you are incapacitated and are dying. you "fill" these meters. While your character has medium damage. he dies. it's time to leave the fight and seek medical attention. Each meter can hold a number of hit points equal to your Body score. you suffer a -3 penalty to your rolls. blood loss and broken bones which greatly impair your ability to act.
allows your character to recover from light damage. preventing death. First Aid . If successful.Use of the Medicine skill and related equipment is used to heal medium and heavy damage. If the character is being treated in less than ideal conditions (a hideout without proper medical technology). A character can only be treated with First Aid once per day. If the character is suffering from medium or heavy wounds. such as during combat. If First Aid is being applied under stressful conditions. the treated character is healed for all light damage. no damage is healed. a successful First Aid check will stabilize them. there are two other kinds of healing your character can receive. and Medicine generally requires suitable facilities (such as a clinic) and/or equipment. even if the check fails. The difficulty of a First Aid check is seven. then medium. It can also temporarily negate the penalties associated with more serious wounds. in addition to their natural healing. Your character must heal all heavy damage first. the GM is free to assign modifiers to the check. then finally light. 36 . It requires a full round to apply First Aid to a character. A Medicine check is made against a difficulty of seven. It takes longer to use the Medicine skill than First Aid. the character will heal a number of hit points equal to their Body score after a night’s rest. You are allowed to perform First Aid on yourself. even if the check fails. If a character is incapacitated. Medical Attention . First Aid is usually quick to perform. Apart from natural healing which is explained above. If successful. Because of the exacting nature of Medicine. It requires one hour to provide proper medical attention.Use of the First Aid skill and associated equipment.Healing Damage is healed in order of most to least severe. but that character ignores his wound penalties for one hour. but the injured character must rest for at least eight hours before gaining any benefits to the treatment. such as bandages and first aid kits. you are not allowed to perform this skill on yourself. A character can only be treated with Medicine once per day. the GM is free to assign modifiers to the check.
Burst (B) – Firing a burst from a ranged weapon allows you to “suppress” your target’s ability to act. your target receives a -2 penalty on their next check. All weapons have a Base Damage rating. The Range of a weapon describes the distances at which the weapon is effective. 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. Action and Ammo are attributes unique to ranged weapons. You receive a -3 penalty to your attack roll. You take a -2 penalty to your attack. Area (A) – Some weapons. The Ammo value tells you how many rounds of ammunition can fit in the gun. which is the amount of hit points of damage a successful attack from the weapon inflicts automatically. doing damage to everything within its radius of effect. the Range attribute describes the distance at which no bonus or penalty is gained for firing the weapon. Firing a weapon in full-auto mode generally empties the weapon of ammunition.S. or in a full-automatic mode. All melee weapons have a Range of Personal and are ineffective beyond this. Single-Shot (S) – Firing the weapon a single shot at a time gives you no bonuses or penalties. your target may not take any actions other than Evading or Dodging on his next turn. 37 . You can elect to fire the weapon using any Action that the weapon supports. Dollars to give the GM an idea of the resources needed to procure them. If you hit. The actual statistics used for the area of effect and any “splash” damage will be given in that weapon’s description. For situations where it matters. A successful hit uses the weapon’s Base Damage. preventing him from taking any action on his next turn. Full-Auto (F) – If you choose to fire a weapon in full-auto mode allows you to spray “cover fire” at an enemy. The Action value describes how the weapon can be fired. If you hit. as a burst of projectiles. but the GM might call for more detailed book-keeping in particularly dramatic or tense situations.Weapon Statistics There are a variety of different statistics for weapons used in the game. For ranged weapons. Normally keeping exact count of how many rounds you’ve spent isn’t necessary. strike an area. firing a weapon in this manner uses only one round of ammunition per attack. They also have a cost expressed in U. Firing a weapon in this manner generally uses three rounds of ammunition per attack. like grenades or heavy artillery. Many weapons can be fired a single shot at a time. and takes the form of a list of letters separated by slashes.
Each type of armor has a Body rating. you add your character’s Damage Bonus to any damage your character inflicts. You subtract 2 because of your armor and only take 2 hit points of damage. but they should also not “sweat the small stuff” and manage what they are packing down to a single bullet. A guard shoots you for 4 damage. which is used to determine if you can wear the armor without penalty. Every piece of armor has an armor rating that tells you how many points of damage it can absorb per attack.Tracking Ammo As mentioned above. allows you to subtract 2 hit points of damage from every successful attack made against you. Damage Bonus When using the Melee Combat or Unarmed Combat skills. which is the penalty applied to your rolls if your Body is not high enough to wear it comfortably. and an Encumbrance rating. you can wear the armor with no ill effects. As long as your Body is high enough. Reloading Reloading a weapon is a Simple Action (2 AP). it usually isn’t necessary to track how much ammunition the players or NPCs expend. Weapon Damage Every weapon has a Base Damage value that indicates how many hit points of damage a wound from the weapon will inflict. However. Because of this. it is advised that all players carry at least some spare ammunition. Example: Let's say you beat your opponent’s defense by 2 and are wielding a club with a base damage value of 2. but the GM is free to tell a player who has been firing his Uzi in bursts throughout the round that they don’t have enough bullets left in the gun to make a full-auto attack. Example: You are wearing a vest with an armor rating of 2. for instance. 38 . Armor Armor absorbs damage and allows you to be safer in combat. in some situations doing so might add to the drama of the scene. you add the Result of your combat check. An armor rating of 2. The downside to this approach is a lack of absolute realism. To this. The total damage a character would take on a successful hit would be 4 hit points (2 + 2).
you can hold your action until later during the round. By holding your action you are reducing your initiative for the current and all subsequent rounds during the scene. You can spend as many AP sizing up the situation as you wish. your character does not need to use any AP to Dodge. but cannot take any other actions other than movement during this time. but over centuries of human conflict. You gain a +1 modifier to all combat checks made until the 39 . Aggressive Fighting Your character leaps into the fray. 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. The following special actions may help in this regard by allowing you to take advantage of certain situational modifiers or special effects. you now act on a five in every round following. If your character would normally act on an initiative count of seven. Defensive Fighting Your character adjusts their fighting style to focus more on fending off the blows of their opponents. In addition. This can allow you to see what others are doing during the scene and act in response.Special Combat Actions Every combat situation is different. but suffer a -1 modifier for all other checks made during this time. Each one improves your initiative by one. various special tactics have emerged that have sometimes tipped the balance in a conflict. 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. Full Defense Your character abandons any other actions in order to concentrate completely on defending themselves. announce your intention at the start of your turn before you take any other actions. though at the cost of some penalty. Many of these actions yield a benefit. and you hold your action until the count reaches five. You gain a +3 modifier to all Dodge attempts made until the start of your next turn. rather than trying to damage their enemies. 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. Holding Your Action When it is your character’s turn to act. When you wish your character to take one of these actions. This represents your character’s ability to survey the scene and plan his moves accordingly. The trade-offs for each action are explained in the action’s description.
This modifier lasts until the start of your next turn. You may only distract an individual target once per round. but you must be within Personal range of each of them. All attacks made against the target gain a +1 modifier. attacking your target’s leg may slow them down. but cannot take any other actions other than movement during this time. You gain a +2 modifier to all attacks made until the start of your next turn. you must be within 40 . your opponent may attempt to break the grapple with his own Unarmed Combat check. A called shot receives a -3 penalty to your attack roll. In order to use the Guard action. While actively grappling. or to strike certain vital areas which could result in extra damage or side effects as the GM decides is appropriate. You make an Unarmed Combat check opposed to your target’s Unarmed Combat. Grapple Your character attempts to subdue an opponent by wrestling them to the ground. The target must be within Personal range and you must be unarmed. although other characters may distract the same target as you. any attacks made against you have a +1 modifier applied to them until the start of your next turn. Because you are so exposed. and both you and your target gain cover from other combatants. Called Shot Your character attempts to hit a specific part of his target’s body with his attack. your target is unable to perform any actions other than grappling with you. Distract Your character may choose to spend a standard action (3 AP) to distract an opponent within Personal range. but suffer a -1 modifier for all other checks made during this time. The grapple lasts until the start of your next turn. If you succeed. so long as your target remains in Personal range. You may distract as many opponents per round as you have standard actions. For example. Full Attack Your character abandons any other actions in order to concentrate completely on destroying your opponent.start of your next turn. Other characters attempting to attack you or your target suffer a -3 modifier to their checks. Guard Your character may choose to shield another character or object of similar or smaller size from attacks. Each other character distracting a target grants an additional +1 modifier. your character can take no other actions. This can be used to target unarmored parts of your target. but on their turn.
and must declare which character you are guarding at that time. This combat action cannot be used with Unarmed Combat. as a free action (0 AP). You must declare your intention to dual wield at the start of your turn. When an attack targets your ward. you may choose to Distract your target. if you and an ally are attacking the same character with melee weapons. You may only guard one character at a time. Combining Combat Actions Some of the above actions can be combined for greater effect. All attacks you make that turn suffer a -2 modifier. When this is the case. You must announce your intention to guard at the start of your turn. If your ally then chooses to use the Aggressive Fighting action he may gain a further +1. 41 . While guarding another character you may take other actions as normal. because of the bonuses from Distract and Aggressive Fighting. which. and be able to dodge. The effect of this is the ability to make one additional attack. granting your ally a +1 bonus. you can elect to use both weapons at the same time. in order to intercept the attack and take the damage yourself. 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. granting him an additional attack at the expense of a -2 penalty for each. you may spend your simple action (2 AP). including attacks. with the weapon of your choice. For example. so long as you remain within Personal range of your ward. as though dodging. translates into no attack penalty at all. You must announce your attention to take the blow before the attack is resolved. or to provide special tactical bonuses. allowing you to hold another in your off-hand.Personal range of your ward. Dual Wield Some melee and ranged weapons are small enough to be held in one hand. He may also chose to use Dual Wield if he has another weapon in his hand.
but also on the character’s attitude toward the player. Acting out a scene where your character convinces a jury to let them go free. When a player is attempting to Persuade another character. Note that two characters don’t necessarily have to have the same disposition toward one another. according to how they are disposed to them. and should generally be free to form their own opinions toward other characters in the game) and reflect how much they like or dislike another character. they also involve taking on the role of a character and interacting with the world and its inhabitants. for instance. how likely they are to succeed does not just depend on the player’s roll. It may be rare. These dispositions are typically reserved for NPCs (players should role-play interactions between themselves. This is simulated through the use of character dispositions. but it is possible for one character to hate a character that loves them. Disposition Hated Hostile Cold Neutral Warm Friendly Loved Modifier -5 -3 -1 0 +1 +3 +5 42 . some rules and guidance can help structure and enhance these types of encounters. Character Dispositions Different characters in the game world react to other people in various ways.Social Interactions Role-playing games aren’t just about numbers. just like combat. or lying your way past a guard are all important interactions that should be given at least as much attention as combat. That said. Each disposition carries a modifier which should be applied to any Presence based checks (such as Persuade or Bluff) one character makes toward another.
Improving Dispositions Improving a character’s disposition toward you requires the use of the Diplomacy skill. but they will make things difficult for them whenever the situation presents itself. Using Diplomacy is not something that can be done in an instant. though won’t necessarily put themselves at great personal risk. If the player fails. Friendly – The character views the PC as a true friend. They won’t necessarily put themselves at great risk to hurt the PC. the character’s disposition improves toward him by one level (for example. but rather requires a lengthy period of conversation and interaction. someone they believe they can count on. 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. Warm – The character greets the PC with a smile and considers them at least an acquaintance. The character is very likely to offer whatever assistance they can. For spectacular failures or success. Cold – The character feels some reason to dislike or distrust the PC. They refuse to do any business with the PC unless they feel it will give them an advantage in the conflict.Hated – The character utterly despises the PC. 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. but they remain distant and suspicious. the GM 43 . The character will likely demand much more than typical for any assistance they might render. if they are willing to deal with the PC at all. They will help the PC in any way they can. the player makes a Diplomacy check opposed to the other character’s Resolve. If the player is successful. the character’s disposition does not change. close and personal bond with the PC. They are no more or less likely to offer aid. Hostile – The character is intent on causing the PC harm. even if it means incredible risk. The character trusts what the PC says (so long as it seems possible) and will vouch for them when necessary. the character generally trusts the PC and will likely render aid if it doesn’t put them at any risk. Neutral – The character treats the PC as they would any random stranger. They won’t go out of their way to cause the PC harm. After the scene is played out. going from “Cold” to “Neutral”). with the normal prejudices or lack thereof. Loved – The character feels a deep. While not as accommodating as a true friend. and will likely take any opportunity to harm or destroy them. The character would find it almost impossible to believe the PC is anything other than loyal and completely trustworthy.
respectively. In general. It takes time to cultivate a relationship. the GM should allow only one Diplomacy check every in-game day to reflect this fact. or increase by two levels. it is affected by the modifiers above. making it quite difficult to change the mind of a dedicated enemy. Many people play such games to have an opportunity to act. If your group feels these mechanics are too restrictive you are free. Note also that because Diplomacy is a Presence-based skill. harnessing their creative talents to develop a well-rounded character over time. Rolling Not everything in a role-playing game needs to be rolled. 44 .could have the character’s disposition drop by one level. and even more time to turn an enemy into a friend. as always. to ignore them completely. 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. Role-Playing vs.
The focus. or spending hours or days in a workshop modifying a machine gun to achieve a greater firing rate. To help keep the game moving. where the players are the stars of their own serial. Seasons usually take from five to eight episodes to resolve. is called a Season. A set of related adventures that take place over several Episodes. Arranging your campaign in this fashion can lead to a more dynamic and exciting story. The game divides up the action over long periods with terms traditionally used by television shows. little time is wasted watching a character repair a car. therefore. 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. Likewise. Episodes are directed with an eye toward moving the story forward. Whether this takes the form of heavy combat. 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. rounds and turns. is on the action. is called an Episode.Time Units Time in combat situations is measured in scenes. Characters should have some limit to their off screen time (what they are allowed to do outside of the context of play). growth and ultimate destiny. the idea is to keep the story moving. In many shows. diplomacy or investigation. all of which describe relatively short periods of time because of the need to organize the action at a fine level of detail. But there is also a need to track larger blocks of time in a role-playing game. Genesys provides a convenient mechanism to allow these more mundane events to take place “off screen”. but at the same time such things should not bog down the action. Rarely do you see characters doing something mindless or boring on screen. 45 . An individual session. while at the same time creating a practical limit on what any given character can do with their time. where the players and the GM gather together for a few hours to play. 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. allowing a series to run on for as long as everyone is still having fun with those characters and the stories being told. facing ever more powerful challenges. leading up to an epic conclusion where the fate of the world is at stake. There’s no limit to the number of seasons a series might be composed of. Think of a television show you might have watched. or force some characters to sit on the sidelines.
otherwise they are lost.To simulate these off screen events. described below. Time Units last only for a single season. and let the characters spend them at that point. usually between episodes (after one play session and before the start of the next one). One Time Unit is awarded at the end of every episode that character participates in. 46 . When the season concludes. players are given special points called Time Units. 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 spend time acting out all of the various conversations. or if the GM feels that there is enough down-time in the action within the episode to justify the spending of a Time Unit. or some other group of people. 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. Studying – Characters may spend one Time Unit per Episode improving an existing kill or learning a new one. These events are certainly important to the character. leaving the rest of the players sitting around as nothing more than spectators. When a character studies in this way. When a character spends a Time Unit in this way. and based on that plan could grant the check a modifier. For instance. The GM might take a few minutes to hear the player’s plan as to how his character would go about schmoozing. their only option is to let nature take its course and heal at the normal rate. allowing players a wide array of choices in how to spend their off screen time. they may heal a number of hit points equal to their character’s Body score. a character may spend Time Units to gain some extra money. In general. it probably makes sense to condense the event into one or two skill checks and allow the player to spend a Time Unit to “macro” the resolution. 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. or even work overtime at their normal place of employment. and could benefit the entire team. So instead of forcing the character to make a series of rolls. or take an odd job here and there. but rather than take up game time by forcing a player to roam the streets picking pockets. and could easily bog down the rest of the group forcing characters to wait around for one of their companions to heal. Time Units may only be spent between episodes. Working – Sometimes characters would like a little extra money. beginning with the most severe wounds as normal. Healing – When a character has no access to appropriate medical care or technology. they gain two Study Points for the skill they choose. 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. Because some wounds can take a great deal of time. Special Events – Let’s say a player wishes to have their character cultivate a relationship with a certain politician. the team may end one episode racing to get to location 47 .Spending Time Units Time Units can be spent in a variety of ways. How much money is left to the GM. Cliff Hangers Sometimes the flow of time between one episode and the next must be tightly controlled.
However. the GM should always be careful about when and how often they declare episodes Cliff Hangers. During the course of play. In these scenarios. If characters end that session wounded and want to heal up. If this sort of realism is important to the group. The downside is that Time Units remove a certain degree of realism from the game. ready for more. Time Units can allow the players and the GM to “hand wave” over the event and let the action continue. the GM should designate that episode a Cliff Hanger. The realism you may lose is likely to be outweighed by the time you save. This means that the players do not get to spend their Time Units between that session and the next. Why Time Units? Time Units reflect the basic idea that a game is supposed to be fun for everyone. Time Units can be safely omitted. but there is no reason the GM can’t translate these abstract numbers into specific lengths of time such as days or weeks. They also may not spend study points or experience points improving their characters. The various skills in the game may reference Time Units. Because of this. it probably doesn’t make sense to allow them to spend Time Units on the way. preserving the important situation’s integrity and making every moment count. it is strongly suggested that you give them a try. Time Units are a very powerful tool that can easily serve to keep the action flowing and make the game more enjoyable for all. Players may ask how a character with life-threatening injuries is able to bounce right back at the start of the next episode.before their enemies do. many situations can arise where an entire team of characters must be sidelined while one character heals up. In cases like these. 48 . Because of these restrictions. or is busy wooing the locals.
Drowning and Suffocation A character that is exerting himself. each with their own effects. When a character is exposed to the poison. can hold his breath for a number of rounds equal to his Body score. If doing nothing else. Poison Poisons can come in a number of different types. a character may hold his breath for a number of rounds equal to three times his Body score. as these mechanics cover special situations that shouldn’t crop up that often.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. and not under duress. and dies on the next round if they are unable to breathe. 49 . What happens to a character that is drowning? When does the poison a character just drank take effect. the rules in this section are only suggestions. Remember. When a character fails this roll. a poison is a chemical compound that has a Potency Rating and an Effect. you should feel free to take these mechanics as guidelines and “wing it”. should such situations arise during your adventures. This check begins with a difficulty of seven and increases in difficulty by one point each round. This complexity should be offset by the infrequency of their use. although some can have special effects which cause the poison to linger. 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). Many of the rules and systems given in this section are fairly complex. or discover that these situations occur frequently in your games. depending on whether the character managed to resist the poison. penalties may be assigned by the GM. If you find these rules too cumbersome. Most poisons simply deliver their effect and are then passed out of the body. such as by swimming. Some poisons also have a negative effect even if the character resisted the worst of it. If they fail the check. After this time they must pass a Stamina check every round. clawing through earth or struggling with bonds. In general. the player makes a Body check with a difficulty equal to the poison’s Potency Rating. 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. the Full Effect of the poison takes hold. they begin losing hit points at the rate of one per round until they are able to breathe freely again.
Recovery in one hour. Resisted Effect Immediate sickness and coughing (-3 penalty to all checks). Name Sarin Gas Potency 10 Full Effect Immediate unconsciousness. 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. If successful. Immediate nausea (-3 penalty to all checks). 11 and 12 respectively). a Medicine check is made against a difficulty equal to the poison’s Potency. Multiple doses require additional rolls. It is important to note that most of these poisons are deadly and that the GM should exercise care in which compounds to allow in the game. The table below gives potencies and effects for one “dose” of the poison. 50 . Character takes 15 points of damage. If the roll fails. 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). This is of particular concern if you believe poisons will feature prominently in your campaign. Curing Poison In order to cure a poisoned character. or if their potencies and effects should be reduced. Tranquilizer 9 Immediate exhaustion and confusion (-2 penalty to all checks). with a high number indicating a very powerful compound. a poison’s Potency Rating is measured on a scale from one to ten. Recovery in one hour. Character takes 10 points of damage. Immediate nausea and seizures (unable to take any action). Cyanide 8 Strychnine 7 Immediate muscle spasms (-2 penalty to all checks).Like a character’s Body score. Immediate unconsciousness. the patient recovers. Character takes 20 points of damage.
In general. a chase is resolved through an opposed action. or if a car crashes. Example: After the fight. When a piece of armor has its Armor Rating reduced to zero. oncoming traffic or other hazards where it’s appropriate and dramatic to do so. an Armor Rating of four. it is destroyed and cannot be repaired. The armor has lost one point of effectiveness. the GM may decide that whenever the Armor Rating of the character’s armor is overcome (that is. Damaging Armor Armor can lose its effectiveness over time. or even characters’ Agility scores in the case of running can be used as necessary. is hit for seven points of damage. such as a piloting skill. the GM may make a Morale Check. To repair this damage. 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.Unless otherwise noted in its description. Since this overcomes the Armor Rating. Additional checks might be required to avoid pedestrians. Chases involving other skills. Example: A character wearing a Bulletproof Vest. 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. Generally a chase lasts for several rounds and involves at least one Drive check. it loses a point of effectiveness. the character attempts to repair his Bulletproof Vest. If successful. To determine whether or not this happens. Morale When the players are fighting with a group of NPCs. and the combat begins to clearly move in favor of the players. To simulate this. there is a chance that their enemies will abandon the fight in an effort to save themselves. the armor is fully repaired. so the difficulty of his Repair Armor check is eight (7 + 1 = 8). using a skill such as Drive. 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. the character sustains damage in spite of wearing the armor). the Bulletproof Vest loses one point of effectiveness and now has an Armor Rating of three. 51 . the character must make a Repair Armor check against a difficulty equal to seven plus the amount of effectiveness the armor has lost.
52 . The ability to navigate and avoid getting lost is dependent on the type of terrain and circumstances of the journey. they become lost. the character suffers five points of damage. as well as the amount of gear a character is carrying. getting a Resolve check result of eight. can reduce this to twenty or even ten miles. The guards run. Finding your way through a dense forest is much more difficult than finding your way across the plains. The difficulty is seven. The GM decides that the difficulty of this check should be ten and rolls for the guards. 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. Example: The players are fighting a group of guards and they have managed to defeat several of their opponents. Uneven ground. Falling Damage A character may normally fall up to ten feet without suffering any damage. For every ten feet beyond this that they fall (round up to the nearest multiple of ten feet). this should also apply. 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. This becomes an opposed action with the player’s Intimidate check going against his enemy’s Resolve. a player can attempt an Intimidate check that immediately forces their opponents to make a Morale Check. a character must make a Navigation check against a difficulty of seven. modified by the GM depending on whether the character has a map. These rules and distances should be adjusted if the characters are traveling via a vehicle or beast of burden. dense foliage or hostile conditions (such as the extreme heat of a desert or the cold of the arctic). the fall is treated as being ten feet less than it actually is. If a character or group fails this check. If an NPC is using the Leadership skill. The GM decides that the battle has swung so far in the players’ favor that the remaining guards must make a Morale Check. To stay on course. modified by the GM based on how dire the situation has become. knows the area and the type of terrain.A Morale Check is made using the NPC’s Resolve skill. Armor does not typically apply to falling damage. A character attempting to survive a planned drop (such as jumping off the roof of a two or three story building) may make an Acrobatics check against a difficulty of seven. If successful. If the combat has begun to swing in the players’ favor and they are aware of this.
disadvantages need to be carefully tracked by the GM to ensure that the players are properly penalized. Parrying A character may use his Unarmed Combat or Melee Combat skill to deflect incoming unarmed or melee attacks. 53 . the players have effectively gotten their extra Build Points “for free”. Otherwise. If the GM forgets about these disadvantages and fails to bring them into play. By allowing disadvantages. In addition. Disadvantages can be easily created by using the advantages provided as a baseline. On a successful parry. Slow (-5) – Your character receives a -3 modifier when rolling for initiative. the rules for Dodging apply. as a means of both adding flavor and as a way to provide more Build Points at character creation time. The GM may also wish to limit the number of points gained from disadvantages to no more than ten Build Points. The parry is successful if the attacker fails. Players must discuss with their GM any disadvantages they may feel would be appropriate for their character and seek specific approval. The decision to allow such disadvantages depends a great deal on the type of game the GM wishes to run. The cost of buying off a disadvantage is twice the normal cost of the disadvantage in experience points. The attacker’s combat check is made against a difficulty equal to the parrying character’s weapon skill total. a player may later spend experience points to “buy off” a disadvantage. Some examples of disadvantages might be: Ugly (-5) – Your character’s appearance is considered unusually unattractive or hideous. Doing so requires the parrying character to have saved a Standard Action (3 AP) from his previous turn. making for a more powerful party. With the GMs permission.Disadvantages Some GMs and players may prefer to have a way to choose flaws for the player characters. You gain a -2 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. the defending character may make an immediate counter attack at a -3 penalty. characters may start the game with much more than twenty Build Points.
which are also tracked on your character sheet. Each Experience Point acts as a kind of “wildcard” Study Point.Rewards Throughout the course of the game your character will push his talents to the limits. picking up new skills and improving existing skills. The GM may also grant you a special reward for a particularly resourceful use of the skill. but Experience Points can be spent on any skill. learning new things. 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!”). You can gain many Study Points during a single episode for using different skills. Experience Points At the end of each episode. Each episode. you can use Experience Points to learn new skills or improve existing ones. One Experience Point is awarded automatically to every character that participated in the episode. Experience Points and Time Units. To simulate this. such as saving the day with a well-placed shot from your pistol. Learning from Mistakes In cases where a character fails a skill check in a particularly notable manner. That. but only one Study Point for each individual skill may be earned in this way during a particular episode. or getting the trashed computer system back online to extract valuable information. They are also used to increase your character’s attribute points and buying advantages later on. there is a space to track Study Points. Study Points Next to each skill on your sheet. the GM awards Study Points. As the game progresses. your character becomes more knowledgeable and more formidable. only one Study Point for each individual skill may be earned during a particular episode. Whenever you spend a Time Unit to train a skill. making them very versatile and powerful. In these situations the GM can award your character a single Study Point for that skill. the GM awards between one and three experience points according to the following guidelines: 1. is. the GM can award a Study Point as he would for a notable success. 54 . Study Points are tied to a particular skill. the GM gives out Experience Points. As above.
The final bit of housekeeping to attend to at the end of a season is spending any remaining Time Units. Time Units At the end of every episode. If the group failed in their objectives. or did poorly. 3. 55 . End of Season A season is a set of related episodes leading to some final conclusion. If the players went above and beyond the call of duty. When a season ends. such as uncovering a mystery. If they succeeded or did well. impressing themselves and the GM alike. the GM awards that character one Experience Point. based on how well the group fared during the adventure.2. This award is in addition to the normal episode awards described above. as they will not carry over to the next season and would thus be lost. two points are appropriate. the GM should award each character that participated in the session one Time Unit. or learning the truth about a local politician? Did they grow as a character by making a new ally or deepening an existing relationship? Did the character achieve a spectacular success during the episode. If the character acted in ways to further the story along. a special End of Season reward of one to three Experience Points is given out by the GM. Did the character learn something new. the GM should award them an Experience Point. add to everyone’s enjoyment and performed well. 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. award three. or even none for a truly awful performance. the GM should award only one Experience Point. and a new one is to begin. The GM should call on each player to spend any Time Units they have left.
Mentoring One character may help another character learn a new skill by mentoring them. The mentor must have at least one level of the chosen skill in order to be a suitable teacher. Learning New Skills To learn the first level of a new 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. Also note that having a mentor does not exempt you from having to spend at least one true study point to purchase the skill. requires five study points. but at least one point must be a true study point for that skill. the cost for the first level of the skill is three study points. Buying Advantages With your GM’s approval. To go from a level two to a three in a skill would cost six study points. going from being unskilled to having a level one. Players may spend any combination of study points or experience points when learning a new skill. your character can buy an advantage using experience points. When a mentor is willing and able to train the character. In other words. experience points and time units. should they choose. players should have the opportunity to spend their accumulated study points. For advantages with variable costs. and your character already has the five point version. if an advantage can be purchased at a five point level and a ten point level. to buy a five point advantage would cost ten experience points. you can improve the advantage by buying the next level. you may spend a combination of study points and experience points. 56 . that is. The cost of buying an advantage in this way is twice the normal Build Point cost. he can spend ten experience points to purchase the difference and gain the higher level of the advantage. To go from level three to four would cost eight. but at least one point must be a true study point for that skill. Improving Skills To improve an existing skill costs a number of study points equal to twice level you are going to. For example. Again.
To go to a +2. The cost of an Edge is five times the number of Edges you are going to. you buy Edges whose cost is based on the number of Edges you have already purchased for all of your attributes. requires ten experience points and so on. Each Edge effectively increases that attribute by one point. but the total of any attribute score plus its Edges cannot be greater than ten. So to gain a +1 Edge to an attribute costs five experience points.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. You are not limited in the number of Edges you can purchase. or buy an Edge for a different attribute. Beside this value on your character sheet is a space labeled “Edge”. Note that buying Edges and advantages requires experience points. yet through continuous effort and practice. The level of an attribute your character starts with is a measure of his intrinsic or natural ability. 57 . it is possible to raise them slightly during the course of your character’s career. in experience points. When you wish to improve your character’s attributes.
The following is a selection of some of the more common weapons found in the modern world.
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.
As such.00 .00 $2. as well as providing a good “baseline” when creating new equipment.000. these items aren’t listed below.00 $600.500. there is little reason to worry about how much his outfit costs. as well as those purchases that are so expensive as to warrant specific U.00 $3.00 $450.00 $180. Dollar values.00 $500. If it is important.00 $1. Like the list of weapons above.S. 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. This should give players and the GM a good idea of the utility of each item that is listed. If a character wants to wear ripped jeans and trench coat. Items such as simple flashlights. lighters. this listing is followed by a series of detailed descriptions for each of the items.00 $350.500.000. basic clothing for your profession and the like shouldn’t normally be considered special equipment or tracked unless it is somehow vital to the story if the character is carrying it or not.00 $100.00 $600.00 $500.500.00 $300. This list is a sampling of some of the more common items that can crop up during the course of an adventure.00 $3.00 $800. Sample Equipment Clothing Tailored Silk Suit Designer Dress Winter Gear Jungle Gear Bulletproof Vest SWAT Body Armor Electronics Smartphone Police/Emergency Scanner Encrypted Walkie-Talkie (2) Digital Camera Telephoto Zoom Lens Low-End PC High-End PC State of the art PC Low-End Laptop High-End Laptop 61 $1. or to track exactly what he has on him.Equipment The following is a selection of sample equipment that the players may wish to acquire.00 $200.
000.00 $5.000.00 $75.000.000.000.00 $3.00 $60.00 $150.00 $3.000.00 $50.00 $20.500.00 $40.00 $200.000.000.00 $2.00 $50.00 $2.00 $25.00 $5.500.500.000.000.00 $350.000.00 $40.00 $3.00 $100.00 $4.000.00 $250.00 $100.0 .00 $300.000.000.00 $500.00 $35.00 $250.00 $35.000.000.00 $400.000.00 $2.00 $800.00 $5.00 $45.00 $500.500.00 $800.000.00 $500.000.00 $2.000.000.000.State of the art Laptop GPS System Low-End Security System High-End Security System State of the art Security System Medical First Aid Kit Field Medic/EMT Kit Low-End Medical Facilities High-End Medical Facilities Stat of the art Medical Facilities Home Chemistry Laboratory Professional Chemistry Laboratory GC Mass Spec System Tools Emergency "Roadside" Tool Kit Mechanic's Tool Kit Electronics Equipment Welding Equipment Lock Picks Archaeology Tools High Quality Binocular Microscope Binoculars Night Vision Goggles Disguise Kit Engineering Tools Forensics Kit Camping/Survival Gear Two-Person Tent SCUBA Gear Transportation Full-Size Sedan SUV Luxury Sedan Light Pickup Truck Heavy Duty Pickup Truck Armored Sedan Single Engine Prop Airplane Dual Engine Prop Airplane Small Corporate Jet 62 $5.
let the body sweat and cool itself with little extra effort. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. This device does not allow for listening to encrypted data transmissions. When travelling through harsh. These dresses are usually worn only once for very special occasions. 63 . This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops. Winter Gear – Heavy coat and other insulated clothing. web surfing. plus gloves and a hat. The suit protects the entire body and head. hand-held scanner that allows the user to listen in to local police and fire broadcasts. ready to wear. Email. It protects only the body. while also. This armor is generally used by strike teams and special police units. Jungle Gear – These outfits include hiking boots designed for rough. providing an Armor Rating of 6. a Body Rating of 6 and an Encumbrance of -3. appointment management other software allows the user to keep connected while on the road. wet terrain and khakis. Designer Dress – The latest fashion. Police/Emergency Scanner – A battery-operated. cold environments suitable clothing is a must. for men or women.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. using special fabrics.00 $14.000. 00 $300. It provides an Armor Rating of 4. 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. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit. High-end suits such as these. but can make the wearer look absolutely fabulous.000. are usually very expensive. making it able to protect against light weapons and many handguns.000.000. although its presence might not escape notice. The armor has a Body Rating of 5. and an Encumbrance of -1. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications.
Comparable to a State of the art PC. and locally-stored maps to help users discern where they are. next generation technology. effectively magnifying the subject. battery-operated communications devices which encrypt the contents of all broadcasts. State of the art Laptop – A portable computer running on experimental technology.Encrypted Walkie-Talkie (2) – A set of two hand-held. and how to get where they are going. High-End Laptop – A so-called “desktop replacement” laptop. comparable in ability to a High-End PC. perhaps even unusable. allowing you to work on the road. or from a personal computer. Low-End PC – A desktop computer capable of running basic “office” applications. The fastest machine available to corporate and government agencies outside of a clean room environment. It sports a small screen and partial keyboard. It produces highresolution images which can easily be downloaded onto any modern computer system. 64 . a task that can be done at the electronics store. 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. this machine is responsive even when working with large image files and movies. connecting to the internet and working with photos. It is not powerful enough to run the latest games or perform advanced video editing. You can play games. It can be carried on your person or installed in a vehicle. surf the web and watch a movie all at the same time. GPS System – A computer-driven global positioning system used for navigation. It makes use of satellites to determine location. without much of an effect on performance. A six digit pass code is required to unlock the device after it has been idle for a few minutes. but has enough power to be comparable to a Low-End PC. Options exist for date and time stamps. State of the art PC – A desktop computer featuring experimental. These devices have a range of twenty-five miles. Any applications which take a great deal of memory or processing power are likely to be sluggish. Digital Camera – This is a high-end digital camera suitable for professional use. as well as low-light photography. High-End PC – A desktop computer on the cutting edge of technology. It comes with a standard lens with limited zooming abilities. Low-End Laptop – A computer designed for maximum portability. Telephoto Zoom Lens – A lens designed to mount on your camera that allows you to take photographs of objects or people from a much greater distance than a standard lens would allow. It can also access wireless networks.
temporarily relieving discomfort and can be used to stabilize incapacitated patients. refurbished vital monitors and other. Low-End Medical Facilities – One step up from an underground “doctor’s” basement. It contains sterile dressings for various types of wounds. State of the art Security System – For agencies that take no chances. but is only just passable for dealing with heavy trauma. The kit is suitable for dealing with minor injuries. surgical equipment. but designed in the form of a backpack and chest pouches allowing any fit individual to easily carry it. A room equipped with these facilities grants a -1 modifier to Medicine checks). non-portable. designed more to patch up the patient for transport to a proper medical facility (-2 modifier to Medicine checks). as well as heavy duty pain medication and rudimentary surgical equipment. Typically requires a Security check against a difficulty of nine in order to circumvent. State of the art Medical Facilities – This includes amenities only found in research hospitals and high-tech trauma centers. although it may also be found in some luxury homes. Medical First Aid Kit – A standard first aid kit complete with bandages. tweezers. It also can easily fit in the trunk of any car. Requires a Security check against a difficulty of fourteen to circumvent. security cameras and sophisticated electronics. High-End Security System – A security system generally reserved for large corporate offices and banks. when immediate access isn’t required. Typically requires a Security check against a difficulty of twelve in order to circumvent. a gurney. Field Medic/EMT Kit – This is a kit the likes of which military field medics carry into combat. A room equipped with these facilities grants a +2 modifier to Medicine checks. including burns. Low-End Medical Facilities include lights. typically found in modern hospitals. this security system represents the cutting edge of technology. pressure-sensitive floors and high-tech imaging technology make such a system a nightmare for the would-be intruder. High-End Medical Facilities – This setup includes up-to-date medical equipment and basic life-support systems. fire or other emergencies. devices. weighing approximately thirty pounds when full. This system features motion detectors. antiseptic and pain relievers. It’s hefty. 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). tape. 65 .Low-End Security System – A consumer level security system designed to monitor for break-ins. Motion sensors with infrared capabilities. A room equipped with these facilities grants no modifier.
Professional Chemistry Laboratory – This equipment is usually found at universities and similar research facilities. 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. Because of the number and weight of the pieces. small capacitors. Access to this level of equipment grants a +3 modifier to Chemistry checks made in order to identify a substance. 66 . this tool system. Tools Emergency “Roadside” Tool Kit – This kit includes road flares. soldering gun. Welding Equipment – Torches. clamps and plugs. but elements are portable enough to allow for electrical work on the go. tire iron. Proper use of this equipment requires the Mechanical Repair or Mechanical Engineering skills. benches and projects themselves. 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. leads and collection of electronics parts (such as resistors. ostensibly intended for locksmiths but also well-suited to less legal uses. This kit is primarily designed to be used on a workbench with adequate space. It is used to identify various substances by measuring various physical properties and comparing them to an internal database. 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. gas tanks. and allows the chemist to perform simple analysis and compound mixture. Use of this set requires a Lock Picking check.Home Chemistry Laboratory – This equipment is one step up from “hobbyist” level. a thermal blanket. tire patch kit and various other tools and simple parts designed to repair minor car problems. Electrical Engineering and Security checks. a compressor. oscilloscope. Electronics Equipment – A multi-meter. 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. A kit fit for use by a professional. requires a great deal of floor space in order to have enough space for the tools. Access to this level of equipment grants a +1 modifier to Chemistry checks. socket set. a selection of integrated circuits.) that allow for the design and repair of electrical circuits or wiring. specialty tools and various sockets. and its use. This can be used for Electrical Repair. etc. safety gear and other related equipment designed for welding and cutting various metals.
Forensics Kit – Swabs. Use of this kit grants a +1 modifier to Forensics checks. micrometers. Seats five. Engineering Tools – Finely calibrated calipers. marking tape. liquid latex. This kit includes tests to determine the presence of human blood. false mustaches and other trappings of the master of disguise. makeup. Two-Person Tent – The same high-quality tent as found in the Camping/Survival Gear. Transportation Full-Size Sedan – The traditional vehicle of federal agents everywhere. Binoculars – A high-quality set of binoculars useable by anyone from a bird watcher to a peeping tom. propane stove. 67 . Night Vision Goggles – A head-mounted. Camping/Survival Gear – This package includes a two-person tent. Suitable for all of your microscope needs. preservation and labeling. as well as proper tools for their collection. An equipment rack on the roof and rear can be used to move duffle bags.Archeology Tools – Soil sampling kits. Disguise Kit – A collection of wigs. a stock of dry rations (military surplus) suitable for feeding two adults for five days and a host of other equipment allowing people to “rough it”. Seats five with enough trunk space to accommodate an adult. durable night vision system that leaves your hands free. gloves. mask and fins designed to allow one adult to breathe and swim under water. either biological or mineral. a graphic calculator and various other instruments that are designed to help the mechanical engineer practice their craft. chemicals and other tools of the trade used by forensic technicians in the field. Luxury Sedan – Travel in style with heated seats. SUV – A vehicle capable of limited off-road travel. bags. bicycles and other gear. sleeping bags. semen and other such pieces of evidence. High Quality Binocular Microscope – Useful for identifying samples. regulator. Use of this kit grants a +1 modifier to Disguise checks. brushes and magnifying lenses designed for use by trained professionals working on excavating or cleaning ancient relics of dust and detritus. the latest in GPS navigation and all the added comfort you require. SCUBA Gear – Wet-suit. Seats five. air tanks. Grants a +1 modifier to Mechanical Engineering checks.
but with much greater weight to accommodate the internal armor and bulletproof windows and windshield. Dual Engine Prop Airplane – Can comfortably seat four people and up to one thousand pounds of gear. 68 . Small Helicopter – A lightweight helicopter that is capable of seating two people with very limited gear or additional cargo. Can comfortably seat two people along with up to five hundred pounds of gear. apart from the pilot and co-pilot. Seats two. Luxury Yacht – Cruise in style aboard this one hundred foot yacht. including the roof or “sun deck”. are granted an Armor Rating of five. Bulky items (those longer than eight feet) can still be a problem. High-Performance Speedboat – A recreational water vehicle often employed by the coast guard or marina police. and the vehicle itself. Armored Sedan – Identical in specifications as the Full-Size Sedan. Can be adapted for amphibious use. as well as the less savory individuals that try to avoid law enforcement. This motored yacht can accommodate a dozen people with two to three decks above the waterline. Especially large or bulky items may not fit in the relatively small baggage compartment. Heavy Duty Pickup Truck – A heavy pickup truck that is capable of towing up to ten tons safely. Occupants in such a vehicle. Small Corporate Jet – Private. and carry up to two tons in its bed. Seats three. This jet can carry substantial loads and can comfortably accommodate up to six people in the cabin. An impressive speed and superior maneuverability are handy assets for such agencies.Light Pickup Truck – A light-duty truck able to move or tow approximately one ton safely. Single Engine Prop Airplane – A small plane for the “casual” pilot. luxury air travel for the elite.
it can likely be changed with a minimal amount of effort. combat system or skill system. Compatibility and Freedom Any work that uses Genesys must include a reference to the version number of the core rules that have been used. you can use Genesys as your “base” and create plug-ins to handle those aspects of your game that make it truly unique. 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. remix it or do whatever they wish. Rather than design an entirely new task resolution system. along with the license Genesys uses. This allows you to create your own version of a “perfect magic system” for Genesys. The core rules use the modern United States as a reference point and make no mention of magic systems or other such elements. with the only restriction being that they provide proper credit for the system.Genesys Development The Genesys System is designed to be modular. letting others write for it. The terms of the Genesys license let you use the Genesys System in your own works. Because Genesys has been built in this way. This means that the core rules are relatively simple. It is intended that such ancillary mechanics will be designed by others and packaged in modules called “plug-ins”. 69 . it is easy to use it as the core engine of any traditional role-playing game you might wish to create. even if you charge money for them. It is designed to be the ultimate “free” system. publish it in book form and sell it to others. And if any particular rule in the system doesn’t suit your purposes. The scheme used to number versions of the core rules and plug-ins is described in the Release Notes of this document.
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