This action might not be possible to undo. Are you sure you want to continue?
Core Rules Document
By Jeff Clough <firstname.lastname@example.org>
©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
The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master.0.0. or send your ideas directly to the maintainer.org/licenses/by/3. License This work is licensed under the Creative Commons Attribution 3.com> and found at http://www. 4 .0. The first number is the “Major Version Number”. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”. You are invited to join the mailing list for Genesys. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development. You are free to use the Genesys System for your own projects. distribute. for any purpose. modify and create derivative works based on the Genesys System. but this document only partially follows the normal structure found in a typical. “This work is based on the Genesys System version 1.chaosphere. written by Jeff Clough <jeff@chaosphere. The terms of this license allow you to use. such as “1. visit http://creativecommons. finished product.4. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it.2”. Anyone who contributes will be noted in the Acknowledgments section. so long as you give proper credit. All versions of this document with the same Major Version Number should be compatible with each other. in the form of the quote below.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document.0 United States License.0/us/.Release Notes v1.com/genesys/. Changes in the Major Version Number mean that significant alterations have been made to the rules and should not be assumed to be compatible with other releases. including commercial uses. Anyone can download a copy of these rules and use them for their own projects. To view a copy of this license. and create compatible works.
but it is also required by the license Genesys uses. 5 . and coelocanth (from the RPGnet Forums). and his ability to throttle a system and take advantage of every rule has proven invaluable in balancing certain elements. 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. Thank you. Not only does this help others determine if what you have created is compatible with the rules they are using. I’d never have thought to put this system together.groups. including plug-ins. As well as those people subscribed to the official mailing list that you can find here: http://games. The last digit is the “Release Number” which is changed when minor clarifications or corrections to typographical errors are made.com/group/genesys-rpg/ I’d also like to thank Benjamin Grant for his invaluable experience with other game systems. I’d like to thank every GM and player that I’ve ever gamed with. Play-Testers For Version 1. No actual rules changes are made between such releases. I have been gaming for about twenty years and without the experience of those hundreds of afternoons.yahoo. Acknowledgments I wish to bring special attention to a few individuals that have done much to help make this system a reality. should indicate which version of the core rules is being used.The next digit is the “Minor Version Number” which is changed to reflect relatively minor updates of the mechanics to address issues of game balance. Under no circumstances should a change in just the Release Number break compatibility with previous versions. And finally. A number of other individuals have contributed in innumerable small ways. He has been a great sounding board for ideas. or additions to the rules to handle new situations. It is also highly advised that if you are creating products based on Genesys. that you follow this version numbering scheme. While some things may work differently.0 Benjamin Grant. the rules should still be essentially compatible with other releases withing the same Major Version. Josh Jarvis. and his willingness to listen to mine. Shawn Adair. or designed to work with it. Any works based on Genesys.0.
Whenever possible the game uses familiar metaphors for organizing the action and describing characters. Conventions This book uses the pronouns “him”. Whenever it is necessary to perform division. The default setting described in this book is for the modern United States. two sides have plus symbols (meaning +1) and two sides are blank (meaning 0). Using Genesys Genesys is designed to be a sort of “operating system” for your role playing game. This is not to say that you can’t use the system for other genres or time periods. The license Genesys uses lets you not only build new games for your own enjoyment. “he” and “his”. like a magic system. If 6 . The Core Rules Document is designed to present the rules in a clear way. game designers and GMs can focus on those things that truly matter to them: the setting and those mechanics that make your role playing game unique. but is not organized in a particularly polished fashion. By using Genesys. Two sides of these dice have minus symbols (meaning -1). Centuries of use have effectively neutered the male pronoun and any other construct would be awkward. Plugins are like programming libraries that you add on to the core rules to give you extra things you might need for your game. These can easily be found at your local game store or can be purchased online from various gaming outlets. but you can also publish them. consistency and flexibility. it will require a little more effort than if you had a published product in your hands. The primary design goals of the system are simplicity. This is not meant to imply that only men or male characters are accepted. numbers are always rounded down. even commercially! While Genesys can be run by anyone straight from this document. It is a set of core rules that handle such things as task resolution and combat. It 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.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. and choosing the appropriate plug-ins. The name itself is a play on the words “generic system”. Dice Genesys makes use of three special six-sided dice called Fudge Dice.
plus and blank sides.you are unable to find these dice. you can use normal six-sided dice and simply color or mark the sides to indicate the minus. or use this chart: Die Roll Result 1 to 2 -1 3 to 4 0 5 to 6 +1 7 .
skills and advantages. Each of the attributes is measured on a scale from one to ten. Normally 8 . 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. Whenever you use a Signature Skill. you should select three skills that will be the “core” of your character. or using a piece of scrap paper. you can now begin spending your Build Points. When you create a character you are given 20 Build Points. and that you refer to those sections as you make your way through the process. First. Once you have determined the kind of character you want to play. Below is a brief overview of character creation. It is advised that you read through the sections on attributes. Step Two: Attributes Using your skills as a guide. Would you like to play a more physical character. or other elements of your character. If you wish to begin play with one or more attributes below five. what would be three skills they might mention? If someone would say “Boy. Step Two: Signature Skills After you have taken note of the skills you want. you can gain extra Build Points to spend on other attributes. 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. You increase these scores by spending the appropriate number of Build Points as described in the chapter on attributes. This might mean writing them down on your character sheet. which are used to purchase your character’s starting attributes. skills and advantages before you create your first character. All characters start with a score of five in each of the six attributes. If several people were sitting around a table discussing your character’s exploits and strengths. can that guy pack a wallop! I saw him box once and he knocked this other fellow out right quick!” you should make Unarmed Combat one of your Signature Skills. 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. or a character that uses their intelligence to overcome obstacles? Flipping through the first few sections of the book can be a good place to start. You don’t need to assign points to these skills now. 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.Character Creation Creating a new character is relatively quick and straightforward.
your character’s Signature Skills are the most important to your concept and form the core of your character. This is a number. You should also calculate your character’s Damage Bonus at this time. which you add to the damage you do when using the Unarmed Combat and Melee Combat skills. gender and any other personal details you’d like to record should now be fleshed out and written down on your character sheet. and are completely optional. but could provide you with that extra bit of oomph to get through a tough spot. You don’t need to write down every little detail (such as how many pairs of socks your character owns). Step Five: Advantages There are a number of different advantages you can purchase for your character. When you first start the game. Step Six: Equipment Now it’s time to select equipment for your character. each of which gives your character unique abilities or improves on existing ones. so bringing them up to level two will likely be of great benefit. Skills. Advantages can be expensive. based on your Body score. Your character’s equipment is not only used to overcome obstacles and solve problems. your character is ready to play. are a vital part of 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. Remember. and it can be difficult to learn new skills unless you have a teacher. 9 . but your GM may make an exception for special circumstances. in general. you may only buy a skill up to level two. you should look to your skills and see which attributes they rely on the most. Don’t be surprised if he vetoes that private jet. Once this is done. weight. such as your signature pair of mirrored sunglasses. or the knife your character always keeps on his belt.you are not allowed to reduce an attribute score below three. but you should take note of any special equipment or weapons your character has. Another good starting point is asking questions such as “How strong is my character. skin color. height. Step Four: Skills The next step is to buy your skills. Step Seven: Description Hair color. it should also form part of your character’s description. The GM can advise you on what is reasonable to take as starting equipment. When you are considering how to select your attributes.
An attribute score of one is so poor as to be nearly inhuman. This is a number that is added to the damage you do with a successful unarmed or melee attack. Body (BOD) – Body is a measure of your character’s toughness and strength. Here is a brief description of each of the six attributes. along with their common abbreviations. A Body score that is particularly poor results in a penalty. and a score of ten represents the absolute peak of human perfection. Body 1 2 3 4 5 6 7 8 9 10 DB -3 -2 -1 -1 0 0 +1 +1 +2 +3 10 . An especially high Body score gives your character a Damage Bonus. how likely you are to resist the effects of a poison and how much weight you can lift. All but the frailest human beings have at least a three in each of their attributes. and only the best of the best have more than a seven. with five being the normal human average. How much damage you can take before collapsing. They are rated on a scale from one to ten. It represents how long you can hold your breath.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. Characters that expect to take a lot of abuse during combat will want at least an average Body. and how much you can bench press are both examples of the use of your Body attribute.
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. 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. how quickly you can run and how likely you are to hit a target with a sword. If you intend on charming the ladies or becoming a respected leader. Perception (PER) – Perception is a measure of how observant your character is. Presence (PRE) – Presence describes your character’s ability to relate to people.Willpower is a measure of your mental fortitude and strength. Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities. 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. 11 . It is also a measure of your character’s intuition and creativity. How likely are you to sneak up on another character and the chances of you walking on a high-wire are examples of where your Agility score can come into play. 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. you’ll likely need an average or better Presence. How likely you are to overcome an addiction. and how easily you can uncover information while talking with people on the street. or win a staring contest. an average or better Willpower is something to consider. Characters that expect to design and repair complicated devices or make heavy use of computers will want at least an average Intelligence. Willpower (WIL) . How far and high you can jump. Characters who favor stealth or melee weapons will likely want at least an average Agility.
So to have an attribute with a score of one (a level so poor as to be nearly inhuman) will give you thirteen Build Points. You spend Build Points to raise the attributes. you consult the following table to determine the cost of your desired level in Build Points. Going from a five to a four will give you one Build Point. and you receive extra Build Points by lowering them. 12 . To go from a five to a six costs one Build Point.Purchasing Attributes When you purchase your character’s attributes. you can lower your attributes to gain extra Build Points to spend. Players should have at least a three in each of their attributes. Likewise. although the GM is certainly free to grant permission for a lower attribute if he feels it is appropriate. To go from a five to a seven costs three Build Points. To go from a five to a three will give you three Build Points. 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.
you will add your level of a skill to that skill’s parent attribute. along with the result of a die roll (your Bonus Value) to determine whether or not you succeed. When acting as a sniper and attempting to take out a target from a distance. This would require use of the Hacking skill.Skills Nearly everything you do in the game requires the use of a skill. If the second roll is a positive number (a +1. 13 . You ignore a negative or zero result. You roll the dice and get one minus. this gives you a Skill Value of 8. This means that you can succeed your Hacking attempt if the difficulty of gaining access is 8 or less. you must make a Skill Check. The Hand of Fate Sometimes fate can conspire against you. each minus symbol means -1 and each blank means 0. when making a skill check. If you have an Intelligence of 6 and a Hacking skill of 2. Or when looking for a suspect. one plus and one blank for a total of 0 (-1 + 1 + 0 = 0). he rolls three “pluses” on the dice). In order to accomplish the task. These twists of fortune are represented by allowing very good or very poor rolls in certain situations. rolls of +3 or -3 are handled differently. His total roll is a +4. You only add the value of this second roll to the initial roll if the second roll is positive. Die Rolls and Bonus Values To determine your bonus value. such as a fight or an attempt to hack an enemy’s computer system to gain crucial evidence. your target might choose that exact moment to reach down and pick up his bag. the parent attribute of which is Intelligence. Every skill is tied to one of the six attributes. inadvertently ducking your shot. Let’s say your character wishes to gain access to an enemy’s computer network. skills play a vital role in your ability to accomplish things. Example: The character rolls the dice and gets three pluses (a +3). If a character rolls a +3 (that is. In most situations. In a dramatic situation. This gives you a range of values from -3 to +3. you roll the dice and count your “pluses”. to hacking through the security of a database. called its parent attribute. From firing a pistol at a guard. your character might simply bump into them on the street outside your favorite coffee shop. Each plus symbol means +1. the character rolls again. for instance) he adds this to his initial roll to obtain a higher number than normal. He rolls the dice again and get one plus (+1) and two blanks (+0).
for a roll of -2. It is important to note that this rule only affects dramatic scenes. When using this skill to attack your opponent. if a character rolls a -3 (three “minuses”). 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 ignore a positive or zero result. Example: The character rolls the dice and gets three minuses. He rolls again and gets two minuses (-2) and a blank (+0). He rolls again and gets one minus and two blanks. But if you are watching another character box. you use the Agility attribute. a normal roll will suffice. If the second roll is a negative number he adds this to his initial roll to obtain a result lower than normal.Example: The character rolls the dice and gets three pluses. Likewise. His total roll is -4. there may be times when it makes more sense to use a different attribute. His total roll remains a +3. If a character is attempting to hot-wire a car without any pressure. He ignores this result. If you continue to roll three pluses or minuses. This open-ended rolling system allows for exceptionally high or low rolls. the character rolls again. you re-roll again applying the same rule. 14 . you could make an Unarmed Combat check using your Perception attribute to size-up his ability. Consider the Unarmed Combat skill. You only add the value of this second roll to the initial roll if the second is negative. However.
Failure is treated similarly.A task even the best of the best would find very difficult. How Well Did You Succeed? It is important to know how well a character succeeded. with a check result of six against a difficulty of seven meaning the character “just barely” failed (a Result of -1).The task will likely be accomplished by anyone with decent training or above average ability.Only with excellent luck. The GM determines the difficulty number in secret. even with minimal training. Easy . he can assign a difficulty number of ten or eleven. advanced training and ideal circumstances could anyone hope to succeed. this might be considered a “minimal” success (a Result of zero).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 . Hard . or how disastrously the character failed.The task can pose a challenge to even someone with experience. called the “Result”. If he decides that the difficulty of a particular task is somewhere between “Challenging” and “Hard”. If the difficulty was seven and the character’s check result was also seven. as a guide. But a check result of three or four in this situation could mean disaster. Heroic . this might qualify as a “spectacular” success (a Result of five).No roll required if skilled and not under pressure.Only those with a great deal of skill and natural ability are likely to succeed. If the check result was twelve. Challenging . Average .Anyone of average ability should be able to perform the task. These numbers are just guidelines for the GM. however. The GM should use the difference between the check and the difficulty of the task. 15 . Impossible . before you roll.
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. the roll of the dice represents all of the little things that make each situation different from the next. especially when attempting things at the edge of your ability (a difficulty equal to your skill total). if you are trying to sneak past a guard. but that likely can’t be known in advance. giving you a total of 8 (6 + 2 + 0). Randomness In Genesys. For instance. Because you beat the difficulty. but usually not much higher without proper planning or support. but rather depend on another character’s abilities. the difficulty of this Stealth roll is the guard’s ability to notice you. You have an Agility of 6 and a Stealth of 2.Result -5 or worse -3 -1 0 +1 +3 +5 or better Opposed Actions Description Catastrophic Failure Major Failure Minor failure Minimal Success Minor Success Major Success Spectacular Success Some tasks do not have a difficulty that is assigned by the GM. you are able to sneak past him. 16 . Only the acting character (the character whose turn it currently is) rolls the dice in an opposed action. the difficulty is the sum of the guard’s Perception and Alertness. Example: You are trying to sneak past a guard. meaning your Stealth check has a difficulty of 6 (5 + 1). It is important to do everything you can in each situation to contribute to your chances of success. The guard has a Perception of 5 and an Alertness skill of 1.
The GM can rule that multiple modifiers apply to the situation. while each of the Supporting characters provides a +2 support bonus. if the guard is wearing night vision goggles. The player can then elect to make the check with the penalty to determine if they succeed or fail. The total bonus from Support cannot exceed +6.Situational Modifiers Each situation is different. and how much of a bonus to assign. granting larger bonuses and penalties. In general. This could be picking a lock. The GM should determine how much extra time would be required. In this case his Alertness total would be 9. Example: In the stealth example above. Rushed Like taking extra time. provided they are both skilled and it is appropriate to the situation. even if it’s only an instant to spot a bloodstain on the floor. Support A character can be assisted by other characters when performing a task. and an unfavorable circumstance grants a -1 penalty. a favorable circumstance grants a +1 bonus. but sometimes circumstances are especially favorable or detrimental to performing certain tasks. Such a character could then receive a modifier to help them perform the task. Extra Time Every skill takes time to perform. the GM can handle this in the same way as extra time is handled above. If you are attempting to hack a network with an outdated computer system. or combing an area for evidence. the character attempts to perform a task in much less time than would normally be required. On the other hand. the GM could give you a bonus. In cases where it makes sense. 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. one character makes the skill check. In other words. When it makes sense. if you have a state of the art machine with the latest software. and knows that someone may be breaking in. 17 . some skills can be “rushed”. the GM could rule that he gets a +3 bonus. which is enough to see you. These bonuses and penalties are called "situational modifiers". the GM might assign a penalty to your skill total. In this case. The GM assigns a penalty and tells the player how much time would now be required.
In this case. for example. 18 . attempting to negotiate a high-wire while suffering heavy wounds and carrying another character. Likewise. Example: A character is standing in the middle of an open field. Success Whenever you are attempting a task. however you suffer a -2 penalty to your skill check. shooting an incapacitated character at point blank range. If you wish to buy the Alertness skill at level two. Improving skills is described later in the section on advancement. with a guard at the top of a tower watching their every move. you purchase skill levels with Build Points at a one to one ratio.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 allow the player to automatically succeed. Unskilled Use Any skill can be used without having been trained in it. you succeed when your skill check is equal to or greater than the difficulty. or made the practice of that skill a focus of his development. the GM should rule that the character cannot attempt his Stealth check unless something changes. at noon. To buy it to level three would cost a total of three Build Points. it would cost two Build Points. Purchasing Skills When you create your character. unless the character makes an incredible amount of noise to disturb the guard at the top of the tower. Some skills are so simple that even if your character has not received formal training. If the character wished to attempt a Stealth check to hide. In an opposed action. or where the advantage is so firmly the character’s that they have almost no chance of failing. If a skill may be used in this manner. 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. this means that the acting character has an advantage in that they succeed in the case of a "tie". he can still make checks with it at no penalty. it will be noted. Example: Suppose in the above example the guard is asleep.
19 . The maximum level that any skill can be improved to is level six.Skill Limits When you first create your character. This represents the pinnacle of understanding and ability. you can only buy a skill up to level two.
Skill List Acrobatics Alertness* Appraise Bluff* Climb* Computer Use Diplomacy Disguise Dodge* Empathy* Engineering Expression First Aid Forgery Hacking Heavy Weapons Intimidation* Leadership Lock Picking Lore Management Medicine Melee Combat Navigation Persuasion* Ranged Combat Repair Research Resolve* Ride Science 20 AGI PER PER PRE BOD INT PRE PER AGI PER INT PER PER INT INT PER WIL PRE AGI INT INT INT AGI INT PRE PER INT INT WIL AGI INT . Referring to these sample skills. An asterisk (*) indicates that the character does not suffer from the standard -2 penalty if unskilled. but some less common skills are provided as examples for the GM. players and GMs should be able to create any new skills that may be appropriate for their games. The majority of the skills are likely to be found among at least one adventurer.Skill List The skills given in this section are those most common to the modern era.
With a successful Climb check. A successful check allows your character to tumble or travel across a slippery or unstable surface at your normal movement speed. Rather than describing your talents for convincing people to do something through debate (such as Persuade). It can be also be used to determine how far or high your character can jump. A minor or moderate failure means your movement is slowed. or the sound of a door being opened. checking email or installing new software. Bluff (PRE) – This skill is a measure of how well you can lie. Characters with this skill can also maintain networks and ensure that the security of their systems are solid. or convince people that what you are saying is the truth when they have no real reason to believe you. or your ability to lie your way out of a situation (through the use 21 . For a high jump. It can help you determine whether that “priceless” artifact is actually a cheap imitation. It is also the skill used to determine initiative during combat. your character can move their normal speed while climbing. For long jumping.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. while a catastrophic failure would mean falling. a character standing still makes a Jump check against a difficulty equal to twice the height in feet. Computer Use (INT) – This skill allows your character to use a computer for typical tasks such as surfing the web. in order to cultivate their goodwill and respect. Alertness (PER) – This skill measures how likely you are to notice small details. a character with a running start makes a check against a difficulty of one half the distance in feet. Appraise (PER) – This skill represents your character’s ability to assess objects with an eye toward their value. Climb (BOD) – This skill represents your character’s ability to climb over fences or scale walls. Diplomacy (PRE) – This skill describes your character’s ability to pick up on subtle social cues and customs. such as a stain on someone’s shirt.
choose a specific type of engineering such as Mechanical. and to temporarily offset that character’s penalties for more serious wounds. Expression (PER) – This skill represents your character’s ability to express himself either through art or performance. Electrical or Software. 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. Heavy Weapons (PER) – This skill determines how proficient your character is with large battlefield weapons such as cannons. Empathy (PER) – This skill determines how easy it is for you to read people and know their true feelings toward you or a particular situation. and the general emotions they are currently experiencing. Dodge (AGI) – This skill determines how likely you are to dodge an enemy’s attacks. firewalls and encryption. in order to gain unauthorized access to networks and data centers. if they like or dislike you. not additional damage. It doesn’t give you the ability to read minds. choose a type of expression such as sculpture. The details of this skill can be found in the combat section. but it can let you determine whether or not a person is lying. or other such official documents or data as needed. The First Aid skill allows you to heal a character suffering from light damage. You can only dodge an attack if you are aware of the attack. and have a simple action available to spend. mortars and vehicle-mounted heavy guns. When you take this skill. painting or dance. this skill measures your character’s ability to improve other’s dispositions toward you. Hacking (INT) – This skill determines how easily your character can cut through sophisticated computer security systems. have the ability to move. Forgery (INT) – This skill allows your character to create false identification records. It is also used to treat characters on the battlefield that have been incapacitated in order to prevent their deaths. Intimidation (WIL) – This skill represents how frightening or forceful your character can be. This skill is used only to determine if you hit the target. This is your character’s ability to design and build devices that use the chosen type of system.of Bluff). such as a tank’s primary weapon. 22 . 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. Engineering (INT) – When you take this skill.
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. given enough time to make a convincing case. such as a Local Lore. or convince them to go to war would require a Persuasion check. designed to navigate over land.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. rifle or machine gun. A skill level of one gives your character a basic sense of direction (North. Persuasion (PRE) – This skill used to determine how likely you are to persuade someone to do something for you. Repair (INT) –When you take this skill. as well as your understanding of finances and accounting. The difficulty of this check is seven. If the roll succeeds. as well as any extra damage you can do with such weapons. Navigation (INT) – This skill allows your character to use maps and simple tools such as compasses and GPS systems. Lock Picking (AGI) – This skill allows your character to open mechanical locks without a key using a set of lock picks. It determines whether or not you hit. swords and other such weapons in combat. It represents your understanding of the ins and outs of corporate law. Melee Combat (AGI) – This skill describes how well your character can use clubs. Encouraging a planetary council to divert supplies to a starving colony. This 23 . a Language. choose a specific discipline. Electrical. Armor or Computer. if the identity of the poison is known. This bonus does not stack with other characters’ use of the leadership skill. The use of inadequate or make-shift tools will likely incur a penalty. The difficulty of picking the lock is assigned by the GM. administering drugs and performing surgery. Lore (INT) – When you take this skill. as well as his training with advanced medical technology. choose a specific type of repair such as Mechanical (for machines and automobiles). It is also your skill at bargaining and haggling over prices. water or through the air. Medicine (INT) – This skill determines how knowledgeable your character is concerning the finer points of anatomy and diagnosis. Once per scene. It not only helps to determine whether or not you hit something. the Law or History. all allies able to hear your words get a +1 to all checks for the remainder of the scene. This skill describes how much your character knows about the chosen field. South. Ranged Combat (PER) – This skill is used whenever you fire a pistol. Management (INT) – This skill represents your character’s ability to run a business. but also how much damage you can do. adjusted by the GM depending on the level of desperation present in the scene. It is also used to cure poisoning. knives. East and West) and the ability to read maps.
such as running or swimming a great distance. motion sensors and the related communication networks that report unauthorized access or emergencies. Security (INT) – This skill is measure of your character’s familiarity with security systems such as alarms. Sleight of Hand (AGI) – This skill enables your character to palm small objects. or circumvent the system to enter a building undetected. or quelling the voice of your survival instinct. regardless of how much time it may take. When attempting to overcome a fear. Ride (AGI) – This skill determines your character’s ability to ride a beast of burden as a form of transportation. do something without making a sound or dodge security cameras when he knows they are present.skill is a measure of your character’s ability to repair the chosen type of system. although obviously this takes longer. Stealth (AGI) – This skill determines your character’s proficiency at going unnoticed. This skill represents your character’s training in the given scientific field. the GM should have the player make a single roll. pick someone’s pocket and perform minor “magic” tricks. choose a specific science such as Biology. a Resolve check can see you through. An extreme -3 penalty means they are pushing themselves as hard as they can. It can be used to find safe food. This skill does not allow you to design or invent new systems. You use this skill whenever your character is trying to sneak past a guard. Use of this skill allows your character to properly install and configure such a system. Survival (INT) – This skill grants your character the ability to “live off the land” when away from the amenities of civilization. trying to finish the task as fast as possible or win a race. The player assigns a modifier from -3 to +3 to represent the effort they are putting into the attempt. It is also used to conceal small objects on your person. It is also used to determine your 24 . In most cases. Science (INT) – When you take this skill. Resolve (WIL) – This skill represents your character’s determination and focus. Stamina (BOD) – This skill represents how long your character can engage in a strenuous activity without tiring. Chemistry or Forensics. An extreme +3 bonus means that all they are trying to do is finish. clean water and tracking animals or people across the terrain. The player can declare how much they are pacing themselves or how much they are exerting themselves. It can also be used to examine paper records and books. either on the Internet or in special databases. Research (INT) – This skill represents your character’s ability to use standard data retrieval systems and search engines to find information.
choose a specific type of vehicle such as Automobile. it also determines the amount of damage you can do. Watercraft or Aircraft. 25 . Punching. Use Vehicle (INT) – When you take this skill. Having a one in this skill gives your character the ability to pilot the chosen vehicle without issue under normal circumstances. A minor or moderate failure means that you move much slower while a catastrophic failure means you are at the risk of drowning. This skill represents your character’s ability to operate the chosen vehicle type in atypical situations. kicking. A successful swim check allows your character to move their normal speed through water. Not only does this skill describe how likely you are to hit. such as SCUBA gear. Throw (AGI) – This skill describes your character’s ability to throw objects with greater accuracy and distance. Swim (AGI) – This skill represents your character’s ability to swim over and under water. Unarmed Combat (AGI) – This skill represents how good your character is in hand to hand combat without the use of a weapon.proficiency with certain types of equipment used for surviving in inhospitable environments. grappling and headbutting are all examples of unarmed combat. Weapons such as grenades and throwing knives are commonly used with this skill. such as a high-speed chase.
You gain a +3 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. Exceptional Memory (5) – Your character is able to remember even minute details without the need to make an Intelligence check. This advantage does not make you skilled in a skill you haven’t purchased (so you cannot grant Support). giving him passing knowledge of many skills. but rather makes it trivial for him to later remember any detail he’s already perceived. You are not limited in the number of advantages you can take. speak with your GM. Choosing to take one or more advantages can mean a large investment of Build Points and making the wrong decision can be costly. Quick Draw (5) – You may draw a weapon as a Free Action (0 AP). When making a check while unskilled. Advantages can also be purchased later in your character’s career by using experience points. the cost of the advantage. This advantage may be taken multiple times. Good Student (5) – Whenever you spend a Time Unit to practice or learn a skill. such as “The Aristocracy” or “Mercenaries”. They can be quite useful. giving you a greater edge at a higher cost. When buying advantages at character creation time. This is discussed in the section on advancement. you ignore the usual -2 penalty. Smooth Operator (5) – When you take this advantage. but they can be very expensive. it simply negates the normal penalty to the check. If you are uncertain as to the nature of a particular advantage. choose a particular social class or group of people. you gain four study points instead of the usual two. each time applying to a different group.Advantages Advantages are optional edges you can purchase for your character to give them a boost during play. Advantages can usually only be taken once. but there are exceptions which will be noted in the descriptions. but some may be bought at various “levels”. 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. in Build Points. 26 . Advantage List Attractive (5) – Your character’s appearance is considered unusually attractive. 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. but can be expensive. This advantage doesn’t make your character more perceptive. is listed in parentheses after the name of the advantage. instead of a Simple Action (2 AP).
Natural Leader (5) – When using the Leadership skill to inspire your allies. 27 . at the GM’s discretion. and three points of medium damage every day (instead of one).000. 15) – Your character has access to more money and resources than the average character. choose a specific skill. choosing it for a new area each time or increasing the number of people you can rely on. Whenever your character takes damage. you likely own at least one profitable enterprise and have a large investment portfolio. including a home. Ambidextrous (5) – When using the Dual Wield combat action. You may heal three points of heavy damage every five days (instead of one). Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. or reputation. While not one of the richest people in the world.000.000. 10 15 Contacts (5) – When you take this advantage choose an area. Specialist (5) – When you take this advantage. The other restrictions of the Leadership skill still apply. instead of a +1. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. 10. spending a Time Unit allows your character to heal all damage. Your character begins the game with a net worth of $10.Wealthy (5. The help you obtain can be outside the letter of the law. such as a large city or state. placing you among some of the wealthiest people in the world. you may reduce this damage by two points. Your character begins the game with a net worth of $100. Apply a +2 modifier to checks using this skill. Tough (5) – Your character is more resistant to damage than normal. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. your character ignores the normal -2 modifier. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others. and may be offered at significant risk to your contact. In addition.000.000 or more.000. automobile and savings in the form of securities which can be liquidated within thirty days. Your character has a particular knack for a certain skill. You may take this advantage more than once. furnishings. a success grants them a +2 inspiration modifier.
Whenever you make a check to accomplish a task that directly relates to your purpose. choose a combat skill (Melee. you may intercept one attack as a free action (0 AP) instead of a simple action. If you knowingly attempt to perform an action that violates your purpose. if that target is unable to Dodge the blow (or chooses not to) you do two additional points of damage. you apply a +2 modifier to that check. The purpose you select must be approved by the GM and he will advise you on which actions do and do not support it. You can make one attack per round with the chosen skill as a Free Action (0). Ranged or Unarmed). Bodyguard (5) – When your character chooses the Guard special combat action. your character may Dodge a single attack as a Free Action (0 AP). You may take this advantage multiple times. even when he is unable to Dodge. but does not apply if your character is surprised. You receive a +2 situational modifier whenever you Evade an attack. Purpose (5) –Your character has dedicated themselves to a particular purpose or ideal. Combat Expert (10) – When you take this advantage. You are particularly well-trained in the use of the chosen combat skill. Opportunist (5) – Whenever you make a melee or unarmed attack against a target. 28 . This bonus also applies to Dodge attempts. In addition. you receive a -2 modifier to the check. choosing a different combat skill each time. any successful attack you make using this skill has its damage increased by +1. This advantage negates the effects of the Fog of War.Avoidance (5) – Once per round. Evasion (5) – Your character is particularly good at avoiding attacks.
drawing or reloading a weapon and dodging an attack are examples of simple actions. Anything that requires only a minor level of thought or a short spoken command is a mental action.Shouting a one-word command and dropping a weapon are examples of free actions.Combat To help everyone keep track of the action. Typically initiative is rolled only once. If there is still a tie. every Round. but in some cases there may be a dramatic shift in the action. the character with the highest Alertness skill goes first. Actions During combat. A character is able to adjust their initiative during combat. Mental Actions . The GM then takes note of each character’s result and acts as referee. Rounds and Turns. Anything that requires fairly complex 29 . or additional combatants may enter the field of battle. prompting each player to act in order of highest to lowest initiative. Players roll for their characters and the GM rolls for any NPCs. Simple Actions . the characters participating in the Scene make Alertness checks at the start. In this case. depending on the kind of task the character is attempting to accomplish. the GM may call for a new initiative roll. Finally. the GM chooses who goes first based on the elements of the scene. This is explained later along with other special combat options. is called the Scene. Types of Actions Free Actions . to declare what their character is going to do and resolve any actions they take. The Scene is divided into smaller parts called Rounds that each represent about six seconds of time in game. at the beginning of the Scene. activating a walkie-talkie and shouting a short phrase are examples of mental actions. from beginning to end. Characters can take one free action per round without a penalty. one at a time. players involved in the scene take Turns.Looking around for an exit. combat is divided into units of time called Scenes. as is activating a control panel or looking up a location using a GPS system. The entire combat. Initiative In order to determine who acts when during each Round. Anything that requires practically no time or thought is typically a free action. In the event of a tie in initiative. jumping. These actions fall into one of several types. there are a variety of different actions characters can take.Moving at your speed.
looks for an exit and fires his weapon. Standard Actions . but any AP left unspent at the beginning of your next turn go away. The player takes actions by spending these Action Points according to the costs above. Anything that requires careful consideration or fine movement generally requires a standard action. Time Keeping Every type of action has an action point (AP) cost. 30 . allowing you to Dodge.thinking or a modest amount of physical manipulation or movement is a simple action. This is two standard actions (3 AP + 3 AP). characters get six Action Points. A character runs down a hallway and jumps over a pressure plate in the floor. The exception to this rule is the Free Action. picking a lock. This is three simple actions (2 AP + 2 AP + 2 AP).Attacking an opponent. Action Points can be carried over to the next round for defensive purposes. This is a simple action. A character dodges an attack. Any Free Actions taken beyond the first become Mental Actions. Examples: A character fires his weapon twice in one round. sneaking at your movement rate. which represent the total amount of time and effort the character has available to him during the round. or holding a brief conversation are examples of standard actions. Mental Actions require 1 AP. Each character can take one Free Action per round without spending any Action Points. Simple Actions require 2 AP and Standard Actions require 3 AP. a mental action and a standard action (2 AP + 1 AP + 3 AP). Each round.
against your target’s defensive ability. 31 . and add your Dodge skill to the difficulty the attacker must match to hit. 2. giving him a defense total of 6 (5 + 1). That is. you spend these action points. When you attempt to Dodge. When you are the target of an attack and choose to “Evade” it. Example: You are entering a building where you suspect an enemy is hiding out. you add your combat skill. and be aware of the specific attack you wish to avoid. The guard has an Agility of 5 and a Dodge of 1. The Fog of War On your first action in the scene. you do not have any action points and thus are unable to Dodge. plus the bonus you generate from the dice. it is still considered a “check” for purposes of situational modifiers. This represents the extreme chaos that accompanies the beginning of combat and the inability of the characters to anticipate their enemies’ actions. Example: You are attempting to shoot a guard with a pistol. such as Ranged Combat. plus that skill’s parent attribute. you must have at least two unspent action points from your last turn. You hit. Example: You are not bound.Attacking and Defense Attacking a character requires you to use a combat skill. you must have the ability to Evade. for a total of 8 (6 + 3 . you have a reasonable expectation that you could be attacked. To attack. You are only allowed to Evade an attack when both of the following conditions are met: 1. You have a Perception of 6 and a Ranged combat skill of 3. Even though you do not roll the dice when attempting to Dodge. In order to Dodge an attack. you must meet or beat his defense. You are able to move. You are still able to Evade attacks. You roll and get a bonus value of -1. You must also be able to take a simple action. Defense There are two broad ways for your character to avoid being hit: Evading and Dodging. applying any appropriate modifiers. That is.1). the attacker makes his attack roll against a difficulty equal your character’s Agility score. You are “on guard”. In order to hit your target.
the GM should assign an armor rating to the cover as appropriate. however. Example: A guard is hiding behind a crate while one of the PCs is shooting at him. you may attack as normal. The GM will determine if the cover is suitable to shield the target from the type of attack they are being subjected to. 32 . Cover If a target is behind suitable cover. likely giving him the ability to act before the guard. Whether or not you hit.Surprise Surprise occurs when a character’s target is unaware of the attack (the attacker is hidden). Stealth and Surprise If you are able to conceal your presence. either before or during combat. the target is not able to Dodge. they are not allowed to Dodge your assault. absorbing some of the damage in the case of explosions or attacks designed to penetrate the cover and damage a target behind it. but adds a +2 because of their ally’s support. The ally does not roll. The primary character uses their skill and roll. If the surprise occurs at the beginning of combat (perhaps as the result of an ambush). the attacker has a -3 modifier to their combat check. and whether or not they can position themselves properly to take advantage of it. Support During Combat A skilled character may spend a standard action to support another character on that ally’s turn. All characters must be using the same skill and be within the proper range of the attack. Example: A character is lying in wait to ambush a guard on patrol. the attacking character or characters are given a +3 bonus to their initiative checks. If the target is unaware of you. You may still be able to Evade the attack. When surprised. or believes that the attacking character won’t be attacking them (they believe the character is a trusted ally). Cover can also act like armor. In such cases. The guard is surprised and is unable to Dodge the attack. A second player sneaks around and attacks the guard from behind. it is treated as cover and the GM should determine how much of a penalty to assign incoming attacks. The character gets a +3 to his initiative roll. If a character is using a shield of some sort. Your GM will advise you as to whether or not you can make subsequent stealth attacks. if the situation meets the conditions described above. 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.
33 . rather than a Simple Action. During combat. Personal – Personal range includes yourself and the area around you that you could hit with the average melee weapon. Short – Short range is that distance between personal and what the average person could cross with a simple action (thirty feet). by spending a Simple Action (2 AP). Long – Long range is that distance between medium and roughly three hundred feet. the various possible distances are usually divided into several broad ranges. the bonus becomes +3. Moving while using the stealth skill requires the character to spend a Standard Action (3 AP) for the movement. Very Long – Very long range is that distance between long and roughly one thousand feet. If firing at a target that is one category farther away than this optimal range (a target at Long range when using a weapon of Medium range) you get a -1 modifier for your attack. Climbing or swimming at this speed requires a successful check for the relevant skill. At two categories farther away. 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. they may move up to twice this distance. every character is able to move up to their Agility times six. or a full round of travel (one hundred feet). The average character can cross this distance in ten full rounds of movement. but rather it follows certain guidelines and is adjudicated by the GM when there is a question. Ranged weapons have a listed optimal range that is specified using one of the terms above. The average character can expect to cross this distance with three full rounds of movement. At two categories closer (a Medium range weapon targeting an opponent in Personal range). Medium – Medium range is that distance between short and what the average person could cross with three simple actions.Movement and Distance Movement and distance in the game is not measured precisely. 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. Melee weapons all have a range of Personal and are unable to strike any target beyond this range. in feet. the penalty becomes -3. Where it is important. You can move about this space without having to spend any action or action points (a shuffle-step). otherwise the character moves more slowly and may be at risk of injury. By taking a second Simple Action.
but when they do. The GM must determine the specific circumstances of each situation when assigning these modifiers. treat distances beyond Very Long as multiples of this distance. Outside of these distances. and a -1 penalty for each unfavorable circumstance they are working under. Situation Target has suitable cover Low visibility (night) Target is larger than normal Target is very large Target is smaller than normal Target is very small Target is moving very fast Attacker has the high ground Attacker spends a standard action aiming Modifier -3 -1 +1 +2 -1 -2 -2 +1 +2 Remember. a character can gain a +2 modifier on their next attack.For weapons with a range of Very Long. these are just guidelines. 34 . Rarely should exact distances matter. rather than dig out miniatures and rulers. Aiming By spending a Standard Action (3 AP) aiming a ranged weapon. the GM should make a quick decision and allow the action to continue. 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. When you are determining the penalties assigned to weapons firing beyond their normal range. That is. In general. the weapon is capable of striking targets up to twice this distance. Special Circumstances Invariably. In most situations. questions will arise during combat. at a -1 penalty. the GM should give the character a +1 bonus for each favorable circumstance they experience. a ranged weapon is usually ineffective. the GM should use the above as guidelines and err on the side of speed. the GM should be able to estimate the distances in the game using these rough ranges. or three times this distance at a -3 penalty.
let’s say your character has a Body score of five. Taking any more damage while incapacitated means you die immediately. or if one minute passes before you receive a successful First Aid check. Without proper medical attention. Heavy damage represents serious wounds. If you receive a successful First Aid check before this time is up. you start taking heavy damage. Your character's Body attribute determines how much damage he can take before being incapacitated. If you take enough damage. each point of heavy damage takes five days to heal. 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. Once your medium damage meter is filled. If you are not wearing armor and are shot with a powerful weapon for twenty points of damage. The last meter tracks Heavy Damage. you begin to fill this meter. you suffer a -1 penalty to your rolls. it's time to leave the fight and seek medical attention. All light damage is healed with a good night's rest. your character falls to the ground unconscious and is incapacitated until he is either healed. or naturally recovers one hit point. Each meter can hold a number of hit points equal to your Body score. 35 . blood loss and broken bones which greatly impair your ability to act. Medium damage represents cuts. your character suffers no penalties. For example. Damage is tracked in the form of hit points on your character sheet using three meters. If he takes any damage while in this state. Once your light damage meter is filled. After ten rounds (one minute) of being incapacitated. your character will receive penalties to his rolls. painful bruises and other wounds which interfere with your character's ability to function. Light damage represents bruises and scratches that pose no real threat to your character. As long as you have hit points left in your light damage meter. If your meters are filled completely. In this case. The first meter that gets filled tracks Light Damage. or with a successful use of the First Aid skill. Once you have filled all three of your damage meters. you are incapacitated and are dying. your character will still be unconscious. While your character has heavy damage. you "fill" these meters. you are likely to take damage. The next meter tracks Medium Damage. Without proper care. he dies.Damage When your character gets hit in combat. your character is immediately incapacitated but you will not die until you either take additional damage. your character has a total of fifteen hit points. As you take damage. but will no longer be dying. If you are experiencing heavy damage. While your character has medium damage. your character will also die. your character recovers one point of medium damage each day. you suffer a -3 penalty to your rolls.
The difficulty of a First Aid check is seven. such as bandages and first aid kits. If the character is suffering from medium or heavy wounds. even if the check fails. preventing death. A Medicine check is made against a difficulty of seven. If First Aid is being applied under stressful conditions. in addition to their natural healing. you are not allowed to perform this skill on yourself. It takes longer to use the Medicine skill than First Aid. such as during combat. then medium.Healing Damage is healed in order of most to least severe. the character will heal a number of hit points equal to their Body score after a night’s rest. there are two other kinds of healing your character can receive. the GM is free to assign modifiers to the check. but the injured character must rest for at least eight hours before gaining any benefits to the treatment. First Aid is usually quick to perform. a successful First Aid check will stabilize them. the GM is free to assign modifiers to the check. allows your character to recover from light damage. A character can only be treated with Medicine once per day. It requires one hour to provide proper medical attention. Because of the exacting nature of Medicine. no damage is healed. Apart from natural healing which is explained above. If successful. but that character ignores his wound penalties for one hour. First Aid . It can also temporarily negate the penalties associated with more serious wounds. You are allowed to perform First Aid on yourself. 36 .Use of the First Aid skill and associated equipment. then finally light.Use of the Medicine skill and related equipment is used to heal medium and heavy damage. A character can only be treated with First Aid once per day. the treated character is healed for all light damage. and Medicine generally requires suitable facilities (such as a clinic) and/or equipment. Medical Attention . If the character is being treated in less than ideal conditions (a hideout without proper medical technology). It requires a full round to apply First Aid to a character. If a character is incapacitated. Your character must heal all heavy damage first. even if the check fails. If successful.
The actual statistics used for the area of effect and any “splash” damage will be given in that weapon’s description. and takes the form of a list of letters separated by slashes. For situations where it matters. You can elect to fire the weapon using any Action that the weapon supports. You receive a -3 penalty to your attack roll. If you hit. You take a -2 penalty to your attack. your target receives a -2 penalty on their next check. If you hit. doing damage to everything within its radius of effect. Burst (B) – Firing a burst from a ranged weapon allows you to “suppress” your target’s ability to act. All melee weapons have a Range of Personal and are ineffective beyond this. Normally keeping exact count of how many rounds you’ve spent isn’t necessary. your target may not take any actions other than Evading or Dodging on his next turn. The Action value describes how the weapon can be fired. Many weapons can be fired a single shot at a time. Area (A) – Some weapons. The Range of a weapon describes the distances at which the weapon is effective. like grenades or heavy artillery. the Range attribute describes the distance at which no bonus or penalty is gained for firing the weapon. They also have a cost expressed in U. For ranged weapons. Single-Shot (S) – Firing the weapon a single shot at a time gives you no bonuses or penalties. or in a full-automatic mode. All weapons have a Base Damage rating. strike an area. Action and Ammo are attributes unique to ranged weapons. 37 .Weapon Statistics There are a variety of different statistics for weapons used in the game. Dollars to give the GM an idea of the resources needed to procure them. The Ammo value tells you how many rounds of ammunition can fit in the gun. preventing him from taking any action on his next turn. 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.S. as a burst of projectiles. but the GM might call for more detailed book-keeping in particularly dramatic or tense situations. A successful hit uses the weapon’s Base Damage. Firing a weapon in this manner generally uses three rounds of ammunition per attack. which is the amount of hit points of damage a successful attack from the weapon inflicts automatically. Full-Auto (F) – If you choose to fire a weapon in full-auto mode allows you to spray “cover fire” at an enemy. firing a weapon in this manner uses only one round of ammunition per attack. Firing a weapon in full-auto mode generally empties the weapon of ammunition.
it usually isn’t necessary to track how much ammunition the players or NPCs expend. Damage Bonus When using the Melee Combat or Unarmed Combat skills. for instance. However. A guard shoots you for 4 damage. Reloading Reloading a weapon is a Simple Action (2 AP). Weapon Damage Every weapon has a Base Damage value that indicates how many hit points of damage a wound from the weapon will inflict.Tracking Ammo As mentioned above. Every piece of armor has an armor rating that tells you how many points of damage it can absorb per attack. you add the Result of your combat check. in some situations doing so might add to the drama of the scene. As long as your Body is high enough. Armor Armor absorbs damage and allows you to be safer in combat. 38 . Because of this. To this. but they should also not “sweat the small stuff” and manage what they are packing down to a single bullet. The total damage a character would take on a successful hit would be 4 hit points (2 + 2). You subtract 2 because of your armor and only take 2 hit points of damage. The downside to this approach is a lack of absolute realism. Example: Let's say you beat your opponent’s defense by 2 and are wielding a club with a base damage value of 2. Example: You are wearing a vest with an armor rating of 2. you add your character’s Damage Bonus to any damage your character inflicts. allows you to subtract 2 hit points of damage from every successful attack made against you. you can wear the armor with no ill effects. which is the penalty applied to your rolls if your Body is not high enough to wear it comfortably. Each type of armor has a Body rating. 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. An armor rating of 2. which is used to determine if you can wear the armor without penalty. and an Encumbrance rating. it is advised that all players carry at least some spare ammunition.
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. Each one improves your initiative by one. If your character would normally act on an initiative count of seven. In addition.Special Combat Actions Every combat situation is different. The trade-offs for each action are explained in the action’s description. intent on striking his enemy even if it means standing in harm’s way. Holding Your Action When it is your character’s turn to act. You can spend as many AP sizing up the situation as you wish. but over centuries of human conflict. Aggressive Fighting Your character leaps into the fray. This represents your character’s ability to survey the scene and plan his moves accordingly. though at the cost of some penalty. but cannot take any other actions other than movement during this time. you now act on a five in every round following. Defensive Fighting Your character adjusts their fighting style to focus more on fending off the blows of their opponents. 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. Many of these actions yield a benefit. various special tactics have emerged that have sometimes tipped the balance in a conflict. and you hold your action until the count reaches five. you can hold your action until later during the round. 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. You gain a +2 modifier to all Dodge attempts made until the start of your next turn. You gain a +1 modifier to all combat checks made until the 39 . You gain a +3 modifier to all Dodge attempts made until the start of your next turn. This can allow you to see what others are doing during the scene and act in response. your character does not need to use any AP to Dodge. By holding your action you are reducing your initiative for the current and all subsequent rounds during the scene. but suffer a -1 modifier for all other checks made during this time. The following special actions may help in this regard by allowing you to take advantage of certain situational modifiers or special effects. When you wish your character to take one of these actions. rather than trying to damage their enemies.
While actively grappling. Distract Your character may choose to spend a standard action (3 AP) to distract an opponent within Personal range. All attacks made against the target gain a +1 modifier. but cannot take any other actions other than movement during this time. or to strike certain vital areas which could result in extra damage or side effects as the GM decides is appropriate. The grapple lasts until the start of your next turn. but suffer a -1 modifier for all other checks made during this time. you must be within 40 . Because you are so exposed. You make an Unarmed Combat check opposed to your target’s Unarmed Combat. your opponent may attempt to break the grapple with his own Unarmed Combat check. You may only distract an individual target once per round. You gain a +2 modifier to all attacks made until the start of your next turn. your target is unable to perform any actions other than grappling with you. This modifier lasts until the start of your next turn. This can be used to target unarmored parts of your target. any attacks made against you have a +1 modifier applied to them until the start of your next turn. Grapple Your character attempts to subdue an opponent by wrestling them to the ground. but on their turn. but you must be within Personal range of each of them. Called Shot Your character attempts to hit a specific part of his target’s body with his attack. A called shot receives a -3 penalty to your attack roll. In order to use the Guard action. The target must be within Personal range and you must be unarmed. although other characters may distract the same target as you. and both you and your target gain cover from other combatants. so long as your target remains in Personal range.start of your next turn. Full Attack Your character abandons any other actions in order to concentrate completely on destroying your opponent. attacking your target’s leg may slow them down. Other characters attempting to attack you or your target suffer a -3 modifier to their checks. If you succeed. your character can take no other actions. You may distract as many opponents per round as you have standard actions. For example. 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.
as though dodging. allowing you to hold another in your off-hand. If your ally then chooses to use the Aggressive Fighting action he may gain a further +1. granting him an additional attack at the expense of a -2 penalty for each. granting your ally a +1 bonus. if you and an ally are attacking the same character with melee weapons. While guarding another character you may take other actions as normal.Personal range of your ward. You must declare your intention to dual wield at the start of your turn. Combining Combat Actions Some of the above actions can be combined for greater effect. Dual Wield Some melee and ranged weapons are small enough to be held in one hand. translates into no attack penalty at all. which. For example. you may choose to Distract your target. When this is the case. because of the bonuses from Distract and Aggressive Fighting. You may only guard one character at a time. 41 . as a free action (0 AP). you can elect to use both weapons at the same time. or to provide special tactical bonuses. and must declare which character you are guarding at that time. All attacks you make that turn suffer a -2 modifier. The effect of this is the ability to make one additional attack. He may also chose to use Dual Wield if he has another weapon in his hand. so long as you remain within Personal range of your ward. When an attack targets your ward. 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. in order to intercept the attack and take the damage yourself. This combat action cannot be used with Unarmed Combat. and be able to dodge. including attacks. You must announce your attention to take the blow before the attack is resolved. you may spend your simple action (2 AP). with the weapon of your choice. You must announce your intention to guard at the start of your turn.
they also involve taking on the role of a character and interacting with the world and its inhabitants. but it is possible for one character to hate a character that loves them. just like combat. how likely they are to succeed does not just depend on the player’s roll. 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. 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. Character Dispositions Different characters in the game world react to other people in various ways. according to how they are disposed to them. Disposition Hated Hostile Cold Neutral Warm Friendly Loved Modifier -5 -3 -1 0 +1 +3 +5 42 . for instance. It may be rare. This is simulated through the use of character dispositions. Acting out a scene where your character convinces a jury to let them go free. These dispositions are typically reserved for NPCs (players should role-play interactions between themselves. but also on the character’s attitude toward the player. 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. some rules and guidance can help structure and enhance these types of encounters.Social Interactions Role-playing games aren’t just about numbers.
The character would find it almost impossible to believe the PC is anything other than loyal and completely trustworthy. They will help the PC in any way they can. and will likely take any opportunity to harm or destroy them. Improving Dispositions Improving a character’s disposition toward you requires the use of the Diplomacy skill. the player makes a Diplomacy check opposed to the other character’s Resolve. Neutral – The character treats the PC as they would any random stranger. They are no more or less likely to offer aid. the character’s disposition does not change. but they remain distant and suspicious. with the normal prejudices or lack thereof. close and personal bond with the PC. If the player fails. but rather requires a lengthy period of conversation and interaction. the character generally trusts the PC and will likely render aid if it doesn’t put them at any risk. Warm – The character greets the PC with a smile and considers them at least an acquaintance. After the scene is played out. Using Diplomacy is not something that can be done in an instant. 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. If the player is successful. For spectacular failures or success. They won’t necessarily put themselves at great risk to hurt the PC. but they will make things difficult for them whenever the situation presents itself. They refuse to do any business with the PC unless they feel it will give them an advantage in the conflict. Loved – The character feels a deep. Friendly – The character views the PC as a true friend. Hostile – The character is intent on causing the PC harm.Hated – The character utterly despises the PC. 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. The character will likely demand much more than typical for any assistance they might render. The character trusts what the PC says (so long as it seems possible) and will vouch for them when necessary. the GM 43 . While not as accommodating as a true friend. if they are willing to deal with the PC at all. the character’s disposition improves toward him by one level (for example. even if it means incredible risk. Cold – The character feels some reason to dislike or distrust the PC. someone they believe they can count on. The character is very likely to offer whatever assistance they can. going from “Cold” to “Neutral”). They won’t go out of their way to cause the PC harm. though won’t necessarily put themselves at great personal risk.
making it quite difficult to change the mind of a dedicated enemy. or increase by two levels. Note also that because Diplomacy is a Presence-based skill. the GM should allow only one Diplomacy check every in-game day to reflect this fact. Role-Playing vs. Rolling Not everything in a role-playing game needs to be rolled. The rules for character dispositions and Diplomacy exist to give the players and GM a convenient short-hand to help structure and speed up social encounters in a manner similar to combat encounters. It takes time to cultivate a relationship. 44 . In general.could have the character’s disposition drop by one level. and even more time to turn an enemy into a friend. Many people play such games to have an opportunity to act. as always. respectively. If your group feels these mechanics are too restrictive you are free. harnessing their creative talents to develop a well-rounded character over time. it is affected by the modifiers above. to ignore them completely.
the idea is to keep the story moving. is called a Season. facing ever more powerful challenges. An individual session. Whether this takes the form of heavy combat. Think of a television show you might have watched. is called an Episode. Seasons usually take from five to eight episodes to resolve. Likewise. In many shows. but at the same time such things should not bog down the action. 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. little time is wasted watching a character repair a car. Characters should have some limit to their off screen time (what they are allowed to do outside of the context of play). allowing a series to run on for as long as everyone is still having fun with those characters and the stories being told.Time Units Time in combat situations is measured in scenes. while at the same time creating a practical limit on what any given character can do with their time. leading up to an epic conclusion where the fate of the world is at stake. But there is also a need to track larger blocks of time in a role-playing game. but some may be shorter or longer depending on the tastes of the players and the GM. or spending hours or days in a workshop modifying a machine gun to achieve a greater firing rate. 45 . To help keep the game moving. is on the action. 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. Genesys provides a convenient mechanism to allow these more mundane events to take place “off screen”. Rarely do you see characters doing something mindless or boring on screen. growth and ultimate destiny. The game divides up the action over long periods with terms traditionally used by television shows. or force some characters to sit on the sidelines. Arranging your campaign in this fashion can lead to a more dynamic and exciting story. where the players and the GM gather together for a few hours to play. 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. where the players are the stars of their own serial. diplomacy or investigation. A set of related adventures that take place over several Episodes. therefore. The focus. There’s no limit to the number of seasons a series might be composed of. rounds and turns. all of which describe relatively short periods of time because of the need to organize the action at a fine level of detail. Episodes are directed with an eye toward moving the story forward.
To simulate these off screen events. and let the characters spend them at that point. One Time Unit is awarded at the end of every episode that character participates in. These Time Units can be spent in a variety of ways. described below. usually between episodes (after one play session and before the start of the next one). When the season concludes. the GM should ask the players how they wish to spend any remaining Time Units. Time Units last only for a single season. otherwise they are lost. 46 . players are given special points called Time Units.
So instead of forcing the character to make a series of rolls. Studying – Characters may spend one Time Unit per Episode improving an existing kill or learning a new one. Because some wounds can take a great deal of time. 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. When a character studies in this way.Spending Time Units Time Units can be spent in a variety of ways. they gain two Study Points for the skill they choose. their only option is to let nature take its course and heal at the normal rate. and spend time acting out all of the various conversations. beginning with the most severe wounds as normal. or some other group of people. a character may spend Time Units to gain some extra money. they may heal a number of hit points equal to their character’s Body score. This allows something that could normally take up a great deal of game time to be done very quickly. allowing players a wide array of choices in how to spend their off screen time. or even work overtime at their normal place of employment. Cliff Hangers Sometimes the flow of time between one episode and the next must be tightly controlled. and could easily bog down the rest of the group forcing characters to wait around for one of their companions to heal. When a character spends a Time Unit in this way. The GM might take a few minutes to hear the player’s plan as to how his character would go about schmoozing. Special Events – Let’s say a player wishes to have their character cultivate a relationship with a certain politician. but rather than take up game time by forcing a player to roam the streets picking pockets. or if the GM feels that there is enough down-time in the action within the episode to justify the spending of a Time Unit. but 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. and could benefit the entire team. Time Units may only be spent between episodes. and based on that plan could grant the check a modifier. Working – Sometimes characters would like a little extra money. leaving the rest of the players sitting around as nothing more than spectators. the team may end one episode racing to get to location 47 . Healing – When a character has no access to appropriate medical care or technology. In general. a character may elect to spend a Time Unit to heal up off screen. For instance. How much money is left to the GM. 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. These events are certainly important to the character. or take an odd job here and there.
many situations can arise where an entire team of characters must be sidelined while one character heals up. Players may ask how a character with life-threatening injuries is able to bounce right back at the start of the next episode. During the course of play. the GM should always be careful about when and how often they declare episodes Cliff Hangers. preserving the important situation’s integrity and making every moment count. it probably doesn’t make sense to allow them to spend Time Units on the way. or is busy wooing the locals. The realism you may lose is likely to be outweighed by the time you save. 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. This means that the players do not get to spend their Time Units between that session and the next. Because of this. Time Units are a very powerful tool that can easily serve to keep the action flowing and make the game more enjoyable for all.before their enemies do. Time Units can allow the players and the GM to “hand wave” over the event and let the action continue. The downside is that Time Units remove a certain degree of realism from the game. it is strongly suggested that you give them a try. the GM should designate that episode a Cliff Hanger. The various skills in the game may reference Time Units. Because of these restrictions. If this sort of realism is important to the group. They also may not spend study points or experience points improving their characters. In cases like these. However. ready for more. 48 . In these scenarios. If characters end that session wounded and want to heal up. but there is no reason the GM can’t translate these abstract numbers into specific lengths of time such as days or weeks.
If they fail the check. penalties may be assigned by the GM. 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. If you find these rules too cumbersome. they begin losing hit points at the rate of one per round until they are able to breathe freely again. and dies on the next round if they are unable to breathe. or discover that these situations occur frequently in your games. the player makes a Body check with a difficulty equal to the poison’s Potency Rating. each with their own effects. a poison is a chemical compound that has a Potency Rating and an Effect. This complexity should be offset by the infrequency of their use. For particularly stressful situations (a character trying to dig themselves out of a coffin after waking up to find themselves buried alive). This check begins with a difficulty of seven and increases in difficulty by one point each round. the rules in this section are only suggestions. depending on whether the character managed to resist the poison. If doing nothing else. Many of the rules and systems given in this section are fairly complex. Most poisons simply deliver their effect and are then passed out of the body. you should feel free to take these mechanics as guidelines and “wing it”.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. 49 . can hold his breath for a number of rounds equal to his Body score. After this time they must pass a Stamina check every round. should such situations arise during your adventures. a character may hold his breath for a number of rounds equal to three times his Body score. Remember. Some poisons also have a negative effect even if the character resisted the worst of it. such as by swimming. A character that becomes incapacitated while holding his breath falls unconscious. In general. When a character fails this roll. clawing through earth or struggling with bonds. although some can have special effects which cause the poison to linger. When a character is exposed to the poison. and not under duress. the Full Effect of the poison takes hold. Drowning and Suffocation A character that is exerting himself. as these mechanics cover special situations that shouldn’t crop up that often. What happens to a character that is drowning? When does the poison a character just drank take effect. Poison Poisons can come in a number of different types.
The table below gives potencies and effects for one “dose” of the poison. each at a +1 potency (three doses of Sarin Gas would require three rolls at difficulties of 10. The following is a list of sample poisons from the real world. Immediate nausea (-3 penalty to all checks). It is important to note that most of these poisons are deadly and that the GM should exercise care in which compounds to allow in the game. with a high number indicating a very powerful compound. the patient recovers. Multiple doses require additional rolls. Tranquilizer 9 Immediate exhaustion and confusion (-2 penalty to all checks). the patient does not recover and the poison’s potency is effectively increased by +1 for the purposes of future attempts. a Medicine check is made against a difficulty equal to the poison’s Potency. If successful.Like a character’s Body score. Immediate nausea and seizures (unable to take any action). Curing Poison In order to cure a poisoned character. Character takes 20 points of damage. 50 . or if their potencies and effects should be reduced. This is of particular concern if you believe poisons will feature prominently in your campaign. Cyanide 8 Strychnine 7 Immediate muscle spasms (-2 penalty to all checks). Immediate unconsciousness. Immediate muscle spasms and seizures (unable to take any action). If the roll fails. Character takes 15 points of damage. 11 and 12 respectively). Recovery in one hour. a poison’s Potency Rating is measured on a scale from one to ten. Resisted Effect Immediate sickness and coughing (-3 penalty to all checks). Name Sarin Gas Potency 10 Full Effect Immediate unconsciousness. Recovery in one hour. Character takes 10 points of 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. or even characters’ Agility scores in the case of running can be used as necessary. 51 . the GM may decide that whenever the Armor Rating of the character’s armor is overcome (that is. oncoming traffic or other hazards where it’s appropriate and dramatic to do so. To determine whether or not this happens. If successful. The armor has lost one point of effectiveness. Since this overcomes the Armor Rating. Additional checks might be required to avoid pedestrians. the GM may make a Morale Check. Damaging Armor Armor can lose its effectiveness over time. Morale When the players are fighting with a group of NPCs. it loses a point of effectiveness. or if a car crashes. the character must make a Repair Armor check against a difficulty equal to seven plus the amount of effectiveness the armor has lost. Example: After the fight. When a piece of armor has its Armor Rating reduced to zero. a chase is resolved through an opposed action.Unless otherwise noted in its description. so the difficulty of his Repair Armor check is eight (7 + 1 = 8). it is destroyed and cannot be repaired. 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. In general. there is a chance that their enemies will abandon the fight in an effort to save themselves. Chases involving other skills. and the combat begins to clearly move in favor of the players. Generally a chase lasts for several rounds and involves at least one Drive check. To repair this damage. the armor is fully repaired. such as a piloting skill. Example: A character wearing a Bulletproof Vest. using a skill such as Drive. the character sustains damage in spite of wearing the armor). Both the pursued and the pursuers make checks on their turn opposed to the other side’s skill to see if ground is gained or lost. the character attempts to repair his Bulletproof Vest. an Armor Rating of four. is hit for seven points of damage. To simulate this. the Bulletproof Vest loses one point of effectiveness and now has an Armor Rating of three.
The GM decides that the battle has swung so far in the players’ favor that the remaining guards must make a Morale Check. A character attempting to survive a planned drop (such as jumping off the roof of a two or three story building) may make an Acrobatics check against a difficulty of seven. The GM decides that the difficulty of this check should be ten and rolls for the guards.A Morale Check is made using the NPC’s Resolve skill. as well as the amount of gear a character is carrying. modified by the GM based on how dire the situation has become. Traveling The average human being can walk approximately forty miles (sixty-five kilometers) in twelve hours over even ground (such as a road) in good conditions. they become lost. the character suffers five points of damage. Finding your way through a dense forest is much more difficult than finding your way across the plains. If an NPC is using the Leadership skill. If successful. If a character or group fails this check. These rules and distances should be adjusted if the characters are traveling via a vehicle or beast of burden. knows the area and the type of terrain. The GM should randomly determine in what direction the characters have actually moved and call for a new Navigation roll after an hour of travel to see if the characters recognize their error. The difficulty is seven. getting a Resolve check result of eight. Armor does not typically apply to falling damage. this should also apply. modified by the GM depending on whether the character has a map. can reduce this to twenty or even ten miles. 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. dense foliage or hostile conditions (such as the extreme heat of a desert or the cold of the arctic). The guards run. Falling Damage A character may normally fall up to ten feet without suffering any damage. The ability to navigate and avoid getting lost is dependent on the type of terrain and circumstances of the journey. If the combat has begun to swing in the players’ favor and they are aware of this. 52 . Example: The players are fighting a group of guards and they have managed to defeat several of their opponents. the fall is treated as being ten feet less than it actually is. For every ten feet beyond this that they fall (round up to the nearest multiple of ten feet). Uneven ground. To stay on course. This becomes an opposed action with the player’s Intimidate check going against his enemy’s Resolve.
The cost of buying off a disadvantage is twice the normal cost of the disadvantage in experience points. Otherwise. Slow (-5) – Your character receives a -3 modifier when rolling for initiative. The decision to allow such disadvantages depends a great deal on the type of game the GM wishes to run. the rules for Dodging apply. Players must discuss with their GM any disadvantages they may feel would be appropriate for their character and seek specific approval. By allowing disadvantages. The attacker’s combat check is made against a difficulty equal to the parrying character’s weapon skill total. Parrying A character may use his Unarmed Combat or Melee Combat skill to deflect incoming unarmed or melee attacks.Disadvantages Some GMs and players may prefer to have a way to choose flaws for the player characters. 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. 53 . disadvantages need to be carefully tracked by the GM to ensure that the players are properly penalized. Some examples of disadvantages might be: Ugly (-5) – Your character’s appearance is considered unusually unattractive or hideous. 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. making for a more powerful party. Doing so requires the parrying character to have saved a Standard Action (3 AP) from his previous turn. a player may later spend experience points to “buy off” a disadvantage. In addition. On a successful parry. If the GM forgets about these disadvantages and fails to bring them into play. the players have effectively gotten their extra Build Points “for free”. Disadvantages can be easily created by using the advantages provided as a baseline. With the GMs permission. as a means of both adding flavor and as a way to provide more Build Points at character creation time. You gain a -2 modifier to any Presence based check when dealing with characters that could be sexually attracted to you.
your character becomes more knowledgeable and more formidable. or the GM feels the character could have learned something from the failure (“He won’t do that again!”). you can use Experience Points to learn new skills or improve existing ones. picking up new skills and improving existing skills. One Experience Point is awarded automatically to every character that participated in the episode. Experience Points and Time Units. In these situations the GM can award your character a single Study Point for that skill. They are also used to increase your character’s attribute points and buying advantages later on. or getting the trashed computer system back online to extract valuable information. but only one Study Point for each individual skill may be earned in this way during a particular episode. Experience Points At the end of each episode.Rewards Throughout the course of the game your character will push his talents to the limits. Study Points Next to each skill on your sheet. 54 . there is a space to track Study Points. you gain two Study Points for that skill that you can later spend to improve it. making them very versatile and powerful. Study Points are tied to a particular skill. As above. the GM awards between one and three experience points according to the following guidelines: 1. the GM gives out Experience Points. but Experience Points can be spent on any skill. You can gain many Study Points during a single episode for using different skills. such as saving the day with a well-placed shot from your pistol. is. Learning from Mistakes In cases where a character fails a skill check in a particularly notable manner. As the game progresses. Each Experience Point acts as a kind of “wildcard” Study Point. which are also tracked on your character sheet. Each episode. The GM may also grant you a special reward for a particularly resourceful use of the skill. To simulate this. the GM awards Study Points. That. only one Study Point for each individual skill may be earned during a particular episode. the GM can award a Study Point as he would for a notable success. Whenever you spend a Time Unit to train a skill. learning new things.
or even none for a truly awful performance. the GM should award them an Experience Point. the GM awards that character one Experience Point. or did poorly. When a season ends. a special End of Season reward of one to three Experience Points is given out by the GM. as they will not carry over to the next season and would thus be lost. award three. the GM should award only one Experience Point. If they succeeded or did well. 3. The GM should call on each player to spend any Time Units they have left.2. This award is in addition to the normal episode awards described above. If the character acted in ways to further the story along. Time Units At the end of every episode. impressing themselves and the GM alike. such as uncovering a mystery. If the players went above and beyond the call of duty. based on how well the group fared during the adventure. add to everyone’s enjoyment and performed well. Did the character learn something new. The final bit of housekeeping to attend to at the end of a season is spending any remaining Time Units. the GM should award each character that participated in the session one Time Unit. two points are appropriate. 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. 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 group failed in their objectives. and a new one is to begin. 55 . End of Season A season is a set of related episodes leading to some final conclusion.
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. you may spend a combination of study points and experience points. Mentoring One character may help another character learn a new skill by mentoring them. When a mentor is willing and able to train the character. Learning New Skills To learn the first level of a new skill. going from being unskilled to having a level one. 56 . The exception to this is a Cliff Hanger episode where there is no real break in the action. requires five study points. Players may spend any combination of study points or experience points when learning a new skill. Also note that having a mentor does not exempt you from having to spend at least one true study point to purchase the skill. In other words. For example. The cost of buying an advantage in this way is twice the normal Build Point cost. Improving Skills To improve an existing skill costs a number of study points equal to twice level you are going to. Buying Advantages With your GM’s approval. you can improve the advantage by buying the next level. that is.Advancement At the end of every episode. your character can buy an advantage using experience points. To go from level three to four would cost eight. players should have the opportunity to spend their accumulated study points. Again. For advantages with variable costs. should they choose. but at least one point must be a true study point for that skill. 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. The mentor must have at least one level of the chosen skill in order to be a suitable teacher. to buy a five point advantage would cost ten experience points. experience points and time units. To go from a level two to a three in a skill would cost six study points. he can spend ten experience points to purchase the difference and gain the higher level of the advantage.
57 .Improving Attributes Attributes are much harder to improve than skills because they represent core elements of your character that are likely not to change much once you have fully matured. you buy Edges whose cost is based on the number of Edges you have already purchased for all of your attributes. 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. You are not limited in the number of Edges you can purchase. yet through continuous effort and practice. The cost of an Edge is five times the number of Edges you are going to. The level of an attribute your character starts with is a measure of his intrinsic or natural ability. requires ten experience points and so on. or buy an Edge for a different attribute. So to gain a +1 Edge to an attribute costs five experience points. Each Edge effectively increases that attribute by one point. To go to a +2. but the total of any attribute score plus its Edges cannot be greater than ten. Beside this value on your character sheet is a space labeled “Edge”. Note that buying Edges and advantages requires experience points.
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.
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. Like the list of weapons above.000. lighters. If it is important. as well as providing a good “baseline” when creating new equipment.00 $2.00 .00 $3.00 $3.500.500.S.000.00 $600.00 $200.00 $300. As such. If a character wants to wear ripped jeans and trench coat.00 $1.00 $180. these items aren’t listed below.00 $500. or to track exactly what he has on him. 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.500.00 $350.00 $500. This should give players and the GM a good idea of the utility of each item that is listed.00 $800. This list is a sampling of some of the more common items that can crop up during the course of an adventure. Dollar values. this listing is followed by a series of detailed descriptions for each of the items. Sample Equipment Clothing Tailored Silk Suit Designer Dress Winter Gear Jungle Gear Bulletproof Vest SWAT Body Armor Electronics Smartphone Police/Emergency Scanner Encrypted Walkie-Talkie (2) Digital Camera Telephoto Zoom Lens Low-End PC High-End PC State of the art PC Low-End Laptop High-End Laptop 61 $1.00 $600.Equipment The following is a selection of sample equipment that the players may wish to acquire. Items such as simple flashlights. as well as those purchases that are so expensive as to warrant specific U.00 $100. there is little reason to worry about how much his outfit costs.00 $450.
00 $5.000.00 $500.00 $100.00 $60.00 $40.000.00 $75.00 $40.00 $250.State of the art Laptop GPS System Low-End Security System High-End Security System State of the art Security System Medical First Aid Kit Field Medic/EMT Kit Low-End Medical Facilities High-End Medical Facilities Stat of the art Medical Facilities Home Chemistry Laboratory Professional Chemistry Laboratory GC Mass Spec System Tools Emergency "Roadside" Tool Kit Mechanic's Tool Kit Electronics Equipment Welding Equipment Lock Picks Archaeology Tools High Quality Binocular Microscope Binoculars Night Vision Goggles Disguise Kit Engineering Tools Forensics Kit Camping/Survival Gear Two-Person Tent SCUBA Gear Transportation Full-Size Sedan SUV Luxury Sedan Light Pickup Truck Heavy Duty Pickup Truck Armored Sedan Single Engine Prop Airplane Dual Engine Prop Airplane Small Corporate Jet 62 $5.00 $3.00 $800.00 $200.000.00 $150.000.00 $2.000.000.00 $5.00 $250.00 $800.00 $50.000.00 $5.00 $4.00 $45.00 $2.000.00 $35.00 $25.00 $500.00 $50.000.00 $3.000.000.00 $35.00 $400.000.000.000.000.000.00 $350.000.00 $500.000.0 .000.500.500.000.000.00 $2.00 $20.00 $100.00 $2.00 $300.500.500.000.00 $3.
for men or women. When travelling through harsh. This armor is generally used by strike teams and special police units. The armor has a Body Rating of 5. This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available.000. wet terrain and khakis. Jungle Gear – These outfits include hiking boots designed for rough. It provides an Armor Rating of 4. The suit protects the entire body and head.000. 63 . Police/Emergency Scanner – A battery-operated.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. and an Encumbrance of -1.000. making it able to protect against light weapons and many handguns.000. These dresses are usually worn only once for very special occasions. but can make the wearer look absolutely fabulous. cold environments suitable clothing is a must.00 $14. providing an Armor Rating of 6. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. Designer Dress – The latest fashion. while also. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet. let the body sweat and cool itself with little extra effort. using special fabrics. Winter Gear – Heavy coat and other insulated clothing. appointment management other software allows the user to keep connected while on the road. 00 $300. Email. High-end suits such as these. hand-held scanner that allows the user to listen in to local police and fire broadcasts. ready to wear. a Body Rating of 6 and an Encumbrance of -3. It protects only the body. web surfing. but can sometimes give the wearer an advantage when dealing with the elite. plus gloves and a hat. although its presence might not escape notice. This device does not allow for listening to encrypted data transmissions. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit. are usually very expensive. It can help keep exposure to insects and parasites to a minimum.
It sports a small screen and partial keyboard. Options exist for date and time stamps. It produces highresolution images which can easily be downloaded onto any modern computer system. effectively magnifying the subject. this machine is responsive even when working with large image files and movies. State of the art PC – A desktop computer featuring experimental. Low-End Laptop – A computer designed for maximum portability. It can also access wireless networks. but has enough power to be comparable to a Low-End PC. Any applications which take a great deal of memory or processing power are likely to be sluggish. It makes use of satellites to determine location. Comparable to a State of the art PC. next generation technology. Low-End PC – A desktop computer capable of running basic “office” applications. surf the web and watch a movie all at the same time. without much of an effect on performance. as well as low-light photography. a task that can be done at the electronics store. or from a personal computer. perhaps even unusable. and how to get where they are going. It can be carried on your person or installed in a vehicle. High-End PC – A desktop computer on the cutting edge of technology. You can play games. 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. GPS System – A computer-driven global positioning system used for navigation. A six digit pass code is required to unlock the device after it has been idle for a few minutes. connecting to the internet and working with photos. High-End Laptop – A so-called “desktop replacement” laptop. Digital Camera – This is a high-end digital camera suitable for professional use. The fastest machine available to corporate and government agencies outside of a clean room environment. 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. comparable in ability to a High-End PC. allowing you to work on the road.Encrypted Walkie-Talkie (2) – A set of two hand-held. 64 . These devices have a range of twenty-five miles. battery-operated communications devices which encrypt the contents of all broadcasts. It comes with a standard lens with limited zooming abilities. and locally-stored maps to help users discern where they are. State of the art Laptop – A portable computer running on experimental technology. It is not powerful enough to run the latest games or perform advanced video editing.
but designed in the form of a backpack and chest pouches allowing any fit individual to easily carry it. High-End Security System – A security system generally reserved for large corporate offices and banks. A room equipped with these facilities grants a -1 modifier to Medicine checks). Medical First Aid Kit – A standard first aid kit complete with bandages. Typically requires a Security check against a difficulty of twelve in order to circumvent. non-portable. devices. This system features motion detectors. when immediate access isn’t required. including burns. surgical equipment. The kit is suitable for dealing with minor injuries. State of the art Medical Facilities – This includes amenities only found in research hospitals and high-tech trauma centers. Low-End Medical Facilities include lights. pressure-sensitive floors and high-tech imaging technology make such a system a nightmare for the would-be intruder. weighing approximately thirty pounds when full. temporarily relieving discomfort and can be used to stabilize incapacitated patients. typically found in modern hospitals. A room equipped with these facilities grants no modifier. refurbished vital monitors and other. A room equipped with these facilities grants a +2 modifier to Medicine checks. State of the art Security System – For agencies that take no chances. 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). but is only just passable for dealing with heavy trauma. security cameras and sophisticated electronics. antiseptic and pain relievers. It also can easily fit in the trunk of any car. Requires a Security check against a difficulty of fourteen to circumvent. fire or other emergencies. although it may also be found in some luxury homes. a gurney.Low-End Security System – A consumer level security system designed to monitor for break-ins. 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. High-End Medical Facilities – This setup includes up-to-date medical equipment and basic life-support systems. this security system represents the cutting edge of technology. It contains sterile dressings for various types of wounds. 65 . It’s hefty. Motion sensors with infrared capabilities. tape. tweezers. Field Medic/EMT Kit – This is a kit the likes of which military field medics carry into combat. Low-End Medical Facilities – One step up from an underground “doctor’s” basement. designed more to patch up the patient for transport to a proper medical facility (-2 modifier to Medicine checks).
Because of the number and weight of the pieces.) that allow for the design and repair of electrical circuits or wiring. gas tanks. a thermal blanket. 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. requires a great deal of floor space in order to have enough space for the tools. Lock Picks – A high-quality selection of lock picks and tension tools. 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. It is used to identify various substances by measuring various physical properties and comparing them to an internal database. Access to this level of equipment grants a +3 modifier to Chemistry checks made in order to identify a substance. small capacitors. etc. this tool system. benches and projects themselves. Proper use of this equipment requires the Mechanical Repair or Mechanical Engineering skills. Welding Equipment – Torches. tire patch kit and various other tools and simple parts designed to repair minor car problems. Access to this level of equipment grants a +1 modifier to Chemistry checks. Electrical Engineering and Security checks. safety gear and other related equipment designed for welding and cutting various metals. tire iron. and allows the chemist to perform simple analysis and compound mixture. This kit is primarily designed to be used on a workbench with adequate space. and its use. A kit fit for use by a professional. Electronics Equipment – A multi-meter. Tools Emergency “Roadside” Tool Kit – This kit includes road flares. Use of this set requires a Lock Picking check. a selection of integrated circuits. oscilloscope. clamps and plugs. specialty tools and various sockets. leads and collection of electronics parts (such as resistors.Home Chemistry Laboratory – This equipment is one step up from “hobbyist” level. GC Mass Spec System – A gas chromatograph mass spectrometer system with upto-date software and related equipment. This can be used for Electrical Repair. Professional Chemistry Laboratory – This equipment is usually found at universities and similar research facilities. 66 . soldering gun. socket set. ostensibly intended for locksmiths but also well-suited to less legal uses. a compressor. 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. but elements are portable enough to allow for electrical work on the go.
either biological or mineral. a graphic calculator and various other instruments that are designed to help the mechanical engineer practice their craft. makeup. micrometers. 67 . Two-Person Tent – The same high-quality tent as found in the Camping/Survival Gear. Camping/Survival Gear – This package includes a two-person tent. SCUBA Gear – Wet-suit. false mustaches and other trappings of the master of disguise. sleeping bags. This kit includes tests to determine the presence of human blood. An equipment rack on the roof and rear can be used to move duffle bags. High Quality Binocular Microscope – Useful for identifying samples. Seats five. Grants a +1 modifier to Mechanical Engineering checks. Seats five with enough trunk space to accommodate an adult. Use of this kit grants a +1 modifier to Disguise checks. bicycles and other gear. Seats five. Use of this kit grants a +1 modifier to Forensics checks. propane stove. 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”. marking tape. Luxury Sedan – Travel in style with heated seats. preservation and labeling. regulator. mask and fins designed to allow one adult to breathe and swim under water. bags. chemicals and other tools of the trade used by forensic technicians in the field. Night Vision Goggles – A head-mounted. Forensics Kit – Swabs. Disguise Kit – A collection of wigs. Binoculars – A high-quality set of binoculars useable by anyone from a bird watcher to a peeping tom. Engineering Tools – Finely calibrated calipers. SUV – A vehicle capable of limited off-road travel. semen and other such pieces of evidence.Archeology Tools – Soil sampling kits. as well as proper tools for their collection. Transportation Full-Size Sedan – The traditional vehicle of federal agents everywhere. the latest in GPS navigation and all the added comfort you require. gloves. durable night vision system that leaves your hands free. brushes and magnifying lenses designed for use by trained professionals working on excavating or cleaning ancient relics of dust and detritus. Suitable for all of your microscope needs. liquid latex. air tanks.
Single Engine Prop Airplane – A small plane for the “casual” pilot. Bulky items (those longer than eight feet) can still be a problem. and the vehicle itself. Luxury Yacht – Cruise in style aboard this one hundred foot yacht. 68 . An impressive speed and superior maneuverability are handy assets for such agencies. Small Corporate Jet – Private. as well as the less savory individuals that try to avoid law enforcement. apart from the pilot and co-pilot. Small Helicopter – A lightweight helicopter that is capable of seating two people with very limited gear or additional cargo. luxury air travel for the elite. Dual Engine Prop Airplane – Can comfortably seat four people and up to one thousand pounds of gear. This motored yacht can accommodate a dozen people with two to three decks above the waterline. but with much greater weight to accommodate the internal armor and bulletproof windows and windshield. Heavy Duty Pickup Truck – A heavy pickup truck that is capable of towing up to ten tons safely. This jet can carry substantial loads and can comfortably accommodate up to six people in the cabin. Can be adapted for amphibious use. are granted an Armor Rating of five. Can comfortably seat two people along with up to five hundred pounds of gear. Especially large or bulky items may not fit in the relatively small baggage compartment. Seats three. including the roof or “sun deck”. Armored Sedan – Identical in specifications as the Full-Size Sedan.Light Pickup Truck – A light-duty truck able to move or tow approximately one ton safely. and carry up to two tons in its bed. Occupants in such a vehicle. High-Performance Speedboat – A recreational water vehicle often employed by the coast guard or marina police. Seats two.
letting others write for it. This means that the core rules are relatively simple. Compatibility and Freedom Any work that uses Genesys must include a reference to the version number of the core rules that have been used. consistent and intended to allow others to create add-ons that can be picked up and applied by any game designer or experienced GM to provide the rules and mechanics they need for the games they wish to run. it is easy to use it as the core engine of any traditional role-playing game you might wish to create. The scheme used to number versions of the core rules and plug-ins is described in the Release Notes of this document. The terms of the Genesys license let you use the Genesys System in your own works. combat system or skill system. remix it or do whatever they wish. publish it in book form and sell it to others. Rather than design an entirely new task resolution system. along with the license Genesys uses. with the only restriction being that they provide proper credit for the system. Because Genesys has been built in this way. 69 . it can likely be changed with a minimal amount of effort. It is designed to be the ultimate “free” system. even if you charge money for them. you can use Genesys as your “base” and create plug-ins to handle those aspects of your game that make it truly unique. And if any particular rule in the system doesn’t suit your purposes.Genesys Development The Genesys System is designed to be modular. It is intended that such ancillary mechanics will be designed by others and packaged in modules called “plug-ins”. 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.