Genesys Core Rules.pdf

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CORE RULEBOOK
Credits
G
ame
D
esiGn anD
D
evelopment
Sam Stewart
Q
uality
a
ssurance
c
oorDinator
Zach Tewalthomas
n
arrative
D
ice
s
ystem
o
riGinal
D
esiGn
Jay Little
s
enior
p
roject
m
anaGer
John Franz-Wichlacz
a
DDitional
D
evelopment
Max Brooke, Tim Cox, Sterling Hershey, Tim Huckelbery,
Jay Little, Jason Marker, and Katrina Ostrander,
with Daniel Lovat Clark and Andrew Fischer
s
enior
m
anaGer of
p
roject
D
evelopment
Chris Gerber
e
xecutive
G
ame
D
esiGner
Corey Konieczka
e
DitinG
T.R. Knight
c
reative
D
irector
Andrew Navaro
p
roofreaDinG
Christine Crabb and David Johnson
a
smoDee
n
orth
a
merica
p
roDuction
m
anaGement
Jason Beaudoin and Megan Duehn
G
raphic
D
esiGn
Shaun Boyke
G
raphic
D
esiGn
m
anaGer
Brian Schomburg
p
ublisher
Christian T. Petersen
Special thanks to Phil Maiewski, David
Villegas, and Chris Witt.
c
over
a
rt
Anders Finér
i
nterior
a
rt
Alex Aparin, Marcin Basta, Andrew Bosley,
Anna Christenson, Alexander Gustafson,
Alex Kim, Ian McQue, Vinicius Menezes,
Scott Schomburg, Adam Schumpert, Darren Tan,
Matthew Zeilinger, and Ben Zweifel.
p
laytesters
Ben Barrow, Michael Bernabo, Brett Bowen, Kimber
Bowen, Justin Clark, Hwan-yi Choo, Michael Coleman,
Lachlan Conley, Jordan Dixon, Emeric Dwyer, Tim
Flanders, Corey Fox, Jace Fox, Benjamin Fribley,
Michael Gernes, Dan Grothe, Matt Hoover, C. Harold
Kachelmyer, Ryan Lee, Andrew Maiewski, Phil Maiewski,
Mark McLaughlin, Brandon Perdue, Russ Needham,
Alex Newbold, Joanna Olson, Lee Pruett, Matt Pruett,
Peter Smigelski, Tom Sorenson, Ryan Stevens, Rex
Vogen, Timothy Walsh, James White, Dylan Whitsett,
Elizabeth Williams, Stefanie Wiltse, and Aaron Wong.
a
rt
D
irection
Deb Freytag
m
anaGinG
a
rt
D
irector
Melissa Shetler
FANTASY
FLIGHT
GAMES
Fantasy Flight Games
1995 West County Road B2
Roseville, MN 55113
USA
© 2017 Fantasy Flight Games. Genesys is a trademark of Fantasy Flight Games.
Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Games.
App Store is a service mark of Apple Inc. Google Play is a trademark of Google Inc.
ISBN: 978-1-63344-320-4
Product Code: GNS01
Printed in the USA
For more information about the
Genesys
line, free downloads,
answers to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com/Genesys
Contents
I
ntroductIon
..............................................................4
P
art
I: t
he
r
ules
......................................................6
Chapter 1: Core Mechanics
.........................................8
The Dice ........................................................................8
Dice Symbols and Results .........................................11
The Basic Dice Pool ...................................................13
Characteristic Ratings ...............................................14
Skills and Training .....................................................16
Difficulty......................................................................16
Building a Basic Dice Pool ........................................19
Interpreting the Pool .................................................23
Triumph and Despair ................................................24
Other Types of Checks ..............................................25
Other Key Elements...................................................27
Experience and Development ..................................30
Derived Attributes .....................................................31
Chapter 2: Creating Characters................................32
Step 1: Determine Background ................................34
Step 2: Select a Character Archetype or Species ....35
Step 3: Choose a Career ............................................40
Step 4: Invest Experience Points ..............................44
Step 5: Determine Derived Attributes .....................45
Step 6: Determine Character Motivation................46
Step 7: Choose Gear, Appearance, and Personality .51
Chapter 3: Skills
..........................................................52
Social Skills .................................................................54
General Skills ..............................................................57
Knowledge Skills ........................................................66
Combat Skills..............................................................67
Magic Skills .................................................................70
Chapter 4: Talents
.......................................................71
Talent Descriptions ....................................................72
Chapter 5: Equipment
................................................82
Rarity ...........................................................................82
Encumbrance..............................................................84
Item Qualities .............................................................86
Item Maintenance ......................................................89
Weapons ......................................................................90
Armor ..........................................................................92
Gear .............................................................................93
Chapter 6: Combat Encounters
................................95
Narrative and Structured Gameplay........................95
Incidentals ...................................................................97
Maneuvers ...................................................................97
Actions.......................................................................101
Defense ......................................................................104
Soak............................................................................105
Range Bands .............................................................105
Additional Combat Modifiers ................................107
Environmental Effects .............................................110
Wounds, Strain, and States of Health ....................112
Critical Injuries ........................................................114
Recovery and Healing .............................................116
Chapter 7: Social Encounters
..................................118
Structuring Social Encounters ...............................119
Using Motivations in Social Encounters ...............123
Chapter 8: The Game Master
..................................125
Before Play Begins ...................................................126
Player Character Creation ......................................127
Preparation Tips .......................................................128
Game Mastering Resources ....................................129
The Narrative Dice ...................................................130
Adversaries................................................................131
P
art
II: s
ettIngs
....................................................136
Chapter 1: Fantasy
....................................................138
Example Setting: Runebound .................................141
Chapter 2: Steampunk
..............................................148
Example Setting: Sovereigns of Steam...................150
Chapter 3: Weird War
...............................................158
Example Setting: Tannhäuser .................................159
Chapter 4: Modern Day
...........................................164
Chapter 5: Science Fiction
.......................................170
Example Setting: Android.......................................173
Chapter 6: Space Opera
...........................................179
Example Setting: Twilight Imperium ....................181
P
art
III: g
ame
m
aster
s
t
oolkIt
..................189
Chapter 1: Customizing Rules
................................190
Create a Skill .............................................................190
Create a Species or Archetype ................................192
Create a Talent ..........................................................194
Create an Item ..........................................................197
Create an Adversary ................................................202
Chapter 2: Alternate Rules
......................................204
Nemesis Extra Activation Rules .............................204
Uncoupling Skills from Characteristics ................205
Item Attachments and Hard Points .......................206
Magic Rules...............................................................210
Vehicle Rules.............................................................220
Hacking Rules ...........................................................232
Chapter 3: Build an Adventure
...............................236
Constructing Encounters ........................................239
Chapter 4: Tones
........................................................241
Horror........................................................................242
Intrigue .....................................................................245
Mystery ......................................................................246
Pulp ............................................................................247
Romance and Drama ...............................................248
Superheroes ..............................................................250
Introduction
GENESYS
3
H
ello, and welcome to
Genesys,
a roleplaying
game designed to empower you to create your
own world. In these pages you’re going to find the rules
to play the game, a wide variety of example settings,
and a toolkit that helps players customize the game and
make it their own.
But first, if you’re new to roleplaying games, let’s take
a minute to talk about what exactly this book is, and
what you’re going to do with it.
i’
m the
G
ame
m
aster
! W
hat
D
o
i D
o
?
Each group of players has one Game Master. If you’ve
decided to take on that role—congratulations! Being a
Game Master (or “GM”) is a lot of fun. You’re going to
run the game for your friends. This means you create
and present the plot of the story, describe the world,
and adjudicate the rules. You’ll need to think on your
feet, and respond to unexpected actions from your
players. Often, you may need to adjust your story when
your players make unexpected choices while play-
ing the game. Just remember, your ability to alter the
game and the story to take your players’ decisions into
account is what makes a roleplaying game unique.
Most importantly, your job is to make sure every-
one—including yourself—has a good time. This is
always more important than the rules.
W
hat is a
r
oleplayinG
G
ame
, a
nyWay
?
So, a roleplaying game is a cooperative, improvisational
storytelling experience. You typically play a roleplaying
game with a group of friends, and the size of the group
can range from two to six people (or more). During the
game, you and your friends take on the role of a char-
acter in a fictional setting. You and your friends con-
tribute to telling a story in this setting and, in this story,
your characters are the main characters. They are the
heroes (or perhaps the villains) of the story you create.
What makes this a game, and not just a collaborative
storytelling event, are the rules. We call those rules the
Narrative Dice System, and we’ll get into more about
them later. The rules exist so that as you and your
friends play, you can introduce an element of risk and
randomness into your game. The drama of success or
failure at critical points in the narrative make the sto-
rytelling more fun. That element of risk (instead of just
saying “my character does this, and they succeed!”) is
the core point of the rules.
i’
m a
p
layer
! W
hat
D
o
i
Do
?
As a player, you’re going to take on the role of an indi-
vidual character. You’ll usually create a character to
play at the beginning of the game, and you control
their actions as they experience the adventure that your
friend the GM invents. It’s similar to episodes of a tele-
vision show or series of movies where you play the part
of one of a group of recurring cast members.
Adventures last for one or more game sessions. With
each adventure, your character becomes better at what
they do, and the story evolves as the characters make
choices and alter the world around them.
4
Introduction
GENESYS
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