Genera Core Rules
Genera Core Rules
Genera ®
Genera is a very significant retooling of Amos Hairston’s Paces Roleplaying Game System.
Creative Commons License (CC BY SA 4.0)
The text of Genera is released under a Creative Commons Attribution 4.0 International License.
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Each player (except for the player designated as the Guide) role-plays one character (or
more) - asking questions about the situations and circumstances they encounter; working
together to find creative solutions to the challenges encountered; and endeavoring to leave
the world a better place than they found it.
It is the Guide’s job to bring to life a vivid world of perilous Adventures, Explorations, and
Quests—describing to the players what their characters see and hear as they explore as well
as roleplaying the denizens which the players encounter.
The Guide challenges the players so as to engage their minds, imaginations, and wills in
order that the players may learn to allow their characters to become the change they wish to
see in the game-world .
The game mechanics both facilitate and attenuate the impact of chance upon the characters
and provide a context for the Guide to adjudicate the results of play.
As with any game, the more everyone is involved and engaged the more enjoyable it will be
for all concerned.
Genera uses only standard six-sided dice, commonly referred to as D6 (though rolled in three
different ways, see below).
Die-Rolling
● A D6 is read as a D6 by simply taking a six-sided die’s face value.
● A D3 is a D6 read by interpreting the die’s face value as follows: 1-2 = 1, 3-4 = 2, 5-6 = 3.
● A D2 is a D6 read by interpreting the die’s face value as follows: 1-3 = 1, 4-6 = 2.
Measured Paces
How far is a Pace: a Pace is an uncommon and variable unit of length roughly equivalent to
2 1 ⁄2 feet,
30 inches, or 76 centimetres.
There are approximately 120 Paces in 100 yards and 131 Paces in 100 meters.
Stylistic Conventions
This document was created with Google Docs. Titles are in various sizes of the Caveat
typeface - capitalized and bolded. Content text is in 10-pixel Arial. Section Titles are in
32-pixel gold Caveat. Where common words are used in a Technical Fashion specific to this
game they have been capitalized. Brown text is used to indicate important rules or definitions.
ABRVs of technical terms are in Bold. [ Examples of usage and Guide Notes are in bracketed
9-pixel grey text. ]
In addition to the quality or story aspect of a character recorded in descriptive words there is
also a quantity or mechanical aspect recorded in numerical values.
Player characters (PCs) and non-player characters (NPCs) alike can be recorded quite nicely
on a common sheet of ruled paper or even a simple 3 x 5 index card.
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Concept
A character is roleplayed according to a Concept.
● learned Bard
● sympathetic Healer
● disciplined Monk
● wily Vagabond
● mighty Warrior
● or whatever else a player can imagine and the Guide will accept as germane to the
genre and appropriate for the setting.
To get playing in a hurry, the common character Concepts listed above have been turned into
ready-to-use Vocational Archetype Templates. [ See PC Archetypes, pgs 47-49. ]
Characteristics
Primary
Characters are defined by four Primary Characteristics: Body, Mind, Soul, and Spirit. Each of
these Primary Characteristics is assigned a value between 0 and 3 which indicates a
character's aptitude in each of these three areas.
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A value of 0 indicates average capacity, 1 indicates above average, 2 indicates high capacity,
while 3 indicates superlative capacity. No Characteristic Value (CV) may exceed 3.
Characters gain 1 CP with each new Level to expend as they desire on one of the four
Primary Characteristics.
Secondary
Characters are also defined by three Secondary Characteristics: Stamina, Sanity, and
Integrity. Secondary Characteristics are calculated using Level and Primary Characteristic
values (CVs).
● Stamina (ST) is the capacity to remain active and effective within Bodily Conflicts.
ST = BD + SP + LV
● Sanity (SN) is the capacity to remain active and effective within Mental/Emotional Conflicts.
SN = MD + SO + LV
● Integrity (IN) is the capacity to remain active and effective within Spiritual Conflicts.
IN = SO + SP + LV
[ Example: a 2nd LV PC with CVs of BD 0 / MD 2 / SO 1 / SP 1, would have ST 3 / SN 5 / IN 4. ]
Functions
Acquired Artifacts, emergent Powers, learned Skills, and unique Talents are all referred to as
Functions. Functions may be purchased at the time of character creation using Function
Points (FPs). Any FPs left over after purchasing Functions may be saved and spent the next
time the character gains a Level (LV).
1st Level Characters begin play with 4 FPs and gain 3
FPs with each new LV.
Depending upon a character’s Functions, they may enjoy additions to related Action Check
(AC) rolls (or reductions to the CR against which the AC is rolled) - either of which yield the
same effect. [ See Action Checks, pg 14; also Functions, pgs 26-36. ]
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However, should a character desire to procure anything beyond the basic necessities
required for travel and self-maintenance, they do so using the Resources Function.
1st Level starting characters begin play with Rank 0 in the Resources Function unless they
choose to use some of their initial Function Points (FP) to purchase a better rank. [ See
Resources & Wealth, pg 17; also Functions, pg 26-36. ]
Karma (optional)
As characters Act—for their own benefit or for the benefit of others—Reality is watching
(whether anyone else is or not) … and a tally is kept. As characters sow so shall they reap...
1st Level starting characters begin play with 0 Karma Points (KP), but as they play they gain
and/or lose KP to a maximum value of 3 or a minimum of -3. If a character has 3/-3 KP, no
more KP can be gained/lost until at least 1 point is spent. [ See Karma & Reputation, pgs 40-41. ]
Reputation (optional)
As characters Quest and Explore, their Reputation (whether of fame or infamy) may spread
through word-of-mouth.
1st Level starting characters begin play with 0 Reputation Points (RP), but through play may
gain or lose RP to a maximum value of 3 or a minimum of -3. If a character has 3/-3 RP, no
more RP can be gained/lost until at least 1 point is spent. [ See Karma & Reputation, pgs 40-41. ]
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Compare the sum of 1D6 + Characteristic Value (CV) against a Challenge Rating (CR).
● If the result of 1D6 + CV is greater than the CR, the Action is successful.
● If the result of 1D6 + CV is less than the CR, the Action is unsuccessful.
● If the result of 1D6 + CV is equal to the CR, the Action has a mixed result (Guide’s call).
The Guide may occasionally find it necessary to make AC rolls for players - but only if and
when the character could not be immediately aware of the outcome of the attempt.
[ Example: a PC attempting to sneak past a guard is not likely to be aware of the fact that they have
been spotted until circumstances indicate otherwise: like the Guard shouting and pointing at them. ]
[ Example: An ‘Assured’ task is something that could be accomplished by anyone almost all of the time;
a ‘Moderate’ task is something that could be accomplished by a person of some ability most of the time;
while a ‘Legendary’ task could only rarely be accomplished even by someone of superior ability. ]
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Attack & Defence
The value used in an Attack or Defence Action [referred to as the Attack Value or Defense
Value (AV or DV, respectively)] is equal to the sum of 1D6 + CV + LV.
The Characteristic Value (CV) to be used is determined by the Guide based on the situational
context as well as the description of the Action which the player gives.
[ Example: in Bodily Conflict (a.k.a.combat) the CV will likely be that of Body, unless the description the
player gives of the Action indicates that the Attack or Defence was more a matter of specialized
knowledge rather than a matter of mere physical prowess, in which case the CV might be that of Mind. ]
● If the AV of an Attack is greater than the target’s DV, the Attack is successful.
● If the AV is less than the target’s DV, the Attack is unsuccessful.
● If the AV is equal to the target’s DV, the result is mixed.
[ Example: if the AV of the Attacking character equals the DV of the Defending character then the result
would be mixed: so, perhaps in order to succeed, it was necessary for the Attacker to overreach and
thus the attacking character’s next combat-related roll will suffer -1. ]
An Attack must be relevant to the type of Conflict the character is involved with: Bodily,
Mental/Emotional, or Spiritual.
Weapons
In Genera, weapons are of two weights (Light & Heavy) and two Types (Melee & Ranged).
Weapon Light 1 1 1 1 1 2
Weight Heavy 1 1 1 1 2 3
Melee weapons have a Reach between 1 and 3 Paces, while Ranged weapons have a
Reach of 9 (short), 30 (medium), or 60+ (long) Paces. Characters wielding heavy weapons
suffer -1 to combat initiative. A character with an unprepared weapon also suffers a -1 to
combat initiative.
Characters may Ready or Switch weapons using the Action or Move Phase of their Turn.
[ Example: a character can either Act and Switch Weapons, or Move and Switch Weapons, but they
may not Act, Move, and Switch Weapons on the same Turn. ]
The space between Melee and Ranged Reach is referred to as the Interstice. Characters in
the Interstice may be Attacked with Melee or Ranged weapons, but the attacks suffer -1
either way due to the awkward spacing.
A player may always choose to bargain with an opponent - withholding Injury if some form of
non-injurious setback is accepted: Disadvantage, Disarmament, Cessation (of hostilities), etc.
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Armour & Shields
Armour and shields, in Genera, have been abstracted into Functions. [ See Armoured I & II, pg
25 and Public Defender, pg 33. ]
Injury
Attacks, whether Bodily, Mental/Emotional or Spiritual, cause Injury which is subtracted from
the corresponding Secondary Characteristic.
Recovery
Neither Stamina, Sanity, nor Integrity can be reduced below 0, and any form of Healing
received will advance those Characteristic Values (CVs) from 0 up to their maximum value.
● After a Bodily Conflict, characters recover Stamina at a rate of 1 point per period of rest, more
with the successful employment of the Physic Functions.
● After a Mental/Emotional Conflict, characters recover Sanity at a rate of 1 point per period of
rest, more with the successful employment of the Psycho-Therapeutics Functions.
● After a Spiritual Conflict, characters recover Integrity at a rate of 1 point per period of rest;
more with the successful employment of the Thaumaturgy Functions.
[ Example: loss of stamina may mean physical maiming, loss of sanity may mean mental derangement,
loss of Integrity may mean moral corruption; and death is always a possibility. ]
If help is not immediately forthcoming, the Guide may determine that the character has
become so maimed by wounds, so deranged by conflicting conceptions, or so corrupt through
cruel actions that the character becomes an NPC (at least temporarily).
However, by asking how the character might continue, a campaign can be greatly enriched.
Characters may return to play after a period of time having lost Levels and/or with quite
different Characteristics and/or Functions.
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[ Example: a LV-2 Bard who succumbs to a debilitating Psychic Attack might, in time, recover their
Sanity only to become a LV-1 Vagabond - having become functionally mute as a result of the trauma. ]
Another possibility is that the PC retires, perhaps gathering support for a cause which serves
to inspire the next generation of PCs.
[ Example: a retired Monk might run an orphanage, training kids in the martial arts and instilling a code
of honor and a sense of fair play; the player's next character may have been trained by the previous
character, assuming that sufficient game-time has passed to allow for that possibility. ]
PCs that become NPCs may be consumed by loss, pain, and/or regret.
[ Example: a Warrior’s defeat by an ignoble foe may tempt them to travel down a dark path after which
the party again encounters the Warrior, this time as a Vigilante who must be slain .. that is unless
circumstances arise which offer the once-noble Warrior a chance at redemption. ]
Character Level 1 2 3 4 5 6
XP to Next Level 0-29 30-74 75-187 188-469 470-1174 1175+
Characteristic Points 3 +1 +1 +1 +1 +1
Function Points 4 +3 +3 +3 +3 +3
Reputation Points - - +1 - - +1
If a character wants to procure anything beyond the very basic necessities of life, the Guide
sets the item’s relative Availability based upon how difficult it would be for a hypothetically
‘average’ person of the game genre and setting to acquire. Would acquiring the resource be
an Assured (1), Easy (2/3), Moderate (4/5), Difficult (6/7), Arduous (8/9), or Legendary (10+)
Challenge for such a person?
The Availability of a Resource serves as the CR for an Action Check (AC) on Mind (MD).
The Availability of Artifacts, Gear, and Resources will vary with genre and setting.
[ Example: If the character succeeds at the Resource Check (RC), they manage to acquire the
Resource; if they are unsuccessful they fail to acquire the resource; if they get a mixed result perhaps
the resource is acquired but their finances were stretched in so doing thus requiring the character to
suffer -1 on their next Resource roll; or perhaps they acquire the item but it has a hidden flaw. ]
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At Rank 0 (unskilled), when attempting to procure resources beyond the basic necessities of
life, characters must succeed at an AC (MD) where the CR equals the resource’s Availability.
Rank 0 essentially means there are no bonuses to the required AC roll.
The Resources Function also comes in three positive Ranks: I, II, & III. [ See Functions, pgs
26-36; Equipment & Money, pg 12;also Resources & Wealth, pg 17-18. ]
These reductions need not be ‘spent’ all at once, but rather may be spent as desired.
[ Example: if the Treasure or Found Object has a value of 24, this can be used as -24 to the CR of one
Resource Check, or -12 to the CR of two, -6 to the CR of four, -4 to the CR of three, and so on to -1 to
the CR of twenty-four Resource Checks. ]
The Assist option permits a character to add -1 CR to an ally’s AC; while the Hinder option
allows a character to add +1 CR to an opponent’s AC.
The precise Characteristic Value (CV) to be used in a HInder or Support roll is determined by
the Guide based on the description the player gives of how the character is assisting or
hindering the Action.
The intent to Assist or Hinder must be declared and rolled prior to the Action Check they are
intended to affect.
Assistance and Hindrance are rolled in the exact same manner as an Action Check: D6 + CV
against a Challenge Rating (CR).
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The Action's base time is either multiplied or divided (respectively) by the result of a D6 roll,
as appropriate for the stated goal of Delaying or Expediting.
[ Example: assume that the Guide has set the time for completing a stated Action at 10 minutes. The
player passes the associated Action Check roll and had declared a desire to Expedite the Action before
rolling the Action Check. The player would then roll a D6. In this case, the player rolls a 5. The Action in
question will only take 2 minutes instead of the normal 10 (10 ÷ 5 = 2). ]
[ In another example: let us assume that the Guide has set the time for completing a stated Action at 30
minutes. The player fails the associated Action Check roll but had declared a desire to Delay the Action
before rolling the Action Check. The player would then roll a D6. In this case, the player rolls a 4. The
Action in question will take 2 hours instead of the normal 30 minutes (30 x 4 = 120). ]
Invisibility (optional)
A creature is invisible if it cannot be detected by a character's primary sensory mode. Attacks
against invisible characters suffer a -3. Sometimes, a creature may be invisible to one type of
perception but not to another.
[ Example: a character may be invisible to normal human vision but may be quite ‘visible’ to an Artifact
which can detect subtle vibrations in the ground or air, or to a being with an acute sense of smell. ]
Searching (optional)
When one or more characters announce their intention to conduct a search, the Guide will
call for an Action Check using a specific Characteristic Value (CV). Depending on the precise
nature of the search, any Characteristic may be tested, or any number of Characteristics may
be tested sequentially.
[ Example: if a party is searching for a reference to a particular Artifact in a library, the Guide might
decide that the Warrior will use the Body CV because they are physically gathering together all the
books they can find on related subjects; the Guide may decide that the Scholar will use the Mind CV
because they have knowledge of the subject and are just trying to remember which book it was in. ]
The Guide will set an appropriate Challenge Rating (CR) for the Search based on whatever
contextual modifiers may be involved.
[ Example: if the thing sought is not inherently difficult to find (a brooch) and it is just a matter of looking
behind a chair in a well-lit room, then the Guide may set the CR at 4 (or lower); but if it is a hazel glass
eye in a jar full of brown glass eyes within a dimly-lit room, the Guide may set the CR at 6 (or higher)
unless and until some light can be thrown on the situation. ]
The Guide may declare that a series of Action Checks (ACs) is required to determine the
duration and outcome of a search.
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[ Example: if the Guide has declared that each AC performed while Searching a 5 ft square area of
strewn papers for a particular bill of lading represents a 2 minute block of time, and if 3 ACs are made
before a successful result is achieved, then the Guide may declare that the Search Action took 6
minutes to complete. ]
At the Guide’s discretion, a further AC (MD) may be used to determine whether the character
has correctly identified the found object.
[ Example: the characters may be searching for a particular kind of edible mushroom and must avoid
choosing similar-looking poisonous mushrooms; a failed AC may mean that the search will take longer
than expected. ]
If the Search is taking an exhaustively long time and/or is made under trying conditions, the
Guide may call for an AC (Spirit) to determine whether the character has the willpower to
continue searching. If that roll fails, it may indicate that after a long, exhausting search, the
character finds nothing before becoming too tired and/or disheartened to proceed.
Communication (optional)
It is generally assumed that most characters can communicate with one another. However,
language barriers can create significant problems.
When a language barrier is encountered, an AC (MD) is made. The Challenge Rating (CR)
set by the Guide should reflect the level of contact between the two cultures, and any
similarity in language.
Communication barrier can sometimes be lopsided, with one side having a more difficult time
understanding the other.
Climbing (optional)
Characters must sometimes climb trees, walls, mountains, cliff faces, glacial moraines, or
canyon slopes. Depending on the distance and slope, a character may need to make one or
more Action Checks to successfully negotiate the obstacle. For insignificant climbs no Action
Check (AC) is necessary.
For significant climbs, an AC (BD) is required. Success means the character scales the
obstacle, a failure means that they must wait until the rest of the players have made an Action
Check to try again.
For very significant climbs, an additional AC (SP) may be required. A failure on the second
roll may mean that the character does not progress and either must wait to roll again;
perhaps even delaying or impeding others, causes them to suffer a -1 to their next Action
Check to climb; two failures may mean that the character falls.
Falling (optional)
When a character falls they are entitled to an AC (SP) to catch themselves. If the roll fails,
they fall. Characters suffer 1 Injury per 30 ft fallen counted from the start of the fall.
[ Example: a character who falls 30 ft suffers 1 Injury, at 60 ft they suffer 2 Injuries, etc. ]
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Riding (optional)
A character with a Ride (bike, horse, chariot, car, ornithopter, airship, etc.) travels at the
speed appropriate to that Ride. [ Guide’s discretion ]
A character with a Ride may travel at this speed for a longer period of time than they would
normally be able to run, but must still rest at reasonable intervals
Certain Rides may only be available once certain requirements have been met or Quests
have been completed.
[ Example: a Quest-Giving NPC may grant the Boon of an Airship to whomsoever defeats the pesky
Robber Baron. ]
Water (optional)
Sometimes characters may need to engage in underwater exploration - a form of adventuring
that presents its own unique challenges.
Swimming
As a rule, human beings swim at about ½ their normal (walking) Movement Rate (MR).
[ Example: a character with an MR of 12 Paces (human default) has a swimming rate of 6 Paces. ]
The Guide may adjust this for certain campaign settings with naturally aquatic characters.
Certain Functions may change this assumption for specific characters. [ See Functions →
Aquatic, pg 25. ]
Because humans cannot ever truly rest in the water, a character may not swim for more than
3 hours without some relevant Function and their MR will suffer attrition. They may travel 1/3
their normal daily travel distance (as determined by the movement scale) in any direction,
including depth (although special considerations may include the ability to breathe
underwater, to see in the murky depths, and to survive extremes of pressure ... among other
considerations). [ See Functions → Aqualung I & II and Aquatic pgs 27-28. ]
Breathing
The duration that a human character may hold their breath is 2x their Body (BD) in minutes
(minimum of 1). [ See Aquatic, pg 28. ]
[ Example: a character with a BD value of 3 could hold their breath for 6 minutes, BD of 2 for 4 minutes,
BD of 1 for 2 minutes, and BD of 0 for the minimum of 1 minute. ]
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Conflicts
In Genera, Conflict does not necessarily mean combat, rather it indicates any situation in
which someone or something opposes, prevents, or precludes the fulfillment of the intentions
of another character or party. This being the case: debates, horse races, searching, foraging,
riddle games, and brawls are all forms of Conflict.
[ Example: before going into a debate the Stakes might be that the character who is unsuccessful must
concede the logic of the other side and change a specific opinion, or that they will have their entire
belief-system undermined and be required to convert to and adopt the opposition’s worldview; or it may
be that social standing is at Stake and a loss will cost the character Reputation Points. ]
Variable Time
During a Conflict, time is measured in Rounds and Turns. A Round is the amount of time it
takes for everyone in the Conflict to have a Turn. The duration of a Round can range from a
few seconds to several minutes or more depending on the scale and type of the Conflict.
Each Turn has two Phases—Action and Movement—which may be performed in any order;
also one or both may be skipped at the player's discretion.
During an Action Phase, a character may perform any reasonable Action: Attack or Defend;
employ a Function; overcome a Challenge, Obstacle, or Hazard; offer Assistance or
Hindrance, Switch Weapons, etc. [ See Game Mechanics, pg 14-21. ]
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During a Movement Phase the average human character may walk a distance equal to their
Movement Rate (MR) or run a distance equal to 2 x MR. Differently-abled persons at ½ that
or whatever seems appropriate to their ability.
[ Example: a character with an MR of 12 Paces may walk 12 Paces or run 24 Paces on their Turn. ]
Surprise (optional)
At the Guide's discretion, one side of a Conflict may gain a free Surprise Round before
initiative is rolled and normal Turn-taking begins.
If the Guide decides that circumstances might warrant a Surprise Round, each side of the
impending Conflict rolls a D6 (if one side has a definite advantage over the other they should
get +1 or, in more extreme cases, +2 to their Surprise roll). [ See Function → Military Strategy, pg
31. ]
● If the result from party intending the Surprise is higher, then they enjoy a Surprise Round.
● If the result of the party intended as the target(s) is 2+ higher, they enjoy a Surprise Round.
● Otherwise, each party will enter the Conflict normally, rolling initiative. [ See below. ]
The party with Surprise enjoys Advantage to all rolls made during the Surprise Round that
might reasonably be assumed to benefit from having Surprise (initial Attack Rolls, for
instance). [ See Advantage & Disadvantage, pg 25. ]
If an NPC party has the drop on a PC party, the Guide should call for Surprise rolls without
announcing what they’re for since this would certainly add to the ambience of the Surprise.
Initiative (optional)
Each party involved in a Conflict rolls a D6; whichever party rolls highest acts first. In the
event of a tie, reroll until a definitive order is established. Characters may act in any order
during their party’s Turn. [ See Function → Military Strategy, pg 31. ]
At the beginning of any Conflict, each player rolls D6 + LV + CV where the CV is appropriate
to the type of Conflict: for combat, feats of strength, or acrobatics use Body (BD); for
reasoning, bargaining, or puzzle solving use Mind (MD); for Psycho-Therapeutics, empathy,
and personal presence use Soul (SO); for tests of virtue, contests of will, or spiritual
discernment use Spirit (SP).
Regardless of which form of Initiative is being used, characters with higher Initiative values
act before those with lower values.
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Challenges, Obstacles & Hazards
Challenges, Obstacles, and Hazards are similar in that each is a type of Conflict likely to
delay or prevent progress. However ...
[ Example: a wound may need to be healed, a bit of lore may need to be recalled, etc. ]
[ Example: a sheer cliff that must be climbed, or a raging river that must be forded, etc. ]
[ Example: a dart trap set off by a floor plate, thin ice amid thick on a frozen lake, etc. ]
[ Example, if a sympathetic healer tries to gain the trust of a patient she has previously healed,
Advantage could be appropriate; however, if she must administer a suppository to a hostile person,
Disadvantage might be more appropriate. ]
When there is Advantage (AD), the player rolls an extra D6 for the Action Check (AC) and the
player keeps the higher result; in the instance of Disadvantage (DA), the player also rolls an
extra D6 for the AC but the player must use the lesser result.
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Functions
Overview
Characters are set apart not only by their Characteristics and Concept but also by their
Functions: acquired Artifacts, emergent Powers, learned Skills, special Talents, and unique
Traits. In Genera, these are all grouped together under the rubric of Functions.
A Note on Artifacts
Artifacts are objects or devices that act as temporary Functions. An Artifact's functionality
lasts for the duration listed in the description.
Acquisition
Functions may be purchased at the time of character creation using Function Points (FPs).
Any FPs leftover may be saved and spent the next time the character attains a new Level.
1st Level Characters begin play with 4 FPs and gain +
3 FPs with each new Level (LV).
Function Points may be spent immediately or saved to purchase more expensive Functions
later on. FPs (for Artifacts) may also be granted by NPC Quest-Givers or negotiated as part
of a supply cache, or found along the way.
Retraining (optional)
When characters gain a Level (LV) they may elect to retrain one Function by trading’ it
Function for it’s FP worth of new Functions.
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Adoption, Adaptation & Creation
Genera provides a default Function list (see below) which contains functions befitting a
variety of genres and settings. The Guide should feel free to adopt any of the default
Functions just as they are; adapt existing Functions to better suit the desired genre and
setting; or even create new ones if they feel the need.
Included in each entry is the name of the Function, the FP cost, any associated Artifact, a
description, any prerequisite(s), and the setting(s) for which the Function is best suited.
Default List
Acute Awareness I (Talent / Artifact)
Function Cost: 2
Artifact Cost: 2
Artifact(s): Scanner
Description: making an AC (SP) allows the character to have heightened awareness of their
surroundings, enjoying -1 to the CR when searching, noticing hidden objects or features; also
gains +1 to rolls against being surprised. The Talent automatically confers the bonuses, but
the Artifact has to be on and in use. The Artifact has sufficient charge for D6 hours.
Setting(s): Function = All; Artifact = Cyber-Punk, Modern, Pulp, Sci-fi, Wuxia
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Aquatic (Skill / Artifact)
Function Cost: 3
Artifact Cost: 2
Artifact(s): Goggles, Flippers, Snorkel, and Wetsuit
Description: making an AC (BD) CR 3 allows the character to swim at their normal MR. The
character's Body value is considered 1 point higher when determining how long they can hold
their breath. [ See Water → Swimming, pg 21; also Breathing, pg 21. ]
Setting(s): Function = Fantasy, Horror; Wuxia; Artifact(s) = Modern, Pulp, Sci-fi
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Berserker (Talent / Artifact)
Function Cost: 3
Artifact Cost: 2
Artifact: Adrenaline Shot
Description: making an AC (BD) CR 4 allows the character suffer -2 to their DV for the next 3
Turns in return for enjoying +1 AV and +1 Injury on each successful Attack. Use must be
declared before rolling for the Attack. The Talent requires 1 full turn to “work up one’s blood.”
The Artifact comes in bundles of a dozen epi-pens and the character must use 1 full Turn to
get it from wherever it was stowed, apply it, and wait for it to take effect. The Talent and
Artifact work separately and cannot be combined. Unlike the Talent, the Artifact does not
require an AC.
Setting(s): Function = All; Artifact = Apocalyptic, Modern, Sci-fi
Bolster I (Power)
Function Cost: 3
Description: making an AC (SP) CR 6 allows the character to double the effect of any other
Power being manifested within Melee Reach (the effect of the Extended Reach I and II may
apply - Guide’s discretion). If the Function being bolstered has an associated bonus or
penalty (Thaumaturgy I, II & II or Psychic Warfare I, II & III, for instance), then the character
bolstering it will also experience the same bonus or penalty. The character may attempt to
use this Function once every 3 Rounds.
Setting(s): Fantasy, Horror, Wuxia
Conversion (Power)
Function Cost: 3
Description: making an AC (SO) allows the character to use their full Turn to cause one
Opponent of equal or lower LV to convert to a positive view of the character and their
motivations. The CR should reflect the degree to which the opponent would be opposed to
such a conversion. The character may attempt to use this Function once every 3 Rounds.
Setting(s): All
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Cut & Run I (Talent)
Function Cost: 2
Description: making an AC (BD) CR 5 allows the character to combine their Move and Action
Phases so as to make 1 Melee Attack against each Opponent passed while moving. The
character may attempt to use this Function once every other Turn.
Setting(s): All
Engineering I (Skill)
Function Cost: 2
Description: making an AC (MD) with -1 CR allows the character to disarm traps, as well as
construct and repair mechanical or technological contrivances, etc. Of course the precise
mechanical and technological level of the contrivances involved will vary greatly depending
on the game genre and setting. Requires an Engineer’s Kit.
Setting(s): All
Foraging I (Skill)
Function Cost: 1
Description: making an AC (MD or SP) CR 5 allows the character to correctly identify
minerals, metals, resins, bugs, plants, animals, and natural features. While foraging for food
or other usable materials, the character enjoys Advantage. [ See Foraging, pg 45. ]
Setting(s): All (called ‘Scavenging’ in Apocalyptic genre)
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Foraging II (Skill)
Prerequisite: Naturalist I
Function Cost: 2
Description: as with Foraging I, except that it requires making an AC (MD) CR 3.
Minstrelsy I (Skill)
Function Cost: 2
Description: making an AC (BD or SO) CR 5 allows the character to compose and play
music, write and recite poetry, and sing. If character beats CR 7 then all who listen are healed
of 1 Injury to Sanity or Integrity.
Setting(s): All
Minstrelsy II (Skill)
Function Cost: 2
Description: making an AC (BD or MD) CR 3 allows the character to compose and play
music, write and recite poetry, and sing. If character beats the CR 5 then all who listen are
healed of 1 Injury to Sanity or Integrity.
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Night Vision (Trait / Artifact)
Function Cost: 3
Artifact Cost: 2
Artifact(s): Infra-red Goggles
Description: making an AC (SP) CR 5 allows the character to see a wider spectrum of light
than the typical human spectrum and thus may effectively see in the dark. However, the
character is effectively colour-blind while doing so.
Setting(s): Function = Fantasy, Horror, Wuxia; Artifact = CyberPunk, Modern, Pulp, Sci-fi
Nullify (Power)
Function Cost: 3
Description: making an AC (SP) CR 5 allows the character to negate any other Power
manifested within 30 Paces. May be used once every 3 Rounds.
Setting(s): Fantasy, Horror, Wuxia
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Polyglot II (Talent / Artifact)
Function Cost: 3
Artifact cost: 3
Artifact: translator app upgrade
Description: as with Polyglot I, except understanding is at -3 CR, and speaking is at -2 CR.
Psycho-Therapeutics I (Power)
Function Cost: 2
Description: making an AC (SO) CR 5 allows the character to heal 1 Injury to Sanity on any
one being within Melee reach. Proper application of Psycho-Therapeutics requires 2 full
Turns. Characters employing this Power immediately suffer -1 Stamina, but enjoy +1
Integrity. This Power may only be manifested once every 3 Rounds.
Setting(s): All
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Push Me Pull You (Talent)
Function Cost: 1
Description: making an AC (BD) CR 5 allows the character to make it difficult for Opponents
to disengage from Melee combat requiring from them a Double Move in order to successfully
retreat.
Setting(s): Fantasy, Horror, Pulp, Wuxia
Resources I (Trait)
Function Cost: 2
Description: indicates that the character has sufficient connections, credit, income,
outstanding favors, savings, and/or haggling ability to readily procure resources beyond the
bare necessities. When attempting to procure resources beyond the basic necessities, the
character must succeed at an AC (MD) where the CR equals the particular resource’s
Availability -2. Every use beyond once per week entails +1 to the CR.
Setting(s): All
Subterfuge I (Skill)
Function Cost: 3
Description: making an AC (BD) allows the character to competently perform feats of
deception, evasion, misdirection, prestidigitation, stealth, thievery, trickery, and/or general
unobtrusiveness. The character will enjoy -1 CR w
hen attempting such activities.
Setting(s): All
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Subterfuge II (Skill)
Function Cost: 2
Description: as with Subterfuge I, except the character enjoys -2 CR when engaging in
activities involving prestidigitation, misdirection, and/or general unobtrusiveness.
Telekinesis (Power)
Type: Power
Cost: 2
Description: allows the character to remotely move up to 3 light objects or 1 heavy object up
from up to 12 paces away. A small object is one that can be lifted with one hand, a large
object is one that can be lifted with two hands. This Power is insufficient to cause serious
Injury, but could cause distraction and, given the right circumstances, bruises and cuts or
possibly even a concussion. This Power may only be manifested once every 3 Rounds.
Telepathy (Power)
Function Cost: 3
Description: making an AC (SP) CR 5 allows the character to mentally communicate with any
companion within 30 paces, or with any sentient being within 60 paces. The character will be
aware of the presence of any mind within 18 paces and can determine the general Sanity
and Integrity of such minds. This Power may be manifested only once every 3 Rounds.
Thaumaturgy I (Power)
Function Cost: 3
Description: making an AC (SP) CR 5 allows the character, in place of an Action and Move,
to heal 1 Physical, Mental, or Spiritual Injury on other beings within Melee reach. Characters
employing this Power immediately suffer -1 Stamina, but enjoy +1 Integrity. This Power may
only be manifested once every 3 Rounds.
Setting(s): Fantasy, Horror, Wuxia
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Warding I (Power)
Function Cost: 1
Description: one hour of time for a ritual and and a successful AC (SP) CR 7 allows the
character to place a Ward preventing unwanted types of beings from passing. For each
additional hour of time allotted for performing the ritual (up to 2) the character enjoys -1 to the
CR. Setting(s): Fantasy, Horror, Wuxia
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Non-Player Characters
Non-Player Character (NPC) is a term that describes all the various sentient denizens of the
game world that the Player Characters (PCs) may chance to meet. All NPCs are played by
the Guide. Some NPCs may be ambivalent toward the PCs and serve as part of the general
background of their adventures, while others (benign or malign) may be closely involved and
invested in the characters: actively opposing or supporting the PCs.
Creating NPCs
Some NPCs are meant to act in concert with the PCs: Merchants, villagers, Quest-Givers,
and Wonder-Workers—to name a few—and, as these can typically be expected to be benign,
they may not need to be defined in much detail. Assassins, bandits, and corrupt potentates
on the other hand, will typically need to be defined in detail, as they will almost certainly come
into Conflict with the PCs when encountered.
Levels
Just like Player Characters (PCs), Non-Player Characters (NPCs) will have a Level (LV)
between 1 and 6. NPC LV should be determined by and flow from assumptions in the setting.
Hardiness
While each Grade has a Stamina (ST) equation listed in the description, Sanity (SN) and
Integrity should really be determined by the Guide based on the particular NPCs Concept).
Grades
Non-Player Characters (NPCs) will have a Grade (GR) between 1 and 4 indicative of their
place in the campaign (or storyline) hierarchy and is also a rough indice of how powerful the
NPC is compared to other characters of the same Level.
Grade may also define how and when an NPC is encountered: typically, lower GR NPCs will
appear in larger numbers than those of higher GR and at an earlier stage, while higher GR
NPCs will be encountered in small groups or alone and at a later stage.
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Drudge (GR = 1)
Drudges are low echelon NPCs such as merchants, villagers, and most of the opponents the
PCs will face. They are typically (though not necessarily) nameless, non-recurring characters.
When planning Conflicts, use 1x as many Drudges as there are PCs for a survivable Conflict;
1½ as many Drudges as PCs for a challenging encounter; and—depending on how the
players have built their characters—2x as many Drudges as PCs approaches the limit of
reasonable survivability.
Drudge Characteristics: Drudges typically have Primary Characteristic values of 1 / 0 / 0 / 0.
Drudge Functions: a Drudge may have 1-2 Functions. If there are very many Drudges, each
Drudge should have fewer Functions and should specialize in some way.
Drudge Injury: a Drudge's Attacks will always inflict 1 Injury.
Drudge Stamina: a Drudge will have a ST value not exceeding its L V (from 1-6).
XP for Defeat: 1 x LV -1 if defeated in Conflict by death, 1 x LV if defeated in Conflict without
death. or 2 x LV if Conflict is avoided.
Boss Characteristics: Bosses typically have Primary Characteristic values of 2 / 1 / 0 / 0.
Boss Functions: a Boss should have 2-4 Functions.
Boss Injury: a Boss will have 1 type of Attack (Melee or Ranged) which inflicts 2 Injuries;
and another that will inflict only 1 Injury.
Boss Stamina: a Boss will have a ST value not exceeding GR + LV + 1 (from 3-9).
XP for Defeat: 2 x LV -1 if defeated in Conflict by death, 3 x LV if defeated in Conflict without
death. or 4 x LV if Conflict is avoided.
Leader Characteristics: Leaders typically have Primary Characteristic values of 3 / 2 / 0 / 1.
Leader Functions: a Leader should have 3-6 Functions.
Leader Injury: a Leader will have one type of Attack (Melee or Ranged) which inflicts 3
Injuries; and another which will inflict 2 Injuries.
Leader Stamina: a Leader will have a ST value not to exceed G R x 2 + LV (from 7-14).
XP for Defeat: 3 x LV -1 if defeated in Conflict by death, 4 x LV if defeated in Conflict without
death. or 6 x LV if Conflict is avoided.
Quest-Givers
(GR = 3 or 4)
Quest-Givers are typically Leader Grade NPCs who grant Boons to those who complete
specific Quests.
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Quest-Givers may reward characters with Artifacts, and—if the optional Reputation rule is
being used—Reputation Points (RP) as well. Completion of the Quest, depending on the
nature of the Quest and how it was fulfilled, may entail gain or loss of Karma Points - but
these are not under the control of the Quest-Giver, rather they are the response of Reality
itself.
ither
If a granted Boon includes an Artifact, the Guide may choose to have the Quest-Giver e
bestow a single major Artifact on one character or multiple minor Artifacts to the whole party.
If the Boon includes RP, it will be listed in the description as the Quest’s Grade [Drudge (1) ,
Boss (2), or Leader (3)]. This Grade indicates the difficulty of the Quest and the amount of RP
the Quest Giver will grant as well as the amount of XP the Guide will award each character
upon the successful completion of the Quest. Quests with a GR higher than Drudge (1) are
rare and should represent a significant challenge. [ See Questing, pg 46. ]
Wonder-Workers
(GR = 3 or 4)
Wonder-Workers are typically Leader Grade NPCs who act as itinerant Healers, Seers, and
Prophets offering their services to those in need and serving as Deus ex-machina for the
Guide as needed.
[ Example: if the character;s need to learn about a Quest but are moving in the wrong direction and the
Guide does not wish to spend the time to let the character’s arrive in their own time a Wonder-Worker
may appear and See the need and point player characters in the right direction ]
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Karma & Reputation (optional)
Karma
As Characters Act, they accrue Karma. Karma accrual does not depend on witnesses.
1st level characters start with 0 KP, but gain/lose KP as they Quest and Explore to a
maximum of 3 to a low of -3 as a result of cruel, self-serving actions. The only way to
eliminate negative KP is to spend it taking the opposite of the fruits shown below.
Spending 1 KP
● Relieve 1d2 Injuries to any PC or NPC’s Stamina, Sanity, or Integrity.
● Enjoy +1 on any roll.
Spending 2 KP
● Relieve 1d3 Injuries to any PC or NPC’s Stamina, Sanity, or Integrity.
● Enjoy Advantage on any roll (roll 2D6 instead of 1 and keep the best of the 2).
Spending 3 KP
● Act or Move twice during a Turn.
● Relieve 1d6 Injuries to any PC or NPC’s Stamina, Sanity, or Integrity.
● Enjoy Extra Advantage on any roll (roll 3D6 instead of 1 and keep the best of the 3).
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Reputation
As Characters travel and undertake Quests they build Reputation if and to the degree that
word of their deeds (or misdeeds) spreads and leaves its mark upon the fok.
All characters start at first Level with 0 RPs, but may gain RPs as they Quest and Explore to
a maximum of 3. Reputation may dip below 0, however, indicating Infamy rather than Fame.
Negative RP can only be spent in dark and seedy back alleyways for equally dark returns.
When spending negative RP, characters suffer the opposite affects of those below.
When characters complete or fail quests, or otherwise perform actions that build or reduce
their reputation, they increase or decrease their store of Reputation Points.
At the completion of a Conflict, Quest, or Exploration, characters may be awarded +1 RP for
success or -1 RP for failure depending on the Reputation of witnesses and whether it is the
type of thing to be spread fast and far by word-of-mouth - perhaps even by song.
The Guide may choose to award RP to one specific player, to several or all players who
contributed significantly, or to whomever rolls higher than a certain threshold on a D6,
depending upon the associated circumstances.
Spending 1 RP
● Gain 1 FP.
● Call in a favor and enjoy +1 on any Resource Check.
Spending 2 RP
● Gain 2 FP.
● Call in a favor and enjoy Advantage on any Resource Check.
Spending 3 RP
● Gain 2 FP.
● Call in a favor and enjoy Extra Advantage on any single Resource Check.
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Adventuring, Exploring & Questing (optional)
Overview
In far, far too many roleplaying games the bulk of time is spent in combat. However, most of
the fun comes from Adventuring, Exploring, and Questing. Like combat, these activities can
be fraught with danger forcing difficult decisions that can significantly impact the Karma,
Reputation, and Resources of each participating character.
Though the rules in this section are optional, their use can add a degree of additional depth to
a game. If you genuinely dislike the additional record-keeping, you are free to abandon some
or even all of the rules in this section.
Adventuring
Adventuring is the basic activity of player characters - going out to specific points of interest
on the map of the world that the Guide has designed a scenario with detailed locations,
NPCs, powers, and traps with which the players must contend.
Typically, characters will learn about adventures by listening to the gossip at the local Inn.
There may be no particular person who hires the characters, or it may be reasonably
informal: such as a barkeep sending the PCs to discover the whereabouts of a shipment of
rare wine that has gone missing. These are informal tasks that may require some or all of the
rules for Exploring, but none of the structure of the rules for Questing (below). Adventures
may or may not have a specific task that needs to be accomplished, or villain that needs to be
vanquished - these matters are left for the Guide to determine.
There may be Karma to be gained (or lost) but seldom Reputation, and scant remuneration
other than whatever one finds or what the folk may provide (such as they can spare).
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Dungeoneering
The following rules constitute an optional framework for old-school “dungeon crawling”.
Doors
Within a dungeon, doors present a tactical challenge. They may be locked, trapped, or even
warded. Tact and cunning is often the best way for the party to get through the door. If all else
fails, brute force can be applied, even to a warded door.
Door Types
Doors differ in material composition, and durability. Breaking down or forcing open a locked
or stuck door requires a successful AC (BD) against the difficulty the door’s durability
represents when quantified as a Challenge Rating (CR). Guides should keep in mind that
such an application of force can be loud and thus risks attracting unwanted attention.
● Wooden Doors - composed of different types of wood (from thin and soft to thick and
hard) and found in various conditions (rotting, aged, strong), their durability as a
CHallenge Rating (CR) may run the gamut from Easy (2 or 3), to moderate (4 or 5),
to difficult (6 or 7).
● Stone Doors - which are far more resistant to the passage of time, commonly
represent a moderate (4 or 5), difficult (6 or 7), or even Arduous (8 or 9) CR.
● Metal Doors - which are exceedingly strong, are likely to pose either a difficult (6 or
7), Arduous (8 or 9), or even Legendary (10+) cb.
● Secret Doors - cleverly concealed in walls and floors, may have been hidden using
any number of techniques: obscuration. deft craftsmanship, or wards. To spot a
secret door, a character must be actively searching their immediate area and make
an AC (Bd - if using keen physical senses to get past obscurations; MD - if using
special knowledge to spot deft craftsmanship, or SP - if trying to sense a Ward). The
challenge to spot a secret door may range the entire gamut of Challenge Ratings
(CR). [ See Determining the Challenge Rating, pg 14. ]
Traps pose three Challenges: detection, disarming, and circumventing. As with secret doors
and locks, the difficulty may range the entire gamut of Challenge Ratings (CR). [ See
Determining the Challenge Rating, pg 14. ]
● Detecting Traps - a character must be actively searching their immediate area and
make an AC (Bd - if using keen physical senses to detect it, or MD - if using special
knowledge to spot it). If their result is equal to or higher than the trap’s CR to detect,
they are able to identify the trap’s location, and potentially even its function.
● Disarming Traps - a character must have successfully identified the trap (see
above), and will then need to make an AC (BD or MD) against the trap’s CR to
disarm it. [ See Functions → Engineering I & II, pg 30. ]
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Exploring: a.k.a Sandbox / Hexcrawl
Occasionally, characters may wish to travel to the edge of civilization or deep into the
wilderness where the possibility for unexpected encounters and challenges is greatly
increased while the availability of aid and assistance is significantly decreased. The following
rules provide a framework for old-school “hexcrawls”, an experience all its own, providing
unique challenges, hazards and rewards.
[ Example: if two towns are “half a day's journey by foot” apart, then it will normally take a
group of characters about 12 hours (half a day) to travel between them on foot at a
reasonably brisk pace taking appropriate periods of rest. If the characters are being
cautious—traveling slowly while one scouts ahead—the trip may take twice as long (24
hours) but the party is less likely to be surprised by an ambush and may discover more about
the land while travelling through it. If the characters travel hastily—taking few breaks for
rest—the party may arrive in half the assumed amount of time, but may also attract unwanted
attention, be surprised by any encounters along the way, and be exhausted. ]
Traveling Normally
A group traveling normally will arrive at their destination rested and in the typical time-range.
For each day of travel, the Guide rolls a D6 to determine if the party has an encounter along
the road. On a roll of 6, (or even lower in more dangerous areas) the characters are stopped
by hostile forces and must defend themselves or pay a toll to pass.
Traveling Cautiously
A group traveling cautiously takes 2x as long to arrive but they cannot be ambushed.
A cautious group may find something useful while traveling. The Party Leader or Forager
should roll a D6. On a roll of 6, the characters find something useful or intrinsically valuable.
Traveling Hastily
A group traveling hastily takes ½x as long to arrive at their destination but any Injury they
sustain during a Conflict will not heal until they slow their pace and take appropriate rests.
For each day of travel, the Guide rolls 1D6 to determine if the party is ambushed along the
road. On a roll of 5-6, (or even lower in more dangerous areas) the characters are stopped by
hostile forces and must defend themselves or pay a toll to pass.
When Hasty travelers arrive at their destination, they will be exhausted, suffering -1 to all rolls
until they rest.
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Travel Resting Periods
For every hour of movement (adventuring, travel, etc) characters must take a short rest for 10
minutes. If characters go 3 hours without resting, they suffer -1 to all rolls. In addition,
characters must take a long rest for 6 hours each day if they are to experience the
recuperative benefits associated with rest.
Becoming Lost
When deviating from the beaten path, there is always a chance of losing one’s direction. For
each day of travel, one character (the “party Leader”) must make an Action Check (Mind) to
continue in the right direction. After a failed AC, roll another D6:
[ Note: If you choose to use this rule, make sure that getting lost is an opportunity which
provides at least as much fun as arriving at the originally intended destination. ]
Foraging
Sometimes journeys take longer than planned … occasionally much longer. Foraging can
replenish depleted rations, but at the cost of travel time. [ See Foraging I & II, pgs 30-31. ]
Foraging requires an AC (MD or SP). On a successful roll sufficient food and water are found
to supply 3 days. On an unsuccessful roll, foraging takes 2x as long to supply the same
amount of rations, or ½ the rations in the usual amount of time. On a mixed result perhaps
the foraging is successful but the food or water causes digestive distress, further delaying
progress (½ MR during next movement, -1 to foraging).
When setting the CR for a foraging roll, the Guide should consider the difficulty of finding
supplies in the immediate area. If the area is grassland or forest, the CR might be Easy (3); If
the area is mountainous, it might be of Moderate (5); if the area is a desert or an exotic locale
from the perspective of the characters, it might be Difficult (7).
● After 1 day without rations, the party will start to feel the affects of thirst. They will suffer a
-1 to all rolls until they successfully forage to replenish their rations.
● After 2 days, thirst and hunger will diminish their capacity to think and act. They will suffer
a -2 to all rolls until they successfully forage. They will suffer a cumulative -1 to all rolls for
each day they do not forage or are unsuccessful at doing so.
● After 4 days without successfully foraging, the party will die of thirst. Even if an
adventuring party is unsuccessful at foraging for 4 days in a row, they can nevertheless
survive for up to 10 days if they declare that they are carefully rationing supplies so long
as they keep foraging and do not roll a 1. However, no progress toward their destination
will be possible until they successfully forage.
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Questing
Questing is different than Adventuring or Exploring in that it involves either a well-known and
long-standing legend or communal need, or it is a specific Adventure proffered by a wealthy
Noble, powerful Adept, or even by Divine Agency.
Typically, characters will receive a direct visitation or a summons to appear before the
Quest-Giver. Accepting and undertaking a Quest is a formal affair, often announced with the
blowing of trumpets, the cries of heralds, and the offering of commensurate rewards -
although some Quests may be secret affairs requiring discretion no less than valor. These
formal tasks, whether public affairs or secret missions may require some or all of the rules for
Exploring (above).
There may be Karma Points (KP) to be gained (or lost), but there is the certainty of rise or
loss in Reputation (failure may result in negative RP, no reward, being thrown in the dungeon,
or even death). Remuneration is usually significant - often including wealth (a temporary rise
in Resource Rank), as well as FP to be spent on Artifacts or training. [ See Quest-Givers, pgs
38-39. ]
Not all Quest-Givers are ‘good’ and not all of them should be trusted. A wise party of PCs
will determine the real story for themselves and make a decision about whether to do exactly
as the quest-Giver demands, alter things slightly to suit the contextual realities, or even to
completely go against the Quest-Givers demands should they find that the situation is
fundamentally different than they were led to believe. Of course, all such deviations from the
scripted version come at a price … one the characters will have to deal with.
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PC Archetypes
Overview
Archetypes are character Concepts that have been built out into pre-generated Vocational
Templates complete with characteristic values (by level), functions, and gear - ready to be
named and played. These archetypes can also be used for quick NPC-creation, though most
NPCs the PCs encounter will not need this level of detail.
Bard
Bards are minstrels, healers, agents of culture, adjudicators of law, and bearers of education.
They transmitting the lore, laws, and myths of the folk to the folk through poetry and song.
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Healer
Healers are agents of health and harmony who are knowledgeable, excellent foragers, and
generally good with animals. Their healing skills range from that of the humble physician to
the psycho-therapeutic and thaumaturgic.
Monk
Monks are individuals who have taken holy orders dedicating their lives to protecting pilgrims,
mitigating corruption, healing the injured, defending the weak, and promoting harmony. A
Monk's primary mission is to provide aid to pilgrims.
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Vagabond
Vagabonds are disciples of nature’s mysteries: able to read the signs of time, place, and
people. They are physicians and expert wayfarers, knowing the cultures, geography,
languages, topography, histories, and myths of the lands through which they pass.
Warrior
Warriors are individuals who have received considerable training in melee and/or ranged
combat, whether as a soldier, an officer of the law, a mercenary, or otherwise. Warriors
dedicate their lives to the perfection of the art of combat.
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NPC Archetypes
It is natural in the course of their adventures for PCs to meet powerful NPCs and to be
challenged by such powers. Whether enemies or allies, such NPC characters present
opportunities and help shape how the game’s narrative will unfold.
The NPC archetypes touched upon below help provide the narrative weft to the character’s
warp: the Guide should feel free to create others, revise these, or remove any or all of them
since they exist only to help the Guide bring the setting to life.
Not all of these NPCs are intended to be villains. They may serve alternately as adversaries,
allies, antagonists, foils, parallel protagonists, patrons, or villains as needed. Not everything
that is monstrous is evil, and not all that seems attractive is good. If your players tend more
toward the murder-hobo hack-n-slash mindset, make sure that your NPCs significantly
challenge them to revise and refine their views. Entice them into subtle perception, nuanced
diplomacy, and noblesse oblige through the use of powerful Artifacts, the lure of the Quest,
the benefits and banes of Reputation, and the levelling force of Karma.
Constable: In any village there will be at least one keeper of the peace. This person could be
a ranger, marshal, judge, knight, or sheriff—an enforcer of laws and traditions and
investigator of criminal activity—empowered to deliver justice or organize militia as needed.
Merchant: There will always be at least one person with something to sell. This person could
be anything from a peddler with a pushcart, a crossroads trader, a hawker with a stall in the
common market, or the scion of a rich family who controls all trade in an entire region. A city
may have a bustling bazaar, but in a small village, the innkeeper may serve many roles
including barkeep, grocer, merchant, banker, hospitality provider, and community organizer.
Clergy: Whatever the religion, there will be at least one member of the clergy to oversee
religious ceremonies at the local shrine, branch sanctuary, regional temple, or world holy site.
This person will be concerned with the spiritual Integrity and cohesion of the community.
Often it will fall to the clergy to provide hospitality to travelers, education to the children, and
healing to the sick, and physical and spiritual shelter from the forces of evil.
Leader: This person may be village Chief, town Mayor, regional Governor, or national
Minister. Such persons not only establish the laws and oversee the traditions but they also
assure the growth of the local economy by interacting with surrounding communities.
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NPC Specials
Dark Adept
Dark Adepts are trained to manipulate natural and supernatural forces to serve their own
twisted ends.
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Vigilante
Vigilantes believe they are serving a cause by taking the law into their own hands. They
frequently employ subtlety and guile to overcome security measures. Vigilantes are known for
disabling traps as well as employing stealth and disguise.
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“Roleplaying is a way for humans to interact with our deep, hidden,
mythological selves. They are a way to feed our souls.” — Greg Stafford
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Genera .
a light, generic roleplaying system
Simple Character Creation: a classless system lets you build any kind of character you can
imagine in ten minutes or less by customizing an archetype.
Open License: Genera is released under a Creative Commons CC BY 4.0 public license.
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