Core Rules Document
By Jeff Clough <>

©2010 Jeff Clough Genesys System Core Rules Version 1.0.1 –


Release Notes v1.0.1 (2010-04-23)............................................................................4 Introduction................................................................................................................6 Character Creation.....................................................................................................8 Attributes..................................................................................................................10 Skills.........................................................................................................................13 Difficulty Number..................................................................................................15 Situational Modifiers..............................................................................................17 Skill List.................................................................................................................20 Advantages...............................................................................................................26 Combat.....................................................................................................................29 Actions...................................................................................................................29 Attacking and Defense..........................................................................................31 Movement and Distance........................................................................................33 Damage.................................................................................................................35 Healing..................................................................................................................36 Weapon Statistics..................................................................................................37 Special Combat Actions.........................................................................................39 Social Interactions....................................................................................................42 Time Units................................................................................................................45 Spending Time Units..............................................................................................47 Optional Rules and Special Circumstances...............................................................49 Drowning and Suffocation.....................................................................................49 Poison....................................................................................................................49 Chases...................................................................................................................51 Damaging Armor...................................................................................................51 Morale...................................................................................................................51 Falling Damage......................................................................................................52 Traveling................................................................................................................52 Disadvantages.......................................................................................................53 Parrying.................................................................................................................53 Rewards....................................................................................................................54 Advancement...........................................................................................................56

Weapons...................................................................................................................58 Equipment................................................................................................................61 Genesys Development..............................................................................................69


or send your ideas directly to the maintainer. Anyone can download a copy of these rules and use them for their own projects. modify and create derivative works based on the Genesys System. 4 .com/genesys/. License This work is licensed under the Creative Commons Attribution> and found at http://www. finished product. The first number is the “Major Version Number”.0/us/.Release Notes v1. including commercial uses. but this document only partially follows the normal structure found in a typical.chaosphere.4. in the form of the quote below. visit http://creativecommons.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document. “This work is based on the Genesys System version 1.0.2”. All versions of this document with the same Major Version Number should be compatible with each other.0 United States License. You are invited to join the mailing list for Genesys.0. To view a copy of this license. so long as you give proper credit. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. You are free to use the Genesys System for your own projects. such as “1. The terms of this license allow you to use. written by Jeff Clough <jeff@chaosphere. Anyone who contributes will be noted in the Acknowledgments section.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development. 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. and create compatible works. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it. for any purpose.0. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches.

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

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

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

Below is a brief overview of character creation. Each of the attributes is measured on a scale from one to ten.Character Creation Creating a new character is relatively quick and straightforward. Step One: Vision Before you begin creating a character it’s good to get an idea of what kind of character you want to play. you should select three skills that will be the “core” of your character. When you create a character you are given 20 Build Points. 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. If several people were sitting around a table discussing your character’s exploits and strengths. If you wish to begin play with one or more attributes below five. You increase these scores by spending the appropriate number of Build Points as described in the chapter on attributes. Once you have determined the kind of character you want to play. Step Two: Signature Skills After you have taken note of the skills you want. All characters start with a score of five in each of the six attributes. Step Two: Attributes Using your skills as a guide. Normally 8 . This might mean writing them down on your character sheet. you can gain extra Build Points to spend on other attributes. skills and advantages. 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. you should determine how many points to use for your character’s attributes. or a character that uses their intelligence to overcome obstacles? Flipping through the first few sections of the book can be a good place to start. skills and advantages before you create your first character. Would you like to play a more physical character. First. what would be three skills they might mention? If someone would say “Boy. or other elements of your character. if you follow an organized approach. Whenever you use a Signature Skill. It is advised that you read through the sections on attributes. which are used to purchase your character’s starting attributes. you gain a +1 to your check in addition to any other modifiers or advantages. or using a piece of scrap paper. you can now begin spending your Build Points. 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. and that you refer to those sections as you make your way through the process.

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

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

or win a staring contest. 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. and how easily you can uncover information while talking with people on the street. Characters that expect to design and repair complicated devices or make heavy use of computers will want at least an average Intelligence. Characters who favor stealth or melee weapons will likely want at least an average Agility. Willpower (WIL) . 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. Perception (PER) – Perception is a measure of how observant your character is. Are you able to solve a complex mathematical problem? Can you decipher the ancient language written in that musty old book? These are questions for your character’s Intelligence to answer. Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities. If you intend on charming the ladies or becoming a respected leader. How likely you are to overcome an addiction. how quickly you can run and how likely you are to hit a target with a sword.Agility (AGI) – Agility describes how athletic your character is and your reaction time. It determines how likely you are to persuade someone to do something for you. you’ll likely need an average or better Presence. an average or better Willpower is something to consider.Willpower is a measure of your mental fortitude and strength. 11 . 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. How far and high you can jump. Presence (PRE) – Presence describes your character’s ability to relate to people. It is also a measure of your character’s intuition and creativity.

you can lower your attributes to gain extra Build Points to spend. and you receive extra Build Points by lowering them.Purchasing Attributes When you purchase your character’s attributes. Likewise. you consult the following table to determine the cost of your desired level in Build Points. To go from a five to a six costs one Build Point. You spend Build Points to raise the attributes. 12 . To go from a five to a three will give you three 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. To go from a five to a seven costs three Build Points. Going from a five to a four will give you 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. 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.

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

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

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

In other words. Randomness In Genesys. the roll of the dice represents all of the little things that make each situation different from the next. meaning your Stealth check has a difficulty of 6 (5 + 1). You can usually count on being able to perform tasks with a difficulty equal to or less than your skill value.Result -5 or worse -3 -1 0 +1 +3 +5 or better Opposed Actions Description Catastrophic Failure Major Failure Minor failure Minimal Success Minor Success Major Success Spectacular Success Some tasks do not have a difficulty that is assigned by the GM. The guard has a Perception of 5 and an Alertness skill of 1. For instance. but rather depend on another character’s abilities. Example: You are trying to sneak past a guard. You roll a bonus value of 0. especially when attempting things at the edge of your ability (a difficulty equal to your skill total). You have an Agility of 6 and a Stealth of 2. but that likely can’t be known in advance. the difficulty of this Stealth roll is the guard’s ability to notice you. giving you a total of 8 (6 + 2 + 0). 16 . 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. if you are trying to sneak past a guard. Only the acting character (the character whose turn it currently is) rolls the dice in an opposed action. the difficulty is the sum of the guard’s Perception and Alertness. Because you beat the difficulty. you are able to sneak past him.

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

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

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

An asterisk (*) indicates that the character does not suffer from the standard -2 penalty if unskilled. but some less common skills are provided as examples for the GM. players and GMs should be able to create any new skills that may be appropriate for their games. 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 .Skill List The skills given in this section are those most common to the modern era. The majority of the skills are likely to be found among at least one adventurer. Referring to these sample skills.

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

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

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

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

such as a high-speed chase. A minor or moderate failure means that you move much slower while a catastrophic failure means you are at the risk of drowning. Weapons such as grenades and throwing knives are commonly used with this skill. Unarmed Combat (AGI) – This skill represents how good your character is in hand to hand combat without the use of a weapon.proficiency with certain types of equipment used for surviving in inhospitable environments. Having a one in this skill gives your character the ability to pilot the chosen vehicle without issue under normal circumstances. choose a specific type of vehicle such as Automobile. 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. 25 . it also determines the amount of damage you can do. Use Vehicle (INT) – When you take this skill. Watercraft or Aircraft. Swim (AGI) – This skill represents your character’s ability to swim over and under water. kicking. grappling and headbutting are all examples of unarmed combat. This skill represents your character’s ability to operate the chosen vehicle type in atypical situations. Throw (AGI) – This skill describes your character’s ability to throw objects with greater accuracy and distance. such as SCUBA gear. Punching.

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

you may reduce this damage by two points. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. spending a Time Unit allows your character to heal all damage. including a home.Wealthy (5. Specialist (5) – When you take this advantage. automobile and savings in the form of securities which can be liquidated within thirty days. 27 . Apply a +2 modifier to checks using this skill. The other restrictions of the Leadership skill still apply. at the GM’s discretion. You may take this advantage more than once. a success grants them a +2 inspiration modifier. In addition. you likely own at least one profitable enterprise and have a large investment portfolio. Your character begins the game with a net worth of $10.000. Tough (5) – Your character is more resistant to damage than normal.000. furnishings. Whenever your character takes damage. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. placing you among some of the wealthiest people in the world. and may be offered at significant risk to your contact.000. and three points of medium damage every day (instead of one). This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. Natural Leader (5) – When using the Leadership skill to inspire your allies. 10 15 Contacts (5) – When you take this advantage choose an area. Ambidextrous (5) – When using the Dual Wield combat action. your character ignores the normal -2 modifier. such as a large city or state. While not one of the richest people in the world.000. Your character has a particular knack for a certain skill. The help you obtain can be outside the letter of the law. or reputation. 15) – Your character has access to more money and resources than the average character. instead of a +1.000. You may heal three points of heavy damage every five days (instead of one).000 or more. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others. Your character begins the game with a net worth of $100. choosing it for a new area each time or increasing the number of people you can rely on. 10. choose a specific skill.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

3. When a season ends. 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 group failed in their objectives. If the players went above and beyond the call of duty. a special End of Season reward of one to three Experience Points is given out by the GM. the GM awards that character one Experience Point. or did poorly. If the character acted in ways to further the story along. 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. Time Units At the end of every episode. such as uncovering a mystery. impressing themselves and the GM alike. The GM should call on each player to spend any Time Units they have left. and a new one is to begin. or learning the truth about a local politician? Did they grow as a character by making a new ally or deepening an existing relationship? Did the character achieve a spectacular success during the episode. the GM should award each character that participated in the session one Time Unit. based on how well the group fared during the adventure. as they will not carry over to the next season and would thus be lost. award three. or even none for a truly awful performance. Did the character learn something new. add to everyone’s enjoyment and performed well. This award is in addition to the normal episode awards described above. 55 . If they succeeded or did well. End of Season A season is a set of related episodes leading to some final conclusion.2. the GM should award them an Experience Point. the GM should award only one Experience Point.

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

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

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

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

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

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

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


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.000. If it is important.00 $300.00 $200. 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 $350. This should give players and the GM a good idea of the utility of each item that is listed.00 $600.00 $3.00 $800. Dollar values. as well as providing a good “baseline” when creating new equipment. lighters. this listing is followed by a series of detailed descriptions for each of the items. This list is a sampling of some of the more common items that can crop up during the course of an adventure.00 . or to track exactly what he has on him. 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.S.000.00 $2.00 $100.00 $600. these items aren’t listed below.500. If a character wants to wear ripped jeans and trench coat.00 $450.Equipment The following is a selection of sample equipment that the players may wish to acquire. Items such as simple flashlights. as well as those purchases that are so expensive as to warrant specific U.500. As such.00 $180.00 $3.00 $500. there is little reason to worry about how much his outfit costs.00 $1. Like the list of weapons above.500.00 $500.

00 $800.000.00 $ $100.500.000.00 $2.00 $3.000.500. $150.00 $50.00 $350.00 $250.000.0 .00 $25.00 $45.00 $2.000.State of the art Laptop GPS System Low-End Security System High-End Security System State of the art Security System Medical First Aid Kit Field Medic/EMT Kit Low-End Medical Facilities High-End Medical Facilities Stat of the art Medical Facilities Home Chemistry Laboratory Professional Chemistry Laboratory GC Mass Spec System Tools Emergency "Roadside" Tool Kit Mechanic's Tool Kit Electronics Equipment Welding Equipment Lock Picks Archaeology Tools High Quality Binocular Microscope Binoculars Night Vision Goggles Disguise Kit Engineering Tools Forensics Kit Camping/Survival Gear Two-Person Tent SCUBA Gear Transportation Full-Size Sedan SUV Luxury Sedan Light Pickup Truck Heavy Duty Pickup Truck Armored Sedan Single Engine Prop Airplane Dual Engine Prop Airplane Small Corporate Jet 62 $5.00 $50.000.00 $2.00 $ $40.00 $3.00 $5.000.00 $35.000.00 $500.00 $500.00 $3.00 $2.00 $5.00 $5.000.00 $500.00 $200.500.00 $ $250.00 $300.00 $800.00 $40.00 $400.00 $100.00 $60.00 $4.000.000.

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

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

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

Access to this level of equipment grants a +3 modifier to Chemistry checks made in order to identify a substance. 66 . and its use. 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. leads and collection of electronics parts (such as resistors. Proper use of this equipment requires the Mechanical Repair or Mechanical Engineering skills. a selection of integrated circuits. Use of this set requires a Lock Picking check. This kit is primarily designed to be used on a workbench with adequate space. It is used to identify various substances by measuring various physical properties and comparing them to an internal database. etc. ostensibly intended for locksmiths but also well-suited to less legal uses. gas tanks. Electrical Engineering and Security checks. but elements are portable enough to allow for electrical work on the go. Welding Equipment – Torches. Because of the number and weight of the pieces. safety gear and other related equipment designed for welding and cutting various metals. small capacitors. soldering gun. requires a great deal of floor space in order to have enough space for the tools. This kit allows a person with the Mechanical Repair or Mechanical Engineering skills to fix a disabled automobile or similar machine with a -2 modifier. A kit fit for use by a professional. socket set. Electronics Equipment – A multi-meter. This can be used for Electrical Repair. a compressor. Lock Picks – A high-quality selection of lock picks and tension tools.Home Chemistry Laboratory – This equipment is one step up from “hobbyist” level. a thermal blanket. Professional Chemistry Laboratory – This equipment is usually found at universities and similar research facilities. tire patch kit and various other tools and simple parts designed to repair minor car problems. and allows the chemist to perform simple analysis and compound mixture. benches and projects themselves. specialty tools and various sockets. Tools Emergency “Roadside” Tool Kit – This kit includes road flares.) that allow for the design and repair of electrical circuits or wiring. oscilloscope. 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. GC Mass Spec System – A gas chromatograph mass spectrometer system with upto-date software and related equipment. tire iron. clamps and plugs. Access to this level of equipment grants a +1 modifier to Chemistry checks. this tool system.

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

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

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

Sign up to vote on this title
UsefulNot useful