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Core Rules Document
By Jeff Clough <email@example.com>
©2010 Jeff Clough Genesys System Core Rules Version 1.0.1 – http://www.chaosphere.com/genesys/
Release Notes v1.0.1 (2010-04-23)............................................................................4 Introduction................................................................................................................6 Character Creation.....................................................................................................8 Attributes..................................................................................................................10 Skills.........................................................................................................................13 Difficulty Number..................................................................................................15 Situational Modifiers..............................................................................................17 Skill List.................................................................................................................20 Advantages...............................................................................................................26 Combat.....................................................................................................................29 Actions...................................................................................................................29 Attacking and Defense..........................................................................................31 Movement and Distance........................................................................................33 Damage.................................................................................................................35 Healing..................................................................................................................36 Weapon Statistics..................................................................................................37 Special Combat Actions.........................................................................................39 Social Interactions....................................................................................................42 Time Units................................................................................................................45 Spending Time Units..............................................................................................47 Optional Rules and Special Circumstances...............................................................49 Drowning and Suffocation.....................................................................................49 Poison....................................................................................................................49 Chases...................................................................................................................51 Damaging Armor...................................................................................................51 Morale...................................................................................................................51 Falling Damage......................................................................................................52 Traveling................................................................................................................52 Disadvantages.......................................................................................................53 Parrying.................................................................................................................53 Rewards....................................................................................................................54 Advancement...........................................................................................................56
Weapons...................................................................................................................58 Equipment................................................................................................................61 Genesys Development..............................................................................................69
com> and found at http://www. To view a copy of this license. 4 .” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. or send your ideas directly to the maintainer. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches.org/licenses/by/3. finished product. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”. such as “1. in the form of the quote below. including commercial uses. Anyone can download a copy of these rules and use them for their own projects.4. You are free to use the Genesys System for your own projects.Release Notes v1. 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. visit http://creativecommons.com/genesys/.0. but this document only partially follows the normal structure found in a typical. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it. distribute. You are invited to join the mailing list for Genesys.0. The first number is the “Major Version Number”.0 United States License.chaosphere.0.2”. The terms of this license allow you to use. All versions of this document with the same Major Version Number should be compatible with each other. and create compatible works. written by Jeff Clough <jeff@chaosphere. for any purpose. License This work is licensed under the Creative Commons Attribution 3. Anyone who contributes will be noted in the Acknowledgments section. “This work is based on the Genesys System version 1.0/us/.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document. modify and create derivative works based on the Genesys System. so long as you give proper credit.
yahoo. A number of other individuals have contributed in innumerable small ways. Not only does this help others determine if what you have created is compatible with the rules they are using. and coelocanth (from the RPGnet Forums). or designed to work with it. No actual rules changes are made between such releases. Under no circumstances should a change in just the Release Number break compatibility with previous versions. that you follow this version numbering scheme. Any works based on Genesys. or additions to the rules to handle new situations.0. Acknowledgments I wish to bring special attention to a few individuals that have done much to help make this system a reality. I’d never have thought to put this system together. He has been a great sounding board for ideas.0 Benjamin Grant. As well as those people subscribed to the official mailing list that you can find here: http://games. and his willingness to listen to mine. Shawn Adair. but it is also required by the license Genesys uses.groups. the rules should still be essentially compatible with other releases withing the same Major Version. And finally.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. Josh Jarvis. The last digit is the “Release Number” which is changed when minor clarifications or corrections to typographical errors are made. Play-Testers For Version 1. Thank you.com/group/genesys-rpg/ I’d also like to thank Benjamin Grant for his invaluable experience with other game systems. While some things may work differently. It is also highly advised that if you are creating products based on Genesys. 5 . including plug-ins. and his ability to throttle a system and take advantage of every rule has proven invaluable in balancing certain elements. I would like to thank the folks on the internet that have taken the time to look at the system and give me some exceptional feedback. should indicate which version of the core rules is being used. I’d like to thank every GM and player that I’ve ever gamed with. I have been gaming for about twenty years and without the experience of those hundreds of afternoons.
This is not to say that you can’t use the system for other genres or time periods. Whenever possible the game uses familiar metaphors for organizing the action and describing characters. even commercially! While Genesys can be run by anyone straight from this document. it will require a little more effort than if you had a published product in your hands. These can easily be found at your local game store or can be purchased online from various gaming outlets. but you can also publish them. 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. Conventions This book uses the pronouns “him”. Two sides of these dice have minus symbols (meaning -1). “he” and “his”. The default setting described in this book is for the modern United States. If 6 . By using Genesys. but is not organized in a particularly polished fashion. This is not meant to imply that only men or male characters are accepted. Using Genesys Genesys is designed to be a sort of “operating system” for your role playing game. consistency and flexibility. The Core Rules Document is designed to present the rules in a clear way.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. like a magic system. and choosing the appropriate plug-ins. Whenever it is necessary to perform division. It is a set of core rules that handle such things as task resolution and combat. The primary design goals of the system are simplicity. Centuries of use have effectively neutered the male pronoun and any other construct would be awkward. Plugins are like programming libraries that you add on to the core rules to give you extra things you might need for your game. two sides have plus symbols (meaning +1) and two sides are blank (meaning 0). 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. Dice Genesys makes use of three special six-sided dice called Fudge Dice. The license Genesys uses lets you not only build new games for your own enjoyment. numbers are always rounded down. The name itself is a play on the words “generic system”.
or use this chart: Die Roll Result 1 to 2 -1 3 to 4 0 5 to 6 +1 7 . plus and blank sides. you can use normal six-sided dice and simply color or mark the sides to indicate the minus.you are unable to find these dice.
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. It is advised that you read through the sections on attributes. Would you like to play a more physical character. skills and advantages before you create your first character. When you create a character you are given 20 Build Points. All characters start with a score of five in each of the six 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. you should determine how many points to use for your character’s attributes. Normally 8 . just taking note of them and the attributes they rely on will make creating your character much easier and ensure that your vision comes to life. Step Two: Attributes Using your skills as a guide. which are used to purchase your character’s starting attributes. If you wish to begin play with one or more attributes below five. skills and advantages. 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. it can be very helpful to choose the skills that will support your character concept before you do anything else. You don’t need to assign points to these skills now. you should select three skills that will be the “core” of your character. Once you have determined the kind of character you want to play. This might mean writing them down on your character sheet. You increase these scores by spending the appropriate number of Build Points as described in the chapter on attributes. Below is a brief overview of character creation. you gain a +1 to your check in addition to any other modifiers or advantages. Each of the attributes is measured on a scale from one to ten. what would be three skills they might mention? If someone would say “Boy. you can now begin spending your Build Points. if you follow an organized approach. 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. Whenever you use a Signature Skill. you can gain extra Build Points to spend on other attributes.Character Creation Creating a new character is relatively quick and straightforward. First. or using a piece of scrap paper. and that you refer to those sections as you make your way through the process.
Your character’s equipment is not only used to overcome obstacles and solve problems. and are completely optional. you may only buy a skill up to level two. you should look to your skills and see which attributes they rely on the most. Another good starting point is asking questions such as “How strong is my character. Advantages can be expensive. your character is ready to play. such as your signature pair of mirrored sunglasses. are a vital part of the game. so bringing them up to level two will likely be of great benefit. Step Four: Skills The next step is to buy your skills. it should also form part of your character’s description. each of which gives your character unique abilities or improves on existing ones. based on your Body score. The GM can advise you on what is reasonable to take as starting equipment. on a scale from one to ten?” The answers to these questions translate directly to which attributes you should focus on and the values you should buy for them. your character’s Signature Skills are the most important to your concept and form the core of your character. but you should take note of any special equipment or weapons your character has. which you add to the damage you do when using the Unarmed Combat and Melee Combat skills. weight. Step Seven: Description Hair color. Remember. When you first start the game. You should also calculate your character’s Damage Bonus at this time. and it can be difficult to learn new skills unless you have a teacher.you are not allowed to reduce an attribute score below three. Step Five: Advantages There are a number of different advantages you can purchase for your character. You don’t need to write down every little detail (such as how many pairs of socks your character owns). Once this is done. Step Six: Equipment Now it’s time to select equipment for your character. gender and any other personal details you’d like to record should now be fleshed out and written down on your character sheet. Don’t be surprised if he vetoes that private jet. in general. but your GM may make an exception for special circumstances. or the knife your character always keeps on his belt. but could provide you with that extra bit of oomph to get through a tough spot. skin color. height. 9 . Skills. This is a number. When you are considering how to select your attributes.
Characters that expect to take a lot of abuse during combat will want at least an average Body. Here is a brief description of each of the six attributes. Body (BOD) – Body is a measure of your character’s toughness and strength. This is a number that is added to the damage you do with a successful unarmed or melee attack. How much damage you can take before collapsing. along with their common abbreviations. It represents how long you can hold your breath. 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. A Body score that is particularly poor results in a penalty. An especially high Body score gives your character a Damage Bonus. how likely you are to resist the effects of a poison and how much weight you can lift. and a score of ten represents the absolute peak of human perfection. with five being the normal human average. and how much you can bench press are both examples of the use of your Body attribute. All but the frailest human beings have at least a three in each of their attributes. They are rated on a scale from one to ten. Body 1 2 3 4 5 6 7 8 9 10 DB -3 -2 -1 -1 0 0 +1 +1 +2 +3 10 .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.
How far and high you can jump.Agility (AGI) – Agility describes how athletic your character is and your reaction time. 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. 11 . you’ll likely need an average or better Presence. Characters who favor stealth or melee weapons will likely want at least an average Agility. or win a staring contest. Are you able to solve a complex mathematical problem? Can you decipher the ancient language written in that musty old book? These are questions for your character’s Intelligence to answer. an average or better Willpower is something to consider. It determines how likely you are to persuade someone to do something for you. Perception (PER) – Perception is a measure of how observant your character is. Characters that expect to design and repair complicated devices or make heavy use of computers will want at least an average Intelligence. Does he spot that drop of blood on the stairs? Does he see the man in the dark suit slip out of the room? These are some of the situations where your character will have to rely on his Perception. Willpower (WIL) . Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities. and how easily you can uncover information while talking with people on the street. If you intend on charming the ladies or becoming a respected leader. 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. Presence (PRE) – Presence describes your character’s ability to relate to people.Willpower is a measure of your mental fortitude and strength. how quickly you can run and how likely you are to hit a target with a sword. It is also a measure of your character’s intuition and creativity. How likely you are to overcome an addiction.
12 . you consult the following table to determine the cost of your desired level in Build Points. You spend Build Points to raise the attributes. Likewise. Going from a five to a four will give you one Build Point. To go from a five to a three will give you three Build Points. So to have an attribute with a score of one (a level so poor as to be nearly inhuman) will give you thirteen Build Points. although the GM is certainly free to grant permission for a lower attribute if he feels it is appropriate. Players should have at least a three in each of their attributes.Purchasing Attributes When you purchase your character’s attributes. To go from a five to a seven costs three Build Points. and you receive extra Build Points by lowering them. you can lower your attributes to gain extra Build Points to spend. To go from a five to a six costs one Build Point. 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.
Example: The character rolls the dice and gets three pluses (a +3). You roll the dice and get one minus. called its parent attribute. when making a skill check. you roll the dice and count your “pluses”. These twists of fortune are represented by allowing very good or very poor rolls in certain situations. he rolls three “pluses” on the dice). The Hand of Fate Sometimes fate can conspire against you. each minus symbol means -1 and each blank means 0. the parent attribute of which is Intelligence. Each plus symbol means +1. Die Rolls and Bonus Values To determine your bonus value. Let’s say your character wishes to gain access to an enemy’s computer network. the character rolls again. If the second roll is a positive number (a +1. 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. for instance) he adds this to his initial roll to obtain a higher number than normal. Every skill is tied to one of the six attributes. this gives you a Skill Value of 8. Or when looking for a suspect. your target might choose that exact moment to reach down and pick up his bag. He rolls the dice again and get one plus (+1) and two blanks (+0). This gives you a range of values from -3 to +3. In a dramatic situation. to hacking through the security of a database. This would require use of the Hacking skill. From firing a pistol at a guard. If a character rolls a +3 (that is. In most situations. your character might simply bump into them on the street outside your favorite coffee shop. along with the result of a die roll (your Bonus Value) to determine whether or not you succeed. one plus and one blank for a total of 0 (-1 + 1 + 0 = 0). skills play a vital role in your ability to accomplish things. You ignore a negative or zero result. rolls of +3 or -3 are handled differently. When acting as a sniper and attempting to take out a target from a distance. 13 .Skills Nearly everything you do in the game requires the use of a skill. inadvertently ducking your shot. This means that you can succeed your Hacking attempt if the difficulty of gaining access is 8 or less. If you have an Intelligence of 6 and a Hacking skill of 2. In order to accomplish the task. His total roll is a +4. you must make a Skill Check. such as a fight or an attempt to hack an enemy’s computer system to gain crucial evidence.
14 . If the second roll is a negative number he adds this to his initial roll to obtain a result lower than normal. for a roll of -2. You ignore a positive or zero result. He rolls again and gets two minuses (-2) and a blank (+0).Example: The character rolls the dice and gets three pluses. But if you are watching another character box. If a character is attempting to hot-wire a car without any pressure. He rolls again and gets one minus and two blanks. You only add the value of this second roll to the initial roll if the second is negative. the character rolls again. you re-roll again applying the same rule. Using Different Attributes The parent attribute of a skill is simply the attribute that is used the most during the skill’s typical application. His total roll is -4. His total roll remains a +3. there may be times when it makes more sense to use a different attribute. This open-ended rolling system allows for exceptionally high or low rolls. Example: The character rolls the dice and gets three minuses. a normal roll will suffice. However. It is important to note that this rule only affects dramatic scenes. If you continue to roll three pluses or minuses. if a character rolls a -3 (three “minuses”). you could make an Unarmed Combat check using your Perception attribute to size-up his ability. When using this skill to attack your opponent. Likewise. He ignores this result. Consider the Unarmed Combat skill. you use the Agility attribute.
before you roll.No roll required if skilled and not under pressure. Easy . Challenging . as a guide. The GM determines the difficulty number in secret.Only those with a great deal of skill and natural ability are likely to succeed. this might qualify as a “spectacular” success (a Result of five). this might be considered a “minimal” success (a Result of zero). Hard .The task can pose a challenge to even someone with experience. These numbers are just guidelines for the GM. advanced training and ideal circumstances could anyone hope to succeed. If he decides that the difficulty of a particular task is somewhere between “Challenging” and “Hard”.The task will likely be accomplished by anyone with decent training or above average ability.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 . he can assign a difficulty number of ten or eleven. How Well Did You Succeed? It is important to know how well a character succeeded. with a check result of six against a difficulty of seven meaning the character “just barely” failed (a Result of -1). or how disastrously the character failed.Anyone of average ability should be able to perform the task. even with minimal training. If the difficulty was seven and the character’s check result was also seven. Average . however. But a check result of three or four in this situation could mean disaster.A task even the best of the best would find very difficult. If the check result was twelve. 15 . The GM should use the difference between the check and the difficulty of the task. Failure is treated similarly. Impossible . called the “Result”.Only with excellent luck. Heroic .
You can usually count on being able to perform tasks with a difficulty equal to or less than your skill value. but that likely can’t be known in advance. In other words. especially when attempting things at the edge of your ability (a difficulty equal to your skill total). the difficulty of this Stealth roll is the guard’s ability to notice you. the roll of the dice represents all of the little things that make each situation different from the next. For instance. if you are trying to sneak past a guard. It is important to do everything you can in each situation to contribute to your chances of success. but usually not much higher without proper planning or support. The guard has a Perception of 5 and an Alertness skill of 1. the difficulty is the sum of the guard’s Perception and Alertness. Only the acting character (the character whose turn it currently is) rolls the dice in an opposed action. but rather depend on another character’s abilities.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. Because you beat the difficulty. Randomness In Genesys. You have an Agility of 6 and a Stealth of 2. you are able to sneak past him. meaning your Stealth check has a difficulty of 6 (5 + 1). 16 . You roll a bonus value of 0. giving you a total of 8 (6 + 2 + 0). Example: You are trying to sneak past a guard.
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. Extra Time Every skill takes time to perform. and an unfavorable circumstance grants a -1 penalty. In this case his Alertness total would be 9. if you have a state of the art machine with the latest software. one character makes the skill check. The GM can rule that multiple modifiers apply to the situation. the GM could give you a bonus. and knows that someone may be breaking in. The GM should determine how much extra time would be required. the GM might assign a penalty to your skill total. the GM can handle this in the same way as extra time is handled above. if the guard is wearing night vision goggles. Such a character could then receive a modifier to help them perform the task.Situational Modifiers Each situation is different. Support A character can be assisted by other characters when performing a task. Rushed Like taking extra time. In this case. The total bonus from Support cannot exceed +6. a favorable circumstance grants a +1 bonus. The GM assigns a penalty and tells the player how much time would now be required. In other words. The player can then elect to make the check with the penalty to determine if they succeed or fail. If you are attempting to hack a network with an outdated computer system. or combing an area for evidence. provided they are both skilled and it is appropriate to the situation. In general. the character attempts to perform a task in much less time than would normally be required. When it makes sense. In cases where it makes sense. some skills can be “rushed”. even if it’s only an instant to spot a bloodstain on the floor. and how much of a bonus to assign. which is enough to see you. granting larger bonuses and penalties. Example: In the stealth example above. On the other hand. while each of the Supporting characters provides a +2 support bonus. This could be picking a lock. but sometimes circumstances are especially favorable or detrimental to performing certain tasks. 17 . These bonuses and penalties are called "situational modifiers". the GM could rule that he gets a +3 bonus.
Impossible or Ideal Circumstances Sometimes it’s possible to find a character in a situation where the odds are hopelessly stacked against him. If a skill may be used in this manner. for example. or made the practice of that skill a focus of his development. If you wish to buy the Alertness skill at level two. this means that the acting character has an advantage in that they succeed in the case of a "tie". In an opposed action. the GM should rule that the character cannot attempt his Stealth check unless something changes. To buy it to level three would cost a total of three Build Points. at noon. Example: Suppose in the above example the guard is asleep. Likewise. unless the character makes an incredible amount of noise to disturb the guard at the top of the tower. Success Whenever you are attempting a task. If the character wished to attempt a Stealth check to hide. shooting an incapacitated character at point blank range. it will be noted. with a guard at the top of a tower watching their every move. Example: A character is standing in the middle of an open field. or where the advantage is so firmly the character’s that they have almost no chance of failing. he can still make checks with it at no penalty. however you suffer a -2 penalty to your skill check. In this case. you succeed when your skill check is equal to or greater than the difficulty. attempting to negotiate a high-wire while suffering heavy wounds and carrying another character. Unskilled Use Any skill can be used without having been trained in it. it would cost two Build Points. Some skills are so simple that even if your character has not received formal training. 18 . Purchasing Skills When you create your character. the GM should allow the player to automatically succeed. Improving skills is described later in the section on advancement. you purchase skill levels with Build Points at a one to one ratio. 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 maximum level that any skill can be improved to is level six. you can only buy a skill up to level two. This represents the pinnacle of understanding and ability. 19 .Skill Limits When you first create your character.
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. players and GMs should be able to create any new skills that may be appropriate for their games. but some less common skills are provided as examples for the GM. 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 . An asterisk (*) indicates that the character does not suffer from the standard -2 penalty if unskilled. Referring to these sample skills.
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. With a successful Climb check. Characters with this skill can also maintain networks and ensure that the security of their systems are solid. while a catastrophic failure would mean falling. a character with a running start makes a check against a difficulty of one half the distance in feet. or the sound of a door being opened. or your ability to lie your way out of a situation (through the use 21 . a character standing still makes a Jump check against a difficulty equal to twice the height in feet. Alertness (PER) – This skill measures how likely you are to notice small details. It can be also be used to determine how far or high your character can jump. Rather than describing your talents for convincing people to do something through debate (such as Persuade). your character can move their normal speed while climbing. or convince people that what you are saying is the truth when they have no real reason to believe you. A minor or moderate failure means your movement is slowed. It can help you determine whether that “priceless” artifact is actually a cheap imitation. checking email or installing new software. It is also the skill used to determine initiative during combat. Diplomacy (PRE) – This skill describes your character’s ability to pick up on subtle social cues and customs. For a high jump. such as a stain on someone’s shirt. Bluff (PRE) – This skill is a measure of how well you can lie. For long jumping. Climb (BOD) – This skill represents your character’s ability to climb over fences or scale walls. Computer Use (INT) – This skill allows your character to use a computer for typical tasks such as surfing the web. Appraise (PER) – This skill represents your character’s ability to assess objects with an eye toward their value. 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.
22 . and the general emotions they are currently experiencing. Engineering (INT) – When you take this skill. painting or dance. choose a specific type of engineering such as Mechanical. When you take this skill. It is also used to treat characters on the battlefield that have been incapacitated in order to prevent their deaths. or other such official documents or data as needed. The First Aid skill allows you to heal a character suffering from light damage. mortars and vehicle-mounted heavy guns. Expression (PER) – This skill represents your character’s ability to express himself either through art or performance. this skill measures your character’s ability to improve other’s dispositions toward you. if they like or dislike you. Empathy (PER) – This skill determines how easy it is for you to read people and know their true feelings toward you or a particular situation. First Aid (PER) – This skill determines how well your character understands very basic medical knowledge and your training with devices that are designed for battlefield use. Forgery (INT) – This skill allows your character to create false identification records. Intimidation (WIL) – This skill represents how frightening or forceful your character can be. This is your character’s ability to design and build devices that use the chosen type of system. Heavy Weapons (PER) – This skill determines how proficient your character is with large battlefield weapons such as cannons. have the ability to move. The details of this skill can be found in the combat section. but it can let you determine whether or not a person is lying. firewalls and encryption. and to temporarily offset that character’s penalties for more serious wounds. Electrical or Software. 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. such as a tank’s primary weapon. in order to gain unauthorized access to networks and data centers.of Bluff). Hacking (INT) – This skill determines how easily your character can cut through sophisticated computer security systems. not additional damage. It doesn’t give you the ability to read minds. Dodge (AGI) – This skill determines how likely you are to dodge an enemy’s attacks. choose a type of expression such as sculpture. This skill is used only to determine if you hit the target. You can only dodge an attack if you are aware of the attack. and have a simple action available to spend.
It determines whether or not you hit. as well as his training with advanced medical technology.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. Lore (INT) – When you take this skill. as well as your understanding of finances and accounting. your character can attempt to inspire his allies by making a Leadership check and spending a simple action to shout words of encouragement and bravado. a Language. Lock Picking (AGI) – This skill allows your character to open mechanical locks without a key using a set of lock picks. designed to navigate over land. but also how much damage you can do. The use of inadequate or make-shift tools will likely incur a penalty. Once per scene. choose a specific discipline. It represents your understanding of the ins and outs of corporate law. East and West) and the ability to read maps. It not only helps to determine whether or not you hit something. as well as any extra damage you can do with such weapons. Medicine (INT) – This skill determines how knowledgeable your character is concerning the finer points of anatomy and diagnosis. South. It is also used to cure poisoning. swords and other such weapons in combat. This skill describes how much your character knows about the chosen field. rifle or machine gun. Encouraging a planetary council to divert supplies to a starving colony. Management (INT) – This skill represents your character’s ability to run a business. choose a specific type of repair such as Mechanical (for machines and automobiles). Electrical. adjusted by the GM depending on the level of desperation present in the scene. given enough time to make a convincing case. The difficulty of picking the lock is assigned by the GM. if the identity of the poison is known. Navigation (INT) – This skill allows your character to use maps and simple tools such as compasses and GPS systems. It is also your skill at bargaining and haggling over prices. or convince them to go to war would require a Persuasion check. Melee Combat (AGI) – This skill describes how well your character can use clubs. Repair (INT) –When you take this skill. This 23 . Persuasion (PRE) – This skill used to determine how likely you are to persuade someone to do something for you. A skill level of one gives your character a basic sense of direction (North. administering drugs and performing surgery. such as a Local Lore. water or through the air. Armor or Computer. the Law or History. knives. The difficulty of this check is seven. This bonus does not stack with other characters’ use of the leadership skill. If the roll succeeds. all allies able to hear your words get a +1 to all checks for the remainder of the scene. Ranged Combat (PER) – This skill is used whenever you fire a pistol.
Security (INT) – This skill is measure of your character’s familiarity with security systems such as alarms. When attempting to overcome a fear. Sleight of Hand (AGI) – This skill enables your character to palm small objects. or quelling the voice of your survival instinct. It is also used to determine your 24 . Use of this skill allows your character to properly install and configure such a system. This skill represents your character’s training in the given scientific field. Science (INT) – When you take this skill. regardless of how much time it may take. An extreme +3 bonus means that all they are trying to do is finish.skill is a measure of your character’s ability to repair the chosen type of system. choose a specific science such as Biology. Survival (INT) – This skill grants your character the ability to “live off the land” when away from the amenities of civilization. In most cases. It can be used to find safe food. pick someone’s pocket and perform minor “magic” tricks. the GM should have the player make a single roll. either on the Internet or in special databases. such as running or swimming a great distance. Ride (AGI) – This skill determines your character’s ability to ride a beast of burden as a form of transportation. You use this skill whenever your character is trying to sneak past a guard. An extreme -3 penalty means they are pushing themselves as hard as they can. motion sensors and the related communication networks that report unauthorized access or emergencies. It can also be used to examine paper records and books. a Resolve check can see you through. Resolve (WIL) – This skill represents your character’s determination and focus. Stealth (AGI) – This skill determines your character’s proficiency at going unnoticed. The player can declare how much they are pacing themselves or how much they are exerting themselves. This skill does not allow you to design or invent new systems. although obviously this takes longer. do something without making a sound or dodge security cameras when he knows they are present. or circumvent the system to enter a building undetected. It is also used to conceal small objects on your person. The player assigns a modifier from -3 to +3 to represent the effort they are putting into the attempt. Chemistry or Forensics. trying to finish the task as fast as possible or win a race. Research (INT) – This skill represents your character’s ability to use standard data retrieval systems and search engines to find information. Stamina (BOD) – This skill represents how long your character can engage in a strenuous activity without tiring. clean water and tracking animals or people across the terrain.
Watercraft or Aircraft. Having a one in this skill gives your character the ability to pilot the chosen vehicle without issue under normal circumstances. Use Vehicle (INT) – When you take this skill. Swim (AGI) – This skill represents your character’s ability to swim over and under water. grappling and headbutting are all examples of unarmed combat. such as SCUBA gear. This skill represents your character’s ability to operate the chosen vehicle type in atypical situations. A minor or moderate failure means that you move much slower while a catastrophic failure means you are at the risk of drowning. choose a specific type of vehicle such as Automobile. A successful swim check allows your character to move their normal speed through water. Not only does this skill describe how likely you are to hit. Unarmed Combat (AGI) – This skill represents how good your character is in hand to hand combat without the use of a weapon. Weapons such as grenades and throwing knives are commonly used with this skill. it also determines the amount of damage you can do. kicking. 25 . such as a high-speed chase. Punching.proficiency with certain types of equipment used for surviving in inhospitable environments. Throw (AGI) – This skill describes your character’s ability to throw objects with greater accuracy and distance.
Advantages can also be purchased later in your character’s career by using experience points. You are not limited in the number of advantages you can take. speak with your GM. When buying advantages at character creation time. 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. This advantage doesn’t make your character more perceptive. Advantage List Attractive (5) – Your character’s appearance is considered unusually attractive. giving him passing knowledge of many skills. it simply negates the normal penalty to the check. This advantage may be taken multiple times. Exceptional Memory (5) – Your character is able to remember even minute details without the need to make an Intelligence check. Advantages can usually only be taken once. Choosing to take one or more advantages can mean a large investment of Build Points and making the wrong decision can be costly. but they can be very expensive. choose a particular social class or group of people. but some may be bought at various “levels”. in Build Points. you ignore the usual -2 penalty. They can be quite useful. the cost of the advantage. This advantage does not make you skilled in a skill you haven’t purchased (so you cannot grant Support). you gain four study points instead of the usual two. 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). each time applying to a different group. You gain a +3 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. but can be expensive. but rather makes it trivial for him to later remember any detail he’s already perceived.Advantages Advantages are optional edges you can purchase for your character to give them a boost during play. When making a check while unskilled. such as “The Aristocracy” or “Mercenaries”. This is discussed in the section on advancement. Smooth Operator (5) – When you take this advantage. If you are uncertain as to the nature of a particular advantage. but there are exceptions which will be noted in the descriptions. Most advantages have a single cost. is listed in parentheses after the name of the advantage. Jack of All Trades (5) – Your character has picked up many bits of skills and aptitudes throughout his life. 26 . instead of a Simple Action (2 AP). giving you a greater edge at a higher cost.
instead of a +1.000. While not one of the richest people in the world.000. 10. Your character begins the game with a net worth of $10. Your character begins the game with a net worth of $100. 15) – Your character has access to more money and resources than the average character. In addition. you may reduce this damage by two points. Apply a +2 modifier to checks using this skill. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others. choose a specific skill. You may take this advantage more than once. 27 . such as a large city or state. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. Ambidextrous (5) – When using the Dual Wield combat action. automobile and savings in the form of securities which can be liquidated within thirty days. and three points of medium damage every day (instead of one). your character ignores the normal -2 modifier. Whenever your character takes damage. Your character has a particular knack for a certain skill.000. placing you among some of the wealthiest people in the world. 10 15 Contacts (5) – When you take this advantage choose an area.000.Wealthy (5. or reputation. Specialist (5) – When you take this advantage. You may heal three points of heavy damage every five days (instead of one). choosing it for a new area each time or increasing the number of people you can rely on. Natural Leader (5) – When using the Leadership skill to inspire your allies.000 or more. furnishings. Tough (5) – Your character is more resistant to damage than normal. 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. spending a Time Unit allows your character to heal all damage. at the GM’s discretion. and may be offered at significant risk to your contact. a success grants them a +2 inspiration modifier.000. The other restrictions of the Leadership skill still apply. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. including a home. The help you obtain can be outside the letter of the law.
If you knowingly attempt to perform an action that violates your purpose. Evasion (5) – Your character is particularly good at avoiding attacks. This bonus also applies to Dodge attempts. The purpose you select must be approved by the GM and he will advise you on which actions do and do not support it. You can make one attack per round with the chosen skill as a Free Action (0). choosing a different combat skill each time. Ranged or Unarmed). your character may Dodge a single attack as a Free Action (0 AP). Combat Expert (10) – When you take this advantage. if that target is unable to Dodge the blow (or chooses not to) you do two additional points of damage. You are particularly well-trained in the use of the chosen combat skill. Whenever you make a check to accomplish a task that directly relates to your purpose. Bodyguard (5) – When your character chooses the Guard special combat action. even when he is unable to Dodge. 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. You receive a +2 situational modifier whenever you Evade an attack. any successful attack you make using this skill has its damage increased by +1. In addition. choose a combat skill (Melee. you apply a +2 modifier to that check. you receive a -2 modifier to the check.Avoidance (5) – Once per round. You may take this advantage multiple times. 28 . This advantage negates the effects of the Fog of War. Purpose (5) –Your character has dedicated themselves to a particular purpose or ideal. but does not apply if your character is surprised.
Looking around for an exit. Anything that requires fairly complex 29 . Rounds and Turns. Anything that requires practically no time or thought is typically a free action. If there is still a tie. drawing or reloading a weapon and dodging an attack are examples of simple actions. The entire combat. Simple Actions . In this case. These actions fall into one of several types. Finally. Types of Actions Free Actions . depending on the kind of task the character is attempting to accomplish.Shouting a one-word command and dropping a weapon are examples of free actions. at the beginning of the Scene. as is activating a control panel or looking up a location using a GPS system. is called the Scene. Players roll for their characters and the GM rolls for any NPCs. the GM may call for a new initiative roll. Characters can take one free action per round without a penalty. the GM chooses who goes first based on the elements of the scene.Combat To help everyone keep track of the action. Actions During combat. players involved in the scene take Turns. every Round. jumping. the character with the highest Alertness skill goes first. one at a time. combat is divided into units of time called Scenes. In the event of a tie in initiative. Mental Actions . the characters participating in the Scene make Alertness checks at the start. activating a walkie-talkie and shouting a short phrase are examples of mental actions.Moving at your speed. to declare what their character is going to do and resolve any actions they take. or additional combatants may enter the field of battle. Anything that requires only a minor level of thought or a short spoken command is a mental action. but in some cases there may be a dramatic shift in the action. The Scene is divided into smaller parts called Rounds that each represent about six seconds of time in game. This is explained later along with other special combat options. The GM then takes note of each character’s result and acts as referee. A character is able to adjust their initiative during combat. prompting each player to act in order of highest to lowest initiative. from beginning to end. there are a variety of different actions characters can take. Initiative In order to determine who acts when during each Round. Typically initiative is rolled only once.
A character runs down a hallway and jumps over a pressure plate in the floor. Action Points can be carried over to the next round for defensive purposes. This is two standard actions (3 AP + 3 AP). Standard Actions .Attacking an opponent. Examples: A character fires his weapon twice in one round. which represent the total amount of time and effort the character has available to him during the round. a mental action and a standard action (2 AP + 1 AP + 3 AP). Each round. A character dodges an attack. picking a lock. sneaking at your movement rate. 30 . looks for an exit and fires his weapon. but any AP left unspent at the beginning of your next turn go away. Anything that requires careful consideration or fine movement generally requires a standard action. or holding a brief conversation are examples of standard actions. This is a simple action. This is three simple actions (2 AP + 2 AP + 2 AP). Each character can take one Free Action per round without spending any Action Points. allowing you to Dodge. Time Keeping Every type of action has an action point (AP) cost.thinking or a modest amount of physical manipulation or movement is a simple action. The player takes actions by spending these Action Points according to the costs above. Simple Actions require 2 AP and Standard Actions require 3 AP. Any Free Actions taken beyond the first become Mental Actions. characters get six Action Points. Mental Actions require 1 AP. The exception to this rule is the Free Action.
and add your Dodge skill to the difficulty the attacker must match to hit. You are able to move. You are still able to Evade attacks. Defense There are two broad ways for your character to avoid being hit: Evading and Dodging. you must have the ability to Evade. You have a Perception of 6 and a Ranged combat skill of 3. Example: You are not bound. That is. 31 . you do not have any action points and thus are unable to Dodge.1). Example: You are attempting to shoot a guard with a pistol. plus that skill’s parent attribute. The guard has an Agility of 5 and a Dodge of 1. against your target’s defensive ability. giving him a defense total of 6 (5 + 1). In order to hit your target. you add your combat skill. and be aware of the specific attack you wish to avoid. the attacker makes his attack roll against a difficulty equal your character’s Agility score. In order to Dodge an attack. Example: You are entering a building where you suspect an enemy is hiding out. When you are the target of an attack and choose to “Evade” it. it is still considered a “check” for purposes of situational modifiers. plus the bonus you generate from the dice. 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 have a reasonable expectation that you could be attacked. 2. You hit. That is. You are “on guard”.Attacking and Defense Attacking a character requires you to use a combat skill. To attack. When you attempt to Dodge. such as Ranged Combat. you spend these action points. you must have at least two unspent action points from your last turn. You roll and get a bonus value of -1. applying any appropriate modifiers. Even though you do not roll the dice when attempting to Dodge. The Fog of War On your first action in the scene. You must also be able to take a simple action. You are only allowed to Evade an attack when both of the following conditions are met: 1. for a total of 8 (6 + 3 .
Your GM will advise you as to whether or not you can make subsequent stealth attacks. they are not allowed to Dodge your assault. The primary character uses their skill and roll. When surprised. the GM should assign an armor rating to the cover as appropriate. either before or during combat. Whether or not you hit. however. The character gets a +3 to his initiative roll. likely giving him the ability to act before the guard. In such cases. If the surprise occurs at the beginning of combat (perhaps as the result of an ambush). A second player sneaks around and attacks the guard from behind. You may still be able to Evade the attack. 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. All characters must be using the same skill and be within the proper range of the attack.Surprise Surprise occurs when a character’s target is unaware of the attack (the attacker is hidden). If the target is unaware of you. Example: A character is lying in wait to ambush a guard on patrol. Stealth and Surprise If you are able to conceal your presence. if the situation meets the conditions described above. you may attack as normal. Example: A guard is hiding behind a crate while one of the PCs is shooting at him. absorbing some of the damage in the case of explosions or attacks designed to penetrate the cover and damage a target behind it. Support During Combat A skilled character may spend a standard action to support another character on that ally’s turn. the target is not able to Dodge. it is treated as cover and the GM should determine how much of a penalty to assign incoming attacks. If a character is using a shield of some sort. The ally does not roll. The GM will determine if the cover is suitable to shield the target from the type of attack they are being subjected to. Cover can also act like armor. or believes that the attacking character won’t be attacking them (they believe the character is a trusted ally). 32 . the attacker has a -3 modifier to their combat check. the attacking character or characters are given a +3 bonus to their initiative checks. Cover If a target is behind suitable cover. and whether or not they can position themselves properly to take advantage of it. but adds a +2 because of their ally’s support. The guard is surprised and is unable to Dodge the attack.
in feet. During combat. they may move up to twice this distance. the bonus becomes +3. Personal – Personal range includes yourself and the area around you that you could hit with the average melee weapon.Movement and Distance Movement and distance in the game is not measured precisely. Long – Long range is that distance between medium and roughly three hundred feet. rather than a Simple Action. At two categories farther away. By taking a second Simple Action. by spending a Simple Action (2 AP). You can move about this space without having to spend any action or action points (a shuffle-step). but rather it follows certain guidelines and is adjudicated by the GM when there is a question. 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. 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. Climbing or swimming at this speed requires a successful check for the relevant skill. the penalty becomes -3. or a full round of travel (one hundred feet). Short – Short range is that distance between personal and what the average person could cross with a simple action (thirty feet). The average character can expect to cross this distance with three full rounds of movement. Ranged weapons have a listed optimal range that is specified using one of the terms above. At two categories closer (a Medium range weapon targeting an opponent in Personal range). The average character can cross this distance in ten full rounds of movement. 33 . Where it is important. Very Long – Very long range is that distance between long and roughly one thousand feet. otherwise the character moves more slowly and may be at risk of injury. Moving while using the stealth skill requires the character to spend a Standard Action (3 AP) for the movement. Melee weapons all have a range of Personal and are unable to strike any target beyond this range. every character is able to move up to their Agility times six. If firing at a target that is one category farther away than this optimal range (a target at Long range when using a weapon of Medium range) you get a -1 modifier for your attack. Medium – Medium range is that distance between short and what the average person could cross with three simple actions. the various possible distances are usually divided into several broad ranges.
the GM should use the above as guidelines and err on the side of speed. In most situations. at a -1 penalty. How do you treat attackers that “have the high ground”? Is it any harder to hit a target moving at high speed? Does the crate the guard is hiding behind shield him from the grenade’s explosion? This is where situational modifiers come into account. and a -1 penalty for each unfavorable circumstance they are working under. the GM should give the character a +1 bonus for each favorable circumstance they experience. the weapon is capable of striking targets up to twice this distance. 34 . questions will arise during combat. the GM should be able to estimate the distances in the game using these rough ranges. That is. these are just guidelines.For weapons with a range of Very Long. Special Circumstances Invariably. In general. but when they do. or three times this distance at a -3 penalty. a ranged weapon is usually ineffective. Rarely should exact distances matter. When you are determining the penalties assigned to weapons firing beyond their normal range. Outside of these distances. Aiming By spending a Standard Action (3 AP) aiming a ranged weapon. a character can gain a +2 modifier on their next attack. Situation Target has suitable cover Low visibility (night) Target is larger than normal Target is very large Target is smaller than normal Target is very small Target is moving very fast Attacker has the high ground Attacker spends a standard action aiming Modifier -3 -1 +1 +2 -1 -2 -2 +1 +2 Remember. the GM should make a quick decision and allow the action to continue. treat distances beyond Very Long as multiples of this distance. The GM must determine the specific circumstances of each situation when assigning these modifiers. rather than dig out miniatures and rulers.
All light damage is healed with a good night's rest. While your character has heavy damage. you suffer a -3 penalty to your rolls. Heavy damage represents serious wounds. If you are experiencing heavy damage. Your character's Body attribute determines how much damage he can take before being incapacitated. you suffer a -1 penalty to your rolls. If you receive a successful First Aid check before this time is up. you are incapacitated and are dying. As long as you have hit points left in your light damage meter. Once your medium damage meter is filled. Once you have filled all three of your damage meters.Damage When your character gets hit in combat. your character will receive penalties to his rolls. After ten rounds (one minute) of being incapacitated. it's time to leave the fight and seek medical attention. If he takes any damage while in this state. painful bruises and other wounds which interfere with your character's ability to function. If you take enough damage. The first meter that gets filled tracks Light Damage. blood loss and broken bones which greatly impair your ability to act. each point of heavy damage takes five days to heal. your character suffers no penalties. It is important to note that when taking damage it is impossible to die immediately from a single blow if you have any hit points left. your character has a total of fifteen hit points. your character is immediately incapacitated but you will not die until you either take additional damage. Taking any more damage while incapacitated means you die immediately. but will no longer be dying. your character falls to the ground unconscious and is incapacitated until he is either healed. Without proper medical attention. The next meter tracks Medium Damage. he dies. 35 . Light damage represents bruises and scratches that pose no real threat to your character. or naturally recovers one hit point. your character recovers one point of medium damage each day. you are likely to take damage. If you are not wearing armor and are shot with a powerful weapon for twenty points of damage. or if one minute passes before you receive a successful First Aid check. As you take damage. you begin to fill this meter. For example. Medium damage represents cuts. While your character has medium damage. Once your light damage meter is filled. let’s say your character has a Body score of five. or with a successful use of the First Aid skill. If your meters are filled completely. Without proper care. Each meter can hold a number of hit points equal to your Body score. your character will also die. In this case. you "fill" these meters. you start taking heavy damage. The last meter tracks Heavy Damage. Damage is tracked in the form of hit points on your character sheet using three meters. your character will still be unconscious.
A Medicine check is made against a difficulty of seven. The difficulty of a First Aid check is seven.Use of the First Aid skill and associated equipment. A character can only be treated with Medicine once per day. You are allowed to perform First Aid on yourself. you are not allowed to perform this skill on yourself. no damage is healed. It can also temporarily negate the penalties associated with more serious wounds. the GM is free to assign modifiers to the check. Because of the exacting nature of Medicine. It takes longer to use the Medicine skill than First Aid. First Aid . but the injured character must rest for at least eight hours before gaining any benefits to the treatment. 36 . the GM is free to assign modifiers to the check.Healing Damage is healed in order of most to least severe. such as during combat. even if the check fails. such as bandages and first aid kits. If First Aid is being applied under stressful conditions. If a character is incapacitated. preventing death. If successful. but that character ignores his wound penalties for one hour. It requires a full round to apply First Aid to a character.Use of the Medicine skill and related equipment is used to heal medium and heavy damage. allows your character to recover from light damage. Medical Attention . a successful First Aid check will stabilize them. then finally light. Your character must heal all heavy damage first. then medium. and Medicine generally requires suitable facilities (such as a clinic) and/or equipment. First Aid is usually quick to perform. It requires one hour to provide proper medical attention. the treated character is healed for all light damage. there are two other kinds of healing your character can receive. the character will heal a number of hit points equal to their Body score after a night’s rest. If the character is suffering from medium or heavy wounds. even if the check fails. Apart from natural healing which is explained above. If the character is being treated in less than ideal conditions (a hideout without proper medical technology). in addition to their natural healing. If successful. A character can only be treated with First Aid once per day.
All melee weapons have a Range of Personal and are ineffective beyond this. as a burst of projectiles. 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. The Range of a weapon describes the distances at which the weapon is effective. Single-Shot (S) – Firing the weapon a single shot at a time gives you no bonuses or penalties. Action and Ammo are attributes unique to ranged weapons. You can elect to fire the weapon using any Action that the weapon supports. If you hit. but the GM might call for more detailed book-keeping in particularly dramatic or tense situations. your target may not take any actions other than Evading or Dodging on his next turn. firing a weapon in this manner uses only one round of ammunition per attack. The Action value describes how the weapon can be fired. doing damage to everything within its radius of effect. For ranged weapons. your target receives a -2 penalty on their next check. the Range attribute describes the distance at which no bonus or penalty is gained for firing the weapon. Firing a weapon in full-auto mode generally empties the weapon of ammunition. 37 . For situations where it matters. Normally keeping exact count of how many rounds you’ve spent isn’t necessary. preventing him from taking any action on his next turn. or in a full-automatic mode. Firing a weapon in this manner generally uses three rounds of ammunition per attack. Many weapons can be fired a single shot at a time. The Ammo value tells you how many rounds of ammunition can fit in the gun. Burst (B) – Firing a burst from a ranged weapon allows you to “suppress” your target’s ability to act. Area (A) – Some weapons. A successful hit uses the weapon’s Base Damage. Full-Auto (F) – If you choose to fire a weapon in full-auto mode allows you to spray “cover fire” at an enemy.Weapon Statistics There are a variety of different statistics for weapons used in the game. If you hit. The actual statistics used for the area of effect and any “splash” damage will be given in that weapon’s description.S. and takes the form of a list of letters separated by slashes. You take a -2 penalty to your attack. They also have a cost expressed in U. strike an area. which is the amount of hit points of damage a successful attack from the weapon inflicts automatically. All weapons have a Base Damage rating. like grenades or heavy artillery. You receive a -3 penalty to your attack roll. Dollars to give the GM an idea of the resources needed to procure them.
Damage Bonus When using the Melee Combat or Unarmed Combat skills. but they should also not “sweat the small stuff” and manage what they are packing down to a single bullet. The downside to this approach is a lack of absolute realism. it is advised that all players carry at least some spare ammunition. The total damage a character would take on a successful hit would be 4 hit points (2 + 2). Example: Let's say you beat your opponent’s defense by 2 and are wielding a club with a base damage value of 2. you can wear the armor with no ill effects. for instance. you add your character’s Damage Bonus to any damage your character inflicts. which is the penalty applied to your rolls if your Body is not high enough to wear it comfortably. To this. allows you to subtract 2 hit points of damage from every successful attack made against you. However. You subtract 2 because of your armor and only take 2 hit points of damage. Weapon Damage Every weapon has a Base Damage value that indicates how many hit points of damage a wound from the weapon will inflict. Armor Armor absorbs damage and allows you to be safer in combat. As long as your Body is high enough. An armor rating of 2. and an Encumbrance rating.Tracking Ammo As mentioned above. A guard shoots you for 4 damage. you add the Result of your combat check. Because of this. Each type of armor has a Body rating. Reloading Reloading a weapon is a Simple Action (2 AP). in some situations doing so might add to the drama of the scene. Example: You are wearing a vest with an armor rating of 2. but the GM is free to tell a player who has been firing his Uzi in bursts throughout the round that they don’t have enough bullets left in the gun to make a full-auto attack. 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. 38 . which is used to determine if you can wear the armor without penalty.
you can hold your action until later during the round. but cannot take any other actions other than movement during this time. Holding Your Action When it is your character’s turn to act. 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. By holding your action you are reducing your initiative for the current and all subsequent rounds during the scene. but over centuries of human conflict. The following special actions may help in this regard by allowing you to take advantage of certain situational modifiers or special effects. If your character would normally act on an initiative count of seven. The trade-offs for each action are explained in the action’s description. rather than trying to damage their enemies.Special Combat Actions Every combat situation is different. intent on striking his enemy even if it means standing in harm’s way. Full Defense Your character abandons any other actions in order to concentrate completely on defending themselves. You gain a +2 modifier to all Dodge attempts made until the start of your next turn. When you wish your character to take one of these actions. Each one improves your initiative by one. various special tactics have emerged that have sometimes tipped the balance in a conflict. In addition. You gain a +3 modifier to all Dodge attempts made until the start of your next turn. This represents your character’s ability to survey the scene and plan his moves accordingly. but suffer a -1 modifier for all other checks made during this time. and you hold your action until the count reaches five. announce your intention at the start of your turn before you take any other actions. Defensive Fighting Your character adjusts their fighting style to focus more on fending off the blows of their opponents. Sizing up the Situation Your character can use a Mental Action (1 AP) during his turn to improve his initiative by one for all subsequent rounds. You gain a +1 modifier to all combat checks made until the 39 . though at the cost of some penalty. This can allow you to see what others are doing during the scene and act in response. your character does not need to use any AP to Dodge. Many of these actions yield a benefit. You can spend as many AP sizing up the situation as you wish. you now act on a five in every round following. Aggressive Fighting Your character leaps into the fray.
The grapple lasts until the start of your next turn. While actively grappling. Each other character distracting a target grants an additional +1 modifier. although other characters may distract the same target as you. your opponent may attempt to break the grapple with his own Unarmed Combat check. You may distract as many opponents per round as you have standard actions.start of your next turn. Distract Your character may choose to spend a standard action (3 AP) to distract an opponent within Personal range. but you must be within Personal range of each of them. 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. Other characters attempting to attack you or your target suffer a -3 modifier to their checks. All attacks made against the target gain a +1 modifier. your target is unable to perform any actions other than grappling with you. Grapple Your character attempts to subdue an opponent by wrestling them to the ground. You make an Unarmed Combat check opposed to your target’s Unarmed Combat. If you succeed. your character can take no other actions. Called Shot Your character attempts to hit a specific part of his target’s body with his attack. For example. In order to use the Guard action. The target must be within Personal range and you must be unarmed. Because you are so exposed. Guard Your character may choose to shield another character or object of similar or smaller size from attacks. but on their turn. or to strike certain vital areas which could result in extra damage or side effects as the GM decides is appropriate. You may only distract an individual target once per round. but cannot take any other actions other than movement during this time. attacking your target’s leg may slow them down. so long as your target remains in Personal range. you must be within 40 . A called shot receives a -3 penalty to your attack roll. and both you and your target gain cover from other combatants. Full Attack Your character abandons any other actions in order to concentrate completely on destroying your opponent. but suffer a -1 modifier for all other checks made during this time. any attacks made against you have a +1 modifier applied to them until the start of your next turn. This modifier lasts until the start of your next turn.
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. and must declare which character you are guarding at that time. He may also chose to use Dual Wield if he has another weapon in his hand. All attacks you make that turn suffer a -2 modifier. When an attack targets your ward. if you and an ally are attacking the same character with melee weapons. While guarding another character you may take other actions as normal. including attacks. and be able to dodge. This combat action cannot be used with Unarmed Combat. as though dodging. If your ally then chooses to use the Aggressive Fighting action he may gain a further +1. in order to intercept the attack and take the damage yourself. because of the bonuses from Distract and Aggressive Fighting. so long as you remain within Personal range of your ward. You may only guard one character at a time. Dual Wield Some melee and ranged weapons are small enough to be held in one hand. or to provide special tactical bonuses. When this is the case. you can elect to use both weapons at the same time. with the weapon of your choice. granting him an additional attack at the expense of a -2 penalty for each. granting your ally a +1 bonus. which. as a free action (0 AP). you may spend your simple action (2 AP). allowing you to hold another in your off-hand. you may choose to Distract your target. translates into no attack penalty at all. For example.Personal range of your ward. You must announce your intention to guard at the start of your turn. Combining Combat Actions Some of the above actions can be combined for greater effect. The effect of this is the ability to make one additional attack. You must declare your intention to dual wield at the start of your turn. 41 . You must announce your attention to take the blow before the attack is resolved.
Social Interactions Role-playing games aren’t just about numbers. That said. for instance. Character Dispositions Different characters in the game world react to other people in various ways. This is simulated through the use of character dispositions. Disposition Hated Hostile Cold Neutral Warm Friendly Loved Modifier -5 -3 -1 0 +1 +3 +5 42 . Each disposition carries a modifier which should be applied to any Presence based checks (such as Persuade or Bluff) one character makes toward another. how likely they are to succeed does not just depend on the player’s roll. Acting out a scene where your character convinces a jury to let them go free. and should generally be free to form their own opinions toward other characters in the game) and reflect how much they like or dislike another character. When a player is attempting to Persuade another character. Note that two characters don’t necessarily have to have the same disposition toward one another. or lying your way past a guard are all important interactions that should be given at least as much attention as combat. some rules and guidance can help structure and enhance these types of encounters. but also on the character’s attitude toward the player. It may be rare. just like combat. These dispositions are typically reserved for NPCs (players should role-play interactions between themselves. according to how they are disposed to them. they also involve taking on the role of a character and interacting with the world and its inhabitants. but it is possible for one character to hate a character that loves them.
applying any modifiers from the character’s current disposition as well as any bonuses or penalties the GM assigned due to the player’s acting or the circumstances of the scene. They are no more or less likely to offer aid. If the player fails. Cold – The character feels some reason to dislike or distrust the PC. For spectacular failures or success. but rather requires a lengthy period of conversation and interaction. with the normal prejudices or lack thereof. The character will likely demand much more than typical for any assistance they might render. but they will make things difficult for them whenever the situation presents itself. even if it means incredible risk. and will likely take any opportunity to harm or destroy them. If the player is successful. Friendly – The character views the PC as a true friend. the character’s disposition does not change. 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. if they are willing to deal with the PC at all. The character is very likely to offer whatever assistance they can. Loved – The character feels a deep. the character’s disposition improves toward him by one level (for example. They refuse to do any business with the PC unless they feel it will give them an advantage in the conflict. close and personal bond with the PC. After the scene is played out. Hostile – The character is intent on causing the PC harm. They won’t go out of their way to cause the PC harm. the GM 43 . someone they believe they can count on. Improving Dispositions Improving a character’s disposition toward you requires the use of the Diplomacy skill. Neutral – The character treats the PC as they would any random stranger. though won’t necessarily put themselves at great personal risk.Hated – The character utterly despises the PC. The player can suggest to the GM what his character might say to the other character and the GM can feel free to assign modifiers based on how convincing the player seems to be. the character generally trusts the PC and will likely render aid if it doesn’t put them at any risk. They won’t necessarily put themselves at great risk to hurt the PC. the player makes a Diplomacy check opposed to the other character’s Resolve. The character trusts what the PC says (so long as it seems possible) and will vouch for them when necessary. Warm – The character greets the PC with a smile and considers them at least an acquaintance. Using Diplomacy is not something that can be done in an instant. While not as accommodating as a true friend. going from “Cold” to “Neutral”). but they remain distant and suspicious.
could have the character’s disposition drop by one level. to ignore them completely. and even more time to turn an enemy into a friend. 44 . Note also that because Diplomacy is a Presence-based skill. harnessing their creative talents to develop a well-rounded character over time. It takes time to cultivate a relationship. Rolling Not everything in a role-playing game needs to be rolled. the GM should allow only one Diplomacy check every in-game day to reflect this fact. The rules for character dispositions and Diplomacy exist to give the players and GM a convenient short-hand to help structure and speed up social encounters in a manner similar to combat encounters. respectively. If your group feels these mechanics are too restrictive you are free. it is affected by the modifiers above. Role-Playing vs. Many people play such games to have an opportunity to act. or increase by two levels. making it quite difficult to change the mind of a dedicated enemy. In general. as always.
while at the same time creating a practical limit on what any given character can do with their time. or force some characters to sit on the sidelines. diplomacy or investigation. allowing a series to run on for as long as everyone is still having fun with those characters and the stories being told. growth and ultimate destiny. rounds and turns. Likewise. leading up to an epic conclusion where the fate of the world is at stake. And the seasons taken together describe each of the characters’ personal struggles. Genesys provides a convenient mechanism to allow these more mundane events to take place “off screen”. The collection of Seasons that the same group of characters participates in is called a Series. The game divides up the action over long periods with terms traditionally used by television shows. is called an Episode. But there is also a need to track larger blocks of time in a role-playing game. 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. 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. Episodes are directed with an eye toward moving the story forward. 45 . There’s no limit to the number of seasons a series might be composed of. Seasons usually take from five to eight episodes to resolve. facing ever more powerful challenges. but at the same time such things should not bog down the action. all of which describe relatively short periods of time because of the need to organize the action at a fine level of detail. little time is wasted watching a character repair a car. To help keep the game moving. Think of a television show you might have watched. Characters should have some limit to their off screen time (what they are allowed to do outside of the context of play). therefore. is on the action. Rarely do you see characters doing something mindless or boring on screen. the idea is to keep the story moving. Arranging your campaign in this fashion can lead to a more dynamic and exciting story. Whether this takes the form of heavy combat. or spending hours or days in a workshop modifying a machine gun to achieve a greater firing rate. where the players and the GM gather together for a few hours to play. where the players are the stars of their own serial.Time Units Time in combat situations is measured in scenes. is called a Season. but some may be shorter or longer depending on the tastes of the players and the GM. In many shows. A set of related adventures that take place over several Episodes. An individual session. The focus.
These Time Units can be spent in a variety of ways. When the season concludes. 46 . and let the characters spend them at that point. described below. the GM should ask the players how they wish to spend any remaining Time Units. otherwise they are lost. players are given special points called Time Units. Time Units last only for a single season. usually between episodes (after one play session and before the start of the next one).To simulate these off screen events. One Time Unit is awarded at the end of every episode that character participates in.
beginning with the most severe wounds as normal. Healing – When a character has no access to appropriate medical care or technology.Spending Time Units Time Units can be spent in a variety of ways. or some other group of people. and based on that plan could grant the check a modifier. In general. So instead of forcing the character to make a series of rolls. their only option is to let nature take its course and heal at the normal rate. it makes more sense to have the player spend a Time Unit and make one roll to determine whether or not he has made a new ally. they gain two Study Points for the skill they choose. they may heal a number of hit points equal to their character’s Body score. Special Events – Let’s say a player wishes to have their character cultivate a relationship with a certain politician. but rather than take up game time by forcing a player to roam the streets picking pockets. These events are certainly important to the character. a character may elect to spend a Time Unit to heal up off screen. a character may spend Time Units to gain some extra money. Working – Sometimes characters would like a little extra money. or take an odd job here and there. or even work overtime at their normal place of employment. and could easily bog down the rest of the group forcing characters to wait around for one of their companions to heal. and could benefit the entire team. leaving the rest of the players sitting around as nothing more than spectators. This allows something that could normally take up a great deal of game time to be done very quickly. When a character spends a Time Unit in this way. Cliff Hangers Sometimes the flow of time between one episode and the next must be tightly controlled. 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. For instance. When a character studies in this way. Time Units may only be spent between episodes. 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. How much money is left to the GM. Studying – Characters may spend one Time Unit per Episode improving an existing kill or learning a new one. allowing players a wide array of choices in how to spend their off screen time. the team may end one episode racing to get to location 47 . Because some wounds can take a great deal of time. 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. 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.
Because of this. If this sort of realism is important to the group. 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. it is strongly suggested that you give them a try. Time Units are a very powerful tool that can easily serve to keep the action flowing and make the game more enjoyable for all. many situations can arise where an entire team of characters must be sidelined while one character heals up. Why Time Units? Time Units reflect the basic idea that a game is supposed to be fun for everyone. ready for more. Time Units can allow the players and the GM to “hand wave” over the event and let the action continue. but there is no reason the GM can’t translate these abstract numbers into specific lengths of time such as days or weeks. However. This means that the players do not get to spend their Time Units between that session and the next. it probably doesn’t make sense to allow them to spend Time Units on the way.before their enemies do. The realism you may lose is likely to be outweighed by the time you save. They also may not spend study points or experience points improving their characters. During the course of play. If characters end that session wounded and want to heal up. The various skills in the game may reference Time Units. the GM should always be careful about when and how often they declare episodes Cliff Hangers. In these scenarios. or is busy wooing the locals. Because of these restrictions. The downside is that Time Units remove a certain degree of realism from the game. preserving the important situation’s integrity and making every moment count. Time Units can be safely omitted. the GM should designate that episode a Cliff Hanger. 48 .
What happens to a character that is drowning? When does the poison a character just drank take effect. they begin losing hit points at the rate of one per round until they are able to breathe freely again. and dies on the next round if they are unable to breathe. If they fail the check. should such situations arise during your adventures. the player makes a Body check with a difficulty equal to the poison’s Potency Rating. such as by swimming. When a character fails this roll. If doing nothing else. a character may hold his breath for a number of rounds equal to three times his Body score. When a character is exposed to the poison. clawing through earth or struggling with bonds.Optional Rules and Special Circumstances There are a number of special circumstances that players and GMs can come across during the course of a game. Most poisons simply deliver their effect and are then passed out of the body. a poison is a chemical compound that has a Potency Rating and an Effect. the Full Effect of the poison takes hold. you should feel free to take these mechanics as guidelines and “wing it”. each with their own effects. If you find these rules too cumbersome. Drowning and Suffocation A character that is exerting himself. 49 . and is it fatal? What are the chances of a character being able to run a marathon? This section provides suggested rules for these events and more. Poison Poisons can come in a number of different types. can hold his breath for a number of rounds equal to his Body score. Some poisons also have a negative effect even if the character resisted the worst of it. depending on whether the character managed to resist the poison. or discover that these situations occur frequently in your games. as these mechanics cover special situations that shouldn’t crop up that often. the rules in this section are only suggestions. although some can have special effects which cause the poison to linger. A character that becomes incapacitated while holding his breath falls unconscious. For particularly stressful situations (a character trying to dig themselves out of a coffin after waking up to find themselves buried alive). After this time they must pass a Stamina check every round. This complexity should be offset by the infrequency of their use. and not under duress. penalties may be assigned by the GM. This check begins with a difficulty of seven and increases in difficulty by one point each round. In general. Many of the rules and systems given in this section are fairly complex. Remember.
Immediate nausea and seizures (unable to take any action). This is of particular concern if you believe poisons will feature prominently in your campaign. Name Sarin Gas Potency 10 Full Effect Immediate unconsciousness. The table below gives potencies and effects for one “dose” of the poison. or if their potencies and effects should be reduced. the patient does not recover and the poison’s potency is effectively increased by +1 for the purposes of future attempts. Curing Poison In order to cure a poisoned character. Character takes 20 points of damage. 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. Resisted Effect Immediate sickness and coughing (-3 penalty to all checks). Multiple doses require additional rolls.Like a character’s Body score. Immediate muscle spasms and seizures (unable to take any action). Character takes 15 points of damage. with a high number indicating a very powerful compound. a poison’s Potency Rating is measured on a scale from one to ten. If the roll fails. If successful. Character takes 10 points of damage. the patient recovers. Recovery in one hour. 50 . each at a +1 potency (three doses of Sarin Gas would require three rolls at difficulties of 10. The following is a list of sample poisons from the real world. Cyanide 8 Strychnine 7 Immediate muscle spasms (-2 penalty to all checks). Immediate nausea (-3 penalty to all checks). Immediate unconsciousness. Recovery in one hour. Tranquilizer 9 Immediate exhaustion and confusion (-2 penalty to all checks). a Medicine check is made against a difficulty equal to the poison’s Potency. 11 and 12 respectively).
Example: A character wearing a Bulletproof Vest. an Armor Rating of four.Unless otherwise noted in its description. the character must make a Repair Armor check against a difficulty equal to seven plus the amount of effectiveness the armor has lost. it loses a point of effectiveness. Chases involving other skills. To determine whether or not this happens. 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. it is destroyed and cannot be repaired. the armor is fully repaired. the Bulletproof Vest loses one point of effectiveness and now has an Armor Rating of three. When a piece of armor has its Armor Rating reduced to zero. or even characters’ Agility scores in the case of running can be used as necessary. the character attempts to repair his Bulletproof Vest. and the combat begins to clearly move in favor of the players. 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. To repair this damage. Additional checks might be required to avoid pedestrians. a chase is resolved through an opposed action. Since this overcomes the Armor Rating. The armor has lost one point of effectiveness. so the difficulty of his Repair Armor check is eight (7 + 1 = 8). In general. 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. If successful. oncoming traffic or other hazards where it’s appropriate and dramatic to do so. Example: After the fight. is hit for seven points of damage. using a skill such as Drive. or if a car crashes. Damaging Armor Armor can lose its effectiveness over time. such as a piloting skill. 51 . the character sustains damage in spite of wearing the armor). there is a chance that their enemies will abandon the fight in an effort to save themselves. To simulate this. Morale When the players are fighting with a group of NPCs. the GM may make a Morale Check. Generally a chase lasts for several rounds and involves at least one Drive check.
The difficulty is seven. The GM decides that the battle has swung so far in the players’ favor that the remaining guards must make a Morale Check. If a character or group fails this check. The guards run. Armor does not typically apply to falling damage. If successful. If an NPC is using the Leadership skill. The ability to navigate and avoid getting lost is dependent on the type of terrain and circumstances of the journey. Example: The players are fighting a group of guards and they have managed to defeat several of their opponents. This becomes an opposed action with the player’s Intimidate check going against his enemy’s Resolve. For every ten feet beyond this that they fall (round up to the nearest multiple of ten feet). the fall is treated as being ten feet less than it actually is. they become lost. this should also apply.A Morale Check is made using the NPC’s Resolve skill. If the combat has begun to swing in the players’ favor and they are aware of this. Traveling The average human being can walk approximately forty miles (sixty-five kilometers) in twelve hours over even ground (such as a road) in good conditions. can reduce this to twenty or even ten miles. knows the area and the type of terrain. To stay on course. modified by the GM based on how dire the situation has become. a character must make a Navigation check against a difficulty of seven. modified by the GM depending on whether the character has a map. getting a Resolve check result of eight. The GM decides that the difficulty of this check should be ten and rolls for the guards. These rules and distances should be adjusted if the characters are traveling via a vehicle or beast of burden. the character suffers five points of damage. 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. Falling Damage A character may normally fall up to ten feet without suffering any damage. A character attempting to survive a planned drop (such as jumping off the roof of a two or three story building) may make an Acrobatics check against a difficulty of seven. Finding your way through a dense forest is much more difficult than finding your way across the plains. 52 . Uneven ground. a player can attempt an Intimidate check that immediately forces their opponents to make a Morale Check. as well as the amount of gear a character is carrying. dense foliage or hostile conditions (such as the extreme heat of a desert or the cold of the arctic).
The decision to allow such disadvantages depends a great deal on the type of game the GM wishes to run. the defending character may make an immediate counter attack at a -3 penalty. With the GMs permission. Some examples of disadvantages might be: Ugly (-5) – Your character’s appearance is considered unusually unattractive or hideous. Otherwise. Disadvantages can be easily created by using the advantages provided as a baseline. The cost of buying off a disadvantage is twice the normal cost of the disadvantage in experience points. In addition. By allowing disadvantages. You gain a -2 modifier to any Presence based check when dealing with characters that could be sexually attracted to you.Disadvantages Some GMs and players may prefer to have a way to choose flaws for the player characters. Doing so requires the parrying character to have saved a Standard Action (3 AP) from his previous turn. the players have effectively gotten their extra Build Points “for free”. disadvantages need to be carefully tracked by the GM to ensure that the players are properly penalized. as a means of both adding flavor and as a way to provide more Build Points at character creation time. characters may start the game with much more than twenty Build Points. Parrying A character may use his Unarmed Combat or Melee Combat skill to deflect incoming unarmed or melee attacks. The attacker’s combat check is made against a difficulty equal to the parrying character’s weapon skill total. making for a more powerful party. Slow (-5) – Your character receives a -3 modifier when rolling for initiative. The parry is successful if the attacker fails. the rules for Dodging apply. Players must discuss with their GM any disadvantages they may feel would be appropriate for their character and seek specific approval. The GM may also wish to limit the number of points gained from disadvantages to no more than ten Build Points. 53 . a player may later spend experience points to “buy off” a disadvantage. On a successful parry. If the GM forgets about these disadvantages and fails to bring them into play.
Rewards Throughout the course of the game your character will push his talents to the limits. That. Study Points Next to each skill on your sheet. Each episode. only one Study Point for each individual skill may be earned during a particular episode. Learning from Mistakes In cases where a character fails a skill check in a particularly notable manner. 54 . They are also used to increase your character’s attribute points and buying advantages later on. learning new things. To simulate this. you gain two Study Points for that skill that you can later spend to improve it. the GM awards Study Points. As the game progresses. In these situations the GM can award your character a single Study Point for that skill. You can gain many Study Points during a single episode for using different skills. the GM can award a Study Point as he would for a notable success. but only one Study Point for each individual skill may be earned in this way during a particular episode. the GM gives out Experience Points. you can use Experience Points to learn new skills or improve existing ones. As above. which are also tracked on your character sheet. One Experience Point is awarded automatically to every character that participated in the 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. picking up new skills and improving existing skills. making them very versatile and powerful. Study Points are tied to a particular skill. your character becomes more knowledgeable and more formidable. Each Experience Point acts as a kind of “wildcard” Study Point. or the GM feels the character could have learned something from the failure (“He won’t do that again!”). but Experience Points can be spent on any skill. is. or getting the trashed computer system back online to extract valuable information. there is a space to track Study Points. Experience Points At the end of each episode. Experience Points and Time Units. Whenever you spend a Time Unit to train a skill. such as saving the day with a well-placed shot from your pistol.
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. Time Units At the end of every episode. impressing themselves and the GM alike. add to everyone’s enjoyment and performed well. the GM should award only one Experience Point. 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. The final bit of housekeeping to attend to at the end of a season is spending any remaining Time Units. If the players went above and beyond the call of duty. and a new one is to begin. the GM should award each character that participated in the session one Time Unit. based on how well the group fared during the adventure. such as convincing the police that a trusted member of the community is up to no good? If the player invested themselves in the character and achieved something above and beyond what was expected of them. the GM should award them an Experience Point. award three. 3. such as uncovering a mystery. as they will not carry over to the next season and would thus be lost.2. If the group failed in their objectives. When a season ends. If they succeeded or did well. The GM should call on each player to spend any Time Units they have left. or even none for a truly awful performance. the GM awards that character one Experience Point. If the character acted in ways to further the story along. This award is in addition to the normal episode awards described above. 55 . or did poorly. End of Season A season is a set of related episodes leading to some final conclusion.
experience points and time units. should they choose. requires five study points. When a mentor is willing and able to train the character. Buying Advantages With your GM’s approval. To go from level three to four would cost eight. going from being unskilled to having a level one. For advantages with variable costs. In other words. To go from a level two to a three in a skill would cost six study points. you can improve the advantage by buying the next level. 56 . Players may spend any combination of study points or experience points when learning a new skill. The mentor must have at least one level of the chosen skill in order to be a suitable teacher. if an advantage can be purchased at a five point level and a ten point level. The cost of buying an advantage in this way is twice the normal Build Point cost. Again. For example. he can spend ten experience points to purchase the difference and gain the higher level of the advantage. Mentoring One character may help another character learn a new skill by mentoring them.Advancement At the end of every episode. Learning New Skills To learn the first level of a new skill. Also note that having a mentor does not exempt you from having to spend at least one true study point to purchase the skill. to buy a five point advantage would cost ten experience points. you may spend a combination of study points and experience points. The exception to this is a Cliff Hanger episode where there is no real break in the action. but at least one point must be a true study point for that skill. players should have the opportunity to spend their accumulated study points. and your character already has the five point version. Improving Skills To improve an existing skill costs a number of study points equal to twice level you are going to. your character can buy an advantage using experience points. the cost for the first level of the skill is three study points. but at least one point must be a true study point for that skill. that is.
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. requires ten experience points and so on. When you wish to improve your character’s attributes. yet through continuous effort and practice. you buy Edges whose cost is based on the number of Edges you have already purchased for all of your attributes. in experience points. Note that buying Edges and advantages requires experience points. Each Edge effectively increases that attribute by one point. The level of an attribute your character starts with is a measure of his intrinsic or natural ability. To go to a +2. 57 . or buy an Edge for a different attribute. but the total of any attribute score plus its Edges cannot be greater than ten. The cost of an Edge is five times the number of Edges you are going to. You are not limited in the number of Edges you can purchase. Beside this value on your character sheet is a space labeled “Edge”. it is possible to raise them slightly during the course of your character’s career. So to gain a +1 Edge to an attribute costs five experience points.
The following is a selection of some of the more common weapons found in the modern world.
Type Baseball Bat (Club) Spear Knife Hatchet Hammer (Tire Iron) Sword .22 Semi-Automatic Handgun .38 Revolver .357 Magnum Revolver .45 Revolver 9mm Semi-Automatic Handgun M16 Rifle AK47 Rifle M24 Sniper Rifle 12 Gauge Shotgun Sawed-Off Shotgun Uzi Submachine gun Fragmentation Grenade Base Damage 2 3 2 4 3 4 4 4 6 6 5 5 6 7 7 8 5 10 Range Personal Personal Personal Personal Personal Personal Short Medium Medium Medium Medium Long Long Very Long Medium Personal Short NA Action NA NA NA NA NA NA S/B S S S S/B S/B/F S/B/F S S S S/B/F A Ammo NA NA NA NA NA NA 10 6 6 6 14 20 30 6 4 4 40 NA Cost $5.00 $5.00 $15.00 $15.00 $10.00 $75.00 $300.00 $350.00 $350.00 $500.00 $600.00 $1,200.00 $1,350.00 $3,000.00 $300.00 $300.00 $2,500.00 $100.00
Baseball Bat (Club) – Any blunt instrument similar in heft to a baseball bat, such as a piece of 2x4 or a heavy chair leg can be wielded as a club. They do minimal damage, but as an improvised weapon you could probably do worse. Collapsible batons can be treated as clubs. Spear – Any relatively long melee weapon sporting a sharp point may be used as a spear. This includes a broken pool cue, wooden stake or a bar from a wrought iron fence, in addition to the more traditional variety found in medieval times. Knife – Any small slicing or stabbing weapon, such as a stiletto, dagger, straightrazor or jack-knife. Small tools wielded as improvised weapons, such as a 58
screwdriver, can usually be treated like knives. Knives can usually be hidden in a pocket with ease. Hatchet – Small hand axes traditionally used for chopping kindling. These weapons can be used to great effect during melee combat. Hammer (Tire Iron) – “Hammer”-type weapons function like clubs, only they do more damage because they are generally made from rugged metal and have a weighted end. Tire irons, crow bars, maces and heavy candle-sticks can all be treated as hammers. Sword – Long swords, machetes, katanas and rapiers can all be treated as “Swords”. These weapons are generally too long to conceal without wearing a long coat, and carrying one in the open is likely to draw unwanted attention. .22 Semi-Automatic Handgun – The weapon of choice for hitmen everywhere, the small caliber hand gun is effective at close range and rarely leaves a mess because rounds have enough energy to enter a target, but usually do not have enough energy to exit. The downside is that they lack the stopping power to take down tougher opponents and are nearly useless against most forms of modern body armor. These guns can be easily concealed in a pocket. .38 Revolver – A .38, made famous by tough-guy private eyes, is the big brother of the .22. It has better range and slightly more power, while being just as easy to hide in a coat pocket or keep in a shoulder holster. .357 Magnum Revolver – Greater stopping power and an impressive heft are the hallmarks of this handgun. Due to its size, it can’t easily fit in a pocket, likely requiring a holster in order to comfortably carry it. .45 Revolver – The .45 is the quintessential show-stopper. It has enough power to bring down even large targets fairly quickly. Just be sure to bring a mop with you. 9mm Semi-Automatic Handgun – Standard issue for most police and federal agencies, the 9mm has decent stopping power and range. It can also be fired in a Burst which, coupled with a fourteen round capacity, gives it superior lethality for a handgun. M16 Rifle – The M16 has been the standard infantry weapon of the United States Armed Forces since the sixties. Versatile, it’s the assault weapon of choice. And the ability to fire anything from a single round at a time to a full-automatic spray makes it an excellent all-purpose firearm. As a rifle, this weapon cannot be concealed on a person unless broken down. AK47 Rifle – The assault rifle for the Soviet Armed Forces, the AK47 has been in active use since 1949. It’s thirty round standard magazine and impressive stopping power makes it an excellent field weapon. 59
M24 Sniper Rifle – The M24 Sniper Weapon System, complete with a removable telescopic sight and other accessories, it is the weapon of choice for U.S. Army snipers and the Israeli Defense Forces. It has one of the longest effective ranges of any rifle, and has enough force to penetrate many forms of body armor. 12 Gauge Shotgun – Pump action shotgun used by hunters and riot police everywhere. Effective at close range, it makes a mess but gets the job done. Sawed-Off Shotgun – Many shotguns can be modified by shortening the barrel with a hacksaw. This sacrifices range, but increases the damage the weapon can do. It also makes it possible to conceal the weapon under a coat. Uzi Submachine Gun – A hand-held weapon typically used by street gangs, the Uzi is a favorite of the movies. While it looks impressive, the Uzi has limited range as well as accuracy (a fact represented by its rather low damage). It shines when engaging targets at close range and using its full-auto action. NOTE: The Uzi has a forty round clip, allowing the user to perform two full-auto firing actions before needing to reload. Fragmentation Grenade – A roughly one and a half pound weapon designed to be thrown so that it can explode and inflict a great deal of damage over an area. The effective radius of a standard Fragmentation Grenade is Short. Any targets outside of this area take no damage.
00 $3.00 $350. this listing is followed by a series of detailed descriptions for each of the items. there is little reason to worry about how much his outfit costs. lighters. these items aren’t listed below.00 $180. as well as those purchases that are so expensive as to warrant specific U.500.000.500. As such.00 $600.00 $500.00 $800. 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 $2. Sample Equipment Clothing Tailored Silk Suit Designer Dress Winter Gear Jungle Gear Bulletproof Vest SWAT Body Armor Electronics Smartphone Police/Emergency Scanner Encrypted Walkie-Talkie (2) Digital Camera Telephoto Zoom Lens Low-End PC High-End PC State of the art PC Low-End Laptop High-End Laptop 61 $1.00 $500.00 $450. If it is important.00 $200.00 $100.00 . or to track exactly what he has on him.00 $1.00 $300.00 $600. Dollar values.Equipment The following is a selection of sample equipment that the players may wish to acquire. as well as providing a good “baseline” when creating new equipment.000. Like the list of weapons above.500. Items such as simple flashlights. This list is a sampling of some of the more common items that can crop up during the course of an adventure. This should give players and the GM a good idea of the utility of each item that is listed.S.00 $3. If a character wants to wear ripped jeans and trench coat. basic clothing for your profession and the like shouldn’t normally be considered special equipment or tracked unless it is somehow vital to the story if the character is carrying it or not.
00 $60.00 $2.00 $250.000.000.00 $75.00 $3.00 $2.00 $40.500.000.000.000.00 $200.000.00 $4.000.000.00 $35.0 .00 $45.00 $2.00 $800.00 $3.00 $50.000.00 $2.000.00 $40.00 $35.00 $800.00 $50.00 $500.000.00 $3.000.000.00 $500.000.00 $5.000.00 $20.00 $100.00 $5.500.000.00 $300.00 $150.000.00 $250.State of the art Laptop GPS System Low-End Security System High-End Security System State of the art Security System Medical First Aid Kit Field Medic/EMT Kit Low-End Medical Facilities High-End Medical Facilities Stat of the art Medical Facilities Home Chemistry Laboratory Professional Chemistry Laboratory GC Mass Spec System Tools Emergency "Roadside" Tool Kit Mechanic's Tool Kit Electronics Equipment Welding Equipment Lock Picks Archaeology Tools High Quality Binocular Microscope Binoculars Night Vision Goggles Disguise Kit Engineering Tools Forensics Kit Camping/Survival Gear Two-Person Tent SCUBA Gear Transportation Full-Size Sedan SUV Luxury Sedan Light Pickup Truck Heavy Duty Pickup Truck Armored Sedan Single Engine Prop Airplane Dual Engine Prop Airplane Small Corporate Jet 62 $5.00 $500.000.00 $350.000.000.500.000.00 $5.000.00 $100.00 $25.500.00 $400.
Jungle Gear – These outfits include hiking boots designed for rough. High-end suits such as these.000. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. while also. wet terrain and khakis. appointment management other software allows the user to keep connected while on the road.000. are usually very expensive.000. using special fabrics. but can sometimes give the wearer an advantage when dealing with the elite. When travelling through harsh. It can help keep exposure to insects and parasites to a minimum.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. providing an Armor Rating of 6. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet. for men or women. let the body sweat and cool itself with little extra effort.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. Email. 00 $300. Designer Dress – The latest fashion. Winter Gear – Heavy coat and other insulated clothing. This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops. Police/Emergency Scanner – A battery-operated. It provides an Armor Rating of 4. web surfing. This armor is generally used by strike teams and special police units. cold environments suitable clothing is a must. although its presence might not escape notice. a Body Rating of 6 and an Encumbrance of -3. but can make the wearer look absolutely fabulous. The suit protects the entire body and head.00 $14. plus gloves and a hat. The armor has a Body Rating of 5. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit.000. It protects only the body. and an Encumbrance of -1. This device does not allow for listening to encrypted data transmissions. 63 . These dresses are usually worn only once for very special occasions. ready to wear. making it able to protect against light weapons and many handguns. hand-held scanner that allows the user to listen in to local police and fire broadcasts.
a task that can be done at the electronics store. and locally-stored maps to help users discern where they are. GPS System – A computer-driven global positioning system used for navigation. allowing you to work on the road. battery-operated communications devices which encrypt the contents of all broadcasts. The fastest machine available to corporate and government agencies outside of a clean room environment. Options exist for date and time stamps. effectively magnifying the subject. comparable in ability to a High-End PC. It comes with a standard lens with limited zooming abilities. next generation technology. connecting to the internet and working with photos. Comparable to a State of the art PC. perhaps even unusable. It sports a small screen and partial keyboard. State of the art PC – A desktop computer featuring experimental. Low-End PC – A desktop computer capable of running basic “office” applications. Digital Camera – This is a high-end digital camera suitable for professional use. It is not powerful enough to run the latest games or perform advanced video editing. It can be carried on your person or installed in a vehicle. High-End PC – A desktop computer on the cutting edge of technology. Low-End Laptop – A computer designed for maximum portability. High-End Laptop – A so-called “desktop replacement” laptop. These devices have a range of twenty-five miles. 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. or from a personal computer. but has enough power to be comparable to a Low-End PC. without much of an effect on performance. It makes use of satellites to determine location. It can also access wireless networks. and how to get where they are going. You can play games. Any applications which take a great deal of memory or processing power are likely to be sluggish. as well as low-light photography. The set can be expanded by purchasing additional units and setting them to use the same encryption scheme between all of the units in the family.Encrypted Walkie-Talkie (2) – A set of two hand-held. Telephoto Zoom Lens – A lens designed to mount on your camera that allows you to take photographs of objects or people from a much greater distance than a standard lens would allow. It produces highresolution images which can easily be downloaded onto any modern computer system. 64 . A six digit pass code is required to unlock the device after it has been idle for a few minutes. State of the art Laptop – A portable computer running on experimental technology.
65 . A room equipped with these facilities grants a +2 modifier to Medicine checks. 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). Typically requires a Security check against a difficulty of twelve in order to circumvent. security cameras and sophisticated electronics. fire or other emergencies. tweezers. refurbished vital monitors and other. weighing approximately thirty pounds when full. as well as heavy duty pain medication and rudimentary surgical equipment. Low-End Medical Facilities include lights. non-portable. this security system represents the cutting edge of technology. typically found in modern hospitals. devices. High-End Medical Facilities – This setup includes up-to-date medical equipment and basic life-support systems. but is only just passable for dealing with heavy trauma. although it may also be found in some luxury homes. It also can easily fit in the trunk of any car. It’s hefty. Typically requires a Security check against a difficulty of nine in order to circumvent. Requires a Security check against a difficulty of fourteen to circumvent. but designed in the form of a backpack and chest pouches allowing any fit individual to easily carry it. Motion sensors with infrared capabilities. It contains sterile dressings for various types of wounds. High-End Security System – A security system generally reserved for large corporate offices and banks. 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). antiseptic and pain relievers. State of the art Medical Facilities – This includes amenities only found in research hospitals and high-tech trauma centers. Medical First Aid Kit – A standard first aid kit complete with bandages. The kit is suitable for dealing with minor injuries. a gurney. pressure-sensitive floors and high-tech imaging technology make such a system a nightmare for the would-be intruder. Field Medic/EMT Kit – This is a kit the likes of which military field medics carry into combat. Low-End Medical Facilities – One step up from an underground “doctor’s” basement.Low-End Security System – A consumer level security system designed to monitor for break-ins. A room equipped with these facilities grants no modifier. temporarily relieving discomfort and can be used to stabilize incapacitated patients. surgical equipment. tape. This system features motion detectors. State of the art Security System – For agencies that take no chances. including burns. when immediate access isn’t required.
requires a great deal of floor space in order to have enough space for the tools. and allows the chemist to perform simple analysis and compound mixture. tire patch kit and various other tools and simple parts designed to repair minor car problems. a selection of integrated circuits. Use of this set requires a Lock Picking check. Electrical Engineering and Security checks.Home Chemistry Laboratory – This equipment is one step up from “hobbyist” level. Lock Picks – A high-quality selection of lock picks and tension tools. clamps and plugs. specialty tools and various sockets. Tools Emergency “Roadside” Tool Kit – This kit includes road flares. this tool system. Because of the number and weight of the pieces. This kit is primarily designed to be used on a workbench with adequate space. ostensibly intended for locksmiths but also well-suited to less legal uses. oscilloscope. This can be used for Electrical Repair. GC Mass Spec System – A gas chromatograph mass spectrometer system with upto-date software and related equipment. Welding Equipment – Torches. A kit fit for use by a professional. and its use. benches and projects themselves. 66 . It is used to identify various substances by measuring various physical properties and comparing them to an internal database. soldering gun. but elements are portable enough to allow for electrical work on the go. small capacitors. Access to this level of equipment grants a +3 modifier to Chemistry checks made in order to identify a substance. gas tanks. Access to this level of equipment grants a +1 modifier to Chemistry checks. a compressor. Professional Chemistry Laboratory – This equipment is usually found at universities and similar research facilities. etc. Use of this kit allows a person with the Mechanical Repair or Mechanical Engineering skills to fix a disabled automobile or similar machine with no penalty. Proper use of this equipment requires the Mechanical Repair or Mechanical Engineering skills. Electronics Equipment – A multi-meter. 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. 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 thermal blanket. tire iron. leads and collection of electronics parts (such as resistors. socket set. safety gear and other related equipment designed for welding and cutting various metals.) that allow for the design and repair of electrical circuits or wiring.
Two-Person Tent – The same high-quality tent as found in the Camping/Survival Gear. Camping/Survival Gear – This package includes a two-person tent.Archeology Tools – Soil sampling kits. bicycles and other gear. Use of this kit grants a +1 modifier to Disguise checks. chemicals and other tools of the trade used by forensic technicians in the field. Grants a +1 modifier to Mechanical Engineering checks. micrometers. brushes and magnifying lenses designed for use by trained professionals working on excavating or cleaning ancient relics of dust and detritus. Night Vision Goggles – A head-mounted. Use of this kit grants a +1 modifier to Forensics checks. gloves. liquid latex. SUV – A vehicle capable of limited off-road travel. the latest in GPS navigation and all the added comfort you require. either biological or mineral. Luxury Sedan – Travel in style with heated seats. air tanks. Engineering Tools – Finely calibrated calipers. 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”. 67 . Seats five. false mustaches and other trappings of the master of disguise. SCUBA Gear – Wet-suit. marking tape. preservation and labeling. Suitable for all of your microscope needs. Binoculars – A high-quality set of binoculars useable by anyone from a bird watcher to a peeping tom. propane stove. Disguise Kit – A collection of wigs. semen and other such pieces of evidence. mask and fins designed to allow one adult to breathe and swim under water. durable night vision system that leaves your hands free. regulator. a graphic calculator and various other instruments that are designed to help the mechanical engineer practice their craft. sleeping bags. as well as proper tools for their collection. Seats five. An equipment rack on the roof and rear can be used to move duffle bags. bags. Transportation Full-Size Sedan – The traditional vehicle of federal agents everywhere. Forensics Kit – Swabs. makeup. Seats five with enough trunk space to accommodate an adult. This kit includes tests to determine the presence of human blood. High Quality Binocular Microscope – Useful for identifying samples.
Seats two. luxury air travel for the elite. Occupants in such a vehicle. apart from the pilot and co-pilot. as well as the less savory individuals that try to avoid law enforcement. are granted an Armor Rating of five. Dual Engine Prop Airplane – Can comfortably seat four people and up to one thousand pounds of gear. 68 . Small Helicopter – A lightweight helicopter that is capable of seating two people with very limited gear or additional cargo. and the vehicle itself. High-Performance Speedboat – A recreational water vehicle often employed by the coast guard or marina police. Seats three.Light Pickup Truck – A light-duty truck able to move or tow approximately one ton safely. An impressive speed and superior maneuverability are handy assets for such agencies. Can comfortably seat two people along with up to five hundred pounds of gear. Especially large or bulky items may not fit in the relatively small baggage compartment. Armored Sedan – Identical in specifications as the Full-Size Sedan. Single Engine Prop Airplane – A small plane for the “casual” pilot. Small Corporate Jet – Private. Luxury Yacht – Cruise in style aboard this one hundred foot yacht. but with much greater weight to accommodate the internal armor and bulletproof windows and windshield. including the roof or “sun deck”. This motored yacht can accommodate a dozen people with two to three decks above the waterline. and carry up to two tons in its bed. Heavy Duty Pickup Truck – A heavy pickup truck that is capable of towing up to ten tons safely. Bulky items (those longer than eight feet) can still be a problem. Can be adapted for amphibious use. This jet can carry substantial loads and can comfortably accommodate up to six people in the cabin.
combat system or skill system. It is intended that such ancillary mechanics will be designed by others and packaged in modules called “plug-ins”.Genesys Development The Genesys System is designed to be modular. it is easy to use it as the core engine of any traditional role-playing game you might wish to create. The terms of the Genesys license let you use the Genesys System in your own works. you can use Genesys as your “base” and create plug-ins to handle those aspects of your game that make it truly unique. along with the license Genesys uses. The scheme used to number versions of the core rules and plug-ins is described in the Release Notes of this document. The core rules use the modern United States as a reference point and make no mention of magic systems or other such elements. 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. Compatibility and Freedom Any work that uses Genesys must include a reference to the version number of the core rules that have been used. This allows you to create your own version of a “perfect magic system” for Genesys. Rather than design an entirely new task resolution system. And if any particular rule in the system doesn’t suit your purposes. with the only restriction being that they provide proper credit for the system. remix it or do whatever they wish. This means that the core rules are relatively simple. publish it in book form and sell it to others. Because Genesys has been built in this way. It is designed to be the ultimate “free” system. even if you charge money for them. it can likely be changed with a minimal amount of effort. 69 .
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