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
All versions of this document with the same Major Version Number should be compatible with each other.0/us/. finished product.Release Notes v1. The first number is the “Major Version Number”.
. Anyone who contributes will be noted in the Acknowledgments section. You are free to use the Genesys System for your own projects.4.0. or send your ideas directly to the maintainer. Anyone can download a copy of these rules and use them for their own projects.0.2”.” Explanation of Version Numbering System The Genesys System and related plug-ins follow a version numbering system borrowed from software development. modify and create derivative works based on the Genesys System.com> and found at http://www. but this document only partially follows the normal structure found in a typical.com/genesys/. The Genesys System is a universal role-playing game engine intended for use by a game designer or experienced Game Master. Play-Testing The primary method of improving the system comes from the suggestions and experiences of people who use it. To view a copy of this license.0 United States License. and create compatible works. “This work is based on the Genesys System version 1. so long as you give proper credit. You are invited to join the mailing list for Genesys. in the form of the quote below. distribute.chaosphere. Version numbers have the following scheme: The Genesys Core Rules Document is numbered with three digits separated by periods or “dots”. written by Jeff Clough <firstname.lastname@example.org/licenses/by/3. The terms of this license allow you to use. Changes in the Major Version Number mean that significant alterations have been made to the rules and should not be assumed to be compatible with other releases. visit http://creativecommons. for any purpose. The improvements could be in the form of pointing out flaws in the rules or even creating entirely new features or new approaches.0. including commercial uses. such as “1. License This work is licensed under the Creative Commons Attribution 3.1 (2010-04-23)
This is the first release version of the Genesys Core Rules Document.
A number of other individuals have contributed in innumerable small ways.com/group/genesys-rpg/ I’d also like to thank Benjamin Grant for his invaluable experience with other game systems. No actual rules changes are made between such releases. should indicate which version of the core rules is being used. and his ability to throttle a system and take advantage of every rule has proven invaluable in balancing certain elements. Josh Jarvis. Acknowledgments I wish to bring special attention to a few individuals that have done much to help make this system a reality. He has been a great sounding board for ideas. While some things may work differently.0 Benjamin Grant. As well as those people subscribed to the official mailing list that you can find here: http://games. I’d never have thought to put this system together. It is also highly advised that if you are creating products based on Genesys. and coelocanth (from the RPGnet Forums). or designed to work with it. the rules should still be essentially compatible with other releases withing the same Major Version. I have been gaming for about twenty years and without the experience of those hundreds of afternoons. Thank you. Any works based on Genesys.groups. or additions to the rules to handle new situations. The last digit is the “Release Number” which is changed when minor clarifications or corrections to typographical errors are made. Under no circumstances should a change in just the Release Number break compatibility with previous versions. Not only does this help others determine if what you have created is compatible with the rules they are using.
. Play-Testers For Version 1. including plug-ins.0. and his willingness to listen to mine.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. And finally. Shawn Adair.yahoo. I’d like to thank every GM and player that I’ve ever gamed with. but it is also required by the license Genesys uses. that you follow this version numbering scheme.
but is not organized in a particularly polished fashion. Using Genesys Genesys is designed to be a sort of “operating system” for your role playing game. These can easily be found at your local game store or can be purchased online from various gaming outlets. This is not to say that you can’t use the system for other genres or time periods. This is not meant to imply that only men or male characters are accepted. The name itself is a play on the words “generic system”. The primary design goals of the system are simplicity. even commercially! While Genesys can be run by anyone straight from this document. “he” and “his”. two sides have plus symbols (meaning +1) and two sides are blank (meaning 0). The default setting described in this book is for the modern United States. consistency and flexibility. Centuries of use have effectively neutered the male pronoun and any other construct would be awkward. Plugins are like programming libraries that you add on to the core rules to give you extra things you might need for your game. Two sides of these dice have minus symbols (meaning -1). but you can also publish them. Whenever it is necessary to perform division. It is my hope that most readers will be familiar with this time and place and thus it will be much easier to understand the concepts illustrated. The license Genesys uses lets you not only build new games for your own enjoyment.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. If 6
. it will require a little more effort than if you had a published product in your hands. Dice Genesys makes use of three special six-sided dice called Fudge Dice. numbers are always rounded down. It is a set of core rules that handle such things as task resolution and combat. 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. Conventions This book uses the pronouns “him”. The Core Rules Document is designed to present the rules in a clear way. By using Genesys. and choosing the appropriate plug-ins. like a magic system.
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
. plus and blank sides.you are unable to find these dice.
you should select three skills that will be the “core” of your character. skills and advantages. Would you like to play a more physical character. and that you refer to those sections as you make your way through the process. you should determine how many points to use for your character’s attributes. You don’t need to assign points to these skills now. Once you have determined the kind of character you want to play. you gain a +1 to your check in addition to any other modifiers or advantages. First. skills and advantages before you create your first character.Character Creation
Creating a new character is relatively quick and straightforward. It is advised that you read through the sections on attributes. Below is a brief overview of character creation. you can gain extra Build Points to spend on other attributes. or other elements of your character. 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. If you wish to begin play with one or more attributes below five. or using a piece of scrap paper. This might mean writing them down on your character sheet. Whenever you use a Signature Skill. which are used to purchase your character’s starting attributes. All characters start with a score of five in each of the six 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. When you create a character you are given 20 Build Points. 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. it can be very helpful to choose the skills that will support your character concept before you do anything else. what would be three skills they might mention? If someone would say “Boy. you can now begin spending your Build Points. Step Two: Signature Skills After you have taken note of the skills you want. You increase these scores by spending the appropriate number of Build Points as described in the chapter on attributes. Normally 8
. Step Two: Attributes Using your skills as a guide. If several people were sitting around a table discussing your character’s exploits and strengths. 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. Each of the attributes is measured on a scale from one to ten.
in general. When you are considering how to select your attributes. Advantages can be expensive. skin color. Step Four: Skills The next step is to buy your skills. When you first start the game. Step Five: Advantages There are a number of different advantages you can purchase for your character. 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. gender and any other personal details you’d like to record should now be fleshed out and written down on your character sheet. it should also form part of your character’s description. you may only buy a skill up to level two. Remember. Step Six: Equipment Now it’s time to select equipment for your character. and are completely optional. You should also calculate your character’s Damage Bonus at this time. which you add to the damage you do when using the Unarmed Combat and Melee Combat skills. you should look to your skills and see which attributes they rely on the most. but could provide you with that extra bit of oomph to get through a tough spot. your character’s Signature Skills are the most important to your concept and form the core of your character. but your GM may make an exception for special circumstances. This is a number. Skills. height. Once this is done. The GM can advise you on what is reasonable to take as starting equipment. Your character’s equipment is not only used to overcome obstacles and solve problems. based on your Body score. each of which gives your character unique abilities or improves on existing ones. are a vital part of the game. but you should take note of any special equipment or weapons your character has. such as your signature pair of mirrored sunglasses. your character is ready to play.you are not allowed to reduce an attribute score below three. so bringing them up to level two will likely be of great benefit. Step Seven: Description Hair color. Another good starting point is asking questions such as “How strong is my character. Don’t be surprised if he vetoes that private jet. You don’t need to write down every little detail (such as how many pairs of socks your character owns). weight.
. and it can be difficult to learn new skills unless you have a teacher. or the knife your character always keeps on his belt.
Characters that expect to take a lot of abuse during combat will want at least an average Body.Attributes
There are six attributes in the game that describe your character in general terms and are used whenever you attempt to accomplish a task. All but the frailest human beings have at least a three in each of their attributes. An especially high Body score gives your character a Damage Bonus. This is a number that is added to the damage you do with a successful unarmed or melee attack. A Body score that is particularly poor results in a penalty. How much damage you can take before collapsing. along with their common abbreviations. with five being the normal human average. It represents how long you can hold your breath. and a score of ten represents the absolute peak of human perfection. and only the best of the best have more than a seven. Body (BOD) – Body is a measure of your character’s toughness and strength. how likely you are to resist the effects of a poison and how much weight you can lift. and how much you can bench press are both examples of the use of your Body attribute. An attribute score of one is so poor as to be nearly inhuman. They are rated on a scale from one to ten. Here is a brief description of each of the six attributes. Body 1 2 3 4 5 6 7 8 9 10 DB -3 -2 -1 -1 0 0 +1 +1 +2 +3
Does he spot that drop of blood on the stairs? Does he see the man in the dark suit slip out of the room? These are some of the situations where your character will have to rely on his Perception. How far and high you can jump. 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. or win a staring contest.Agility (AGI) – Agility describes how athletic your character is and your reaction time. If you intend on charming the ladies or becoming a respected leader. and how easily you can uncover information while talking with people on the street.
.Willpower is a measure of your mental fortitude and strength. 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. an average or better Willpower is something to consider. Perception (PER) – Perception is a measure of how observant your character is. Presence (PRE) – Presence describes your character’s ability to relate to people. Characters who favor stealth or melee weapons will likely want at least an average Agility. How likely you are to overcome an addiction. how quickly you can run and how likely you are to hit a target with a sword. Characters that expect to design and repair complicated devices or make heavy use of computers will want at least an average Intelligence. 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. Intelligence (INT) – Intelligence describes your character’s mental aptitude and reasoning abilities. It determines how likely you are to persuade someone to do something for you. It is also a measure of your character’s intuition and creativity. you’ll likely need an average or better Presence. Willpower (WIL) .
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. To go from a five to a three will give you three Build Points. although the GM is certainly free to grant permission for a lower attribute if he feels it is appropriate. Likewise. 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. Going from a five to a four will give you one Build Point. Players should have at least a three in each of their attributes. you can lower your attributes to gain extra Build Points to spend. To go from a five to a six costs one Build Point.
. you consult the following table to determine the cost of your desired level in Build Points. To go from a five to a seven costs three Build Points.Purchasing Attributes When you purchase your character’s attributes. and you receive extra Build Points by lowering them. You spend Build Points to raise the attributes.
each minus symbol means -1 and each blank means 0. called its parent attribute. inadvertently ducking your shot. the parent attribute of which is Intelligence. when making a skill check.
. Every skill is tied to one of the six attributes. This gives you a range of values from -3 to +3. you roll the dice and count your “pluses”. one plus and one blank for a total of 0 (-1 + 1 + 0 = 0). Or when looking for a suspect. Die Rolls and Bonus Values To determine your bonus value. You ignore a negative or zero result.Skills
Nearly everything you do in the game requires the use of a skill. rolls of +3 or -3 are handled differently. to hacking through the security of a database. If you have an Intelligence of 6 and a Hacking skill of 2. He rolls the dice again and get one plus (+1) and two blanks (+0). If a character rolls a +3 (that is. This means that you can succeed your Hacking attempt if the difficulty of gaining access is 8 or less. this gives you a Skill Value of 8. When acting as a sniper and attempting to take out a target from a distance. he rolls three “pluses” on the dice). Let’s say your character wishes to gain access to an enemy’s computer network. In most situations. If the second roll is a positive number (a +1. From firing a pistol at a guard. your character might simply bump into them on the street outside your favorite coffee shop. along with the result of a die roll (your Bonus Value) to determine whether or not you succeed. You only add the value of this second roll to the initial roll if the second roll is positive. your target might choose that exact moment to reach down and pick up his bag. Each plus symbol means +1. you must make a Skill Check. skills play a vital role in your ability to accomplish things. These twists of fortune are represented by allowing very good or very poor rolls in certain situations. His total roll is a +4. you will add your level of a skill to that skill’s parent attribute. for instance) he adds this to his initial roll to obtain a higher number than normal. The Hand of Fate Sometimes fate can conspire against you. In order to accomplish the task. You roll the dice and get one minus. the character rolls again. such as a fight or an attempt to hack an enemy’s computer system to gain crucial evidence. This would require use of the Hacking skill. Example: The character rolls the dice and gets three pluses (a +3). In a dramatic situation.
He rolls again and gets one minus and two blanks. You ignore a positive or zero result. He ignores this result. This open-ended rolling system allows for exceptionally high or low rolls. When using this skill to attack your opponent. His total roll remains a +3. you could make an Unarmed Combat check using your Perception attribute to size-up his ability. If you continue to roll three pluses or minuses. If the second roll is a negative number he adds this to his initial roll to obtain a result lower than normal. You only add the value of this second roll to the initial roll if the second is negative. Consider the Unarmed Combat skill. However. for a roll of -2.Example: The character rolls the dice and gets three pluses. Likewise. you use the Agility attribute. you re-roll again applying the same rule. His total roll is -4. Using Different Attributes The parent attribute of a skill is simply the attribute that is used the most during the skill’s typical application. Example: The character rolls the dice and gets three minuses. the character rolls again. there may be times when it makes more sense to use a different attribute. if a character rolls a -3 (three “minuses”). But if you are watching another character box.
. If a character is attempting to hot-wire a car without any pressure. He rolls again and gets two minuses (-2) and a blank (+0). a normal roll will suffice. It is important to note that this rule only affects dramatic scenes.
Only those with a great deal of skill and natural ability are likely to succeed.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 . before you roll. How Well Did You Succeed? It is important to know how well a character succeeded. These numbers are just guidelines for the GM. this might be considered a “minimal” success (a Result of zero).
The GM determines the difficulty number in secret.Anyone of average ability should be able to perform the task. even with minimal training.The task will likely be accomplished by anyone with decent training or above average ability. Hard . called the “Result”. with a check result of six against a difficulty of seven meaning the character “just barely” failed (a Result of -1).The task can pose a challenge to even someone with experience. But a check result of three or four in this situation could mean disaster. If he decides that the difficulty of a particular task is somewhere between “Challenging” and “Hard”. If the check result was twelve. he can assign a difficulty number of ten or eleven. The GM should use the difference between the check and the difficulty of the task. as a guide. Heroic . Average . this might qualify as a “spectacular” success (a Result of five). Challenging .A task even the best of the best would find very difficult. Easy . Failure is treated similarly. Impossible . advanced training and ideal circumstances could anyone hope to succeed.Only with excellent luck.No roll required if skilled and not under pressure. If the difficulty was seven and the character’s check result was also seven.
. or how disastrously the character failed. however.
the difficulty of this Stealth roll is the guard’s ability to notice you. the roll of the dice represents all of the little things that make each situation different from the next. You have an Agility of 6 and a Stealth of 2. but rather depend on another character’s abilities. Only the acting character (the character whose turn it currently is) rolls the dice in an opposed action. You can usually count on being able to perform tasks with a difficulty equal to or less than your skill value. you are able to sneak past him. Randomness In Genesys. but that likely can’t be known in advance. It is important to do everything you can in each situation to contribute to your chances of success. the difficulty is the sum of the guard’s Perception and Alertness. The guard has a Perception of 5 and an Alertness skill of 1. if you are trying to sneak past a guard. but usually not much higher without proper planning or support. especially when attempting things at the edge of your ability (a difficulty equal to your skill total). 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.
. For instance. Example: You are trying to sneak past a guard. Because you beat the difficulty. You roll a bonus value of 0. In other words.
the character attempts to perform a task in much less time than would normally be required. The total bonus from Support cannot exceed +6. 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. In this case.Situational Modifiers
Each situation is different. if the guard is wearing night vision goggles. the GM can handle this in the same way as extra time is handled above. one character makes the skill check. even if it’s only an instant to spot a bloodstain on the floor.
. The GM assigns a penalty and tells the player how much time would now be required. provided they are both skilled and it is appropriate to the situation. some skills can be “rushed”. granting larger bonuses and penalties. Rushed Like taking extra time. the GM could give you a bonus. The GM can rule that multiple modifiers apply to the situation. The player can then elect to make the check with the penalty to determine if they succeed or fail. the GM could rule that he gets a +3 bonus. and how much of a bonus to assign. which is enough to see you. In other words. If you are attempting to hack a network with an outdated computer system. When it makes sense. Support A character can be assisted by other characters when performing a task. Extra Time Every skill takes time to perform. In this case his Alertness total would be 9. a favorable circumstance grants a +1 bonus. These bonuses and penalties are called "situational modifiers". This could be picking a lock. In cases where it makes sense. In general. and knows that someone may be breaking in. and an unfavorable circumstance grants a -1 penalty. Such a character could then receive a modifier to help them perform the task. The GM should determine how much extra time would be required. the GM might assign a penalty to your skill total. while each of the Supporting characters provides a +2 support bonus. Example: In the stealth example above. or combing an area for evidence. but sometimes circumstances are especially favorable or detrimental to performing certain tasks. if you have a state of the art machine with the latest software. On the other hand.
In this case. however you suffer a -2 penalty to your skill check. Some skills are so simple that even if your character has not received formal training. shooting an incapacitated character at point blank range. with a guard at the top of a tower watching their every move. it will be noted. In an opposed action. or made the practice of that skill a focus of his development. the GM should rule that the character cannot attempt his Stealth check unless something changes. If you wish to buy the Alertness skill at level two. it would cost two Build Points. 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. unless the character makes an incredible amount of noise to disturb the guard at the top of the tower. Unskilled Use Any skill can be used without having been trained in it.
. or where the advantage is so firmly the character’s that they have almost no chance of failing. you purchase skill levels with Build Points at a one to one ratio. you succeed when your skill check is equal to or greater than the difficulty. at noon. Example: Suppose in the above example the guard is asleep.Impossible or Ideal Circumstances Sometimes it’s possible to find a character in a situation where the odds are hopelessly stacked against him. the GM should allow the player to automatically succeed. Likewise. this means that the acting character has an advantage in that they succeed in the case of a "tie". Success Whenever you are attempting a task. he can still make checks with it at no penalty. If the character wished to attempt a Stealth check to hide. for example. To buy it to level three would cost a total of three Build Points. Improving skills is described later in the section on advancement. attempting to negotiate a high-wire while suffering heavy wounds and carrying another character. If a skill may be used in this manner. Purchasing Skills When you create your character. Example: A character is standing in the middle of an open field.
The maximum level that any skill can be improved to is level six.Skill Limits When you first create your character. you can only buy a skill up to level two.
. This represents the pinnacle of understanding and ability.
The majority of the skills are likely to be found among at least one adventurer.Skill List
The skills given in this section are those most common to the modern era. Referring to these sample skills. 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.
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.
Diplomacy (PRE) – This skill describes your character’s ability to pick up on subtle social cues and customs. such as a stain on someone’s shirt. in order to cultivate their goodwill and respect. Bluff (PRE) – This skill is a measure of how well you can lie.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. while a catastrophic failure would mean falling. or convince people that what you are saying is the truth when they have no real reason to believe you. It is also the skill used to determine initiative during combat. Climb (BOD) – This skill represents your character’s ability to climb over fences or scale walls. For a high jump. 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. a character with a running start makes a check against a difficulty of one half the distance in feet. With a successful Climb check. It can be also be used to determine how far or high your character can jump. Alertness (PER) – This skill measures how likely you are to notice small details. It can help you determine whether that “priceless” artifact is actually a cheap imitation. Appraise (PER) – This skill represents your character’s ability to assess objects with an eye toward their value. For long jumping. your character can move their normal speed while climbing. a character standing still makes a Jump check against a difficulty equal to twice the height in feet. or your ability to lie your way out of a situation (through the use
. Rather than describing your talents for convincing people to do something through debate (such as Persuade). Computer Use (INT) – This skill allows your character to use a computer for typical tasks such as surfing the web. Characters with this skill can also maintain networks and ensure that the security of their systems are solid. A minor or moderate failure means your movement is slowed. checking email or installing new software.
and to temporarily offset that character’s penalties for more serious wounds. Dodge (AGI) – This skill determines how likely you are to dodge an enemy’s attacks. this skill measures your character’s ability to improve other’s dispositions toward you. It is also used to treat characters on the battlefield that have been incapacitated in order to prevent their deaths. firewalls and encryption. mortars and vehicle-mounted heavy guns. Forgery (INT) – This skill allows your character to create false identification records. and have a simple action available to spend. 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. 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. Intimidation (WIL) – This skill represents how frightening or forceful your character can be. if they like or dislike you. When you take this skill. Engineering (INT) – When you take this skill. have the ability to move. painting or dance. Hacking (INT) – This skill determines how easily your character can cut through sophisticated computer security systems. This is your character’s ability to design and build devices that use the chosen type of system. The details of this skill can be found in the combat section. but it can let you determine whether or not a person is lying. 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. The First Aid skill allows you to heal a character suffering from light damage. choose a specific type of engineering such as Mechanical. It doesn’t give you the ability to read minds. not additional damage. choose a type of expression such as sculpture. and the general emotions they are currently experiencing. Electrical or Software. Heavy Weapons (PER) – This skill determines how proficient your character is with large battlefield weapons such as cannons. This skill is used only to determine if you hit the target. Expression (PER) – This skill represents your character’s ability to express himself either through art or performance. You can only dodge an attack if you are aware of the attack. such as a tank’s primary weapon.
.of Bluff). in order to gain unauthorized access to networks and data centers. or other such official documents or data as needed.
This bonus does not stack with other characters’ use of the leadership skill. It is also used to cure poisoning. knives. East and West) and the ability to read maps. It not only helps to determine whether or not you hit something. This 23
. The difficulty of this check is seven. Repair (INT) –When you take this skill. choose a specific type of repair such as Mechanical (for machines and automobiles). It represents your understanding of the ins and outs of corporate law. as well as his training with advanced medical technology. as well as your understanding of finances and accounting. if the identity of the poison is known. Ranged Combat (PER) – This skill is used whenever you fire a pistol. administering drugs and performing surgery. given enough time to make a convincing case. The difficulty of picking the lock is assigned by the GM. Once per scene. Encouraging a planetary council to divert supplies to a starving colony. choose a specific discipline. This skill describes how much your character knows about the chosen field. Persuasion (PRE) – This skill used to determine how likely you are to persuade someone to do something for you. a Language. but also how much damage you can do. adjusted by the GM depending on the level of desperation present in the scene. as well as any extra damage you can do with such weapons. Armor or Computer. swords and other such weapons in combat. such as a Local Lore. rifle or machine gun. Management (INT) – This skill represents your character’s ability to run a business. Lore (INT) – When you take this skill. The use of inadequate or make-shift tools will likely incur a penalty. all allies able to hear your words get a +1 to all checks for the remainder of the scene. It determines whether or not you hit. A skill level of one gives your character a basic sense of direction (North. Navigation (INT) – This skill allows your character to use maps and simple tools such as compasses and GPS systems. water or through the air. Medicine (INT) – This skill determines how knowledgeable your character is concerning the finer points of anatomy and diagnosis. designed to navigate over land. Lock Picking (AGI) – This skill allows your character to open mechanical locks without a key using a set of lock picks. South. Electrical. If the roll succeeds. 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. or convince them to go to war would require a Persuasion check.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. Melee Combat (AGI) – This skill describes how well your character can use clubs. It is also your skill at bargaining and haggling over prices. the Law or History.
An extreme -3 penalty means they are pushing themselves as hard as they can. Stamina (BOD) – This skill represents how long your character can engage in a strenuous activity without tiring. You use this skill whenever your character is trying to sneak past a guard. Use of this skill allows your character to properly install and configure such a system. The player assigns a modifier from -3 to +3 to represent the effort they are putting into the attempt. This skill does not allow you to design or invent new systems. 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. regardless of how much time it may take. It is also used to conceal small objects on your person. Survival (INT) – This skill grants your character the ability to “live off the land” when away from the amenities of civilization. Science (INT) – When you take this skill. Stealth (AGI) – This skill determines your character’s proficiency at going unnoticed. The player can declare how much they are pacing themselves or how much they are exerting themselves. Resolve (WIL) – This skill represents your character’s determination and focus. It is also used to determine your 24
. either on the Internet or in special databases. pick someone’s pocket and perform minor “magic” tricks. or quelling the voice of your survival instinct. such as running or swimming a great distance. It can be used to find safe food. Research (INT) – This skill represents your character’s ability to use standard data retrieval systems and search engines to find information. choose a specific science such as Biology. motion sensors and the related communication networks that report unauthorized access or emergencies. Ride (AGI) – This skill determines your character’s ability to ride a beast of burden as a form of transportation. clean water and tracking animals or people across the terrain. the GM should have the player make a single roll. trying to finish the task as fast as possible or win a race.skill is a measure of your character’s ability to repair the chosen type of system. In most cases. Chemistry or Forensics. When attempting to overcome a fear. Security (INT) – This skill is measure of your character’s familiarity with security systems such as alarms. a Resolve check can see you through. Sleight of Hand (AGI) – This skill enables your character to palm small objects. or circumvent the system to enter a building undetected. This skill represents your character’s training in the given scientific field. although obviously this takes longer. It can also be used to examine paper records and books.
Use Vehicle (INT) – When you take this skill. This skill represents your character’s ability to operate the chosen vehicle type in atypical situations. Unarmed Combat (AGI) – This skill represents how good your character is in hand to hand combat without the use of a weapon. Not only does this skill describe how likely you are to hit. Punching. Swim (AGI) – This skill represents your character’s ability to swim over and under water. Weapons such as grenades and throwing knives are commonly used with this skill. A minor or moderate failure means that you move much slower while a catastrophic failure means you are at the risk of drowning. Throw (AGI) – This skill describes your character’s ability to throw objects with greater accuracy and distance. kicking. 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. grappling and headbutting are all examples of unarmed combat. such as SCUBA gear.proficiency with certain types of equipment used for surviving in inhospitable environments. it also determines the amount of damage you can do. choose a specific type of vehicle such as Automobile.
. Watercraft or Aircraft. A successful swim check allows your character to move their normal speed through water.
Most advantages have a single cost. speak with your GM. This is discussed in the section on advancement. in Build Points. you gain four study points instead of the usual two. the cost of the advantage. Quick Draw (5) – You may draw a weapon as a Free Action (0 AP). If you are uncertain as to the nature of a particular advantage. You are not limited in the number of advantages you can take. choose a particular social class or group of people. Smooth Operator (5) – When you take this advantage. giving him passing knowledge of many skills. but some may be bought at various “levels”. When buying advantages at character creation time. You gain a +3 modifier to any Presence based check when dealing with characters that could be sexually attracted to you. Jack of All Trades (5) – Your character has picked up many bits of skills and aptitudes throughout his life. 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. 26
. but rather makes it trivial for him to later remember any detail he’s already perceived. They can be quite useful. Advantage List Attractive (5) – Your character’s appearance is considered unusually attractive. each time applying to a different group. giving you a greater edge at a higher cost. but can be expensive. instead of a Simple Action (2 AP). Advantages can usually only be taken once. you ignore the usual -2 penalty. This advantage does not make you skilled in a skill you haven’t purchased (so you cannot grant Support). is listed in parentheses after the name of the advantage. it simply negates the normal penalty to the check. This advantage may be taken multiple times. but there are exceptions which will be noted in the descriptions. but they can be very expensive. Choosing to take one or more advantages can mean a large investment of Build Points and making the wrong decision can be costly. This advantage doesn’t make your character more perceptive. such as “The Aristocracy” or “Mercenaries”. When making a check while unskilled. Exceptional Memory (5) – Your character is able to remember even minute details without the need to make an Intelligence check. Good Student (5) – Whenever you spend a Time Unit to practice or learn a skill. Advantages can also be purchased later in your character’s career by using experience points.Advantages
Advantages are optional edges you can purchase for your character to give them a boost during play.
Contacts (5) – When you take this advantage choose an area. Your character knows others that can help him on short notice out of a sense of obligation for favors of the past. Tough (5) – Your character is more resistant to damage than normal. placing you among some of the wealthiest people in the world. such as a large city or state. The other restrictions of the Leadership skill still apply. at the GM’s discretion. your character ignores the normal -2 modifier. 15) – Your character has access to more money and resources than the average character. and three points of medium damage every day (instead of one). Your character begins the game with a net worth of $10. Heightened Reflexes (5) – Your character receives a +3 modifier when rolling for initiative. 10.Wealthy (5. Your character has a particular knack for a certain skill. While not one of the richest people in the world. The help you obtain can be outside the letter of the law.000.000. Fast Healer (5) – Your character can naturally heal heavy and medium damage more quickly than others. This advantage can be bought at the following levels: Points 5 Description Your character begins the game with a net worth of $1. You may take this advantage more than once. spending a Time Unit allows your character to heal all damage. choosing it for a new area each time or increasing the number of people you can rely on.000 or more. furnishings. instead of a +1.
. Whenever your character takes damage. Your character begins the game with a net worth of $100. you likely own at least one profitable enterprise and have a large investment portfolio. Apply a +2 modifier to checks using this skill. you may reduce this damage by two points. In addition. automobile and savings in the form of securities which can be liquidated within thirty days. or reputation.000. Specialist (5) – When you take this advantage. a success grants them a +2 inspiration modifier.000. Ambidextrous (5) – When using the Dual Wield combat action. including a home.000. choose a specific skill. and may be offered at significant risk to your contact. You may heal three points of heavy damage every five days (instead of one). Natural Leader (5) – When using the Leadership skill to inspire your allies.
Purpose (5) –Your character has dedicated themselves to a particular purpose or ideal. you receive a -2 modifier to the check. choosing a different combat skill each time. but does not apply if your character is surprised. if that target is unable to Dodge the blow (or chooses not to) you do two additional points of damage. You receive a +2 situational modifier whenever you Evade an attack. This advantage negates the effects of the Fog of War. Ranged or Unarmed).Avoidance (5) – Once per round. Combat Expert (10) – When you take this advantage. You can make one attack per round with the chosen skill as a Free Action (0). Whenever you make a check to accomplish a task that directly relates to your purpose. In addition. choose a combat skill (Melee. your character may Dodge a single attack as a Free Action (0 AP). you may intercept one attack as a free action (0 AP) instead of a simple 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. If you knowingly attempt to perform an action that violates your purpose. any successful attack you make using this skill has its damage increased by +1. Opportunist (5) – Whenever you make a melee or unarmed attack against a target. You may take this advantage multiple times. Bodyguard (5) – When your character chooses the Guard special combat action. Evasion (5) – Your character is particularly good at avoiding attacks. you apply a +2 modifier to that check. This bonus also applies to Dodge attempts. even when he is unable to Dodge.
. You are particularly well-trained in the use of the chosen combat skill.
combat is divided into units of time called Scenes. In the event of a tie in initiative. Rounds and Turns. In this case. or additional combatants may enter the field of battle. activating a walkie-talkie and shouting a short phrase are examples of mental actions. Anything that requires practically no time or thought is typically a free action. prompting each player to act in order of highest to lowest initiative. Characters can take one free action per round without a penalty. Players roll for their characters and the GM rolls for any NPCs.Looking around for an exit. Anything that requires only a minor level of thought or a short spoken command is a mental action. but in some cases there may be a dramatic shift in the action. The entire combat.Moving at your speed. Anything that requires fairly complex 29
. as is activating a control panel or looking up a location using a GPS system. every Round. to declare what their character is going to do and resolve any actions they take.Shouting a one-word command and dropping a weapon are examples of free actions. Mental Actions . Finally. Simple Actions . drawing or reloading a weapon and dodging an attack are examples of simple actions. If there is still a tie.
During combat. the GM may call for a new initiative roll. at the beginning of the Scene. the GM chooses who goes first based on the elements of the scene. Typically initiative is rolled only once. Initiative In order to determine who acts when during each Round. players involved in the scene take Turns. This is explained later along with other special combat options. one at a time. The GM then takes note of each character’s result and acts as referee.Combat
To help everyone keep track of the action. Types of Actions Free Actions . jumping. the characters participating in the Scene make Alertness checks at the start. is called the Scene. The Scene is divided into smaller parts called Rounds that each represent about six seconds of time in game. from beginning to end. the character with the highest Alertness skill goes first. A character is able to adjust their initiative during combat. These actions fall into one of several types. depending on the kind of task the character is attempting to accomplish. there are a variety of different actions characters can take.
thinking or a modest amount of physical manipulation or movement is a simple action. A character dodges an attack. Standard Actions . This is three simple actions (2 AP + 2 AP + 2 AP). which represent the total amount of time and effort the character has available to him during the round. sneaking at your movement rate. This is a simple action. a mental action and a standard action (2 AP + 1 AP + 3 AP). Mental Actions require 1 AP. This is two standard actions (3 AP + 3 AP). The player takes actions by spending these Action Points according to the costs above. Simple Actions require 2 AP and Standard Actions require 3 AP. but any AP left unspent at the beginning of your next turn go away. Each round. Action Points can be carried over to the next round for defensive purposes. Time Keeping Every type of action has an action point (AP) cost. allowing you to Dodge. looks for an exit and fires his weapon. or holding a brief conversation are examples of standard actions. characters get six Action Points.
. Each character can take one Free Action per round without spending any Action Points. Any Free Actions taken beyond the first become Mental Actions. The exception to this rule is the Free Action. picking a lock. Examples: A character fires his weapon twice in one round. Anything that requires careful consideration or fine movement generally requires a standard action. A character runs down a hallway and jumps over a pressure plate in the floor.Attacking an opponent.
it is still considered a “check” for purposes of situational modifiers. Example: You are attempting to shoot a guard with a pistol. You are “on guard”. you have a reasonable expectation that you could be attacked. The Fog of War On your first action in the scene. That is. You roll and get a bonus value of -1. such as Ranged Combat. When you attempt to Dodge. Even though you do not roll the dice when attempting to Dodge. That is. and be aware of the specific attack you wish to avoid. You have a Perception of 6 and a Ranged combat skill of 3. against your target’s defensive ability. To attack. you add your combat skill. You must also be able to take a simple action. giving him a defense total of 6 (5 + 1). Defense There are two broad ways for your character to avoid being hit: Evading and Dodging. You are only allowed to Evade an attack when both of the following conditions are met: 1. You are still able to Evade attacks. When you are the target of an attack and choose to “Evade” it. In order to hit your target. Example: You are not bound. 2.1). The guard has an Agility of 5 and a Dodge of 1. the attacker makes his attack roll against a difficulty equal your character’s Agility score. you must meet or beat his defense. plus the bonus you generate from the dice. you spend these action points.
. you must have the ability to Evade. This represents the extreme chaos that accompanies the beginning of combat and the inability of the characters to anticipate their enemies’ actions. you must have at least two unspent action points from your last turn. You hit. applying any appropriate modifiers. and add your Dodge skill to the difficulty the attacker must match to hit. You are able to move. for a total of 8 (6 + 3 . plus that skill’s parent attribute. In order to Dodge an attack. Example: You are entering a building where you suspect an enemy is hiding out.Attacking and Defense
Attacking a character requires you to use a combat skill. you do not have any action points and thus are unable to Dodge.
or believes that the attacking character won’t be attacking them (they believe the character is a trusted ally).Surprise Surprise occurs when a character’s target is unaware of the attack (the attacker is hidden). however. the target is not able to Dodge. When surprised. Cover can also act like armor. A second player sneaks around and attacks the guard from behind. If the target is unaware of you. likely giving him the ability to act before the guard. You may still be able to Evade the attack. Support During Combat A skilled character may spend a standard action to support another character on that ally’s turn. The ally does not roll. If a character is using a shield of some sort. Stealth and Surprise If you are able to conceal your presence. In such cases. Example: A guard is hiding behind a crate while one of the PCs is shooting at him. it is treated as cover and the GM should determine how much of a penalty to assign incoming attacks. but adds a +2 because of their ally’s support. and whether or not they can position themselves properly to take advantage of it. Cover If a target is behind suitable cover. Example: A character is lying in wait to ambush a guard on patrol. The character gets a +3 to his initiative roll. absorbing some of the damage in the case of explosions or attacks designed to penetrate the cover and damage a target behind it. The primary character uses their skill and roll. The guard is surprised and is unable to Dodge the attack. Whether or not you hit. the GM should assign an armor rating to the cover as appropriate. either before or during combat. if the situation meets the conditions described above. The GM will determine if the cover is suitable to shield the target from the type of attack they are being subjected to. they are not allowed to Dodge your assault. the attacking character or characters are given a +3 bonus to their initiative checks. the attacker has a -3 modifier to their combat check. All characters must be using the same skill and be within the proper range of the attack. 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 attack as normal. Your GM will advise you as to whether or not you can make subsequent stealth attacks. If the surprise occurs at the beginning of combat (perhaps as the result of an ambush). 32
they may move up to twice this distance. Melee weapons all have a range of Personal and are unable to strike any target beyond this range. Medium – Medium range is that distance between short and what the average person could cross with three simple actions. in feet. otherwise the character moves more slowly and may be at risk of injury. or a full round of travel (one hundred feet). The average character can expect to cross this distance with three full rounds of movement. You can move about this space without having to spend any action or action points (a shuffle-step). By taking a second Simple Action. Climbing or swimming at this speed requires a successful check for the relevant skill. At two categories farther away. 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. but rather it follows certain guidelines and is adjudicated by the GM when there is a question. Long – Long range is that distance between medium and roughly three hundred feet. Personal – Personal range includes yourself and the area around you that you could hit with the average melee weapon. rather than a Simple Action. 33
. During combat. Moving while using the stealth skill requires the character to spend a Standard Action (3 AP) for the movement. The average character can cross this distance in ten full rounds of movement. by spending a Simple Action (2 AP). Very Long – Very long range is that distance between long and roughly one thousand feet. every character is able to move up to their Agility times six. the penalty becomes -3. Short – Short range is that distance between personal and what the average person could cross with a simple action (thirty feet). the bonus becomes +3. If firing at a target that is one category farther away than this optimal range (a target at Long range when using a weapon of Medium range) you get a -1 modifier for your attack. Where it is important. At two categories closer (a Medium range weapon targeting an opponent in Personal range). the various possible distances are usually divided into several broad ranges.Movement and Distance
Movement and distance in the game is not measured precisely. Ranged weapons have a listed optimal range that is specified using one of the terms above. 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.
these are just guidelines. or three times this distance at a -3 penalty. That is. at a -1 penalty. and a -1 penalty for each unfavorable circumstance they are working under. the GM should make a quick decision and allow the action to continue. In general. rather than dig out miniatures and rulers. When you are determining the penalties assigned to weapons firing beyond their normal range.
. Rarely should exact distances matter. 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. a ranged weapon is usually ineffective. treat distances beyond Very Long as multiples of this distance.For weapons with a range of Very Long. but when they do. The GM must determine the specific circumstances of each situation when assigning these modifiers. Situation Target has suitable cover Low visibility (night) Target is larger than normal Target is very large Target is smaller than normal Target is very small Target is moving very fast Attacker has the high ground Attacker spends a standard action aiming Modifier -3 -1 +1 +2 -1 -2 -2 +1 +2
Remember. the weapon is capable of striking targets up to twice this distance. Special Circumstances Invariably. the GM should give the character a +1 bonus for each favorable circumstance they experience. Aiming By spending a Standard Action (3 AP) aiming a ranged weapon. the GM should use the above as guidelines and err on the side of speed. In most situations. Outside of these distances. a character can gain a +2 modifier on their next attack. the GM should be able to estimate the distances in the game using these rough ranges. questions will arise during combat.
While your character has heavy damage. The next meter tracks Medium Damage. If you take enough damage. you start taking heavy damage. Without proper medical attention. Once you have filled all three of your damage meters. Medium damage represents cuts. you are likely to take damage. 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. Light damage represents bruises and scratches that pose no real threat to your character. your character will still be unconscious. you "fill" these meters. Once your medium damage meter is filled. If you receive a successful First Aid check before this time is up. your character has a total of fifteen hit points. If you are experiencing heavy damage. you suffer a -3 penalty to your rolls. your character suffers no penalties. Without proper care. If your meters are filled completely. your character is immediately incapacitated but you will not die until you either take additional damage. In this case. As long as you have hit points left in your light damage meter. As you take damage. painful bruises and other wounds which interfere with your character's ability to function. 35
. but will no longer be dying. you begin to fill this meter. your character will also die. you suffer a -1 penalty to your rolls. it's time to leave the fight and seek medical attention. Taking any more damage while incapacitated means you die immediately. Heavy damage represents serious wounds.Damage
When your character gets hit in combat. For example. you are incapacitated and are dying. let’s say your character has a Body score of five. or with a successful use of the First Aid skill. blood loss and broken bones which greatly impair your ability to act. Each meter can hold a number of hit points equal to your Body score. Your character's Body attribute determines how much damage he can take before being incapacitated. he dies. or naturally recovers one hit point. If you are not wearing armor and are shot with a powerful weapon for twenty points of damage. The first meter that gets filled tracks Light Damage. Once your light damage meter is filled. or if one minute passes before you receive a successful First Aid check. Damage is tracked in the form of hit points on your character sheet using three meters. If he takes any damage while in this state. your character falls to the ground unconscious and is incapacitated until he is either healed. After ten rounds (one minute) of being incapacitated. All light damage is healed with a good night's rest. each point of heavy damage takes five days to heal. your character will receive penalties to his rolls. your character recovers one point of medium damage each day. The last meter tracks Heavy Damage. While your character has medium damage.
and Medicine generally requires suitable facilities (such as a clinic) and/or equipment.Use of the First Aid skill and associated equipment. If a character is incapacitated. It requires one hour to provide proper medical attention. Because of the exacting nature of Medicine.Healing
Damage is healed in order of most to least severe. even if the check fails. If the character is being treated in less than ideal conditions (a hideout without proper medical technology). First Aid . such as during combat. but that character ignores his wound penalties for one hour. If First Aid is being applied under stressful conditions. the character will heal a number of hit points equal to their Body score after a night’s rest. the GM is free to assign modifiers to the check. You are allowed to perform First Aid on yourself. It can also temporarily negate the penalties associated with more serious wounds. A character can only be treated with First Aid once per day. Apart from natural healing which is explained above. A character can only be treated with Medicine once per day. but the injured character must rest for at least eight hours before gaining any benefits to the treatment. A Medicine check is made against a difficulty of seven. even if the check fails. the treated character is healed for all light damage. If successful. If successful. you are not allowed to perform this skill on yourself. allows your character to recover from light damage. The difficulty of a First Aid check is seven. First Aid is usually quick to perform.
.Use of the Medicine skill and related equipment is used to heal medium and heavy damage. Medical Attention . If the character is suffering from medium or heavy wounds. then finally light. there are two other kinds of healing your character can receive. then medium. It takes longer to use the Medicine skill than First Aid. the GM is free to assign modifiers to the check. Your character must heal all heavy damage first. It requires a full round to apply First Aid to a character. preventing death. a successful First Aid check will stabilize them. such as bandages and first aid kits. in addition to their natural healing. no damage is healed.
like grenades or heavy artillery. A successful hit uses the weapon’s Base Damage. firing a weapon in this manner uses only one round of ammunition per attack. The Action value describes how the weapon can be fired. or in a full-automatic mode.
. strike an area. 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. Action and Ammo are attributes unique to ranged weapons.S. Many weapons can be fired a single shot at a time. which is the amount of hit points of damage a successful attack from the weapon inflicts automatically. You receive a -3 penalty to your attack roll.Weapon Statistics
There are a variety of different statistics for weapons used in the game. 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. Single-Shot (S) – Firing the weapon a single shot at a time gives you no bonuses or penalties. your target receives a -2 penalty on their next check. doing damage to everything within its radius of effect. your target may not take any actions other than Evading or Dodging on his next turn. If you hit. Firing a weapon in full-auto mode generally empties the weapon of ammunition. Full-Auto (F) – If you choose to fire a weapon in full-auto mode allows you to spray “cover fire” at an enemy. as a burst of projectiles. Burst (B) – Firing a burst from a ranged weapon allows you to “suppress” your target’s ability to act. All melee weapons have a Range of Personal and are ineffective beyond this. You take a -2 penalty to your attack. and takes the form of a list of letters separated by slashes. The Ammo value tells you how many rounds of ammunition can fit in the gun. Firing a weapon in this manner generally uses three rounds of ammunition per attack. All weapons have a Base Damage rating. For situations where it matters. Dollars to give the GM an idea of the resources needed to procure them. The Range of a weapon describes the distances at which the weapon is effective. preventing him from taking any action on his next turn. Area (A) – Some weapons. The actual statistics used for the area of effect and any “splash” damage will be given in that weapon’s description. For ranged weapons. They also have a cost expressed in U. If you hit. You can elect to fire the weapon using any Action that the weapon supports. Normally keeping exact count of how many rounds you’ve spent isn’t necessary.
Each type of armor has a Body rating. you add your character’s Damage Bonus to any damage your character inflicts. Damage Bonus When using the Melee Combat or Unarmed Combat skills. you add the Result of your combat check. which is the penalty applied to your rolls if your Body is not high enough to wear it comfortably. which is used to determine if you can wear the armor without penalty. allows you to subtract 2 hit points of damage from every successful attack made against you. it usually isn’t necessary to track how much ammunition the players or NPCs expend. Reloading Reloading a weapon is a Simple Action (2 AP). you can wear the armor with no ill effects.Tracking Ammo As mentioned above. 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. it is advised that all players carry at least some spare ammunition. Example: You are wearing a vest with an armor rating of 2. The downside to this approach is a lack of absolute realism. A guard shoots you for 4 damage. However. As long as your Body is high enough. Weapon Damage Every weapon has a Base Damage value that indicates how many hit points of damage a wound from the weapon will inflict. Armor Armor absorbs damage and allows you to be safer in combat. and an Encumbrance rating. in some situations doing so might add to the drama of the scene. An armor rating of 2. Because of this. To this.
. You subtract 2 because of your armor and only take 2 hit points of damage. The total damage a character would take on a successful hit would be 4 hit points (2 + 2). Every piece of armor has an armor rating that tells you how many points of damage it can absorb per attack. 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. for instance.
Holding Your Action When it is your character’s turn to act. By holding your action you are reducing your initiative for the current and all subsequent rounds during the scene. Defensive Fighting Your character adjusts their fighting style to focus more on fending off the blows of their opponents. 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. rather than trying to damage their enemies. intent on striking his enemy even if it means standing in harm’s way. but cannot take any other actions other than movement during this time. 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 can hold your action until later during the round. If your character would normally act on an initiative count of seven. You gain a +3 modifier to all Dodge attempts made until the start of your next turn. you now act on a five in every round following. This can allow you to see what others are doing during the scene and act in response. various special tactics have emerged that have sometimes tipped the balance in a conflict. though at the cost of some penalty. your character does not need to use any AP to Dodge. and you hold your action until the count reaches five. You gain a +1 modifier to all combat checks made until the 39
. announce your intention at the start of your turn before you take any other actions. Full Defense Your character abandons any other actions in order to concentrate completely on defending themselves. Many of these actions yield a benefit. but over centuries of human conflict. You gain a +2 modifier to all Dodge attempts made until the start of your next turn. In addition.Special Combat Actions
Every combat situation is different. The trade-offs for each action are explained in the action’s description. but suffer a -1 modifier for all other checks made during this time. The following special actions may help in this regard by allowing you to take advantage of certain situational modifiers or special effects. Aggressive Fighting Your character leaps into the fray. This represents your character’s ability to survey the scene and plan his moves accordingly. 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. Each one improves your initiative by one.
your target is unable to perform any actions other than grappling with you. Full Attack Your character abandons any other actions in order to concentrate completely on destroying your opponent. Because you are so exposed. but you must be within Personal range of each of them. but on their turn. Called Shot Your character attempts to hit a specific part of his target’s body with his attack. You gain a +2 modifier to all attacks made until the start of your next turn. although other characters may distract the same target as you. Other characters attempting to attack you or your target suffer a -3 modifier to their checks. A called shot receives a -3 penalty to your attack roll. Each other character distracting a target grants an additional +1 modifier. In order to use the Guard action. You make an Unarmed Combat check opposed to your target’s Unarmed Combat. or to strike certain vital areas which could result in extra damage or side effects as the GM decides is appropriate. You may distract as many opponents per round as you have standard actions. but suffer a -1 modifier for all other checks made during this time. any attacks made against you have a +1 modifier applied to them until the start of your next turn. and both you and your target gain cover from other combatants. This modifier lasts until the start of your next turn. Distract Your character may choose to spend a standard action (3 AP) to distract an opponent within Personal range. While actively grappling. This can be used to target unarmored parts of your target.start of your next turn. All attacks made against the target gain a +1 modifier. If you succeed. but cannot take any other actions other than movement during this time. your opponent may attempt to break the grapple with his own Unarmed Combat check. so long as your target remains in Personal range. Grapple Your character attempts to subdue an opponent by wrestling them to the ground. For example. attacking your target’s leg may slow them down. The target must be within Personal range and you must be unarmed. You may only distract an individual target once per round. you must be within 40
. your character can take no other actions. Guard Your character may choose to shield another character or object of similar or smaller size from attacks. The grapple lasts until the start of your next turn.
granting your ally a +1 bonus. in order to intercept the attack and take the damage yourself. which. granting him an additional attack at the expense of a -2 penalty for each. When an attack targets your ward.
. and must declare which character you are guarding at that time. and be able to dodge. or to provide special tactical bonuses. You must announce your intention to guard at the start of your turn. you can elect to use both weapons at the same time. This combat action cannot be used with Unarmed Combat. you may spend your simple action (2 AP). as a free action (0 AP). If your ally then chooses to use the Aggressive Fighting action he may gain a further +1. translates into no attack penalty at all. Dual Wield Some melee and ranged weapons are small enough to be held in one hand. if you and an ally are attacking the same character with melee weapons. with the weapon of your choice. because of the bonuses from Distract and Aggressive Fighting. When this is the case. as though dodging. 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. For example. You must announce your attention to take the blow before the attack is resolved. allowing you to hold another in your off-hand.Personal range of your ward. The effect of this is the ability to make one additional attack. Combining Combat Actions Some of the above actions can be combined for greater effect. you may choose to Distract your target. While guarding another character you may take other actions as normal. He may also chose to use Dual Wield if he has another weapon in his hand. You must declare your intention to dual wield at the start of your turn. including attacks. so long as you remain within Personal range of your ward. All attacks you make that turn suffer a -2 modifier. You may only guard one character at a time.
they also involve taking on the role of a character and interacting with the world and its inhabitants. for instance. or lying your way past a guard are all important interactions that should be given at least as much attention as combat. Character Dispositions Different characters in the game world react to other people in various ways. These dispositions are typically reserved for NPCs (players should role-play interactions between themselves. Acting out a scene where your character convinces a jury to let them go free. Disposition Hated Hostile Cold Neutral Warm Friendly Loved Modifier -5 -3 -1 0 +1 +3 +5
. 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. according to how they are disposed to them. just like combat. but it is possible for one character to hate a character that loves them. but also on the character’s attitude toward the player. When a player is attempting to Persuade another character. Note that two characters don’t necessarily have to have the same disposition toward one another.Social Interactions
Role-playing games aren’t just about numbers. Each disposition carries a modifier which should be applied to any Presence based checks (such as Persuade or Bluff) one character makes toward another. That said. some rules and guidance can help structure and enhance these types of encounters. how likely they are to succeed does not just depend on the player’s roll. It may be rare. This is simulated through the use of character dispositions.
While not as accommodating as a true friend. the character’s disposition improves toward him by one level (for example. The character trusts what the PC says (so long as it seems possible) and will vouch for them when necessary. close and personal bond with the PC. After the scene is played out. but they will make things difficult for them whenever the situation presents itself. The character is very likely to offer whatever assistance they can. If the player fails. For spectacular failures or success. They are no more or less likely to offer aid. Improving Dispositions Improving a character’s disposition toward you requires the use of the Diplomacy skill. the player makes a Diplomacy check opposed to the other character’s Resolve. but they remain distant and suspicious. The character would find it almost impossible to believe the PC is anything other than loyal and completely trustworthy. 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. If the player is successful. the character generally trusts the PC and will likely render aid if it doesn’t put them at any risk. even if it means incredible risk. Cold – The character feels some reason to dislike or distrust the PC. and will likely take any opportunity to harm or destroy them. the character’s disposition does not change. Loved – The character feels a deep. Warm – The character greets the PC with a smile and considers them at least an acquaintance. Neutral – The character treats the PC as they would any random stranger. though won’t necessarily put themselves at great personal risk. They won’t go out of their way to cause the PC harm. Friendly – The character views the PC as a true friend. They will help the PC in any way they can. someone they believe they can count on. if they are willing to deal with the PC at all. the GM 43
. but rather requires a lengthy period of conversation and interaction. Using Diplomacy is not something that can be done in an instant. going from “Cold” to “Neutral”). with the normal prejudices or lack thereof. The player can suggest to the GM what his character might say to the other character and the GM can feel free to assign modifiers based on how convincing the player seems to be. The character will likely demand much more than typical for any assistance they might render. They refuse to do any business with the PC unless they feel it will give them an advantage in the conflict. They won’t necessarily put themselves at great risk to hurt the PC.Hated – The character utterly despises the PC. Hostile – The character is intent on causing the PC harm.
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. or increase by two levels.
. Role-Playing vs. respectively. It takes time to cultivate a relationship.could have the character’s disposition drop by one level. the GM should allow only one Diplomacy check every in-game day to reflect this fact. Rolling Not everything in a role-playing game needs to be rolled. it is affected by the modifiers above. Many people play such games to have an opportunity to act. as always. Note also that because Diplomacy is a Presence-based skill. and even more time to turn an enemy into a friend. making it quite difficult to change the mind of a dedicated enemy. to ignore them completely. If your group feels these mechanics are too restrictive you are free. In general. harnessing their creative talents to develop a well-rounded character over time.
rounds and turns. 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. or spending hours or days in a workshop modifying a machine gun to achieve a greater firing rate. therefore. the idea is to keep the story moving. Genesys provides a convenient mechanism to allow these more mundane events to take place “off screen”. Arranging your campaign in this fashion can lead to a more dynamic and exciting story. And the seasons taken together describe each of the characters’ personal struggles. Whether this takes the form of heavy combat. but at the same time such things should not bog down the action. Episodes are directed with an eye toward moving the story forward. is called a Season. A set of related adventures that take place over several Episodes. An individual session. The collection of Seasons that the same group of characters participates in is called a Series. Characters should have some limit to their off screen time (what they are allowed to do outside of the context of play). The game divides up the action over long periods with terms traditionally used by television shows. 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. leading up to an epic conclusion where the fate of the world is at stake. Rarely do you see characters doing something mindless or boring on screen. Seasons usually take from five to eight episodes to resolve. Think of a television show you might have watched. 45
. Likewise. where the players are the stars of their own serial. In many shows. diplomacy or investigation. is on the action. facing ever more powerful challenges. To help keep the game moving. growth and ultimate destiny. little time is wasted watching a character repair a car. allowing a series to run on for as long as everyone is still having fun with those characters and the stories being told. There’s no limit to the number of seasons a series might be composed of. where the players and the GM gather together for a few hours to play. but some may be shorter or longer depending on the tastes of the players and the GM. all of which describe relatively short periods of time because of the need to organize the action at a fine level of detail.Time Units
Time in combat situations is measured in scenes. is called an Episode. The focus. while at the same time creating a practical limit on what any given character can do with their time. or force some characters to sit on the sidelines. But there is also a need to track larger blocks of time in a role-playing game.
players are given special points called Time Units. described below. One Time Unit is awarded at the end of every episode that character participates in. These Time Units can be spent in a variety of ways. otherwise they are lost. usually between episodes (after one play session and before the start of the next one).To simulate these off screen events. and let the characters spend them at that point. the GM should ask the players how they wish to spend any remaining Time Units.
. When the season concludes. Time Units last only for a single season.
How much money is left to the GM. In general. and based on that plan could grant the check a modifier. So instead of forcing the character to make a series of rolls. allowing players a wide array of choices in how to spend their off screen time. or take an odd job here and there. a character may spend Time Units to gain some extra money. This allows something that could normally take up a great deal of game time to be done very quickly. 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. 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.Spending Time Units
Time Units can be spent in a variety of ways. Because some wounds can take a great deal of time. Studying – Characters may spend one Time Unit per Episode improving an existing kill or learning a new one. When a character studies in this way. they gain two Study Points for the skill they choose. the team may end one episode racing to get to location 47
. and could benefit the entire team. leaving the rest of the players sitting around as nothing more than spectators. Special Events – Let’s say a player wishes to have their character cultivate a relationship with a certain politician. When a character spends a Time Unit in this way. 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. and could easily bog down the rest of the group forcing characters to wait around for one of their companions to heal. Time Units may only be spent between episodes. Working – Sometimes characters would like a little extra money. beginning with the most severe wounds as normal. The GM might take a few minutes to hear the player’s plan as to how his character would go about schmoozing. or even work overtime at their normal place of employment. Cliff Hangers Sometimes the flow of time between one episode and the next must be tightly controlled. it makes more sense to have the player spend a Time Unit and make one roll to determine whether or not he has made a new ally. These events are certainly important to the character. For instance. or some other group of people. they may heal a number of hit points equal to their character’s Body score. but rather than take up game time by forcing a player to roam the streets picking pockets. Healing – When a character has no access to appropriate medical care or technology. a character may elect to spend a Time Unit to heal up off screen. their only option is to let nature take its course and heal at the normal rate.
but there is no reason the GM can’t translate these abstract numbers into specific lengths of time such as days or weeks. If this sort of realism is important to the group. The downside is that Time Units remove a certain degree of realism from the game. many situations can arise where an entire team of characters must be sidelined while one character heals up. However. ready for more. Time Units can allow the players and the GM to “hand wave” over the event and let the action continue. The various skills in the game may reference Time Units.
. This means that the players do not get to spend their Time Units between that session and the next. it is strongly suggested that you give them a try. In these scenarios. They also may not spend study points or experience points improving their characters. Because of these restrictions. the GM should designate that episode a Cliff Hanger. Because of this. Time Units are a very powerful tool that can easily serve to keep the action flowing and make the game more enjoyable for all. it probably doesn’t make sense to allow them to spend Time Units on the way. In cases like these. preserving the important situation’s integrity and making every moment count. Time Units can be safely omitted. If characters end that session wounded and want to heal up. the GM should always be careful about when and how often they declare episodes Cliff Hangers. During the course of play. or is busy wooing the locals. Why Time Units? Time Units reflect the basic idea that a game is supposed to be fun for everyone.before their enemies do. The realism you may lose is likely to be outweighed by the time you save. Players may ask how a character with life-threatening injuries is able to bounce right back at the start of the next episode.
What happens to a character that is drowning? When does the poison a character just drank take effect. After this time they must pass a Stamina check every round. This complexity should be offset by the infrequency of their use.
. 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. although some can have special effects which cause the poison to linger. Remember. such as by swimming. you should feel free to take these mechanics as guidelines and “wing it”. a poison is a chemical compound that has a Potency Rating and an Effect. depending on whether the character managed to resist the poison. Many of the rules and systems given in this section are fairly complex. the Full Effect of the poison takes hold. If they fail the check. and is it fatal? What are the chances of a character being able to run a marathon? This section provides suggested rules for these events and more. This check begins with a difficulty of seven and increases in difficulty by one point each round. as these mechanics cover special situations that shouldn’t crop up that often. When a character is exposed to the poison. If doing nothing else.
Poisons can come in a number of different types. clawing through earth or struggling with bonds. can hold his breath for a number of rounds equal to his Body score. In general. each with their own effects. A character that becomes incapacitated while holding his breath falls unconscious. Some poisons also have a negative effect even if the character resisted the worst of it.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. and not under duress. a character may hold his breath for a number of rounds equal to three times his Body score. penalties may be assigned by the GM. or discover that these situations occur frequently in your games. the player makes a Body check with a difficulty equal to the poison’s Potency Rating. and dies on the next round if they are unable to breathe. the rules in this section are only suggestions.
Drowning and Suffocation
A character that is exerting himself. If you find these rules too cumbersome. When a character fails this roll. they begin losing hit points at the rate of one per round until they are able to breathe freely again. should such situations arise during your adventures.
Recovery in one hour.Like a character’s Body score. Immediate muscle spasms and seizures (unable to take any action). If successful. Immediate nausea and seizures (unable to take any action). Resisted Effect Immediate sickness and coughing (-3 penalty to all checks). Multiple doses require additional rolls. a Medicine check is made against a difficulty equal to the poison’s Potency. The table below gives potencies and effects for one “dose” of the poison. Character takes 20 points of damage. Recovery in one hour. Immediate nausea (-3 penalty to all checks). Immediate unconsciousness.
Curing Poison In order to cure a poisoned character. This is of particular concern if you believe poisons will feature prominently in your campaign. If the roll fails. each at a +1 potency (three doses of Sarin Gas would require three rolls at difficulties of 10. with a high number indicating a very powerful compound. the patient does not recover and the poison’s potency is effectively increased by +1 for the purposes of future attempts. a poison’s Potency Rating is measured on a scale from one to ten. or if their potencies and effects should be reduced. the patient recovers.
Immediate exhaustion and confusion (-2 penalty to all checks).
Immediate muscle spasms (-2 penalty to all checks). Character takes 10 points of damage. 11 and 12 respectively). It is important to note that most of these poisons are deadly and that the GM should exercise care in which compounds to allow in the game. Character takes 15 points of damage. Name Sarin Gas Potency 10 Full Effect Immediate unconsciousness. The following is a list of sample poisons from the real world.
a chase is resolved through an opposed action. and the combat begins to clearly move in favor of the players. using a skill such as Drive. the GM may make a Morale Check. it loses a point of effectiveness. the character must make a Repair Armor check against a difficulty equal to seven plus the amount of effectiveness the armor has lost.
. or if a car crashes. To simulate this. the GM may decide that whenever the Armor Rating of the character’s armor is overcome (that is. such as a piloting skill. To repair this damage. 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. Additional checks might be required to avoid pedestrians. oncoming traffic or other hazards where it’s appropriate and dramatic to do so. is hit for seven points of damage. the armor is fully repaired. there is a chance that their enemies will abandon the fight in an effort to save themselves. Example: After the fight. or even characters’ Agility scores in the case of running can be used as necessary. When a piece of armor has its Armor Rating reduced to zero. Example: A character wearing a Bulletproof Vest. the character sustains damage in spite of wearing the armor). Chases involving other skills.Unless otherwise noted in its description.
Armor can lose its effectiveness over time. To determine whether or not this happens. the Bulletproof Vest loses one point of effectiveness and now has an Armor Rating of three. The armor has lost one point of effectiveness. In general. an Armor Rating of four. so the difficulty of his Repair Armor check is eight (7 + 1 = 8).
When the players are fighting with a group of NPCs.
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. Generally a chase lasts for several rounds and involves at least one Drive check. If successful. Since this overcomes the Armor Rating. the character attempts to repair his Bulletproof Vest. characters who experience the Resisted Effect of a poison recover naturally after a good night’s rest or the successful use of the First Aid skill. it is destroyed and cannot be repaired.
If successful. dense foliage or hostile conditions (such as the extreme heat of a desert or the cold of the arctic). The ability to navigate and avoid getting lost is dependent on the type of terrain and circumstances of the journey. Example: The players are fighting a group of guards and they have managed to defeat several of their opponents. 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. the character suffers five points of damage. This becomes an opposed action with the player’s Intimidate check going against his enemy’s Resolve. knows the area and the type of terrain.A Morale Check is made using the NPC’s Resolve skill. they become lost. getting a Resolve check result of eight. modified by the GM based on how dire the situation has become.
. Armor does not typically apply to falling damage. To stay on course. The difficulty is seven. If a character or group fails this check. The GM decides that the battle has swung so far in the players’ favor that the remaining guards must make a Morale Check. Uneven ground. These rules and distances should be adjusted if the characters are traveling via a vehicle or beast of burden.
A character may normally fall up to ten feet without suffering any damage. The guards run. 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. can reduce this to twenty or even ten miles. For every ten feet beyond this that they fall (round up to the nearest multiple of ten feet). a player can attempt an Intimidate check that immediately forces their opponents to make a Morale Check. as well as the amount of gear a character is carrying.
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. Finding your way through a dense forest is much more difficult than finding your way across the plains. a character must make a Navigation check against a difficulty of seven. The GM decides that the difficulty of this check should be ten and rolls for the guards. If the combat has begun to swing in the players’ favor and they are aware of this. modified by the GM depending on whether the character has a map. the fall is treated as being ten feet less than it actually is. this should also apply. If an NPC is using the Leadership skill.
In addition. With the GMs permission. the players have effectively gotten their extra Build Points “for free”. The parry is successful if the attacker fails. as a means of both adding flavor and as a way to provide more Build Points at character creation time. a player may later spend experience points to “buy off” a disadvantage. Players must discuss with their GM any disadvantages they may feel would be appropriate for their character and seek specific approval. You gain a -2 modifier to any Presence based check when dealing with characters that could be sexually attracted to you.
A character may use his Unarmed Combat or Melee Combat skill to deflect incoming unarmed or melee attacks. Some examples of disadvantages might be: Ugly (-5) – Your character’s appearance is considered unusually unattractive or hideous. On a successful parry. By allowing disadvantages. the rules for Dodging apply. Slow (-5) – Your character receives a -3 modifier when rolling for initiative. The GM may also wish to limit the number of points gained from disadvantages to no more than ten Build Points. Otherwise. Disadvantages can be easily created by using the advantages provided as a baseline. The attacker’s combat check is made against a difficulty equal to the parrying character’s weapon skill total. Doing so requires the parrying character to have saved a Standard Action (3 AP) from his previous turn. the defending character may make an immediate counter attack at a -3 penalty. making for a more powerful party. characters may start the game with much more than twenty Build Points. The decision to allow such disadvantages depends a great deal on the type of game the GM wishes to run.
. The cost of buying off a disadvantage is twice the normal cost of the disadvantage in experience points. 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.Disadvantages
Some GMs and players may prefer to have a way to choose flaws for the player characters.
Study Points Next to each skill on your sheet. but Experience Points can be spent on any skill. is. One Experience Point is awarded automatically to every character that participated in the episode.
. the GM awards Study Points. your character becomes more knowledgeable and more formidable. Each Experience Point acts as a kind of “wildcard” Study Point. Study Points are tied to a particular skill. the GM awards between one and three experience points according to the following guidelines: 1. The GM may also grant you a special reward for a particularly resourceful use of the skill. making them very versatile and powerful. but only one Study Point for each individual skill may be earned in this way during a particular episode. the GM gives out Experience Points. which are also tracked on your character sheet. As the game progresses. you gain two Study Points for that skill that you can later spend to improve it. Experience Points and Time Units. you can use Experience Points to learn new skills or improve existing ones. They are also used to increase your character’s attribute points and buying advantages later on. the GM can award a Study Point as he would for a notable success. As above. picking up new skills and improving existing skills. there is a space to track Study Points. That. Each episode. You can gain many Study Points during a single episode for using different skills. Whenever you spend a Time Unit to train a skill.Rewards
Throughout the course of the game your character will push his talents to the limits. such as saving the day with a well-placed shot from your pistol. or the GM feels the character could have learned something from the failure (“He won’t do that again!”). or getting the trashed computer system back online to extract valuable information. Experience Points At the end of each episode. In these situations the GM can award your character a single Study Point for that skill. learning new things. only one Study Point for each individual skill may be earned during a particular episode. Learning from Mistakes In cases where a character fails a skill check in a particularly notable manner. To simulate this.
such as uncovering a mystery. 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 character acted in ways to further the story along. based on how well the group fared during the adventure. such as convincing the police that a trusted member of the community is up to no good? If the player invested themselves in the character and achieved something above and beyond what was expected of them. When a season ends. If they succeeded or did well. Time Units At the end of every episode. two points are appropriate.
. the GM should award each character that participated in the session one Time Unit. as they will not carry over to the next season and would thus be lost. Did the character learn something new. award three.2. If the group failed in their objectives. 3. If the players went above and beyond the call of duty. impressing themselves and the GM alike. The GM should call on each player to spend any Time Units they have left. or even none for a truly awful performance. the GM awards that character one Experience Point. End of Season A season is a set of related episodes leading to some final conclusion. the GM should award only one Experience Point. the GM should award them an Experience Point. The final bit of housekeeping to attend to at the end of a season is spending any remaining Time Units. or did poorly. a special End of Season reward of one to three Experience Points is given out by the GM. and a new one is to begin. add to everyone’s enjoyment and performed well. This award is in addition to the normal episode awards described above.
To go from level three to four would cost eight. your character can buy an advantage using experience points. Mentoring One character may help another character learn a new skill by mentoring them. Again. should they choose. For advantages with variable costs. you can improve the advantage by buying the next level. To go from a level two to a three in a skill would cost six study points. and your character already has the five point version. Improving Skills To improve an existing skill costs a number of study points equal to twice level you are going to. but at least one point must be a true study point for that skill. players should have the opportunity to spend their accumulated study points. that is. Players may spend any combination of study points or experience points when learning a new skill. experience points and time units. The mentor must have at least one level of the chosen skill in order to be a suitable teacher. but at least one point must be a true study point for that skill. going from being unskilled to having a level one. Learning New Skills To learn the first level of a new skill. The cost of buying an advantage in this way is twice the normal Build Point cost. Also note that having a mentor does not exempt you from having to spend at least one true study point to purchase the skill. The exception to this is a Cliff Hanger episode where there is no real break in the action. if an advantage can be purchased at a five point level and a ten point level.
. For example. you may spend a combination of study points and experience points. to buy a five point advantage would cost ten experience points.Advancement
At the end of every episode. the cost for the first level of the skill is three study points. When a mentor is willing and able to train the character. Buying Advantages With your GM’s approval. In other words. he can spend ten experience points to purchase the difference and gain the higher level of the advantage. requires five study points.
The cost of an Edge is five times the number of Edges you are going to. it is possible to raise them slightly during the course of your character’s career.Improving Attributes Attributes are much harder to improve than skills because they represent core elements of your character that are likely not to change much once you have fully matured. requires ten experience points and so on. Note that buying Edges and advantages requires experience points. When you wish to improve your character’s attributes. in experience points. yet through continuous effort and practice. you buy Edges whose cost is based on the number of Edges you have already purchased for all of your attributes. So to gain a +1 Edge to an attribute costs five experience points. You are not limited in the number of Edges you can purchase. The level of an attribute your character starts with is a measure of his intrinsic or natural ability.
. or buy an Edge for a different attribute. Beside this value on your character sheet is a space labeled “Edge”. Each Edge effectively increases that attribute by one point. but the total of any attribute score plus its Edges cannot be greater than ten. To go to a +2.
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.
This list is a sampling of some of the more common items that can crop up during the course of an adventure. as well as providing a good “baseline” when creating new equipment.000.00 $350.00 $180. If it is important.500.00 $500.00 $1.00 $450.00 $500.00 $600.00 $600.500. there is little reason to worry about how much his outfit costs.00
$300. This should give players and the GM a good idea of the utility of each item that is listed.000.00 $3. or to track exactly what he has on him. as well as those purchases that are so expensive as to warrant specific U.00
.00 $100. As such. these items aren’t listed below. this listing is followed by a series of detailed descriptions for each of the items.00 $2.S. Dollar values.00 $200.Equipment
The following is a selection of sample equipment that the players may wish to acquire. Items such as simple flashlights. basic clothing for your profession and the like shouldn’t normally be considered special equipment or tracked unless it is somehow vital to the story if the character is carrying it or not.00 $800.500. Like the list of weapons above. If a character wants to wear ripped jeans and trench coat.
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. 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.00 $3.
000.000.000.00 $40.000.00 $2.000.00 $3.State of the art Laptop GPS System Low-End Security System High-End Security System State of the art Security System Medical First Aid Kit Field Medic/EMT Kit Low-End Medical Facilities High-End Medical Facilities Stat of the art Medical Facilities Home Chemistry Laboratory Professional Chemistry Laboratory GC Mass Spec System Tools Emergency "Roadside" Tool Kit Mechanic's Tool Kit Electronics Equipment Welding Equipment Lock Picks Archaeology Tools High Quality Binocular Microscope Binoculars Night Vision Goggles Disguise Kit Engineering Tools Forensics Kit Camping/Survival Gear Two-Person Tent SCUBA Gear Transportation Full-Size Sedan SUV Luxury Sedan Light Pickup Truck Heavy Duty Pickup Truck Armored Sedan Single Engine Prop Airplane Dual Engine Prop Airplane Small Corporate Jet 62
$5.000.00 $50.00 $150.00 $250.00 $800.00 $40.00 $3.000.00 $35.00 $2.000.000.000.000.000.000.000.00 $800.500.00 $2.00 $50.00 $2.00 $500.500.00 $300.00
$60.00 $100.500.000.000.000.00 $75.00 $4.000.00 $35.000.00 $3.00 $250.00 $5.00 $20.000.00 $5.000.00 $500.500.00 $5.00
$25.00 $400.00 $200.0
$100.00 $350.00 $45.000.00 $500.
hand-held scanner that allows the user to listen in to local police and fire broadcasts. Winter Gear – Heavy coat and other insulated clothing. making it able to protect against light weapons and many handguns.000. Email. appointment management other software allows the user to keep connected while on the road. web surfing. let the body sweat and cool itself with little extra effort. This device does not allow for listening to encrypted data transmissions. ready to wear. providing an Armor Rating of 6. Bulletproof Vest – This somewhat bulky body armor can still be worn under a suit.000. 00 $300. Electronics Smartphone –This is a wireless phone that utilizes a data and voice network for communications. while also. cold environments suitable clothing is a must. When travelling through harsh. plus gloves and a hat. SWAT Body Armor – A full suit of body armor complete with shock pads and helmet. This phone includes a crude digital camera and can be used as a network adapter for other computer systems such as laptops. for men or women. These dresses are usually worn only once for very special occasions. It can help keep exposure to insects and parasites to a minimum. a Body Rating of 6 and an Encumbrance of -3. It provides an Armor Rating of 4. are usually very expensive. The suit protects the entire body and head. wet terrain and khakis.000.00
Clothing Tailored Silk Suit – A stylish suit custom fitted to the wearer and made from some of the finest materials available. although its presence might not escape notice. The armor has a Body Rating of 5. Designer Dress – The latest fashion. High-end suits such as these. Jungle Gear – These outfits include hiking boots designed for rough. 63
.00 $14. It protects only the body. Police/Emergency Scanner – A battery-operated.High-Performance Speedboat Luxury Yacht Small Helicopter
0 $500.000. but can sometimes give the wearer an advantage when dealing with the elite. but can make the wearer look absolutely fabulous. This armor is generally used by strike teams and special police units. and an Encumbrance of -1. using special fabrics.
It comes with a standard lens with limited zooming abilities. Digital Camera – This is a high-end digital camera suitable for professional use. Low-End Laptop – A computer designed for maximum portability. perhaps even unusable. connecting to the internet and working with photos. next generation technology. this machine is responsive even when working with large image files and movies. comparable in ability to a High-End PC. Any applications which take a great deal of memory or processing power are likely to be sluggish. It is not powerful enough to run the latest games or perform advanced video editing. High-End PC – A desktop computer on the cutting edge of technology. without much of an effect on performance. or from a personal computer. State of the art Laptop – A portable computer running on experimental technology.Encrypted Walkie-Talkie (2) – A set of two hand-held. It produces highresolution images which can easily be downloaded onto any modern computer system. but has enough power to be comparable to a Low-End PC. Comparable to a State of the art PC. It sports a small screen and partial keyboard. It can also access wireless networks. You can play games. GPS System – A computer-driven global positioning system used for navigation. These devices have a range of twenty-five miles. It can be carried on your person or installed in a vehicle. Low-End PC – A desktop computer capable of running basic “office” applications. allowing you to work on the road. and locally-stored maps to help users discern where they are. 64
. The fastest machine available to corporate and government agencies outside of a clean room environment. 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. surf the web and watch a movie all at the same time. Options exist for date and time stamps. effectively magnifying the subject. a task that can be done at the electronics store. battery-operated communications devices which encrypt the contents of all broadcasts. State of the art PC – A desktop computer featuring experimental. It makes use of satellites to determine location. 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. as well as low-light photography. High-End Laptop – A so-called “desktop replacement” laptop. A six digit pass code is required to unlock the device after it has been idle for a few minutes. and how to get where they are going.
Low-End Security System – A consumer level security system designed to monitor for break-ins. fire or other emergencies. It also can easily fit in the trunk of any car. surgical equipment. The kit is suitable for dealing with minor injuries. temporarily relieving discomfort and can be used to stabilize incapacitated patients. devices. A room equipped with these facilities grants a -1 modifier to Medicine checks). including burns. tweezers. typically found in modern hospitals. non-portable. designed more to patch up the patient for transport to a proper medical facility (-2 modifier to Medicine checks). This kit can be used in place of a basic First Aid Kit for stabilization and attending to light wounds (giving a +2 modifier to the roll).
. Field Medic/EMT Kit – This is a kit the likes of which military field medics carry into combat. High-End Medical Facilities – This setup includes up-to-date medical equipment and basic life-support systems. High-End Security System – A security system generally reserved for large corporate offices and banks. A room equipped with these facilities grants no modifier. weighing approximately thirty pounds when full. This system features motion detectors. Requires a Security check against a difficulty of fourteen to circumvent. It’s hefty. Typically requires a Security check against a difficulty of nine in order to circumvent. It contains sterile dressings for various types of wounds. antiseptic and pain relievers. Motion sensors with infrared capabilities. although it may also be found in some luxury homes. a gurney. but designed in the form of a backpack and chest pouches allowing any fit individual to easily carry it. this security system represents the cutting edge of technology. A room equipped with these facilities grants a +2 modifier to Medicine checks. Low-End Medical Facilities include lights. refurbished vital monitors and other. when immediate access isn’t required. pressure-sensitive floors and high-tech imaging technology make such a system a nightmare for the would-be intruder. security cameras and sophisticated electronics. tape. Medical First Aid Kit – A standard first aid kit complete with bandages. Low-End Medical Facilities – One step up from an underground “doctor’s” basement. as well as heavy duty pain medication and rudimentary surgical equipment. but is only just passable for dealing with heavy trauma. State of the art Security System – For agencies that take no chances. Typically requires a Security check against a difficulty of twelve in order to circumvent. State of the art Medical Facilities – This includes amenities only found in research hospitals and high-tech trauma centers.
Welding Equipment – Torches. a compressor.Home Chemistry Laboratory – This equipment is one step up from “hobbyist” level. ostensibly intended for locksmiths but also well-suited to less legal uses. Access to this level of equipment grants a +1 modifier to Chemistry checks. tire iron. but elements are portable enough to allow for electrical work on the go. It is used to identify various substances by measuring various physical properties and comparing them to an internal database. Mechanic’s Tool Kit – This tool kit features several hundred pieces and requires a large amount of space to store as well as pneumatic guns. This kit is primarily designed to be used on a workbench with adequate space. GC Mass Spec System – A gas chromatograph mass spectrometer system with upto-date software and related equipment. Proper use of this equipment requires the Mechanical Repair or Mechanical Engineering skills. This can be used for Electrical Repair. Electrical Engineering and Security checks. and allows the chemist to perform simple analysis and compound mixture. 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. requires a great deal of floor space in order to have enough space for the tools. this tool system. Access to this level of equipment grants a +3 modifier to Chemistry checks made in order to identify a substance. Tools Emergency “Roadside” Tool Kit – This kit includes road flares.
. specialty tools and various sockets. 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. leads and collection of electronics parts (such as resistors. Lock Picks – A high-quality selection of lock picks and tension tools. clamps and plugs. Professional Chemistry Laboratory – This equipment is usually found at universities and similar research facilities. and its use. etc.) that allow for the design and repair of electrical circuits or wiring. Use of this set requires a Lock Picking check. Because of the number and weight of the pieces. a thermal blanket. socket set. small capacitors. a selection of integrated circuits. benches and projects themselves. Electronics Equipment – A multi-meter. tire patch kit and various other tools and simple parts designed to repair minor car problems. soldering gun. oscilloscope. A kit fit for use by a professional. safety gear and other related equipment designed for welding and cutting various metals. gas tanks.
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”. semen and other such pieces of evidence. sleeping bags. High Quality Binocular Microscope – Useful for identifying samples. Use of this kit grants a +1 modifier to Forensics checks. the latest in GPS navigation and all the added comfort you require. Transportation Full-Size Sedan – The traditional vehicle of federal agents everywhere. Engineering Tools – Finely calibrated calipers. Seats five with enough trunk space to accommodate an adult.
. Binoculars – A high-quality set of binoculars useable by anyone from a bird watcher to a peeping tom. Suitable for all of your microscope needs. makeup. This kit includes tests to determine the presence of human blood. Seats five. bags. liquid latex. Forensics Kit – Swabs. gloves. Seats five. preservation and labeling. marking tape. Night Vision Goggles – A head-mounted. An equipment rack on the roof and rear can be used to move duffle bags. air tanks. as well as proper tools for their collection. mask and fins designed to allow one adult to breathe and swim under water. regulator. SCUBA Gear – Wet-suit.Archeology Tools – Soil sampling kits. propane stove. Use of this kit grants a +1 modifier to Disguise checks. SUV – A vehicle capable of limited off-road travel. chemicals and other tools of the trade used by forensic technicians in the field. a graphic calculator and various other instruments that are designed to help the mechanical engineer practice their craft. micrometers. durable night vision system that leaves your hands free. Disguise Kit – A collection of wigs. Camping/Survival Gear – This package includes a two-person tent. Luxury Sedan – Travel in style with heated seats. either biological or mineral. bicycles and other gear. false mustaches and other trappings of the master of disguise. brushes and magnifying lenses designed for use by trained professionals working on excavating or cleaning ancient relics of dust and detritus. Two-Person Tent – The same high-quality tent as found in the Camping/Survival Gear. Grants a +1 modifier to Mechanical Engineering checks.
. Especially large or bulky items may not fit in the relatively small baggage compartment. Armored Sedan – Identical in specifications as the Full-Size Sedan. and the vehicle itself. This jet can carry substantial loads and can comfortably accommodate up to six people in the cabin. An impressive speed and superior maneuverability are handy assets for such agencies. Single Engine Prop Airplane – A small plane for the “casual” pilot. High-Performance Speedboat – A recreational water vehicle often employed by the coast guard or marina police. Luxury Yacht – Cruise in style aboard this one hundred foot yacht. Bulky items (those longer than eight feet) can still be a problem. including the roof or “sun deck”. luxury air travel for the elite. Seats two. as well as the less savory individuals that try to avoid law enforcement. Dual Engine Prop Airplane – Can comfortably seat four people and up to one thousand pounds of gear. Heavy Duty Pickup Truck – A heavy pickup truck that is capable of towing up to ten tons safely. Small Helicopter – A lightweight helicopter that is capable of seating two people with very limited gear or additional cargo.Light Pickup Truck – A light-duty truck able to move or tow approximately one ton safely. but with much greater weight to accommodate the internal armor and bulletproof windows and windshield. and carry up to two tons in its bed. Can comfortably seat two people along with up to five hundred pounds of gear. are granted an Armor Rating of five. Small Corporate Jet – Private. Seats three. Can be adapted for amphibious use. Occupants in such a vehicle. apart from the pilot and co-pilot. This motored yacht can accommodate a dozen people with two to three decks above the waterline.
The terms of the Genesys license let you use the Genesys System in your own works. letting others write for it. 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. combat system or skill system. remix it or do whatever they wish. This allows you to create your own version of a “perfect magic system” for Genesys. along with the license Genesys uses. Because Genesys has been built in this way. The scheme used to number versions of the core rules and plug-ins is described in the Release Notes of this document. publish it in book form and sell it to others. The core rules use the modern United States as a reference point and make no mention of magic systems or other such elements. with the only restriction being that they provide proper credit for the system. it can likely be changed with a minimal amount of effort. And if any particular rule in the system doesn’t suit your purposes. It is intended that such ancillary mechanics will be designed by others and packaged in modules called “plug-ins”. Compatibility and Freedom Any work that uses Genesys must include a reference to the version number of the core rules that have been used. It is designed to be the ultimate “free” system. it is easy to use it as the core engine of any traditional role-playing game you might wish to create. even if you charge money for them.
The Genesys System is designed to be modular. This means that the core rules are relatively simple. Rather than design an entirely new task resolution system. you can use Genesys as your “base” and create plug-ins to handle those aspects of your game that make it truly unique.