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touch each other, so are within a few feet of one

CHARACTER CREATION another.

Question:
Question: Is it one maneuver to disengaged from all enemies or
I love the fexibility in Genesys' character creation so I just one enemy? The Tumble talent (RoT page 88)
pondered to go a step further and have my players specifies that you disengaged from all engaged
decide on the class skills themselves and then let them enemies while the engaged/disengage description
define the "class" or "role" depending on the choice of (CRB100) says you engage/disengage from AN
skills. Would it be appropriate to have the players opponent. I've been running it as one maneuver for all
choose 8 "class" skills freely instead of building classes engaged enemies, but the new talent in RoT has me
in advance with a pre defined set of class skills? second guessing myself.
Answer: Answer:
Sure, I think that would be totally reasonable! As long You can disengage from everyone you’re currently
as you sit down with your players beforehand and talk engaged with as a maneuver. There are exceptions, of
about what kind of game you’re going to run, I can’t see course, especially if your GM decides that you’re
any problem with it. surrounded or hemmed in by your foes and can’t
physically break free from them. But in general,
Question: disengaging gets your character away from everyone
On page 15 of the Genesys Core Rulebook, the sidebar they’re currently engaged with.
mentions that characteristics have a "softcap" of 5.
What is the hardcap? The Tumble talent is useful because it allows you to
disengage as an incidental.
Answer:
There is no hard cap, just very few ways to increase a Question:
characteristic beyond 5 (and it’s something we strongly If a character is Grappled using the Grapple talent it
discourage you do except in some rare cases). For would usually require them to spend two manoeuvres to
example, some cybernetics in the science fiction setting disengage. If that character has the Tumble talent what
allow you to increase a characteristic to 6, but they do options do they have?
not stack (you can’t use two cybernetics to increase the 1. Disengage as an Incidental, Tumble takes precedent.
same characteristic twice) and they come with 2. Disengage as a Single Manoeuvre, the two talents
drawbacks (decreased strain threshold). nullify each other
3. It will always require two Manoeuvres, Grapple takes
precedent.
COMBAT
Answer:
Question: In this case, Grapple would take priority. While both
Can I only engage one single opponent at a time even talents create an exception to the normal rules for
if both stant next to each other in front of me or could I leaving a hostile engagement, Tumble does so by
engage multiple opponents with one maneuver if they making an option available to the character, while
stand next to each other? How does blast work in that Grapple dictates what that character “must” do.
regard? Are opponents standing next to each other so Of course, as always, a GM might handle this situation
that they could touch each other count as engaged? differently if that is best for their game. I’m sure a player
could convince me that their nimble character was able
Answer: to tumble out of the way before the enemy could grab
A lot of that is left up to common sense. If two opponents them, particularly if they used a Story Point to influence
are standing right next to each other, then they are both the narrative!
at engaged range from each other. If you engage one,
you would engage them both. Question:
I have a follow up questions about this reply: "An item
(There could be some exceptions to this, such as if your can only be of one type of craftsmanship, so the effects
GM has one opponent protecting the other, and that would not stack. With the Improved effect of Signature
opponent interposes themself between your character Weapon, if you choose to “reveal” the weapon’s Ancient
and the second opponent. In that case, your GM may craftsmanship, the effects of Ancient craftsmanship
rule you cannot engage the second character without replace the effects of the original craftsmanship." What
dealing with the first one. In these cases, common happens if there is no hard point available for the
sense and the ongoing narrative would dictate the Ancient Craftsmanship when they purchase Improved?
relative positioning of the characters).
Answer:
In the case of Blast, it is up to your GM as to whether In this case, the weapon would still reduce its number of
opponents are standing close enough together to count hard points by one. Since attachments must occupy
as engaged with each other. hard points, this could cause the weapon to lose an
attachment, if there are no longer enough hard points to
As described on page 106, engaged characters are support it. (This is one reason a player might want to
roughly close enough that they could reach out and
take the alternative for this upgrade and just add the your opponent has two weapons. So could gaining free
Reinforced quality.) maneuvers; provided your character didn’t exceed the
Then again, Heroic Abilities are meant to reflect a two maneuver limitation.
character’s personal abilities and story, and each By removing that qualifier, we give more flexibility to the
signature weapon should be as unique as its wielder! As GM to determine what is reasonable and what isn’t. A
a GM, I might discuss alternatives with the player in the player may well want to heal four strain using four
context of the ongoing story. Advantage, and the GM is fine with that. However, if that
same player wants to add four Boost dice to their ally’s
Question: next check, the GM is perfectly within their rights to say
In GENESYS, during structured time the Heal action is “that’s excessive. Come up with something else.”
used "in place of a medicine check in order to remove (On the other hand, if the GM is running a horror-themed
damage and heal critical injuries." -- pg. 217. However, game where strain is a more precious commodity,
"any one character can only make one attempt to heal maybe they don’t want their players able to heal more
a particular critical injury per week of game time." -- pg. than one strain at a time!)
61. But, when using Heal narratively "Healing magic can
also affect targets multiple times per encounter." -- pg. Question:
214 Does the Heal skill allow multiple checks to heal Dangerous Driving maneuver. Rule as written, if a
from critical injuries per week? character want to make this maneuver with a big
spaceship or air carrier, with silhouette 8, the difficulty
Answer: will be 8 purple dices. Is this correct? It's not too hard?
I can understand your confusion, and I apologize for any For a standard crew it will be impossible to steering the
lack of clarity there. Due to the innate limitations of vehicle. Or maybe it's, like Star Wars, HALF the
healing magic (mainly, suffering 2 strain every time your silhouette rounded up?
character casts a spell), we intended for Heal to be cast
multiple times per encounter (and thus, per week as Answer:
well). This includes attempts to heal Critical Injuries. As written, difficulties can’t go above Formidable (five
Generally, you should find that the lesser Critical Difficulty dice) so that’s where this difficulty would top
Injuries are better healed through the use of the out. (Technically, it could be considered Impossible, in
Medicine skill (it doesn’t cost strain to use, and the which case you’d need to spend a Story Point to attempt
difficulty is usually less). However, some truly horrific it).
injuries are better handled through the magical healing Formidable doesn’t seem too unreasonable if you’re
arts. Likewise, a good doctor with some ranks in talking about piloting a very large ship through incredibly
Surgeon is going to be able to heal a lot of wounds, but tight coursework. After all, this check is only called for if
if the target is badly injured, a magic user may have an you’re steering said ship into very dangerous terrain or
easier time healing them. trying to preform a very reckless maneuver with it!
In the end, hopefully you find that your group can get by However, if in the course of playing your game you find
with either a magic user that can heal or a character with this to be a continuing problem, please don’t hesitate to
Medicine; but that both skills are handy to have around. let us know and we’ll take another look at the issue.
You may even find that a priest character may want to
invest in both! Question:
Why did you choose the different mechanic for „Overide
Question: Security Program“? The system is usually very clean
Can a character drink a stamina elixir during a "complex and uses the standard difficulty/opposition mechanic in
social encounter" to replenish their strain threshold and most situation. Therefore, my expectation was that the
thus stave off compromise or capitulation? rating of a Security Program is the difficulty to overcome
it. However, it is not. Instead, the rating is the number of
Answer: successes needed, which derivates from all other
They certainly can! How the other characters in the actions in Genesys. I‘d like to understand why, so that I
scene respond is another matter. (I imagine it’s better know the implications if I copy one or the other
considered poor form in some company.) dice mechanic for my own usage.

Question: Answer:
When spending advantages on a roll, can we only use That’s a good question. We chose to design the
each option once? Specifically the "Recover 1 strain" Override Security program the way that we did for
option. In SWRPG the table made it clear you could several reasons. One is that scaling successes (the
choose that option more than once, but that verbiage is more successes you get, the more effective your action
missing from the table in Genesys. is) is already a part in Genesys (most notably whenever
you make a combat check). Although the structure here
Answer: is slightly different, the core conceit is the same.
We removed that qualifier because we felt that by
specifying that strain loss and gain was the only thing The second reason is that it creates additional design
that could be activated multiple times with Advantage, space for the future. Talents already exist that allow you
we were limiting some other options that could also be to modify the difficulty of checks. By taking this
reasonably activated multiple times. Disarming an approach, it allows us to open up new avenues for
opponent, for example, could happen twice if your affecting your character’s ability to hack. It also means
character has enough Advantage and/or Triumphs and we can create Firewalls that are hard to get through
(large numbers of successes required to ‘break’) but
don’t have severe risks of complications if you fail.
System defenders can take talents such Defensive
GEAR
Sysops that can increase the difficulty, and this way
Question:
these talents don’t compound with an increased
On pg 144, for the Fantasy weapons table, I was able
difficulty to create an impossible task.
to mentally work through the creation of the Shield listed
in Table II. 1-1.
Question:
However, my question is, how did you create the Sword
Hello! I was hoping you could clarify how buying and
in the same table? Since it has +3 damage, with a crit
selling are supposed to work in both Star Wars and
rating of 2, and the Defensive 1 seems like it would be
Genesys. If a PC wants to sell something he looted from
much higher than 200. I realize costs are variable and
a foe, and the sale is not a plot-critical moment, does
there is a discount applied to items in Table II.1-1, but
this require one check or two? More specifically, does
no matter what I seem to craft, I can't get the sword's
the PC need to make one Negotiation or Streetwise
cost to come close to what's listed.
check versus the item's Rarity to find a buyer, and a
second Negotiation or Streetwise check to haggle over
Answer:
the price with the merchant? Or is the first roll the only
You’ll probably notice a similar problem with spears,
one required?
maces, and other melee weapons. We accidentally
The rules on pp. 82–83 of the Genesys rulebook and
omitted one line from our weapons pricing table, which
pp. 157–58 of the Force and Destiny rulebook seem to
is that melee and brawl weapon costs should be halved
imply that it's one roll versus a difficulty set by the item's
after all other calculations. This compensates them for
Rarity, with uncanceled Successes increasing the sale
the major limitation of not being able to be used at
price. But should it be two rolls? Roll 1, to find the buyer,
range.
Roll 2 to haggle over the price?
This is something we have fixed in future printings, and
For one more level to this question, does the answer
will be addressing in our errata.
depend on the plot-critical-ness of the encounter?
Haggling against a merchant makes selling into an
Question:
opposed check, almost always opening the door to
I noticed in the Steampunk Setting Specific Gear that
Despair. Is this an indicator that these sorts of opposed
the Hand Cannon has no listed rarity. What would the
haggling sessions should be reserved for important plot
official rarity of this weapon be?
moments, and not for simple looting and selling of
enemy gear? Thanks for any clarification!
Answer:
The Hand Cannon should have Rarity 5.
Answer:
The rules roll the “find a buyer” and the “sell the item”
into a single check, which is why it becomes more
difficult to sell rarer items (it’s harder to find a buyer with MAGIC
the kind of money/interest to afford the item in the first
place). Question:
However, you do have a good point. If the negotiations In the new Genesys RPG, do magic casters pay an
are plot critical, you can expand the encounter out into Advantage cost to activate additional effects they’ve
two parts. One to find a buyer (which can rely on already purchased for a spell with a difficulty increase to
Knowledge or Streetwise checks, or even social skill the spell? (e.g. If a character purchases the Blast, Fire,
checks as your characters talk to their friends and find and Range upgrades for an attack spell, making the
someone interested in making the purchase). The spell Daunting difficulty, must they then also pay
second would be to negotiate a price, at which point you Advantages to activate Burn and Blast?)
could make an opposed Negotiation check instead of a
set difficulty. Simply use the same resolution for Answer:
successes! That is correct.

Question: Question:
Can a single threat, used to cancel a maneuver, be used How can mind affecting spells like D&Ds Charm Person
to end a spell that has had the concentration maneuver (makes target feeling friendly towards caster) or
used to sustain it? For example, if a PC has a barrier Suggestion (makes target feel the proposal of the caster
spell up can a single threat on that PC be used to end sounds perfectly reasonable) or illusions (making target
the barrier he/she cast 3 rounds prior but was sustaining believe something to be real) be created? They do not
via concentration maneuver? seem to fit to any of the base spells.

Answer: Answer:
A single threat seems a bit low for that effect; however Unless you want to invent your own spells (which you,
the final arbitrator of whether that is possible is the GM. of course, are more than welcome to do!) I would
If your GM decides that’s what happens, then that’s their recommend that you repurpose Curse and Conjure.
prerogative. Between pages 212 and 214 we discuss more narrative
ways to use the various spells, and you may find some
advice there on how to use Curse to create mind-
effecting spells, and use Conjure to create illusions.
The concentrate maneuver sustains one spell. You can
Both Charm Person and Suggestion are going to be perform multiple concentrate maneuvers to sustain
used in a more narrative sense, as the way the NPC multiple spells, within the maneuver limit.
interprets these interactions is up to the GM. Question:
In Genesys magic systems. Does taking damage
For a spell like Suggestion, I would recommend making beyond soak break concentration?
it Easy for minions and unimportant rivals, and Average
for moderately important rivals. Nemeses should be Answer:
Hard, and if I was the GM, I would certainly upgrade the Not as the rules are written, no. If you want to implement
check with a Story Point. Upgrades such as range or some sort of rule like that in your own setting, I might
affecting multiple targets can be applied normally. You recommend only have concentration be broken if the
yourself have already described the effect! character suffers a critical injury (since taking damage
happens fairly often).
Charm Person is a bit harder (since it governs an entire
state of mind), so I would increase the difficulty by one Question:
from all the difficulties I just described for Suggestion. In In Genesys magic systems. Does spell-casting (ie.
both cases, I would recommend that in a narrative taking a magic action) break concentration?
encounter, the effects last for five minutes or so, and in
a structured encounter, they last for one round. The Answer:
caster can maintain them with Concentration, of course. No. Not concentrating anymore break
concentration. It's just a maneuver you choose to
For Illusions, I would just treat it as if you were perform or not in order to sustain a spell that allows it.
summoning a creature. However, since it’s just an
illusion, you could forgo the Summon Ally upgrade, and Question:
still have the illusions do whatever you want them to. In a previous question about whether or not Ranged
After all, they wouldn’t be able to hurt anyone. Again, Defense was applicable against Magic Attacks it was
you can apply any other upgrades as normal. stated that Magic Attacks were like Ranged attacks in
that regard and that Ranged Defense does apply to the
Question: roll. Can you please explain what things effect a magic
Does the empowered effect of the magic attack also attack, is it all things that would affect ranged attacks,
influence the damage burn quality dealt? I was told that such as the penalties for 'Making Ranged Attacks At
knowledge 5 provided,the burn damage is doubled up Engaged Targets' or 'Making Ranged Attacks While
to 10 instead the usual 5 in this case. Is this true or does Engaged'? Does the Close Combat effect change the
empower only apply to the initial damage? attack to a melee attack or just allow the ability to target
an engaged opponent? How do talents affect the dice
Answer: pool of a Magic Attack, such as Side Step, Defensive
Empowered effectively increase’s the attack’s base Stance, Dodge, etc..?
damage, and the Burn quality deals the attack’s base
damage again over subsequent rounds. So yes, it would Answer:
affect the Burn quality’s damage. In short, yes. A magic attack can be treated like any
other ranged attack in most respects, which includes
Question: ranged defense and talents that defend against ranged
Genesys question: When using a staff to cast an attack attacks. As for the “close combat” upgrade, you can
spell with the Blast effect added on, does the +4 to base think of that more as the same difficulty increase you
damage increase the damage from the blast effect. In would see from using a Ranged (Light) weapon to target
other words, If the mage has a Knowledge of 3, would an engaged foe.
the blast do just the 3 damage or 7 (3 + 4 from the staff)? (Of course, if you want to narratively describe your
attack as a flaming sword or ice spear, I’m sure your GM
Answer: would be fine with the embellishment. They may even
As written, the Blast damage would only be Successes let you ignore Side Step or Ranged Defense as a reward
plus ranks in the Blast quality. However, if you feel that for your creativity, but that’s-as always-something to
Blast damage is a bit low, then it would be perfectly resolve with your GM and up to their discretion, since it
reasonable to apply the implement’s base damage as changes the rules as they are written.)
well. You could also change the Blast effect so that the
Blast rating is equal to twice your character’s ranks in Question:
Knowledge (giving you a rating of 2-10). However, I For the augment and curse spells, do you actually just
would not do both! add/remove an ability die or do you upgrade/downgrade
your ability dice pool? The way it's worded makes it
Question: seem like you just add/remove a green proficiency die.
When using the concentrate manoeuvre, does that But adding/subtracting ability dice aren't found
sustain one spell, or can one manoeuvre sustain anywhere else in the rulebook, and thus I assume it's
multiple spells? supposed to be upgrade/downgrade. Thank you for
your time!
Answer:
Answer:
You are supposed to increase or decrease the ability of
the check, which is essentially adding or removing a die, Answer:
which is covered in the adding/removing dice step. You can target any engaged character, including
However, in the case of Cursing specifically, if you only yourself.
have Proficiency dice in your pool, you should replace a
Proficiency die with an Ability die (effectively Question:
downgrading the check). I have a question regarding the Barrier Magic Attribute
"Reflection" on page 219 of the Genesys Core
Question: Rulebook.
Can the Primal skill be used for a Heal (Resurrection)
spell? Page 70 of the core rulebook says that Primal Reflection reads: If an opponent makes a magic attack
cannot be used to "raise or reanimate the dead," but in against and effected target and generates 3 threat or 1
page 218, Resurrection is open to Primal. Which page despair on the check, after the check is resolved, they
is correct? suffer a hit dealing damage equal to the total damage of
the attack.
Answer:
“Raising or reanimating the dead” in this case refers to
However, on page 211, under 'Spending threat and
the necromantic practice of animating dead bodies in a
despair on magic skill checks', the options for 3 threat
grotesque parody of life, not restoring one’s comrades
read 'The spell is slightly more powerful than expected,
to full health from the cold embrace of the grave. one character of the GMs choice is targeted or
So yes, you can use Resurrection with Primal. otherwise affected by the spell as well'
Question:
Hi! I got three questions about RoT rules. So, isn't the default effect of 3 threat already more
1. First one is concerning a Curse Doom spell effect. It powerful than the benefit of the barrier reflection? If the
is written that you cannot touch dice showing Triumph GM were to select the 'caster' as the additional target,
or Dispair symbols. But can you change Proficiency or the effects seem identical. Alternatively the GM could
Challenge dice faces to show such symbols? For select another target, making the default 3 threat option
example, on Proficiency die I rolled two advantage less restricted than the benefit afforded by Barrier
symbols. Can I change it to the Triumph? Reflect. Is this correct? Should barrier reflect be
2. Second question is about Conjure spells. I got some applying to non-magic attacks instead? Note: On page
trouble understanding the scope of this spell action. 166 of the Realms of Terrinoth book, the Necromancer
What type of creatures my players can summon? Using 'Wall of Bones' spell has a Reflect component that
this spell can they summon everything that exists in applies to both magic and non-magic attacks.
Terrinoth? Even dwarf soldiers or human mages? Or
can a two-handed weapon they Conjure be magical? Answer:
3. Last but not least, this question is connected with a The Reflection attribute as listed in the Genesys core
previous one. Summoned creatures got statistics as rulebook is correct. It is true that Threat can be spent to
described in the RoT books? Or should stats depend on cause additional targets to be affected by a spell, which
Mages ranks in Knowledge (Lore)? Thanks in advance! does mean that the one can end up with the same
result. This is also correct.
Answer:
Hi! In order… The two really shouldn’t be compared side by side
1. Yes, you could change the facing on a die from an because one (the Reflection option) is under the control
Advantage to a Triumph, or a Threat to a Despair. of the player, while the other (the option in Table III.2—
2. You can only summon minions (or rivals with the 4) is under the control of the GM. The second option
additional effect), but the GM has the final say on also applies to any spell cast (including healing,
what would be allowed here. Iin general any NPC augmentations, etc), and can target any other character
listed as a minion (or rival with the additional effect) in the encounter (not just the caster or their target). But
would usually be ok. Weapons would be mundane the player isn’t going to be able to be the one who
types, so no magic weapons (though a weapon selects who the second target is going to be under the
appearing out of thin air would certainly appear spending Threat option in Table III.2—4, so it’s not an
magical to others!). You and your GM can create ability they can count on or control.
new versions of Conjure or new additional effects to
summon more powerful allies or magical items too. The Reflection attribute does not work against ranged
3. Summoned creatures would use their appropriate attacks. The Necromancer’s spell in the Realms of
profile, yes. So a summoned Reanimate would use Terrinoth does, but that is a specific spell for a specific
the profile from Realms of Terrinoth. Remember NPC, and thus does not necessarily follow the same
though that these aren’t the real thing—they are rules.
magically created simulacrum of that creature/item.

Question:
With the magic spell heal, can you target yourself? The
heal spell is missing the verbiage that other self-
targetable spells have. Wondering if that's intentional or
an oversight. Thanks!
test it out, and not be afraid to adjust it slightly
SKILLS depending on your feedback.

Question:
Question:
How would you manage vulnerabilities of adversaries to
Does the Arcana skill cover general knowledge of all
certain elements like for example the vulnerability of
magic and its function, or only general knowledge of
Trolls to fire? Would a magic attack spell have to have
arcane magic and its function? How does this apply in
the Fire effect? Or would it suffice to mention the spell
Terrinoth, given the introduction of Knowledge
being a fire spell without utilising the fire effect? And
(adventuring), Knowledge (forbidden), Knowledge
what about other elements of attack like acid for
(geography), and Knowledge (lore)?
example, which isn't mentioned as an effect?
Answer:
Answer:
That really all depends on the specific setting and how
That depends entirely on you and your preferences.
the GM has decided magic works in their world,
Both options work well (although if you want to do the
including what additional magic and knowledge skills
former, you may need to design an “acid” effect.
are in use. Assuming just the three magic skills in the
Honestly, Burn could describe acid just as well as fire).
core rulebook, I would probably restrict Arcana to
However, my only suggestion is to be consistent. If you
general knowledge of arcane magic, and primarily
want effects to counter regeneration be narrative, then
practical matters (after all, magic-using characters need
let them all be narrative. If you want them to be
ranks in Knowledge to get the most out of their spell
upgrades that increase a spell’s difficulty, then make
effects!).
sure all of the counters require an increase to the
In the case of a game using Realms of Terrinoth, I would
difficulty of the spell.
use Arcana primarily for the actual practice of arcane
magic and the fundamentals required for it. For most
Question:
checks involving knowledge about arcane magic, I
Page 73, under the Knack for It talent, questions: First,
would use Lore or Forbidden (depending on whether the
it says the first purchase you select one skill, and
matter in question is, well, forbidden).
subsequent purchases you select 2 skills; this seems
unusual, so is it correct? Second question, when buying

SPECIES the talent for the first time, are combat and magic skills
still restricted?

Question: Answer:
The species is not to be changed after creation To your first question; it is correct that the first purchase
according to the CRB. How is Lycanthropy and only applies to one skill. Due to the way ranked skills
Vampirism in Genesys (or other similar changes) to be move “up” the talent pyramid, we found subsequent
handled if chars start not afflicted, but gain those status purchases of Knack for It rapidly dropped off in value.
in the course of the adventure? Is there something like This serves to compensate for the increased XP costs.
a template to apply or should it be handled differently? To your second question, yes, combat and magic skills
are restricted when purchasing the talent for the first
Answer: time.
Gaining lycanthropy and/or vampirism is an interesting,
though tricky, story point to introduce, and you can Question:
approach it several different ways. The rules are not clear on this, but would it be a good
idea to have careers and talents specific to a species?
For lycanthropy, you could use the Mongrel rules for For example: Human>Knight>knight specific talents
becoming a monster in the Steampunk section, but (almost like a specialisation tree). The setting I have has
without the secondary ability that gives them some 4 very different species that each have a specific role in
control over when and where they change into a society, (mining, fishing, farming eg) and I thought
monster. You could rule that when bit by a lycanthrope, having to a talents specific to careers or species might
a character has a to pass a Hard Resilience check or differentiate them further. Any guidelines for this?
contract the disease themselves.
Answer:
Vampirism is very different, of course, and depends on I’m afraid I don’t have any published guidelines for this
your setting and source. One idea might be to apply a idea. That being said, there’s nothing stopping you from
rule that vampires do not heal strain through natural rest limiting talents and careers to certain species in your
or at the end of encounters, but only do so when they own setting. I would recommend spelling this out very
drink someone’s blood. You could then give them clearly for your players, then adding a bolded or
benefits such as faster wound regeneration, greater italicized sentence at the beginning of the career
Brawn, and other benefits that match the vampires of description or talent description explaining that only
lore. A sunlight allergy would also be appropriate. species A, B, or C can purchase this.
Perhaps, like lycanthropy, vampirism could be passed
through bites and failing Resilience checks. Also, if you want to do this, I would recommend making
sure that all of your species-specific options feel
In any case, hopefully this is helpful enough to get you balanced with each other. This doesn’t just mean that
started! Whatever you come up with, I encourage you to each gets the same number of choices (although that is
very important), but also that all of the choices feel with “well, I’m going to use Mastery to make it Easy
equally interesting. They don’t have to all do the same instead.” Then your GM will shake their fist and glare at
thing, but they should all get players excited to try them. you, and you’ll do the rest of what you need to do to form
For that, you’re probably going to have to rely on your dice pool.
playtesting with your group!

Question:
Hi again guys, I was looking through the list of
VEHICLES
suggested talents in the RoT supplement and noticed
Question:
Toughened missed the list, I assume its a mistake but I
These are questions a about a "forced move" in
thought I had better ask anyway.
structured vehicle encounters described on page 221.
The only explanation I see is in the pair of paragraphs
Answer:
(and the table) on that page. Does the pilot have to
Hi Richard! Yes, Toughened was missing; in general,
move X range bands away from their target? Or,
any of the “use in any setting” talents from Genesys
because "a vehicle generally goes where the pilot wants
should be ok to use in Terrinoth.
it to" can, at two speed, a pilot move one range band
away and one range band back? At speed 3-4, does the

TALENTS pilot need to spend one maneuver to, essentially, stay


put? Should this be narratively described as either going
so fast you can get right where you want (Speed 5) or
Question: going so slow that you're able to stay on top of your
The Grenadier talent, core rule book page 78, is listed target (Speed 1-2). In the planetary scale, is there no
as ranked. However, there is nothing in the description difference in the amount of time it takes to move from
that says what having more than one rank means. Is it strategic into medium range and from extreme into short
a typo? Thanks! range? At speed 5, for example, the ship is "forced" to
move 4 range bands. Or, should the range bands for
Answer: purposes of forced movement be considered without
That is a typo and we’ll correct that in a future printing. regard to relative positioning, somehow?
Thanks for bringing this to our attention!
Answer:
Question: Generally, the forced movement should be used
The "Master" Tier 5 talent says: Once per round, your narratively. Thus, if your character can present a good
character may suffer 2 strain to use this talent to reduce explanation for why their forced movement keeps them
the difficulty of the next check they make using that skill in one place (and your GM approves) then you can do
by two, to a minimum of Easy. You should use this talent so. An example might be a helicopter circling around a
in all settings. If upgraded dice are used to determine fixed point, or a race car driving in circles around an
the difficulty, how is the difficulty reduced by two? Are opponent. However, if it doesn’t make sense (“every
upgraded dice downgraded which counts as one turn I have my giant robot run around in a quick circle
reduction itself? before returning to the fight!”) then you should either
decelerate to stay in one place, or have your vehicle
travel past the target due to speed and momentum.
Answer: Reducing the difficulty of the check is not the
same as “removing dice” (even though the effect is As for planetary scale, planetary scale doesn’t change
similar). So you actually reduce the difficulty of the the scale of the range bands out to extreme; it just adds
check before you upgrade or downgrade the check, so the “strategic” range band at the end.
upgraded dice shouldn’t matter.
Question:
So this is how it would work: If I can follow up, to refine my second question, if forced
1. The GM sets the difficulty. to move X range bands, does it matter which range
2. You use your Mastery talent to reduce the difficulty. bands those are? Strategic to extreme is a really long
3. You and the GM add dice based on abilities and way, but medium to short isn't quite so far. Does that
environmental effects. (this is usually adding Boost make a difference to how many range bands the pilot is
and Setback dice). forced to move? Or does the pilot just count the number
4. You and the GM upgrade the dice pool based on of bands regardless of which bands those happen to
skills, the Adversary talent, other talents, story be?
points, etc.
5. You and the GM downgrade the dice pool (if there’s Answer:
anything calling for that). Rules as written, you would just move the bands no
6. Finally, you and the GM remove dice based on matter what. However, I agree that strategic to extreme
talents and abilities (this is usually removing Boost is really far, as is extreme to long. Also, when dealing
and Setback dice). with range bands like extreme or strategic, they can
encompass a sizable distance “within” the band. Simply
Obviously this is a very long-form version of what can put, although two things may be at strategic range to
be a pretty fast process at the table. In a practical you, one might still be a bit closer than the other.
setting, what’s actually going to happen is your GM will
say “you need to make a Hard check” and you respond
So if you want to count a move from strategic to extreme GM rules the vehicles are still in the badlands, swamp,
or extreme to long as moving “2” of your 4 range bands what have you.
(and your GM agrees!) that would be very reasonable.
Answer:
Question: The forced movement would also be affected by difficult
Should vehicles have multiple Defense zones like they terrain.
do in the Star Wars line? Page 229, Additional Vehicle
Actions has the Boost Defense action that "…increases
the defense of one defense zone by one until the
beginning of the character’s next turn." But all the
TERRINOTH
sample vehicles have only Defense and not separate
Question:
zones. Was this a holdover from a prior draft of the
Hi guys, I was wondering how you pronounce
game, or should the sample vehicles have 2 (or 4, for
Ynfernael?
the big ones) defense zones?
Answer:
Answer:
Hi Richard! This is a great question and we had fun
That was a mistake, sorry about that! All vehicles have
asking around the office on it. We generally pronounce
a single defense value now.
it just as “Infernal” here but I’ve also heard some groups
using “Yin-fernal” too.
Question:
Are the Pilot-Only Actions the only way to make a
Question:
vehicle move?
This question is about the Improved upgrade of the
Heroic Ability, Signature Weapon. If the Improved effect
Answer:
is cumulative for abilities, and the weapon starts off with
They are (save for the forced movement of travelling at
a craftsmanship like Elven or Dwarven, if the player
a certain speed).
chooses Ancient, does it still retain the previously
chosen craftsmanship? Thus becoming an Ancient
Question:
Dwarven/Elven/Steel One Handed Weapon?
The addition to the Reposition Pilot-Only maneuver in
the latest Errata says, “The pilot may move the vehicle
Answer:
up to one range band”. Does this include moving into
An item can only be of one type of craftsmanship, so the
Engaged range and moving within a range band (i.e.
effects would not stack. With the Improved effect of
Short to Short)?
Signature Weapon, if you choose to “reveal” the
weapon’s Ancient craftsmanship, the effects of Ancient
Answer:
craftsmanship replace the effects of the original
Yes.
craftsmanship.
Question:
Question:
Can the range bands from Forced Movement be used
Hello! Just wanted to know, why Druidic Circlets and
to enter Engaged ranged?
Magic Rings implements didn't make it to Realms of
Terrinoth book (Table 2-8)? Thanks in advance!
Answer:
Yes.
Answer:
Hi! Basically, we viewed these as not really part of the
Question:
Terrinoth setting and we wanted to devote the space
With regard to vehicle rules, I’ve been wondering about
they would have taken in the book to other subjects.
the effect of difficult terrain on the forced move a vehicle
You’re free to adopt these into your games if desired, of
must make each turn in structured encounters,
course. You could even incorporate runebound shard
according to its speed (CRB pg 221, Table III.2-14). We
magic into them as well to make some really unique
know that difficult terrain requires twice as man
items!
maneuvers to cross (unless a talent like All-Terrain
Driver is implemented), and also adds Setback dice to
Question:
skill checks made while traversing it. I’m just curious as
Hello, There are several beautiful maps in the Realms
to whether the terrain could affect the velocity
of Terrinoth book - however there is nothing by which to
(represented by the forced move) by perhaps halving
judge scale. Is there any sort of scale available so that
the number of range bands (rounded up) that must be
rough distances can be determined?
covered? Because from experience, covering broken
terrain in a vehicle - be it in a Humvee, truck, or main
Answer:
battle tank - you can’t just go full out unless you know
We imagine Terrinoth (page 139) around 250 leagues
what you’re doing (having a specific talent) or you’re
across at its widest point (roughly 900 miles). Travel
skillful enough to maneuver that beast (driving/piloting
time in days is likely more an issue, and our benchmark
skill). I’m thinking that, if a PC doesn’t have a talent such
is 5 leagues per day on foot on average. It probably
as All-Terrain Driver, a Dangerous Driving action, if
would take 7 or so weeks to cross it on foot (3-4 on
successful, should allow the driver/pilot to mitigate the
horseback), and several days to travel from Tamalir to
effects of terrain for that turn only, with subsequent
Greyhaven that way. This is something the GM can
checks being required each following turn as long as the
change, though, to best fit the game and the plot. One
GM might have Terrinoth as big as the US, another the
size of Europe, a third eh size of France. And all are Answer:
perfectly fine. You are correct that those items don’t appear in Realms
We’re discussing this here and may add some guidance of Terrinoth! We can assume those are Ulma’s personal
along these lines either in a reprint or online. It’s a great creations, so a player who wants to make use of those
question and thanks for bringing it up Josh! or similar items might create them using the crafting
rules beginning on page 112, or the GM might make
Question: them available for purchase from certain NPC
Realms of Terrinoth, page 91, the Conduit talent. Am I alchemists and other merchants.
reading this right, that it's a manoeuvre to activate the I would give both encumbrance 1 by default, but of
talent than another manoeuvre to cast the spell? Or is it course allow a character to spend Advantage on the
supposed to be 'Activation: Passive' and I can just crafting check to reduce the encumbrance as normal.
spend that Story Point to cast as a manoeuvre and still Since the cost of ingredients and difficulty of the crafting
do something else with my second manoeuvre? check are based on the cost and rarity of the item, the
GM would need to assign those values, whether or not
Answer: they decided to make these items available for
Hi Christopher! It should actually be Active (Incidental); purchase. Personally, I would probably go with 75
you don’t need to spend a maneuver just to utilize silver/rarity 6 for bottled lightning and 200 silver/rarity 8
Conduit, just a maneuver to do the magic action. for dwarven firebombs.
We’ll get this corrected in the next reprint. Thanks for
emailing us about it and thanks also for playing!

Question:
ANDROID
Page 108 gives two different Hard Point requirements
Question:
for the Spikes armor attachment. The table says 2 but
Several weapons in Shadow of the Beanstalk have an
the description says 1. Which is correct?
item quality of limited amo, but there is not spare clip
item available in the book. Is it assumed to be simply be
Answer:
using the spare clip item from core? Also missile
“1” is correct.
launchers are all limited ammunition, but do not have a
price listed to restock them. Please advise.
Question:
When a character is mounted as laid out in Realms of
Answer:
Terrinoth, does the character's and/or mount's
You absolutely should use the spare clip item in the core
silhouette change?
rules in Shadow of the Beanstalk. In addition, when
buying a reload for a missile launchers, you should
Answer: The silhouette is the same as the mount’s
assume that a new missile for the Guided Missile
value. A person on a horse is pretty much the size of a
Launcher costs 1,000, and the micro-missile launcher’s
horse, and so on.
missiles cost 100 each.
Questions:
In Realms of Terrinoth for Genesys, are "Encouraging
Song" and "Dissonance" talents considered spells? If
using Verse, does the PC have to spend 2 strain like
other spells, and would the harsher threat/Despair
results apply? For a character using a willow instrument,
could they gain the extra advantage, or is that only for
Augment, Curse, Heal, Dispel and Utility?
Also, is "Second Wind" meant to have been left out of
Realms of Terrinoth for balance reasons?

Answers:
Neither of those are spells, so you don’t need to spend
strain to use them, don’t get benefits from implement
materials, etc.
Second Wind isn’t in the talents list, but that shouldn’t
stop your group from adding it in if everyone is cool with
it!

Question:
One of the pregenerated heroes for Realms of
Terrinoth, Ulma Grimstone, begins play with 2 Dwarven
Firebombs and Bottled Lightning. However I've yet to
find an entry for these items in Chapter 2 - Call to
Adventure. What should the Encumbrance Rating,
Price, and Rarity of Dwarven Firebombs and Bottled
Lightning be?

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