Genesys

Core Rules Document
By Jeff Clough <jeff@chaosphere.com>

©2010 Jeff Clough Genesys System Core Rules Version 1.0.1 – http://www.chaosphere.com/genesys/

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Contents
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

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0.0. “This work is based on the Genesys System version 1.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document.2”.Release Notes v1. including commercial uses.com/genesys/. and create compatible works. modify and create derivative works based on the Genesys System.0 United States License. such as “1. Changes in the Major Version Number mean that significant alterations have been made to the rules and should not be assumed to be compatible with other releases. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. 4 .” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development.com> and found at http://www. written by Jeff Clough <jeff@chaosphere. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it. License This work is licensed under the Creative Commons Attribution 3.org/licenses/by/3. but this document only partially follows the normal structure found in a typical. in the form of the quote below. All versions of this document with the same Major Version Number should be compatible with each other.chaosphere. Anyone can download a copy of these rules and use them for their own projects. or send your ideas directly to the maintainer. To view a copy of this license. so long as you give proper credit. finished product. visit http://creativecommons. You are free to use the Genesys System for your own projects.0. distribute.0/us/. The first number is the “Major Version Number”. Anyone who contributes will be noted in the Acknowledgments section. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches. for any purpose. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”.4. The terms of this license allow you to use. You are invited to join the mailing list for Genesys.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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. Referring to these sample skills. 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 . players and GMs should be able to create any new skills that may be appropriate for their games. 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.

while a catastrophic failure would mean falling. your character can move their normal speed while climbing. such as a stain on someone’s shirt. Computer Use (INT) – This skill allows your character to use a computer for typical tasks such as surfing the web.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. checking email or installing new software. 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. Rather than describing your talents for convincing people to do something through debate (such as Persuade). It can help you determine whether that “priceless” artifact is actually a cheap imitation. For long jumping. Appraise (PER) – This skill represents your character’s ability to assess objects with an eye toward their value. a character standing still makes a Jump check against a difficulty equal to twice the height in feet. Diplomacy (PRE) – This skill describes your character’s ability to pick up on subtle social cues and customs. or the sound of a door being opened. With a successful Climb check. Climb (BOD) – This skill represents your character’s ability to climb over fences or scale walls. Bluff (PRE) – This skill is a measure of how well you can lie. in order to cultivate their goodwill and respect. A successful check allows your character to tumble or travel across a slippery or unstable surface at your normal movement speed. It is also the skill used to determine initiative during combat. It can be also be used to determine how far or high your character can jump. or your ability to lie your way out of a situation (through the use 21 . For a high jump. a character with a running start makes a check against a difficulty of one half the distance in feet. Alertness (PER) – This skill measures how likely you are to notice small details. A minor or moderate failure means your movement is slowed.

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

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

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

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

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

Ambidextrous (5) – When using the Dual Wield combat action.000.Wealthy (5.000 or more. or reputation. 10. furnishings. a success grants them a +2 inspiration modifier. including a home. placing you among some of the wealthiest people in the world. While not one of the richest people in the world. Tough (5) – Your character is more resistant to damage than normal. Your character has a particular knack for a certain skill. such as a large city or state. Natural Leader (5) – When using the Leadership skill to inspire your allies. your character ignores the normal -2 modifier. Your character begins the game with a net worth of $100. 10 15 Contacts (5) – When you take this advantage choose an area. at the GM’s discretion. The other restrictions of the Leadership skill still apply. In addition.000. You may heal three points of heavy damage every five days (instead of one). and three points of medium damage every day (instead of one). Apply a +2 modifier to checks using this skill. Whenever your character takes damage. you may reduce this damage by two points. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. automobile and savings in the form of securities which can be liquidated within thirty days. Your character begins the game with a net worth of $10. 15) – Your character has access to more money and resources than the average character. 27 .000. choose a specific skill. and may be offered at significant risk to your contact. The help you obtain can be outside the letter of the law. spending a Time Unit allows your character to heal all damage. You may take this advantage more than once. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. you likely own at least one profitable enterprise and have a large investment portfolio. instead of a +1. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others. Specialist (5) – When you take this advantage.000. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. choosing it for a new area each time or increasing the number of people you can rely on.000.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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. and could benefit the entire team. beginning with the most severe wounds as normal. and could easily bog down the rest of the group forcing characters to wait around for one of their companions to heal. a character may spend Time Units to gain some extra money. How much money is left to the GM. For instance. or take an odd job here and there. 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. they may heal a number of hit points equal to their character’s Body score. allowing players a wide array of choices in how to spend their off screen time. their only option is to let nature take its course and heal at the normal rate. Time Units may only be spent between episodes. and spend time acting out all of the various conversations. The GM might take a few minutes to hear the player’s plan as to how his character would go about schmoozing. but rather than take up game time by forcing a player to roam the streets picking pockets. Studying – Characters may spend one Time Unit per Episode improving an existing kill or learning a new one. Working – Sometimes characters would like a little extra money. Healing – When a character has no access to appropriate medical care or technology. In general. 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. So instead of forcing the character to make a series of rolls. 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. These events are certainly important to the character. and based on that plan could grant the check a modifier. or some other group of people. This allows something that could normally take up a great deal of game time to be done very quickly. Cliff Hangers Sometimes the flow of time between one episode and the next must be tightly controlled. the team may end one episode racing to get to location 47 . a character may elect to spend a Time Unit to heal up off screen. or even work overtime at their normal place of employment. When a character spends a Time Unit in this way.Spending Time Units Time Units can be spent in a variety of ways. Special Events – Let’s say a player wishes to have their character cultivate a relationship with a certain politician. Because some wounds can take a great deal of time. When a character studies in this way. they gain two Study Points for the skill they choose. leaving the rest of the players sitting around as nothing more than spectators.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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these items aren’t listed below.00 $3. lighters.00 .00 $450.000.00 $3.00 $500. Items such as simple flashlights.Equipment The following is a selection of sample equipment that the players may wish to acquire.00 $350.000. Dollar values.500. As such.00 $600.00 $100.00 $800. this listing is followed by a series of detailed descriptions for each of the items.00 $600. Sample Equipment Clothing Tailored Silk Suit Designer Dress Winter Gear Jungle Gear Bulletproof Vest SWAT Body Armor Electronics Smartphone Police/Emergency Scanner Encrypted Walkie-Talkie (2) Digital Camera Telephoto Zoom Lens Low-End PC High-End PC State of the art PC Low-End Laptop High-End Laptop 61 $1. as well as providing a good “baseline” when creating new equipment. there is little reason to worry about how much his outfit costs.500.00 $2. This list is a sampling of some of the more common items that can crop up during the course of an adventure. 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. the GM should use the prices below to determine a suitable cost and the player should note any specific or important items he has on his character sheet.00 $200.S. If it is important.00 $1.00 $500. This should give players and the GM a good idea of the utility of each item that is listed. Like the list of weapons above.00 $180.00 $300.500. or to track exactly what he has on him. If a character wants to wear ripped jeans and trench coat. as well as those purchases that are so expensive as to warrant specific U.

00 $5.00 $250.00 $350.000.00 $50.000.00 $20.000.000.00 $3.500.000.00 $5.00 $500.00 $2.00 $35.000.500.000.00 $25.00 $2.00 $400.000.000.00 $75.500.00 $45.00 $800.00 $500.000.000.00 $300.00 $3.00 $2.000.00 $2.00 $800.00 $40.000.00 $40.00 $4.00 $150.00 $200.00 $500.00 $35.00 $100.000.000.500.000.00 $3.000.00 $50.000.00 $5.00 $100.00 $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 $5.000.000.0 .000.00 $60.000.

but can sometimes give the wearer an advantage when dealing with the elite.000. These dresses are usually worn only once for very special occasions. When travelling through harsh. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. appointment management other software allows the user to keep connected while on the road. The suit protects the entire body and head. Police/Emergency Scanner – A battery-operated. a Body Rating of 6 and an Encumbrance of -3. It can help keep exposure to insects and parasites to a minimum. cold environments suitable clothing is a must. plus gloves and a hat. This armor is generally used by strike teams and special police units. for men or women. 63 . Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit. Designer Dress – The latest fashion. while also. 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.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. hand-held scanner that allows the user to listen in to local police and fire broadcasts. This device does not allow for listening to encrypted data transmissions. High-end suits such as these. wet terrain and khakis. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet. although its presence might not escape notice. let the body sweat and cool itself with little extra effort. providing an Armor Rating of 6. using special fabrics. Email. ready to wear. but can make the wearer look absolutely fabulous. It protects only the body.000. making it able to protect against light weapons and many handguns. web surfing. Jungle Gear – These outfits include hiking boots designed for rough.000.000. and an Encumbrance of -1. The armor has a Body Rating of 5. are usually very expensive. Winter Gear – Heavy coat and other insulated clothing.00 $14. 00 $300. It provides an Armor Rating of 4.

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

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

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

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

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

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