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Core Rules Document
By Jeff Clough <email@example.com>
©2010 Jeff Clough Genesys System Core Rules Version 1.0.1 – http://www.chaosphere.com/genesys/
Release Notes v1.0.1 (2010-04-23)............................................................................4 Introduction................................................................................................................6 Character Creation.....................................................................................................8 Attributes..................................................................................................................10 Skills.........................................................................................................................13 Difficulty Number..................................................................................................15 Situational Modifiers..............................................................................................17 Skill List.................................................................................................................20 Advantages...............................................................................................................26 Combat.....................................................................................................................29 Actions...................................................................................................................29 Attacking and Defense..........................................................................................31 Movement and Distance........................................................................................33 Damage.................................................................................................................35 Healing..................................................................................................................36 Weapon Statistics..................................................................................................37 Special Combat Actions.........................................................................................39 Social Interactions....................................................................................................42 Time Units................................................................................................................45 Spending Time Units..............................................................................................47 Optional Rules and Special Circumstances...............................................................49 Drowning and Suffocation.....................................................................................49 Poison....................................................................................................................49 Chases...................................................................................................................51 Damaging Armor...................................................................................................51 Morale...................................................................................................................51 Falling Damage......................................................................................................52 Traveling................................................................................................................52 Disadvantages.......................................................................................................53 Parrying.................................................................................................................53 Rewards....................................................................................................................54 Advancement...........................................................................................................56
Weapons...................................................................................................................58 Equipment................................................................................................................61 Genesys Development..............................................................................................69
and create compatible works.1 (2010-04-23) This is the first release version of the Genesys Core Rules Document. All versions of this document with the same Major Version Number should be compatible with each other. finished product. in the form of the quote below. To view a copy of this license.com> and found at http://www.0.0 United States License. written by Jeff Clough <jeff@chaosphere. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it. License This work is licensed under the Creative Commons Attribution 3. Changes in the Major Version Number mean that significant alterations have been made to the rules and should not be assumed to be compatible with other releases. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. “This work is based on the Genesys System version 1.Release Notes v1. distribute.org/licenses/by/3.chaosphere.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development. The first number is the “Major Version Number”. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches. You are free to use the Genesys System for your own projects. Anyone can download a copy of these rules and use them for their own projects.0.2”. but this document only partially follows the normal structure found in a typical. such as “1. or send your ideas directly to the maintainer. Anyone who contributes will be noted in the Acknowledgments section. You are invited to join the mailing list for Genesys. so long as you give proper credit. including commercial uses. modify and create derivative works based on the Genesys System. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”.0.com/genesys/. visit http://creativecommons. 4 . The terms of this license allow you to use.4.0/us/. for any purpose.
No actual rules changes are made between such releases.groups. The last digit is the “Release Number” which is changed when minor clarifications or corrections to typographical errors are made. Acknowledgments I wish to bring special attention to a few individuals that have done much to help make this system a reality.0. or additions to the rules to handle new situations.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. 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.com/group/genesys-rpg/ I’d also like to thank Benjamin Grant for his invaluable experience with other game systems. I have been gaming for about twenty years and without the experience of those hundreds of afternoons. Thank you. or designed to work with it. A number of other individuals have contributed in innumerable small ways. Not only does this help others determine if what you have created is compatible with the rules they are using. Any works based on Genesys. I’d never have thought to put this system together. including plug-ins. should indicate which version of the core rules is being used. but it is also required by the license Genesys uses. Play-Testers For Version 1. and his willingness to listen to mine. Under no circumstances should a change in just the Release Number break compatibility with previous versions. and coelocanth (from the RPGnet Forums). the rules should still be essentially compatible with other releases withing the same Major Version. It is also highly advised that if you are creating products based on Genesys. And finally.0 Benjamin Grant.yahoo. that you follow this version numbering scheme. and his ability to throttle a system and take advantage of every rule has proven invaluable in balancing certain elements. As well as those people subscribed to the official mailing list that you can find here: http://games. While some things may work differently. 5 . Shawn Adair. Josh Jarvis. I’d like to thank every GM and player that I’ve ever gamed with. He has been a great sounding board for ideas.
“he” and “his”.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. By using Genesys. Whenever it is necessary to perform division. two sides have plus symbols (meaning +1) and two sides are blank (meaning 0). Plugins are like programming libraries that you add on to the core rules to give you extra things you might need for your game. 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. This is not meant to imply that only men or male characters are accepted. it will require a little more effort than if you had a published product in your hands. The Core Rules Document is designed to present the rules in a clear way. Centuries of use have effectively neutered the male pronoun and any other construct would be awkward. It is a set of core rules that handle such things as task resolution and combat. and choosing the appropriate plug-ins. numbers are always rounded down. like a magic system. Using Genesys Genesys is designed to be a sort of “operating system” for your role playing game. The default setting described in this book is for the modern United States. If 6 . This is not to say that you can’t use the system for other genres or time periods. The name itself is a play on the words “generic system”. The license Genesys uses lets you not only build new games for your own enjoyment. consistency and flexibility. but is not organized in a particularly polished fashion. Two sides of these dice have minus symbols (meaning -1). Conventions This book uses the pronouns “him”. Dice Genesys makes use of three special six-sided dice called Fudge Dice. even commercially! While Genesys can be run by anyone straight from this document. but you can also publish them. The primary design goals of the system are simplicity. These can easily be found at your local game store or can be purchased online from various gaming outlets. 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.
you can use normal six-sided dice and simply color or mark the sides to indicate the minus. or use this chart: Die Roll Result 1 to 2 -1 3 to 4 0 5 to 6 +1 7 .you are unable to find these dice. plus and blank sides.
you should determine how many points to use for your character’s attributes. Step One: Vision Before you begin creating a character it’s good to get an idea of what kind of character you want to play. you can gain extra Build Points to spend on other attributes. First. or other elements of your character. or using a piece of scrap paper. This might mean writing them down on your character sheet. You don’t need to assign points to these skills now. you should select three skills that will be the “core” of your character. Step Two: Attributes Using your skills as a guide. which are used to purchase your character’s starting attributes. All characters start with a score of five in each of the six attributes. and that you refer to those sections as you make your way through the process. skills and advantages. if you follow an organized approach. 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.Character Creation Creating a new character is relatively quick and straightforward. Step Two: Signature Skills After you have taken note of the skills you want. skills and advantages before you create your first character. Below is a brief overview of character creation. If you wish to begin play with one or more attributes below five. It is advised that you read through the sections on 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. You increase these scores by spending the appropriate number of Build Points as described in the chapter on attributes. When you create a character you are given 20 Build Points. you can now begin spending your Build Points. Each of the attributes is measured on a scale from one to ten. Once you have determined the kind of character you want to play. If several people were sitting around a table discussing your character’s exploits and strengths. what would be three skills they might mention? If someone would say “Boy. it can be very helpful to choose the skills that will support your character concept before you do anything else. 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 gain a +1 to your check in addition to any other modifiers or advantages. Normally 8 . Whenever you use a Signature Skill. Would you like to play a more physical character.
in general. and are completely optional. Another good starting point is asking questions such as “How strong is my character. Remember. based on your Body score. The GM can advise you on what is reasonable to take as starting equipment. weight. you may only buy a skill up to level two. or the knife your character always keeps on his belt. When you first start the game.you are not allowed to reduce an attribute score below three. Step Five: Advantages There are a number of different advantages you can purchase for your character. but you should take note of any special equipment or weapons your character has. which you add to the damage you do when using the Unarmed Combat and Melee Combat skills. Step Seven: Description Hair color. your character is ready to play. it should also form part of your character’s description. skin color. 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. you should look to your skills and see which attributes they rely on the most. Step Four: Skills The next step is to buy your skills. Don’t be surprised if he vetoes that private jet. but could provide you with that extra bit of oomph to get through a tough spot. so bringing them up to level two will likely be of great benefit. but your GM may make an exception for special circumstances. Your character’s equipment is not only used to overcome obstacles and solve problems. Advantages can be expensive. Once this is done. This is a number. Skills. You should also calculate your character’s Damage Bonus at this time. height. You don’t need to write down every little detail (such as how many pairs of socks your character owns). each of which gives your character unique abilities or improves on existing ones. such as your signature pair of mirrored sunglasses. gender and any other personal details you’d like to record should now be fleshed out and written down on your character sheet. are a vital part of the game. your character’s Signature Skills are the most important to your concept and form the core of your character. and it can be difficult to learn new skills unless you have a teacher. Step Six: Equipment Now it’s time to select equipment for your character. When you are considering how to select your attributes. 9 .
and only the best of the best have more than a seven. Body 1 2 3 4 5 6 7 8 9 10 DB -3 -2 -1 -1 0 0 +1 +1 +2 +3 10 . and a score of ten represents the absolute peak of human perfection. They are rated on a scale from one to ten. An especially high Body score gives your character a Damage Bonus. Characters that expect to take a lot of abuse during combat will want at least an average Body. How much damage you can take before collapsing. A Body score that is particularly poor results in a penalty. 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. All but the frailest human beings have at least a three in each of their attributes. along with their common abbreviations. with five being the normal human average. 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.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 (BOD) – Body is a measure of your character’s toughness and strength. An attribute score of one is so poor as to be nearly inhuman. It represents how long you can hold your breath.
It determines how likely you are to persuade someone to do something for you. you’ll likely need an average or better Presence. If you intend on charming the ladies or becoming a respected leader. or win a staring contest.Agility (AGI) – Agility describes how athletic your character is and your reaction time.Willpower is a measure of your mental fortitude and strength. how quickly you can run and how likely you are to hit a target with a sword. 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. How far and high you can jump. Characters that expect to design and repair complicated devices or make heavy use of computers will want at least an average Intelligence. How likely you are to overcome an addiction. and how easily you can uncover information while talking with people on the street. It is also a measure of your character’s intuition and creativity. 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. Are you able to solve a complex mathematical problem? Can you decipher the ancient language written in that musty old book? These are questions for your character’s Intelligence to answer. an average or better Willpower is something to consider. 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. Characters who favor stealth or melee weapons will likely want at least an average Agility. Willpower (WIL) . Presence (PRE) – Presence describes your character’s ability to relate to people. Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities.
Attribute Level 1 2 3 4 5 6 7 8 9 10 Total Cost -13 -7 -3 -1 0 1 3 7 13 23 Every character begins with a score of five in each of the six attributes. you can lower your attributes to gain extra Build Points to spend.Purchasing Attributes When you purchase your character’s attributes. Players should have at least a three in each of their attributes. To go from a five to a three will give you three Build Points. To go from a five to a seven costs three Build Points. You spend Build Points to raise the attributes. To go from a five to a six costs one Build Point. 12 . you consult the following table to determine the cost of your desired level in Build Points. and you receive extra Build Points by lowering them. although the GM is certainly free to grant permission for a lower attribute if he feels it is appropriate. 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. Likewise. Going from a five to a four will give you one Build Point.
In most situations. your target might choose that exact moment to reach down and pick up his bag. You only add the value of this second roll to the initial roll if the second roll is positive. along with the result of a die roll (your Bonus Value) to determine whether or not you succeed. You roll the dice and get one minus. skills play a vital role in your ability to accomplish things. If the second roll is a positive number (a +1. Each plus symbol means +1.Skills Nearly everything you do in the game requires the use of a skill. called its parent attribute. each minus symbol means -1 and each blank means 0. such as a fight or an attempt to hack an enemy’s computer system to gain crucial evidence. rolls of +3 or -3 are handled differently. From firing a pistol at a guard. one plus and one blank for a total of 0 (-1 + 1 + 0 = 0). This means that you can succeed your Hacking attempt if the difficulty of gaining access is 8 or less. In a dramatic situation. His total roll is a +4. Let’s say your character wishes to gain access to an enemy’s computer network. you must make a Skill Check. inadvertently ducking your shot. This would require use of the Hacking skill. When acting as a sniper and attempting to take out a target from a distance. you will add your level of a skill to that skill’s parent attribute. your character might simply bump into them on the street outside your favorite coffee shop. This gives you a range of values from -3 to +3. 13 . The Hand of Fate Sometimes fate can conspire against you. the character rolls again. for instance) he adds this to his initial roll to obtain a higher number than normal. Die Rolls and Bonus Values To determine your bonus value. Every skill is tied to one of the six attributes. If you have an Intelligence of 6 and a Hacking skill of 2. the parent attribute of which is Intelligence. If a character rolls a +3 (that is. he rolls three “pluses” on the dice). Example: The character rolls the dice and gets three pluses (a +3). In order to accomplish the task. to hacking through the security of a database. These twists of fortune are represented by allowing very good or very poor rolls in certain situations. You ignore a negative or zero result. Or when looking for a suspect. when making a skill check. He rolls the dice again and get one plus (+1) and two blanks (+0). this gives you a Skill Value of 8. you roll the dice and count your “pluses”.
there may be times when it makes more sense to use a different attribute.Example: The character rolls the dice and gets three pluses. for a roll of -2. He ignores this result. Likewise. His total roll is -4. a normal roll will suffice. Consider the Unarmed Combat skill. You only add the value of this second roll to the initial roll if the second is negative. If you continue to roll three pluses or minuses. But if you are watching another character box. Using Different Attributes The parent attribute of a skill is simply the attribute that is used the most during the skill’s typical application. you use the Agility attribute. When using this skill to attack your opponent. 14 . He rolls again and gets two minuses (-2) and a blank (+0). Example: The character rolls the dice and gets three minuses. However. if a character rolls a -3 (three “minuses”). His total roll remains a +3. This open-ended rolling system allows for exceptionally high or low rolls. If the second roll is a negative number he adds this to his initial roll to obtain a result lower than normal. you re-roll again applying the same rule. You ignore a positive or zero result. If a character is attempting to hot-wire a car without any pressure. 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. the character rolls again. It is important to note that this rule only affects dramatic scenes.
The GM should use the difference between the check and the difficulty of the task.A task even the best of the best would find very difficult. this might qualify as a “spectacular” success (a Result of five). But a check result of three or four in this situation could mean disaster.Only those with a great deal of skill and natural ability are likely to succeed. Challenging . he can assign a difficulty number of ten or eleven. this might be considered a “minimal” success (a Result of zero).The task can pose a challenge to even someone with experience. however. The GM determines the difficulty number in secret. How Well Did You Succeed? It is important to know how well a character succeeded.Anyone of average ability should be able to perform the task.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 . Easy . Heroic . even with minimal training. advanced training and ideal circumstances could anyone hope to succeed.No roll required if skilled and not under pressure. If he decides that the difficulty of a particular task is somewhere between “Challenging” and “Hard”. before you roll.Only with excellent luck. Impossible . Hard . Failure is treated similarly. 15 .The task will likely be accomplished by anyone with decent training or above average ability. If the difficulty was seven and the character’s check result was also seven. or how disastrously the character failed. These numbers are just guidelines for the GM. with a check result of six against a difficulty of seven meaning the character “just barely” failed (a Result of -1). If the check result was twelve. as a guide. Average . called the “Result”.
you are able to sneak past him. but usually not much higher without proper planning or support. Only the acting character (the character whose turn it currently is) rolls the dice in an opposed action. giving you a total of 8 (6 + 2 + 0). meaning your Stealth check has a difficulty of 6 (5 + 1).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 roll of the dice represents all of the little things that make each situation different from the next. Because you beat the difficulty. but that likely can’t be known in advance. 16 . You roll a bonus value of 0. Randomness In Genesys. but rather depend on another character’s abilities. For instance. You can usually count on being able to perform tasks with a difficulty equal to or less than your skill value. In other words. the difficulty of this Stealth roll is the guard’s ability to notice you. if you are trying to sneak past a guard. especially when attempting things at the edge of your ability (a difficulty equal to your skill total). the difficulty is the sum of the guard’s Perception and Alertness. Example: You are trying to sneak past a guard. The guard has a Perception of 5 and an Alertness skill of 1. You have an Agility of 6 and a Stealth of 2. It is important to do everything you can in each situation to contribute to your chances of success.
one character makes the skill check. In this case. The GM can rule that multiple modifiers apply to the situation. These bonuses and penalties are called "situational modifiers". some skills can be “rushed”. provided they are both skilled and it is appropriate to the situation. In other words. or combing an area for evidence. In this case his Alertness total would be 9. while each of the Supporting characters provides a +2 support bonus. the GM could rule that he gets a +3 bonus.Situational Modifiers Each situation is different. This could be picking a lock. The player can then elect to make the check with the penalty to determine if they succeed or fail. and knows that someone may be breaking in. If you are attempting to hack a network with an outdated computer system. a favorable circumstance grants a +1 bonus. if you have a state of the art machine with the latest software. Rushed Like taking extra time. but sometimes circumstances are especially favorable or detrimental to performing certain tasks. Example: In the stealth example above. On the other hand. Extra Time Every skill takes time to perform. the character attempts to perform a task in much less time than would normally be required. granting larger bonuses and penalties. When it makes sense. In cases where it makes sense. if the guard is wearing night vision goggles. the GM can handle this in the same way as extra time is handled above. The total bonus from Support cannot exceed +6. 17 . which is enough to see you. even if it’s only an instant to spot a bloodstain on the floor. The GM should determine how much extra time would be required. and how much of a bonus to assign. Such a character could then receive a modifier to help them perform the task. the GM could give you a bonus. 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. Support A character can be assisted by other characters when performing a task. The GM assigns a penalty and tells the player how much time would now be required. In general. the GM might assign a penalty to your skill total. and an unfavorable circumstance grants a -1 penalty.
Some skills are so simple that even if your character has not received formal training. In an opposed action. it will be noted. Likewise. If the character wished to attempt a Stealth check to hide. shooting an incapacitated character at point blank range. Unskilled Use Any skill can be used without having been trained in it. Purchasing Skills When you create your character. you purchase skill levels with Build Points at a one to one ratio. however you suffer a -2 penalty to your skill check. for example. In this case. it would cost two Build Points. Example: Suppose in the above example the guard is asleep. Improving skills is described later in the section on advancement. Example: A character is standing in the middle of an open field. 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. he can still make checks with it at no penalty. the GM should allow the player to automatically succeed. attempting to negotiate a high-wire while suffering heavy wounds and carrying another character. 18 . this means that the acting character has an advantage in that they succeed in the case of a "tie". If you wish to buy the Alertness skill at level two.Impossible or Ideal Circumstances Sometimes it’s possible to find a character in a situation where the odds are hopelessly stacked against him. 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. you succeed when your skill check is equal to or greater than the difficulty. unless the character makes an incredible amount of noise to disturb the guard at the top of the tower. at noon. To buy it to level three would cost a total of three Build Points. Success Whenever you are attempting a task. or where the advantage is so firmly the character’s that they have almost no chance of failing. the GM should rule that the character cannot attempt his Stealth check unless something changes.
This represents the pinnacle of understanding and ability. The maximum level that any skill can be improved to is level six. you can only buy a skill up to level two.Skill Limits When you first create your character. 19 .
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 . An asterisk (*) indicates that the character does not suffer from the standard -2 penalty if unskilled.Skill List The skills given in this section are those most common to the modern era. Referring to these sample skills. The majority of the skills are likely to be found among at least one adventurer.
a character with a running start makes a check against a difficulty of one half the distance in feet. or convince people that what you are saying is the truth when they have no real reason to believe you. Climb (BOD) – This skill represents your character’s ability to climb over fences or scale walls. It is also the skill used to determine initiative during combat. It can be also be used to determine how far or high your character can jump. Computer Use (INT) – This skill allows your character to use a computer for typical tasks such as surfing the web. or your ability to lie your way out of a situation (through the use 21 . Bluff (PRE) – This skill is a measure of how well you can lie. For long jumping. Characters with this skill can also maintain networks and ensure that the security of their systems are solid. Rather than describing your talents for convincing people to do something through debate (such as Persuade). A minor or moderate failure means your movement is slowed. a character standing still makes a Jump check against a difficulty equal to twice the height in feet. With a successful Climb check. It can help you determine whether that “priceless” artifact is actually a cheap imitation. in order to cultivate their goodwill and respect. your character can move their normal speed while climbing. Alertness (PER) – This skill measures how likely you are to notice small details. such as a stain on someone’s shirt. or the sound of a door being opened. A successful check allows your character to tumble or travel across a slippery or unstable surface at your normal movement speed. while a catastrophic failure would mean falling. For a high jump. checking email or installing new software.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. Diplomacy (PRE) – This skill describes your character’s ability to pick up on subtle social cues and customs. Appraise (PER) – This skill represents your character’s ability to assess objects with an eye toward their value.
Intimidation (WIL) – This skill represents how frightening or forceful your character can be. and the general emotions they are currently experiencing. When you take this skill. firewalls and encryption. have the ability to move. but it can let you determine whether or not a person is lying. 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. choose a type of expression such as sculpture. The details of this skill can be found in the combat section. if they like or dislike you. The First Aid skill allows you to heal a character suffering from light damage. and to temporarily offset that character’s penalties for more serious wounds. Hacking (INT) – This skill determines how easily your character can cut through sophisticated computer security systems.of Bluff). It is also used to treat characters on the battlefield that have been incapacitated in order to prevent their deaths. mortars and vehicle-mounted heavy guns. This is your character’s ability to design and build devices that use the chosen type of system. 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. Engineering (INT) – When you take this skill. choose a specific type of engineering such as Mechanical. or other such official documents or data as needed. Dodge (AGI) – This skill determines how likely you are to dodge an enemy’s attacks. painting or dance. such as a tank’s primary weapon. and have a simple action available to spend. in order to gain unauthorized access to networks and data centers. Expression (PER) – This skill represents your character’s ability to express himself either through art or performance. It doesn’t give you the ability to read minds. not additional damage. This skill is used only to determine if you hit the target. 22 . Forgery (INT) – This skill allows your character to create false identification records. 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. Heavy Weapons (PER) – This skill determines how proficient your character is with large battlefield weapons such as cannons. You can only dodge an attack if you are aware of the attack. Electrical or Software. this skill measures your character’s ability to improve other’s dispositions toward you.
all allies able to hear your words get a +1 to all checks for the remainder of the scene. choose a specific discipline. It represents your understanding of the ins and outs of corporate law. but also how much damage you can do. Management (INT) – This skill represents your character’s ability to run a business. Electrical. Lock Picking (AGI) – This skill allows your character to open mechanical locks without a key using a set of lock picks. It is also your skill at bargaining and haggling over prices. The difficulty of this check is seven. as well as your understanding of finances and accounting. This 23 . This skill describes how much your character knows about the chosen field. Melee Combat (AGI) – This skill describes how well your character can use clubs. such as a Local Lore. water or through the air. as well as his training with advanced medical technology. choose a specific type of repair such as Mechanical (for machines and automobiles). Armor or Computer. A skill level of one gives your character a basic sense of direction (North. Ranged Combat (PER) – This skill is used whenever you fire a pistol. Medicine (INT) – This skill determines how knowledgeable your character is concerning the finer points of anatomy and diagnosis. as well as any extra damage you can do with such weapons. Repair (INT) –When you take this skill. rifle or machine gun. 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. It is also used to cure poisoning. a Language. Navigation (INT) – This skill allows your character to use maps and simple tools such as compasses and GPS systems. Once per scene. knives. It not only helps to determine whether or not you hit something. Encouraging a planetary council to divert supplies to a starving colony. adjusted by the GM depending on the level of desperation present in the scene. South. The difficulty of picking the lock is assigned by the GM. It determines whether or not you hit. given enough time to make a convincing case. This bonus does not stack with other characters’ use of the leadership skill. or convince them to go to war would require a Persuasion check. The use of inadequate or make-shift tools will likely incur a penalty. East and West) and the ability to read maps. swords and other such weapons in combat. If the roll succeeds. administering drugs and performing surgery. designed to navigate over land. Lore (INT) – When you take this skill. if the identity of the poison is known.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. Persuasion (PRE) – This skill used to determine how likely you are to persuade someone to do something for you. the Law or History.
When attempting to overcome a fear. or circumvent the system to enter a building undetected. Resolve (WIL) – This skill represents your character’s determination and focus. The player assigns a modifier from -3 to +3 to represent the effort they are putting into the attempt. regardless of how much time it may take. Stamina (BOD) – This skill represents how long your character can engage in a strenuous activity without tiring. trying to finish the task as fast as possible or win a race. pick someone’s pocket and perform minor “magic” tricks. or quelling the voice of your survival instinct. Science (INT) – When you take this skill. This skill does not allow you to design or invent new systems. It can be used to find safe food. the GM should have the player make a single roll. Security (INT) – This skill is measure of your character’s familiarity with security systems such as alarms. You use this skill whenever your character is trying to sneak past a guard. It is also used to determine your 24 . Research (INT) – This skill represents your character’s ability to use standard data retrieval systems and search engines to find information. It can also be used to examine paper records and books. Use of this skill allows your character to properly install and configure such a system. An extreme +3 bonus means that all they are trying to do is finish. do something without making a sound or dodge security cameras when he knows they are present. a Resolve check can see you through. Survival (INT) – This skill grants your character the ability to “live off the land” when away from the amenities of civilization. Stealth (AGI) – This skill determines your character’s proficiency at going unnoticed. An extreme -3 penalty means they are pushing themselves as hard as they can. choose a specific science such as Biology. motion sensors and the related communication networks that report unauthorized access or emergencies. Sleight of Hand (AGI) – This skill enables your character to palm small objects.skill is a measure of your character’s ability to repair the chosen type of system. Ride (AGI) – This skill determines your character’s ability to ride a beast of burden as a form of transportation. Chemistry or Forensics. such as running or swimming a great distance. although obviously this takes longer. In most cases. either on the Internet or in special databases. This skill represents your character’s training in the given scientific field. It is also used to conceal small objects on your person. The player can declare how much they are pacing themselves or how much they are exerting themselves. clean water and tracking animals or people across the terrain.
Having a one in this skill gives your character the ability to pilot the chosen vehicle without issue under normal circumstances. such as a high-speed chase. such as SCUBA gear. kicking. Watercraft or Aircraft. it also determines the amount of damage you can do. Punching. 25 . 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. 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. A minor or moderate failure means that you move much slower while a catastrophic failure means you are at the risk of drowning. choose a specific type of vehicle such as Automobile. Swim (AGI) – This skill represents your character’s ability to swim over and under water. Unarmed Combat (AGI) – This skill represents how good your character is in hand to hand combat without the use of a weapon.proficiency with certain types of equipment used for surviving in inhospitable environments. Use Vehicle (INT) – When you take this skill. grappling and headbutting are all examples of unarmed combat. Weapons such as grenades and throwing knives are commonly used with this skill.
Quick Draw (5) – You may draw a weapon as a Free Action (0 AP). 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. Most advantages have a single cost. but can be expensive. 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. If you are uncertain as to the nature of a particular advantage. Advantage List Attractive (5) – Your character’s appearance is considered unusually attractive. giving him passing knowledge of many skills. Advantages can usually only be taken once. When making a check while unskilled. each time applying to a different group. instead of a Simple Action (2 AP).Advantages Advantages are optional edges you can purchase for your character to give them a boost during play. When buying advantages at character creation time. Choosing to take one or more advantages can mean a large investment of Build Points and making the wrong decision can be costly. Advantages can also be purchased later in your character’s career by using experience points. such as “The Aristocracy” or “Mercenaries”. This advantage may be taken multiple times. you ignore the usual -2 penalty. This advantage doesn’t make your character more perceptive. in Build Points. but rather makes it trivial for him to later remember any detail he’s already perceived. This is discussed in the section on advancement. You are not limited in the number of advantages you can take. giving you a greater edge at a higher cost. Good Student (5) – Whenever you spend a Time Unit to practice or learn a skill. Smooth Operator (5) – When you take this advantage. is listed in parentheses after the name of the advantage. speak with your GM. You gain a +3 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. it simply negates the normal penalty to the check. the cost of the advantage. 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. They can be quite useful. 26 . but some may be bought at various “levels”. but they can be very expensive. but there are exceptions which will be noted in the descriptions. This advantage does not make you skilled in a skill you haven’t purchased (so you cannot grant Support).
you may reduce this damage by two points. you likely own at least one profitable enterprise and have a large investment portfolio. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. such as a large city or state. Whenever your character takes damage. In addition. Ambidextrous (5) – When using the Dual Wield combat action.Wealthy (5. Tough (5) – Your character is more resistant to damage than normal. placing you among some of the wealthiest people in the world. furnishings.000. Your character has a particular knack for a certain skill. The help you obtain can be outside the letter of the law. a success grants them a +2 inspiration modifier. The other restrictions of the Leadership skill still apply. Your character begins the game with a net worth of $10. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1.000. your character ignores the normal -2 modifier. 10 15 Contacts (5) – When you take this advantage choose an area. or reputation. Natural Leader (5) – When using the Leadership skill to inspire your allies. instead of a +1. choosing it for a new area each time or increasing the number of people you can rely on. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. You may heal three points of heavy damage every five days (instead of one). Your character begins the game with a net worth of $100.000 or more. You may take this advantage more than once.000. choose a specific skill. and may be offered at significant risk to your contact.000. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others. automobile and savings in the form of securities which can be liquidated within thirty days. including a home. 15) – Your character has access to more money and resources than the average character. spending a Time Unit allows your character to heal all damage. While not one of the richest people in the world. Specialist (5) – When you take this advantage.000. at the GM’s discretion. 27 . Apply a +2 modifier to checks using this skill. 10. and three points of medium damage every day (instead of one).
Evasion (5) – Your character is particularly good at avoiding attacks. If you knowingly attempt to perform an action that violates your purpose. You may take this advantage multiple times. You can make one attack per round with the chosen skill as a Free Action (0). you apply a +2 modifier to that check. In addition. any successful attack you make using this skill has its damage increased by +1. This advantage negates the effects of the Fog of War. You receive a +2 situational modifier whenever you Evade an attack. Bodyguard (5) – When your character chooses the Guard special combat action. 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). You are particularly well-trained in the use of the chosen combat skill. This bonus also applies to Dodge attempts. Whenever you make a check to accomplish a task that directly relates to your purpose. 28 . choose a combat skill (Melee. even when he is unable to Dodge. choosing a different combat skill each time. Opportunist (5) – Whenever you make a melee or unarmed attack against a target. Combat Expert (10) – When you take this advantage. if that target is unable to Dodge the blow (or chooses not to) you do two additional points of damage. Purpose (5) –Your character has dedicated themselves to a particular purpose or ideal.Avoidance (5) – Once per round. you receive a -2 modifier to the check. you may intercept one attack as a free action (0 AP) instead of a simple action. but does not apply if your character is surprised. your character may Dodge a single attack as a Free Action (0 AP).
is called the Scene. This is explained later along with other special combat options. Anything that requires practically no time or thought is typically a free action. Characters can take one free action per round without a penalty. Rounds and Turns. the characters participating in the Scene make Alertness checks at the start. players involved in the scene take Turns. Types of Actions Free Actions . from beginning to end. The Scene is divided into smaller parts called Rounds that each represent about six seconds of time in game. Anything that requires only a minor level of thought or a short spoken command is a mental action. Players roll for their characters and the GM rolls for any NPCs. Anything that requires fairly complex 29 . Mental Actions . These actions fall into one of several types. the GM chooses who goes first based on the elements of the scene. Actions During combat. In this case.Shouting a one-word command and dropping a weapon are examples of free actions. depending on the kind of task the character is attempting to accomplish. every Round. jumping. Finally. Simple Actions . drawing or reloading a weapon and dodging an attack are examples of simple actions. If there is still a tie. as is activating a control panel or looking up a location using a GPS system. prompting each player to act in order of highest to lowest initiative. at the beginning of the Scene. to declare what their character is going to do and resolve any actions they take. In the event of a tie in initiative. activating a walkie-talkie and shouting a short phrase are examples of mental actions.Combat To help everyone keep track of the action. one at a time. Typically initiative is rolled only once. but in some cases there may be a dramatic shift in the action. The entire combat.Moving at your speed. or additional combatants may enter the field of battle.Looking around for an exit. Initiative In order to determine who acts when during each Round. there are a variety of different actions characters can take. the GM may call for a new initiative roll. combat is divided into units of time called Scenes. A character is able to adjust their initiative during combat. the character with the highest Alertness skill goes first. The GM then takes note of each character’s result and acts as referee.
30 . A character dodges an attack. picking a lock. The exception to this rule is the Free Action. allowing you to Dodge. which represent the total amount of time and effort the character has available to him during the round. Time Keeping Every type of action has an action point (AP) cost. Anything that requires careful consideration or fine movement generally requires a standard action. This is three simple actions (2 AP + 2 AP + 2 AP). Mental Actions require 1 AP. Standard Actions .Attacking an opponent. The player takes actions by spending these Action Points according to the costs above. sneaking at your movement rate. or holding a brief conversation are examples of standard actions. looks for an exit and fires his weapon. Action Points can be carried over to the next round for defensive purposes. Examples: A character fires his weapon twice in one round. Simple Actions require 2 AP and Standard Actions require 3 AP. This is a simple action. but any AP left unspent at the beginning of your next turn go away. Any Free Actions taken beyond the first become Mental Actions. A character runs down a hallway and jumps over a pressure plate in the floor. Each character can take one Free Action per round without spending any Action Points. Each round. This is two standard actions (3 AP + 3 AP). a mental action and a standard action (2 AP + 1 AP + 3 AP).thinking or a modest amount of physical manipulation or movement is a simple action. characters get six Action Points.
you add your combat skill. You hit. You must also be able to take a simple action. giving him a defense total of 6 (5 + 1). applying any appropriate modifiers. Example: You are entering a building where you suspect an enemy is hiding out. such as Ranged Combat. plus that skill’s parent attribute. You have a Perception of 6 and a Ranged combat skill of 3. Example: You are not bound. for a total of 8 (6 + 3 . You are only allowed to Evade an attack when both of the following conditions are met: 1. against your target’s defensive ability. You are able to move. Even though you do not roll the dice when attempting to Dodge.1). This represents the extreme chaos that accompanies the beginning of combat and the inability of the characters to anticipate their enemies’ actions. In order to Dodge an attack. That is. and be aware of the specific attack you wish to avoid. it is still considered a “check” for purposes of situational modifiers. You roll and get a bonus value of -1. You are “on guard”. In order to hit your target. you must have at least two unspent action points from your last turn. You are still able to Evade attacks. you have a reasonable expectation that you could be attacked. you do not have any action points and thus are unable to Dodge. 2. That is. the attacker makes his attack roll against a difficulty equal your character’s Agility score. you must meet or beat his defense. The Fog of War On your first action in the scene. and add your Dodge skill to the difficulty the attacker must match to hit. you must have the ability to Evade. you spend these action points. plus the bonus you generate from the dice. Defense There are two broad ways for your character to avoid being hit: Evading and Dodging. Example: You are attempting to shoot a guard with a pistol. 31 . The guard has an Agility of 5 and a Dodge of 1. To attack.Attacking and Defense Attacking a character requires you to use a combat skill. When you are the target of an attack and choose to “Evade” it. When you attempt to Dodge.
The GM will determine if the cover is suitable to shield the target from the type of attack they are being subjected to. the attacking character or characters are given a +3 bonus to their initiative checks. they are not allowed to Dodge your assault. In such cases. All characters must be using the same skill and be within the proper range of the attack. Cover If a target is behind suitable cover. it is treated as cover and the GM should determine how much of a penalty to assign incoming attacks. you may attack as normal. 32 . If the target is unaware of you. absorbing some of the damage in the case of explosions or attacks designed to penetrate the cover and damage a target behind it. The guard is surprised and is unable to Dodge the attack. likely giving him the ability to act before the guard. A second player sneaks around and attacks the guard from behind. The primary character uses their skill and roll. Stealth and Surprise If you are able to conceal your presence. The ally does not roll. If the surprise occurs at the beginning of combat (perhaps as the result of an ambush). however. if the situation meets the conditions described above.Surprise Surprise occurs when a character’s target is unaware of the attack (the attacker is hidden). Your GM will advise you as to whether or not you can make subsequent stealth attacks. Whether or not you hit. The character gets a +3 to his initiative roll. Example: A guard is hiding behind a crate while one of the PCs is shooting at him. or believes that the attacking character won’t be attacking them (they believe the character is a trusted ally). either before or during combat. Cover can also act like armor. Support During Combat A skilled character may spend a standard action to support another character on that ally’s turn. Example: A character is lying in wait to ambush a guard on patrol. the attacker has a -3 modifier to their combat check. the target is not able to Dodge. the GM should assign an armor rating to the cover as appropriate. and whether or not they can position themselves properly to take advantage of it. If a character is using a shield of some sort. 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. You may still be able to Evade the attack. When surprised. but adds a +2 because of their ally’s support.
Movement and Distance Movement and distance in the game is not measured precisely. The average character can expect to cross this distance with three full rounds of movement. 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. in feet. At two categories farther away. Moving while using the stealth skill requires the character to spend a Standard Action (3 AP) for the movement. Climbing or swimming at this speed requires a successful check for the relevant skill. Very Long – Very long range is that distance between long and roughly one thousand feet. Personal – Personal range includes yourself and the area around you that you could hit with the average melee weapon. the various possible distances are usually divided into several broad ranges. By taking a second Simple Action. Medium – Medium range is that distance between short and what the average person could cross with three simple actions. or a full round of travel (one hundred feet). The average character can cross this distance in ten full rounds of movement. 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. Ranged weapons have a listed optimal range that is specified using one of the terms above. the penalty becomes -3. but rather it follows certain guidelines and is adjudicated by the GM when there is a question. the bonus becomes +3. 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. Where it is important. Melee weapons all have a range of Personal and are unable to strike any target beyond this range. rather than a Simple Action. Long – Long range is that distance between medium and roughly three hundred feet. You can move about this space without having to spend any action or action points (a shuffle-step). every character is able to move up to their Agility times six. they may move up to twice this distance. by spending a Simple Action (2 AP). Short – Short range is that distance between personal and what the average person could cross with a simple action (thirty feet). 33 . At two categories closer (a Medium range weapon targeting an opponent in Personal range). otherwise the character moves more slowly and may be at risk of injury.
Outside of these distances. In general. That is. the GM should use the above as guidelines and err on the side of speed. When you are determining the penalties assigned to weapons firing beyond their normal range. at a -1 penalty. and a -1 penalty for each unfavorable circumstance they are working under. Situation Target has suitable cover Low visibility (night) Target is larger than normal Target is very large Target is smaller than normal Target is very small Target is moving very fast Attacker has the high ground Attacker spends a standard action aiming Modifier -3 -1 +1 +2 -1 -2 -2 +1 +2 Remember.For weapons with a range of Very Long. the weapon is capable of striking targets up to twice this distance. a character can gain a +2 modifier on their next attack. In most situations. Special Circumstances Invariably. the GM should make a quick decision and allow the action to continue. or three times this distance at a -3 penalty. questions will arise during combat. Rarely should exact distances matter. Aiming By spending a Standard Action (3 AP) aiming a ranged weapon. 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. the GM should be able to estimate the distances in the game using these rough ranges. 34 . a ranged weapon is usually ineffective. The GM must determine the specific circumstances of each situation when assigning these modifiers. rather than dig out miniatures and rulers. the GM should give the character a +1 bonus for each favorable circumstance they experience. but when they do. treat distances beyond Very Long as multiples of this distance. these are just guidelines.
it's time to leave the fight and seek medical attention. While your character has medium damage. or with a successful use of the First Aid skill. If he takes any damage while in this state.Damage When your character gets hit in combat. Medium damage represents cuts. While your character has heavy damage. The next meter tracks Medium Damage. your character is immediately incapacitated but you will not die until you either take additional damage. but will no longer be dying. As long as you have hit points left in your light damage meter. Once your medium damage meter is filled. The first meter that gets filled tracks Light Damage. If you are experiencing heavy damage. For example. Your character's Body attribute determines how much damage he can take before being incapacitated. your character suffers no penalties. you are incapacitated and are dying. your character falls to the ground unconscious and is incapacitated until he is either healed. As you take damage. your character has a total of fifteen hit points. you start taking heavy damage. you are likely to take damage. If you receive a successful First Aid check before this time is up. In this case. your character will receive penalties to his rolls. The last meter tracks Heavy Damage. each point of heavy damage takes five days to heal. Without proper medical attention. you "fill" these meters. 35 . Light damage represents bruises and scratches that pose no real threat to your character. he dies. If you are not wearing armor and are shot with a powerful weapon for twenty points of damage. or if one minute passes before you receive a successful First Aid check. painful bruises and other wounds which interfere with your character's ability to function. your character will also die. let’s say your character has a Body score of five. you begin to fill this meter. If you take enough damage. Without proper care. It is important to note that when taking damage it is impossible to die immediately from a single blow if you have any hit points left. Once you have filled all three of your damage meters. Taking any more damage while incapacitated means you die immediately. or naturally recovers one hit point. All light damage is healed with a good night's rest. blood loss and broken bones which greatly impair your ability to act. Once your light damage meter is filled. you suffer a -1 penalty to your rolls. If your meters are filled completely. your character recovers one point of medium damage each day. Damage is tracked in the form of hit points on your character sheet using three meters. Each meter can hold a number of hit points equal to your Body score. you suffer a -3 penalty to your rolls. After ten rounds (one minute) of being incapacitated. Heavy damage represents serious wounds. your character will still be unconscious.
It requires a full round to apply First Aid to a character. even if the check fails. but that character ignores his wound penalties for one hour. If the character is being treated in less than ideal conditions (a hideout without proper medical technology). Apart from natural healing which is explained above. Because of the exacting nature of Medicine. If First Aid is being applied under stressful conditions.Use of the Medicine skill and related equipment is used to heal medium and heavy damage. you are not allowed to perform this skill on yourself. A Medicine check is made against a difficulty of seven. You are allowed to perform First Aid on yourself. such as bandages and first aid kits. then finally light. the character will heal a number of hit points equal to their Body score after a night’s rest. such as during combat. but the injured character must rest for at least eight hours before gaining any benefits to the treatment. a successful First Aid check will stabilize them. 36 . even if the check fails. preventing death. there are two other kinds of healing your character can receive.Healing Damage is healed in order of most to least severe. in addition to their natural healing. allows your character to recover from light damage. The difficulty of a First Aid check is seven. It takes longer to use the Medicine skill than First Aid. Your character must heal all heavy damage first. If successful. It can also temporarily negate the penalties associated with more serious wounds. A character can only be treated with Medicine once per day. and Medicine generally requires suitable facilities (such as a clinic) and/or equipment. First Aid is usually quick to perform. the treated character is healed for all light damage. A character can only be treated with First Aid once per day. If the character is suffering from medium or heavy wounds. Medical Attention . no damage is healed.Use of the First Aid skill and associated equipment. the GM is free to assign modifiers to the check. First Aid . the GM is free to assign modifiers to the check. If successful. If a character is incapacitated. It requires one hour to provide proper medical attention. then medium.
but the GM might call for more detailed book-keeping in particularly dramatic or tense situations. the Range attribute describes the distance at which no bonus or penalty is gained for firing the weapon. or in a full-automatic mode. Many weapons can be fired a single shot at a time. and takes the form of a list of letters separated by slashes.Weapon Statistics There are a variety of different statistics for weapons used in the game. If you hit. A successful hit uses the weapon’s Base Damage.S. like grenades or heavy artillery. Normally keeping exact count of how many rounds you’ve spent isn’t necessary. The Ammo value tells you how many rounds of ammunition can fit in the gun. as a burst of projectiles. You can elect to fire the weapon using any Action that the weapon supports. You receive a -3 penalty to your attack roll. They also have a cost expressed in U. The actual statistics used for the area of effect and any “splash” damage will be given in that weapon’s description. strike an area. All weapons have a Base Damage rating. 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. 37 . The Range of a weapon describes the distances at which the weapon is effective. doing damage to everything within its radius of effect. preventing him from taking any action on his next turn. If you hit. Firing a weapon in this manner generally uses three rounds of ammunition per attack. Action and Ammo are attributes unique to ranged weapons. Area (A) – Some weapons. Full-Auto (F) – If you choose to fire a weapon in full-auto mode allows you to spray “cover fire” at an enemy. For situations where it matters. your target receives a -2 penalty on their next check. The Action value describes how the weapon can be fired. your target may not take any actions other than Evading or Dodging on his next turn. If a character is wearing armor that only partially covers the body (such as a vest or breastplate) its Armor Rating is halved for purposes of Area damage. 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. Single-Shot (S) – Firing the weapon a single shot at a time gives you no bonuses or penalties. You take a -2 penalty to your attack. Burst (B) – Firing a burst from a ranged weapon allows you to “suppress” your target’s ability to act. For ranged weapons. firing a weapon in this manner uses only one round of ammunition per attack.
Because of this. Example: You are wearing a vest with an armor rating of 2. Damage Bonus When using the Melee Combat or Unarmed Combat skills. and an Encumbrance rating. allows you to subtract 2 hit points of damage from every successful attack made against you. in some situations doing so might add to the drama of the scene. you add the Result of your combat check. which is used to determine if you can wear the armor without penalty. Example: Let's say you beat your opponent’s defense by 2 and are wielding a club with a base damage value of 2. but they should also not “sweat the small stuff” and manage what they are packing down to a single bullet. A guard shoots you for 4 damage. The total damage a character would take on a successful hit would be 4 hit points (2 + 2). You subtract 2 because of your armor and only take 2 hit points of damage. As long as your Body is high enough. for instance. you add your character’s Damage Bonus to any damage your character inflicts. Each type of armor has a Body rating. it usually isn’t necessary to track how much ammunition the players or NPCs expend. Weapon Damage Every weapon has a Base Damage value that indicates how many hit points of damage a wound from the weapon will inflict.Tracking Ammo As mentioned above. Armor Armor absorbs damage and allows you to be safer in combat. you can wear the armor with no ill effects. To this. However. The downside to this approach is a lack of absolute realism. it is advised that all players carry at least some spare ammunition. which is the penalty applied to your rolls if your Body is not high enough to wear it comfortably. An armor rating of 2. Reloading Reloading a weapon is a Simple Action (2 AP). Every piece of armor has an armor rating that tells you how many points of damage it can absorb per attack. 38 . 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.
Special Combat Actions Every combat situation is different. various special tactics have emerged that have sometimes tipped the balance in a conflict. This can allow you to see what others are doing during the scene and act in response. Sizing up the Situation Your character can use a Mental Action (1 AP) during his turn to improve his initiative by one for all subsequent rounds. but cannot take any other actions other than movement during this time. By holding your action you are reducing your initiative for the current and all subsequent rounds during the scene. In addition. Full Defense Your character abandons any other actions in order to concentrate completely on defending themselves. If your character would normally act on an initiative count of seven. The following special actions may help in this regard by allowing you to take advantage of certain situational modifiers or special effects. your character does not need to use any AP to Dodge. This represents your character’s ability to survey the scene and plan his moves accordingly. Holding Your Action When it is your character’s turn to act. though at the cost of some penalty. You can spend as many AP sizing up the situation as you wish. When you wish your character to take one of these actions. You gain a +1 modifier to all combat checks made until the 39 . Each one improves your initiative by one. 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. but over centuries of human conflict. intent on striking his enemy even if it means standing in harm’s way. Many of these actions yield a benefit. rather than trying to damage their enemies. The trade-offs for each action are explained in the action’s description. announce your intention at the start of your turn before you take any other actions. Aggressive Fighting Your character leaps into the fray. Defensive Fighting Your character adjusts their fighting style to focus more on fending off the blows of their opponents. You gain a +3 modifier to all Dodge attempts made until the start of your next turn. and you hold your action until the count reaches five. You gain a +2 modifier to all Dodge attempts made until the start of your next turn. you can hold your action until later during the round. you now act on a five in every round following. but suffer a -1 modifier for all other checks made during this time.
While actively grappling. This modifier lasts until the start of your next turn. You gain a +2 modifier to all attacks made until the start of your next turn. In order to use the Guard action. The target must be within Personal range and you must be unarmed. Called Shot Your character attempts to hit a specific part of his target’s body with his attack. but you must be within Personal range of each of them. or to strike certain vital areas which could result in extra damage or side effects as the GM decides is appropriate. All attacks made against the target gain a +1 modifier. Full Attack Your character abandons any other actions in order to concentrate completely on destroying your opponent. Each other character distracting a target grants an additional +1 modifier. although other characters may distract the same target as you. but cannot take any other actions other than movement during this time. Because you are so exposed. you must be within 40 . so long as your target remains in Personal range. your target is unable to perform any actions other than grappling with you. Other characters attempting to attack you or your target suffer a -3 modifier to their checks. attacking your target’s leg may slow them down. You may distract as many opponents per round as you have standard actions. A called shot receives a -3 penalty to your attack roll. You make an Unarmed Combat check opposed to your target’s Unarmed Combat. any attacks made against you have a +1 modifier applied to them until the start of your next turn. and both you and your target gain cover from other combatants. Grapple Your character attempts to subdue an opponent by wrestling them to the ground. You may only distract an individual target once per round. The grapple lasts until the start of your next turn. your character can take no other actions. If you succeed. but on their turn. For example. but suffer a -1 modifier for all other checks made during this time.start of your next turn. Guard Your character may choose to shield another character or object of similar or smaller size from attacks. your opponent may attempt to break the grapple with his own Unarmed Combat check. This can be used to target unarmored parts of your target. Distract Your character may choose to spend a standard action (3 AP) to distract an opponent within Personal range.
While guarding another character you may take other actions as normal. allowing you to hold another in your off-hand. translates into no attack penalty at all. 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. or to provide special tactical bonuses. For example. You must announce your attention to take the blow before the attack is resolved. you may spend your simple action (2 AP). and be able to dodge. When an attack targets your ward. He may also chose to use Dual Wield if he has another weapon in his hand.Personal range of your ward. granting your ally a +1 bonus. You must declare your intention to dual wield at the start of your turn. You must announce your intention to guard at the start of your turn. and must declare which character you are guarding at that time. You may only guard one character at a time. When this is the case. in order to intercept the attack and take the damage yourself. If your ally then chooses to use the Aggressive Fighting action he may gain a further +1. with the weapon of your choice. All attacks you make that turn suffer a -2 modifier. 41 . Dual Wield Some melee and ranged weapons are small enough to be held in one hand. granting him an additional attack at the expense of a -2 penalty for each. Combining Combat Actions Some of the above actions can be combined for greater effect. you may choose to Distract your target. as though dodging. The effect of this is the ability to make one additional attack. including attacks. if you and an ally are attacking the same character with melee weapons. so long as you remain within Personal range of your ward. you can elect to use both weapons at the same time. This combat action cannot be used with Unarmed Combat. which. as a free action (0 AP). because of the bonuses from Distract and Aggressive Fighting.
That said. or lying your way past a guard are all important interactions that should be given at least as much attention as combat. some rules and guidance can help structure and enhance these types of encounters. Acting out a scene where your character convinces a jury to let them go free. they also involve taking on the role of a character and interacting with the world and its inhabitants. When a player is attempting to Persuade another character. according to how they are disposed to them. These dispositions are typically reserved for NPCs (players should role-play interactions between themselves. This is simulated through the use of character dispositions.Social Interactions Role-playing games aren’t just about numbers. Character Dispositions Different characters in the game world react to other people in various ways. Note that two characters don’t necessarily have to have the same disposition toward one another. It may be rare. but it is possible for one character to hate a character that loves them. Disposition Hated Hostile Cold Neutral Warm Friendly Loved Modifier -5 -3 -1 0 +1 +3 +5 42 . but also on the character’s attitude toward the player. 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. for instance. how likely they are to succeed does not just depend on the player’s roll. 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.
with the normal prejudices or lack thereof. The character is very likely to offer whatever assistance they can. going from “Cold” to “Neutral”). but rather requires a lengthy period of conversation and interaction. the character’s disposition does not change. Neutral – The character treats the PC as they would any random stranger. the GM 43 . but they remain distant and suspicious. Improving Dispositions Improving a character’s disposition toward you requires the use of the Diplomacy skill. The character would find it almost impossible to believe the PC is anything other than loyal and completely trustworthy. They will help the PC in any way they can. but they will make things difficult for them whenever the situation presents itself. Using Diplomacy is not something that can be done in an instant. 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. The character will likely demand much more than typical for any assistance they might render. someone they believe they can count on. They are no more or less likely to offer aid. though won’t necessarily put themselves at great personal risk. and will likely take any opportunity to harm or destroy them. Friendly – The character views the PC as a true friend. if they are willing to deal with the PC at all. After the scene is played out. the player makes a Diplomacy check opposed to the other character’s Resolve. Hostile – The character is intent on causing the PC harm. If the player fails. 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. They won’t go out of their way to cause the PC harm. Loved – The character feels a deep. Cold – The character feels some reason to dislike or distrust the PC.Hated – The character utterly despises the PC. If the player is successful. For spectacular failures or success. the character’s disposition improves toward him by one level (for example. 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. even if it means incredible risk. While not as accommodating as a true friend. close and personal bond with the PC. the character generally trusts the PC and will likely render aid if it doesn’t put them at any risk. The character trusts what the PC says (so long as it seems possible) and will vouch for them when necessary.
and even more time to turn an enemy into a friend. The rules for character dispositions and Diplomacy exist to give the players and GM a convenient short-hand to help structure and speed up social encounters in a manner similar to combat encounters. respectively. harnessing their creative talents to develop a well-rounded character over time. Role-Playing vs. it is affected by the modifiers above. 44 . to ignore them completely. or increase by two levels. Many people play such games to have an opportunity to act. the GM should allow only one Diplomacy check every in-game day to reflect this fact.could have the character’s disposition drop by one level. It takes time to cultivate a relationship. If your group feels these mechanics are too restrictive you are free. making it quite difficult to change the mind of a dedicated enemy. Note also that because Diplomacy is a Presence-based skill. as always. In general. Rolling Not everything in a role-playing game needs to be rolled.
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. Characters should have some limit to their off screen time (what they are allowed to do outside of the context of play). is called a Season. 45 . but at the same time such things should not bog down the action. An individual session. therefore. while at the same time creating a practical limit on what any given character can do with their time. rounds and turns.Time Units Time in combat situations is measured in scenes. Rarely do you see characters doing something mindless or boring on screen. or force some characters to sit on the sidelines. facing ever more powerful challenges. diplomacy or investigation. But there is also a need to track larger blocks of time in a role-playing game. most of the episodes in any particular season relate to some larger challenge or “Big Bad” that must be dealt with definitively in the last few episodes. The game divides up the action over long periods with terms traditionally used by television shows. There’s no limit to the number of seasons a series might be composed of. Genesys provides a convenient mechanism to allow these more mundane events to take place “off screen”. Seasons usually take from five to eight episodes to resolve. The collection of Seasons that the same group of characters participates in is called a Series. where the players are the stars of their own serial. A set of related adventures that take place over several Episodes. where the players and the GM gather together for a few hours to play. Whether this takes the form of heavy combat. And the seasons taken together describe each of the characters’ personal struggles. allowing a series to run on for as long as everyone is still having fun with those characters and the stories being told. To help keep the game moving. little time is wasted watching a character repair a car. growth and ultimate destiny. the idea is to keep the story moving. Think of a television show you might have watched. Episodes are directed with an eye toward moving the story forward. Likewise. but some may be shorter or longer depending on the tastes of the players and the GM. Arranging your campaign in this fashion can lead to a more dynamic and exciting story. leading up to an epic conclusion where the fate of the world is at stake. or spending hours or days in a workshop modifying a machine gun to achieve a greater firing rate. The focus. is called an Episode. all of which describe relatively short periods of time because of the need to organize the action at a fine level of detail. is on the action. In many shows.
These Time Units can be spent in a variety of ways. Time Units last only for a single season. 46 . described below. When the season concludes.To simulate these off screen events. players are given special points called Time Units. usually between episodes (after one play session and before the start of the next one). the GM should ask the players how they wish to spend any remaining Time Units. and let the characters spend them at that point. One Time Unit is awarded at the end of every episode that character participates in. otherwise they are lost.
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. For instance. their only option is to let nature take its course and heal at the normal rate. allowing players a wide array of choices in how to spend their off screen time. and spend time acting out all of the various conversations. 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. How much money is left to the GM. Because some wounds can take a great deal of time. Cliff Hangers Sometimes the flow of time between one episode and the next must be tightly controlled. Studying – Characters may spend one Time Unit per Episode improving an existing kill or learning a new one. So instead of forcing the character to make a series of rolls. Time Units may only be spent between episodes. or some other group of people. When a character studies in this way. In general. the team may end one episode racing to get to location 47 . 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. or take an odd job here and there. a character may spend Time Units to gain some extra money. 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. and could easily bog down the rest of the group forcing characters to wait around for one of their companions to heal. leaving the rest of the players sitting around as nothing more than spectators. These events are certainly important to the character. This allows something that could normally take up a great deal of game time to be done very quickly. or even work overtime at their normal place of employment. When a character spends a Time Unit in this way. and could benefit the entire team. a character may elect to spend a Time Unit to heal up off screen. Special Events – Let’s say a player wishes to have their character cultivate a relationship with a certain politician. beginning with the most severe wounds as normal. but rather than take up game time by forcing a player to roam the streets picking pockets. Working – Sometimes characters would like a little extra money. Healing – When a character has no access to appropriate medical care or technology. and based on that plan could grant the check a modifier. they gain two Study Points for the skill they choose. The GM might take a few minutes to hear the player’s plan as to how his character would go about schmoozing. they may heal a number of hit points equal to their character’s Body score.
However. In these scenarios. ready for more. 48 . Time Units are a very powerful tool that can easily serve to keep the action flowing and make the game more enjoyable for all. Players may ask how a character with life-threatening injuries is able to bounce right back at the start of the next episode. but there is no reason the GM can’t translate these abstract numbers into specific lengths of time such as days or weeks. it is strongly suggested that you give them a try. The downside is that Time Units remove a certain degree of realism from the game.before their enemies do. preserving the important situation’s integrity and making every moment count. or is busy wooing the locals. 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. During the course of play. The realism you may lose is likely to be outweighed by the time you save. In cases like these. many situations can arise where an entire team of characters must be sidelined while one character heals up. the GM should always be careful about when and how often they declare episodes Cliff Hangers. They also may not spend study points or experience points improving their characters. Time Units can allow the players and the GM to “hand wave” over the event and let the action continue. If this sort of realism is important to the group. The various skills in the game may reference Time Units. it probably doesn’t make sense to allow them to spend Time Units on the way. Because of these restrictions. Why Time Units? Time Units reflect the basic idea that a game is supposed to be fun for everyone. Because of this. If characters end that session wounded and want to heal up. Time Units can be safely omitted.
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. Drowning and Suffocation A character that is exerting himself. they begin losing hit points at the rate of one per round until they are able to breathe freely again. After this time they must pass a Stamina check every round. For particularly stressful situations (a character trying to dig themselves out of a coffin after waking up to find themselves buried alive). Most poisons simply deliver their effect and are then passed out of the body. Some poisons also have a negative effect even if the character resisted the worst of it. This check begins with a difficulty of seven and increases in difficulty by one point each round. and dies on the next round if they are unable to breathe. such as by swimming. If they fail the check. depending on whether the character managed to resist the poison. Many of the rules and systems given in this section are fairly complex. each with their own effects. penalties may be assigned by the GM. If you find these rules too cumbersome. When a character is exposed to the poison. clawing through earth or struggling with bonds. a character may hold his breath for a number of rounds equal to three times his Body score. 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. A character that becomes incapacitated while holding his breath falls unconscious. should such situations arise during your adventures. the Full Effect of the poison takes hold. Poison Poisons can come in a number of different types. If doing nothing else. Remember. When a character fails this roll. the player makes a Body check with a difficulty equal to the poison’s Potency Rating. can hold his breath for a number of rounds equal to his Body score. a poison is a chemical compound that has a Potency Rating and an Effect. In general. you should feel free to take these mechanics as guidelines and “wing it”. What happens to a character that is drowning? When does the poison a character just drank take effect. although some can have special effects which cause the poison to linger. the rules in this section are only suggestions. or discover that these situations occur frequently in your games. 49 . as these mechanics cover special situations that shouldn’t crop up that often. This complexity should be offset by the infrequency of their use. and not under duress.
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). The table below gives potencies and effects for one “dose” of the poison. Immediate nausea (-3 penalty to all checks). Immediate unconsciousness. Immediate nausea and seizures (unable to take any action). with a high number indicating a very powerful compound. Character takes 10 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. Immediate muscle spasms and seizures (unable to take any action). Multiple doses require additional rolls. Character takes 20 points of damage. This is of particular concern if you believe poisons will feature prominently in your campaign. 11 and 12 respectively). 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. Recovery in one hour. If successful. Cyanide 8 Strychnine 7 Immediate muscle spasms (-2 penalty to all checks). Recovery in one hour. Character takes 15 points of damage. Name Sarin Gas Potency 10 Full Effect Immediate unconsciousness.Like a character’s Body score. or if their potencies and effects should be reduced. The following is a list of sample poisons from the real world. each at a +1 potency (three doses of Sarin Gas would require three rolls at difficulties of 10. the patient recovers. the patient does not recover and the poison’s potency is effectively increased by +1 for the purposes of future attempts. If the roll fails. Curing Poison In order to cure a poisoned character.
it is destroyed and cannot be repaired. Example: A character wearing a Bulletproof Vest. 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. it loses a point of effectiveness. such as a piloting skill.Unless otherwise noted in its description. Additional checks might be required to avoid pedestrians. using a skill such as Drive. the armor is fully repaired. In general. or if a car crashes. there is a chance that their enemies will abandon the fight in an effort to save themselves. To determine whether or not this happens. The armor has lost one point of effectiveness. Damaging Armor Armor can lose its effectiveness over time. 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. Example: After the fight. 51 . the character must make a Repair Armor check against a difficulty equal to seven plus the amount of effectiveness the armor has lost. a chase is resolved through an opposed action. an Armor Rating of four. oncoming traffic or other hazards where it’s appropriate and dramatic to do so. and the combat begins to clearly move in favor of the players. To repair this damage. Morale When the players are fighting with a group of NPCs. If successful. the character attempts to repair his Bulletproof Vest. To simulate this. 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 Bulletproof Vest loses one point of effectiveness and now has an Armor Rating of three. the GM may decide that whenever the Armor Rating of the character’s armor is overcome (that is. the character sustains damage in spite of wearing the armor). so the difficulty of his Repair Armor check is eight (7 + 1 = 8). or even characters’ Agility scores in the case of running can be used as necessary. the GM may make a Morale Check. Generally a chase lasts for several rounds and involves at least one Drive check. When a piece of armor has its Armor Rating reduced to zero. is hit for seven points of damage. Chases involving other skills. Since this overcomes the Armor Rating.
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. a player can attempt an Intimidate check that immediately forces their opponents to make a Morale Check. this should also apply. Finding your way through a dense forest is much more difficult than finding your way across the plains. If the combat has begun to swing in the players’ favor and they are aware of this. These rules and distances should be adjusted if the characters are traveling via a vehicle or beast of burden. Example: The players are fighting a group of guards and they have managed to defeat several of their opponents. If successful. For every ten feet beyond this that they fall (round up to the nearest multiple of ten feet). Falling Damage A character may normally fall up to ten feet without suffering any damage. Uneven ground. 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. modified by the GM depending on whether the character has a map.A Morale Check is made using the NPC’s Resolve skill. If an NPC is using the Leadership skill. getting a Resolve check result of eight. modified by the GM based on how dire the situation has become. 52 . can reduce this to twenty or even ten miles. The guards run. as well as the amount of gear a character is carrying. knows the area and the type of terrain. the character suffers five points of damage. The difficulty is seven. To stay on course. dense foliage or hostile conditions (such as the extreme heat of a desert or the cold of the arctic). The GM decides that the difficulty of this check should be ten and rolls for the guards. they become lost. 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. If a character or group fails this check. A character attempting to survive a planned drop (such as jumping off the roof of a two or three story building) may make an Acrobatics check against a difficulty of seven. The ability to navigate and avoid getting lost is dependent on the type of terrain and circumstances of the journey. This becomes an opposed action with the player’s Intimidate check going against his enemy’s Resolve. Armor does not typically apply to falling damage. a character must make a Navigation check against a difficulty of seven.
Slow (-5) – Your character receives a -3 modifier when rolling for initiative. characters may start the game with much more than twenty Build Points. By allowing disadvantages. a player may later spend experience points to “buy off” a disadvantage. the rules for Dodging apply. Otherwise. disadvantages need to be carefully tracked by the GM to ensure that the players are properly penalized. If the GM forgets about these disadvantages and fails to bring them into play. With the GMs permission. Doing so requires the parrying character to have saved a Standard Action (3 AP) from his previous turn. Players must discuss with their GM any disadvantages they may feel would be appropriate for their character and seek specific approval. On a successful parry. The GM may also wish to limit the number of points gained from disadvantages to no more than ten Build Points. Disadvantages can be easily created by using the advantages provided as a baseline. the players have effectively gotten their extra Build Points “for free”. You gain a -2 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. The decision to allow such disadvantages depends a great deal on the type of game the GM wishes to run. the defending character may make an immediate counter attack at a -3 penalty. The cost of buying off a disadvantage is twice the normal cost of the disadvantage in experience points. In addition. making for a more powerful party. 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 attacker’s combat check is made against a difficulty equal to the parrying character’s weapon skill total.Disadvantages Some GMs and players may prefer to have a way to choose flaws for the player characters. 53 . Some examples of disadvantages might be: Ugly (-5) – Your character’s appearance is considered unusually unattractive or hideous. Parrying A character may use his Unarmed Combat or Melee Combat skill to deflect incoming unarmed or melee attacks.
the GM awards Study Points. such as saving the day with a well-placed shot from your pistol. is. Experience Points and Time Units. To simulate this. which are also tracked on your character sheet. picking up new skills and improving existing skills. 54 .Rewards Throughout the course of the game your character will push his talents to the limits. or getting the trashed computer system back online to extract valuable information. Learning from Mistakes In cases where a character fails a skill check in a particularly notable manner. but Experience Points can be spent on any skill. That. As the game progresses. you gain two Study Points for that skill that you can later spend to improve it. there is a space to track Study Points. you can use Experience Points to learn new skills or improve existing ones. making them very versatile and powerful. Whenever you spend a Time Unit to train a skill. the GM gives out Experience Points. but only one Study Point for each individual skill may be earned in this way during a particular episode. Experience Points At the end of each episode. The GM may also grant you a special reward for a particularly resourceful use of the skill. Study Points are tied to a particular skill. only one Study Point for each individual skill may be earned during a particular episode. Each Experience Point acts as a kind of “wildcard” Study Point. or the GM feels the character could have learned something from the failure (“He won’t do that again!”). They are also used to increase your character’s attribute points and buying advantages later on. You can gain many Study Points during a single episode for using different skills. 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. your character becomes more knowledgeable and more formidable. Each episode. learning new things. the GM can award a Study Point as he would for a notable success. One Experience Point is awarded automatically to every character that participated in the episode. As above. the GM awards between one and three experience points according to the following guidelines: 1.
award three. based on how well the group fared during the adventure. a special End of Season reward of one to three Experience Points is given out by the GM. or even none for a truly awful performance. This award is in addition to the normal episode awards described above. or learning the truth about a local politician? Did they grow as a character by making a new ally or deepening an existing relationship? Did the character achieve a spectacular success during the episode. If the group failed in their objectives. If they succeeded or did well. the GM should award only one Experience Point. the GM should award each character that participated in the session one Time Unit. and a new one is to begin. If the players went above and beyond the call of duty. Did the character learn something new. add to everyone’s enjoyment and performed well.2. impressing themselves and the GM alike. such as uncovering a mystery. When a season ends. as they will not carry over to the next season and would thus be lost. 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. 55 . End of Season A season is a set of related episodes leading to some final conclusion. If the character acted in ways to further the story along. The GM should call on each player to spend any Time Units they have left. 3. two points are appropriate. Time Units At the end of every episode. or did poorly. the GM awards that character one Experience Point. The final bit of housekeeping to attend to at the end of a season is spending any remaining Time Units. the GM should award them an Experience Point.
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. requires five study points. Mentoring One character may help another character learn a new skill by mentoring them. that is. you can improve the advantage by buying the next level. and your character already has the five point version. In other words. he can spend ten experience points to purchase the difference and gain the higher level of the advantage. experience points and time units. To go from a level two to a three in a skill would cost six study points. The exception to this is a Cliff Hanger episode where there is no real break in the action. The mentor must have at least one level of the chosen skill in order to be a suitable teacher.Advancement At the end of every episode. The cost of buying an advantage in this way is twice the normal Build Point cost. should they choose. Also note that having a mentor does not exempt you from having to spend at least one true study point to purchase the skill. to buy a five point advantage would cost ten experience points. if an advantage can be purchased at a five point level and a ten point level. When a mentor is willing and able to train the character. your character can buy an advantage using experience points. Learning New Skills To learn the first level of a new skill. players should have the opportunity to spend their accumulated study points. For example. but at least one point must be a true study point for that skill. Again. For advantages with variable costs. Players may spend any combination of study points or experience points when learning a new skill. but at least one point must be a true study point for that skill. you may spend a combination of study points and experience points. To go from level three to four would cost eight. the cost for the first level of the skill is three study points. Buying Advantages With your GM’s approval. 56 .
The cost of an Edge is five times the number of Edges you are going to. Each Edge effectively increases that attribute by one point. So to gain a +1 Edge to an attribute costs five experience points. To go to a +2. 57 . it is possible to raise them slightly during the course of your character’s career. Note that buying Edges and advantages requires experience points. requires ten experience points and so on. or buy an Edge for a different attribute. but the total of any attribute score plus its Edges cannot be greater than ten.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. Beside this value on your character sheet is a space labeled “Edge”. in experience points. you buy Edges whose cost is based on the number of Edges you have already purchased for all of your attributes. yet through continuous effort and practice. The level of an attribute your character starts with is a measure of his intrinsic or natural ability. When you wish to improve your character’s attributes. You are not limited in the number of Edges you can purchase.
The following is a selection of some of the more common weapons found in the modern world.
Type Baseball Bat (Club) Spear Knife Hatchet Hammer (Tire Iron) Sword .22 Semi-Automatic Handgun .38 Revolver .357 Magnum Revolver .45 Revolver 9mm Semi-Automatic Handgun M16 Rifle AK47 Rifle M24 Sniper Rifle 12 Gauge Shotgun Sawed-Off Shotgun Uzi Submachine gun Fragmentation Grenade Base Damage 2 3 2 4 3 4 4 4 6 6 5 5 6 7 7 8 5 10 Range Personal Personal Personal Personal Personal Personal Short Medium Medium Medium Medium Long Long Very Long Medium Personal Short NA Action NA NA NA NA NA NA S/B S S S S/B S/B/F S/B/F S S S S/B/F A Ammo NA NA NA NA NA NA 10 6 6 6 14 20 30 6 4 4 40 NA Cost $5.00 $5.00 $15.00 $15.00 $10.00 $75.00 $300.00 $350.00 $350.00 $500.00 $600.00 $1,200.00 $1,350.00 $3,000.00 $300.00 $300.00 $2,500.00 $100.00
Baseball Bat (Club) – Any blunt instrument similar in heft to a baseball bat, such as a piece of 2x4 or a heavy chair leg can be wielded as a club. They do minimal damage, but as an improvised weapon you could probably do worse. Collapsible batons can be treated as clubs. Spear – Any relatively long melee weapon sporting a sharp point may be used as a spear. This includes a broken pool cue, wooden stake or a bar from a wrought iron fence, in addition to the more traditional variety found in medieval times. Knife – Any small slicing or stabbing weapon, such as a stiletto, dagger, straightrazor or jack-knife. Small tools wielded as improvised weapons, such as a 58
screwdriver, can usually be treated like knives. Knives can usually be hidden in a pocket with ease. Hatchet – Small hand axes traditionally used for chopping kindling. These weapons can be used to great effect during melee combat. Hammer (Tire Iron) – “Hammer”-type weapons function like clubs, only they do more damage because they are generally made from rugged metal and have a weighted end. Tire irons, crow bars, maces and heavy candle-sticks can all be treated as hammers. Sword – Long swords, machetes, katanas and rapiers can all be treated as “Swords”. These weapons are generally too long to conceal without wearing a long coat, and carrying one in the open is likely to draw unwanted attention. .22 Semi-Automatic Handgun – The weapon of choice for hitmen everywhere, the small caliber hand gun is effective at close range and rarely leaves a mess because rounds have enough energy to enter a target, but usually do not have enough energy to exit. The downside is that they lack the stopping power to take down tougher opponents and are nearly useless against most forms of modern body armor. These guns can be easily concealed in a pocket. .38 Revolver – A .38, made famous by tough-guy private eyes, is the big brother of the .22. It has better range and slightly more power, while being just as easy to hide in a coat pocket or keep in a shoulder holster. .357 Magnum Revolver – Greater stopping power and an impressive heft are the hallmarks of this handgun. Due to its size, it can’t easily fit in a pocket, likely requiring a holster in order to comfortably carry it. .45 Revolver – The .45 is the quintessential show-stopper. It has enough power to bring down even large targets fairly quickly. Just be sure to bring a mop with you. 9mm Semi-Automatic Handgun – Standard issue for most police and federal agencies, the 9mm has decent stopping power and range. It can also be fired in a Burst which, coupled with a fourteen round capacity, gives it superior lethality for a handgun. M16 Rifle – The M16 has been the standard infantry weapon of the United States Armed Forces since the sixties. Versatile, it’s the assault weapon of choice. And the ability to fire anything from a single round at a time to a full-automatic spray makes it an excellent all-purpose firearm. As a rifle, this weapon cannot be concealed on a person unless broken down. AK47 Rifle – The assault rifle for the Soviet Armed Forces, the AK47 has been in active use since 1949. It’s thirty round standard magazine and impressive stopping power makes it an excellent field weapon. 59
M24 Sniper Rifle – The M24 Sniper Weapon System, complete with a removable telescopic sight and other accessories, it is the weapon of choice for U.S. Army snipers and the Israeli Defense Forces. It has one of the longest effective ranges of any rifle, and has enough force to penetrate many forms of body armor. 12 Gauge Shotgun – Pump action shotgun used by hunters and riot police everywhere. Effective at close range, it makes a mess but gets the job done. Sawed-Off Shotgun – Many shotguns can be modified by shortening the barrel with a hacksaw. This sacrifices range, but increases the damage the weapon can do. It also makes it possible to conceal the weapon under a coat. Uzi Submachine Gun – A hand-held weapon typically used by street gangs, the Uzi is a favorite of the movies. While it looks impressive, the Uzi has limited range as well as accuracy (a fact represented by its rather low damage). It shines when engaging targets at close range and using its full-auto action. NOTE: The Uzi has a forty round clip, allowing the user to perform two full-auto firing actions before needing to reload. Fragmentation Grenade – A roughly one and a half pound weapon designed to be thrown so that it can explode and inflict a great deal of damage over an area. The effective radius of a standard Fragmentation Grenade is Short. Any targets outside of this area take no damage.
00 $3. these items aren’t listed below.00 $500. 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. lighters.500. there is little reason to worry about how much his outfit costs.00 $300.S.00 $100. as well as those purchases that are so expensive as to warrant specific U. This list is a sampling of some of the more common items that can crop up during the course of an adventure.00 $3.00 . This should give players and the GM a good idea of the utility of each item that is listed.00 $200. Items such as simple flashlights.00 $600.000. Dollar values. 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. this listing is followed by a series of detailed descriptions for each of the items. If a character wants to wear ripped jeans and trench coat. As such.000.00 $800. Like the list of weapons above.00 $2.500. 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.Equipment The following is a selection of sample equipment that the players may wish to acquire.00 $350.00 $1.00 $450. or to track exactly what he has on him.00 $500.00 $180.500.00 $600. If it is important. as well as providing a good “baseline” when creating new equipment.
00 $50.00 $3.0 .00 $2.000.00 $800.00 $2.00 $2.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 $250.000.00 $40.00 $35.00 $60.000.00 $5.00 $3.00 $4.00 $25.000.00 $3.00 $200.00 $45.000.000.000.00 $400.500.000.000.00 $100.000.00 $500.00 $500.500.00 $35.00 $300.500.00 $150.000.00 $20.00 $800.000.000.000.000.00 $5.00 $100.00 $50.000.00 $40.00 $350.000.000.00 $75.00 $500.000.000.00 $250.00 $5.000.500.00 $2.000.
are usually very expensive. but can make the wearer look absolutely fabulous. Winter Gear – Heavy coat and other insulated clothing. a Body Rating of 6 and an Encumbrance of -3.00 $14. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit. although its presence might not escape notice. Designer Dress – The latest fashion. providing an Armor Rating of 6. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet.000. for men or women. using special fabrics. These dresses are usually worn only once for very special occasions. 00 $300. plus gloves and a hat. wet terrain and khakis. Police/Emergency Scanner – A battery-operated. cold environments suitable clothing is a must. while also. When travelling through harsh. ready to wear. but can sometimes give the wearer an advantage when dealing with the elite. It protects only the body. Email. and an Encumbrance of -1. This device does not allow for listening to encrypted data transmissions.High-Performance Speedboat Luxury Yacht Small Helicopter 0 $500. web surfing.00 Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. It provides an Armor Rating of 4. The suit protects the entire body and head. It can help keep exposure to insects and parasites to a minimum. 63 .000. Jungle Gear – These outfits include hiking boots designed for rough. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. let the body sweat and cool itself with little extra effort.000. The armor has a Body Rating of 5. making it able to protect against light weapons and many handguns. hand-held scanner that allows the user to listen in to local police and fire broadcasts.000. This armor is generally used by strike teams and special police units. This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops. High-end suits such as these. appointment management other software allows the user to keep connected while on the road.
64 . The fastest machine available to corporate and government agencies outside of a clean room environment. battery-operated communications devices which encrypt the contents of all broadcasts. perhaps even unusable. It produces highresolution images which can easily be downloaded onto any modern computer system. These devices have a range of twenty-five miles. as well as low-light photography. next generation technology. allowing you to work on the road. High-End PC – A desktop computer on the cutting edge of technology. GPS System – A computer-driven global positioning system used for navigation. 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. High-End Laptop – A so-called “desktop replacement” laptop. this machine is responsive even when working with large image files and movies. effectively magnifying the subject. Any applications which take a great deal of memory or processing power are likely to be sluggish. State of the art PC – A desktop computer featuring experimental. connecting to the internet and working with photos. and how to get where they are going. It can also access wireless networks. without much of an effect on performance. State of the art Laptop – A portable computer running on experimental technology. comparable in ability to a High-End PC. A six digit pass code is required to unlock the device after it has been idle for a few minutes. Low-End PC – A desktop computer capable of running basic “office” applications. or from a personal computer. It is not powerful enough to run the latest games or perform advanced video editing. It can be carried on your person or installed in a vehicle. and locally-stored maps to help users discern where they are.Encrypted Walkie-Talkie (2) – A set of two hand-held. a task that can be done at the electronics store. Options exist for date and time stamps. Comparable to a State of the art PC. It comes with a standard lens with limited zooming abilities. surf the web and watch a movie all at the same time. 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. Digital Camera – This is a high-end digital camera suitable for professional use. You can play games. It sports a small screen and partial keyboard. but has enough power to be comparable to a Low-End PC. It makes use of satellites to determine location.
designed more to patch up the patient for transport to a proper medical facility (-2 modifier to Medicine checks). Requires a Security check against a difficulty of fourteen to circumvent. typically found in modern hospitals. A room equipped with these facilities grants a -1 modifier to Medicine checks). but designed in the form of a backpack and chest pouches allowing any fit individual to easily carry it. Low-End Medical Facilities – One step up from an underground “doctor’s” basement. A room equipped with these facilities grants a +2 modifier to Medicine checks. a gurney. but is only just passable for dealing with heavy trauma. It’s hefty. Motion sensors with infrared capabilities. Field Medic/EMT Kit – This is a kit the likes of which military field medics carry into combat. refurbished vital monitors and other. when immediate access isn’t required. This system features motion detectors. tape. Typically requires a Security check against a difficulty of twelve in order to circumvent. tweezers.Low-End Security System – A consumer level security system designed to monitor for break-ins. surgical equipment. weighing approximately thirty pounds when full. 65 . although it may also be found in some luxury homes. Medical First Aid Kit – A standard first aid kit complete with bandages. It contains sterile dressings for various types of wounds. pressure-sensitive floors and high-tech imaging technology make such a system a nightmare for the would-be intruder. High-End Security System – A security system generally reserved for large corporate offices and banks. antiseptic and pain relievers. as well as heavy duty pain medication and rudimentary surgical equipment. 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). Low-End Medical Facilities include lights. including burns. State of the art Medical Facilities – This includes amenities only found in research hospitals and high-tech trauma centers. High-End Medical Facilities – This setup includes up-to-date medical equipment and basic life-support systems. this security system represents the cutting edge of technology. devices. A room equipped with these facilities grants no modifier. security cameras and sophisticated electronics. non-portable. 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. The kit is suitable for dealing with minor injuries. State of the art Security System – For agencies that take no chances. fire or other emergencies. It also can easily fit in the trunk of any car.
Because of the number and weight of the pieces. Access to this level of equipment grants a +1 modifier to Chemistry checks. ostensibly intended for locksmiths but also well-suited to less legal uses. Professional Chemistry Laboratory – This equipment is usually found at universities and similar research facilities. a selection of integrated circuits. tire iron. Electronics Equipment – A multi-meter. Access to this level of equipment grants a +3 modifier to Chemistry checks made in order to identify a substance. safety gear and other related equipment designed for welding and cutting various metals.Home Chemistry Laboratory – This equipment is one step up from “hobbyist” level. leads and collection of electronics parts (such as resistors. Welding Equipment – Torches. and its use. requires a great deal of floor space in order to have enough space for the tools. benches and projects themselves. This kit allows a person with the Mechanical Repair or Mechanical Engineering skills to fix a disabled automobile or similar machine with a -2 modifier. A kit fit for use by a professional. oscilloscope. GC Mass Spec System – A gas chromatograph mass spectrometer system with upto-date software and related equipment. a thermal blanket. etc. socket set. but elements are portable enough to allow for electrical work on the go. soldering gun. a compressor. and allows the chemist to perform simple analysis and compound mixture. specialty tools and various sockets. this tool system. Tools Emergency “Roadside” Tool Kit – This kit includes road flares. gas tanks. Electrical Engineering and Security checks. Use of this kit allows a person with the Mechanical Repair or Mechanical Engineering skills to fix a disabled automobile or similar machine with no penalty. Proper use of this equipment requires the Mechanical Repair or Mechanical Engineering skills. This can be used for Electrical Repair. Lock Picks – A high-quality selection of lock picks and tension tools. 66 . tire patch kit and various other tools and simple parts designed to repair minor car problems. 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.) that allow for the design and repair of electrical circuits or wiring. This kit is primarily designed to be used on a workbench with adequate space. Use of this set requires a Lock Picking check. It is used to identify various substances by measuring various physical properties and comparing them to an internal database. clamps and plugs. small capacitors.
SCUBA Gear – Wet-suit. either biological or mineral. 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. This kit includes tests to determine the presence of human blood. bicycles and other gear. Suitable for all of your microscope needs. Engineering Tools – Finely calibrated calipers. a stock of dry rations (military surplus) suitable for feeding two adults for five days and a host of other equipment allowing people to “rough it”. Forensics Kit – Swabs. sleeping bags. Use of this kit grants a +1 modifier to Disguise checks. air tanks. Camping/Survival Gear – This package includes a two-person tent. liquid latex. High Quality Binocular Microscope – Useful for identifying samples. mask and fins designed to allow one adult to breathe and swim under water. Luxury Sedan – Travel in style with heated seats. a graphic calculator and various other instruments that are designed to help the mechanical engineer practice their craft. the latest in GPS navigation and all the added comfort you require. Seats five with enough trunk space to accommodate an adult. durable night vision system that leaves your hands free. Seats five. An equipment rack on the roof and rear can be used to move duffle bags. makeup. 67 . as well as proper tools for their collection. Use of this kit grants a +1 modifier to Forensics checks. Two-Person Tent – The same high-quality tent as found in the Camping/Survival Gear. Disguise Kit – A collection of wigs. propane stove. marking tape. Grants a +1 modifier to Mechanical Engineering checks. micrometers. bags. semen and other such pieces of evidence. regulator. Night Vision Goggles – A head-mounted. Transportation Full-Size Sedan – The traditional vehicle of federal agents everywhere. gloves. SUV – A vehicle capable of limited off-road travel. Binoculars – A high-quality set of binoculars useable by anyone from a bird watcher to a peeping tom. chemicals and other tools of the trade used by forensic technicians in the field. preservation and labeling. false mustaches and other trappings of the master of disguise. Seats five.
Can comfortably seat two people along with up to five hundred pounds of gear. and the vehicle itself. Especially large or bulky items may not fit in the relatively small baggage compartment. including the roof or “sun deck”. and carry up to two tons in its bed. Dual Engine Prop Airplane – Can comfortably seat four people and up to one thousand pounds of gear. are granted an Armor Rating of five. Luxury Yacht – Cruise in style aboard this one hundred foot yacht.Light Pickup Truck – A light-duty truck able to move or tow approximately one ton safely. Heavy Duty Pickup Truck – A heavy pickup truck that is capable of towing up to ten tons safely. as well as the less savory individuals that try to avoid law enforcement. Can be adapted for amphibious use. Small Corporate Jet – Private. 68 . Occupants in such a vehicle. luxury air travel for the elite. Small Helicopter – A lightweight helicopter that is capable of seating two people with very limited gear or additional cargo. Seats three. Armored Sedan – Identical in specifications as the Full-Size Sedan. Bulky items (those longer than eight feet) can still be a problem. Seats two. apart from the pilot and co-pilot. High-Performance Speedboat – A recreational water vehicle often employed by the coast guard or marina police. An impressive speed and superior maneuverability are handy assets for such agencies. This motored yacht can accommodate a dozen people with two to three decks above the waterline. This jet can carry substantial loads and can comfortably accommodate up to six people in the cabin. but with much greater weight to accommodate the internal armor and bulletproof windows and windshield. Single Engine Prop Airplane – A small plane for the “casual” pilot.
The core rules use the modern United States as a reference point and make no mention of magic systems or other such elements. combat system or skill system. 69 . letting others write for it. you can use Genesys as your “base” and create plug-ins to handle those aspects of your game that make it truly unique. The scheme used to number versions of the core rules and plug-ins is described in the Release Notes of this document. And if any particular rule in the system doesn’t suit your purposes. with the only restriction being that they provide proper credit for the system. Because Genesys has been built in this way. it is easy to use it as the core engine of any traditional role-playing game you might wish to create. This allows you to create your own version of a “perfect magic system” for Genesys. Compatibility and Freedom Any work that uses Genesys must include a reference to the version number of the core rules that have been used. even if you charge money for them. along with the license Genesys uses. publish it in book form and sell it to others. it can likely be changed with a minimal amount of effort. The terms of the Genesys license let you use the Genesys System in your own works. It is designed to be the ultimate “free” system. This means that the core rules are relatively simple. It is intended that such ancillary mechanics will be designed by others and packaged in modules called “plug-ins”. remix it or do whatever they wish.Genesys Development The Genesys System is designed to be modular. Rather than design an entirely new task resolution system. 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.
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