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Genera Core Rules

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0% found this document useful (0 votes)
82 views55 pages

Genera Core Rules

1

Uploaded by

Pa Dooley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Genera

a light generic roleplaying​ system

Author ​&​ Designer


James Cartwright

Paul Dooley (Order #20022094)


1

Paul Dooley (Order #20022094)


Genera​ ​(​jĕn'ə-rə​):​ ​plural of ​genus
1​ ​: ​involving, applicable to, or affecting the whole;
2​ ​: ​not confined by specialization or careful limitation, a general outline;
4​ ​: ​belonging to the common nature of a group of like individuals;
5​ ​: ​applicable to or characteristic of the majority of individuals involved;
6​ ​: ​concerned or dealing with universal principles rather than particular aspects;
7​ ​: ​relating to, determined by, or concerned with main elements rather than limited details;
8​ ​: ​holding superior rank or taking precedence.

Genera​ is a table-top roleplaying game (TTRPG) designed to provide satisfying


​ enera​ does assume a basic
gaming without an enforced genre or setting. While G
familiarity with common TTRPG tropes on the part of the Guide, it assumes
absolutely no familiarity on the part of players. And, although rules-light at its core,
optional mechanics are provided that can be added as, if, and when desired to
enhance play in ways newcomers and veterans alike can appreciate.

StreamMonkRPGs​®​ and all associated logos and marks


Copyright © 2019 by StreamMonkRPGs. All rights reserved.

Paul Dooley (Order #20022094)


Cover and Interior Art
are derivatives by James Cartwright
of original art by ​David Revoy / Blender Foundation
CC BY 3.0 ​(​https://creativecommons.org/licenses/by/3.0​)

The included adventure, The Haunted Chapel,


is based on a ​One-Page Dungeon contest entry​ by Scott Marcley.
The original adventure and the version included herein are released under a
CC BY SA 3.0​ license​ (​https://creativecommons.org/licenses/by-sa/3.0​)

The section on Dungeoneering


owes much to ​Tiny d10​ Fantasy (Extended), which is released under a
CC BY SA 4.0​ license (​https://creativecommons.org/licenses/by-sa/4.0​)

Genera ​ ®

Copyright © 2019 by StreamMonkRPGs.


This work is protected under the copyright laws of the United States of America.
All rights reserved. 
 

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.
For a summary of the license, or to view the complete license terms, please visit the Creative Commons website.
https://creativecommons.org/licenses/by-sa/4.0 
 

Paul Dooley (Order #20022094)


 
 
 
 
 
 
 
 
 
 
 
Dedications 
T​o my wife for putting up with my many and various incomprehensible avocational 
proclivities for thirty years and counting... 
 
...to the members of S.A.G.A (South Austin Gamers Association) who helped me 
establish, even in those early years (1977-85), a life-long love for game design, 
world-building, creative imagination, and philosophical inquiry… 
 
...and to my father, who passed away as i began final editing. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Paul Dooley (Order #20022094)


Table of Contents
Game Terms & Conventions 8
Character Creation 10
Overview 10
The Character Record Sheet 10
Level 11
Concept 11
Characteristics 11
Primary 11
Secondary 12
Functions 12
Equipment & Money 12
Karma 13
Reputation 13
Game Mechanics 14
Action Checks 14
Determining the Challenge Rating 14
Attack & Defence 15
Weapons 15
Armour & Shields 16
Injury 16
Stamina, Sanity & Integrity 16
Recovery 16
When Stamina, Sanity, or Integrity Run Out 16
Character Death & Alternatives 16
Experience & Advancement 17
Resources & Wealth 17
Found Objects & Treasure 18
Some Optional Rules 18
To Assist or Hinder 18
To Delay or Expedite 18
Light & Vision 19
Invisibility 19
Searching 19
Communication 20
Climbing 20
Falling 20
Riding 21
Water 21
Swimming 21
Breathing 21
Conflicts 23
Defining the Stakes 23
Variable Time 23
Double Your Pleasure 24
Surprise 24
Initiative 24
Individual Initiative 24
Challenges, Obstacles & Hazards 25
Advantage & Disadvantage 25
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Paul Dooley (Order #20022094)


Functions 26
Overview 26
A Note on Artifacts 26
Acquisition 26
Retraining 26
Adoption, Adaptation & Creation 27
Default List 27
Non-Player Characters 37
Creating NPCs 37
Levels 37
Hardiness 37
Grades 37
Drudge 38
Boss 38
Leader 38
Quest-Givers 38
Wonder-Workers 39
Karma & Reputation 40
Karma 40
The Fruits of Karma 40
Reputation 41
The Uses of Reputation 41
Adventuring, Exploring & Questing 42
Overview 42
Adventuring 42
Dungeoneering 43
Doors 43
Door Types 43
Locks & Traps 43
Exploring: a.k.a Sandbox / Hexcrawl 44
Time Passages & Movement Rates 44
Traveling Normally 44
Traveling Cautiously 44
Traveling Hastily 44
Travel Resting Periods 45
Becoming Lost 45
Foraging 45
Thirst & Starvation 45
Questing 46
PC Archetypes 47
NPC Archetypes 50

Paul Dooley (Order #20022094)


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Paul Dooley (Order #20022094)


Game Terms ​&​ Conventions 
Overview
Genera is a game where players take on the personas of normal people who seek to
overcome challenges, hazards, and obstacles in response to momentous forces and events.

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.

Requirements for Play 


Players will need, paper, pencils, dice, and an active imagination.

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.

Paul Dooley (Order #20022094)


Abbreviations 
PC -​ Player Character AV -​ Attack Value ​[ ​1D6 + CV + LV ​≥​ DV ​]
NPC -​ Non-Player Character DV -​ Defense Value ​[ ​1D6 + CV + LV ​≥​ AV ​]
CV -​ Characteristic Value AC -​ Action Check ​[ ​1D6 + CV ​≥​ CR ​]
BD -​ Body ​[ ​0 - 3​ ] RC -​ Resource Check ​[ ​1D6 + MD ​≥​ CR​ ]
MD -​ Mind ​[ ​0 - 3​ ] AR -​ Availability Rating [ ​0 - 11​+​ ]
SO -​ Soul ​[ ​0 - 3​ ] CR -​ Challenge Rating ​[ ​0 - 11+​ ]
SP -​ Spirit ​[ ​0 - 3​ ] CP -​ Characteristic Points ​[ ​3​ to start ]
ST -​ Stamina ​[ ​Body + Spirit + LV ​] FP -​ Function Points ​[ ​4 + (3 × (Level -1)) ​]
SN -​ Sanity ​[ ​Mind + Soul + LV​] KP -​ Karma Points ​[ ​0​ to start ]
IN -​ Integrity ​[ ​Soul + Spirit + LV ​] RP -​ Reputation Points ​[ ​0​ to start ]
AD -​ Advantage ​[ roll ​2D6​, keep higher ] XP -​ Experience Points ​[ ​0​ to start ]
DA -​ Disadvantage ​[ roll ​2D6​, keep lower ] LV -​ Level ​[ ​1 - 6​ ]
MR - Movement Rate ​[ approx. ​12 Paces ​] GR -​ NPC Grade ​[ Drudge ​1​, Boss ​2​, Leader ​3​ or ​4​ ]

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.
ABRV​s of technical terms are in Bold. [​ Examples of usage and Guide Notes are in bracketed
9-pixel grey text. ]

Paul Dooley (Order #20022094)


Character Creation 
Overview 
As mentioned previously, each player (except the Guide) plays one or more characters.

Understanding a particular character's identity (and roleplaying accordingly) is the greatest


challenge (and joy) of roleplaying games - requiring a spark of empathy which enables the
player to construct a nuanced Concept and then see the game-world and all the beings and
events encountered therein through the lens appropriate to that Conceptual framework.

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.

The Character Record Sheet 


A character is defined, mechanically, through a summary of the character's Characteristics
and Functions quantified and recorded on a character record sheet.

Player characters (​PC​s) and non-player characters (​NPC​s) 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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Level 
Starting characters begin play at 1st Level (​LV​). Players may advance to Level ​6​.

Concept 
A character is roleplayed according to a Concept.

In ​Genera​, a character Concept has two factors: an ​adjective​ and a ​Noun​:

● 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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1st Level starting characters begin play with ​3 Characteristic Points (​CP​) to divide among the
Primary Characteristics. Each value starts at ​0​, and is raised by ​1 through the expenditure of
1 ​CP​. A player need not spend all their ​CP at character creation but may reserve ​CP to spend
when the character next gains a Level.

● Body​ (​BD​) is a measure of strength, endurance, and coordination.


● Mind​ (​MD​) is a measure of reasoning, memory, and awareness.
● Soul​ (​SO​) is a measure of rapport, sympathy, and loving kindness.
● Spirit​ (​SP​) is a measure of will, discernment, and connection with a higher power.

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 (​CV​s).

● 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 ​CV​s 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 (​FP​s). Any ​FP​s 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​ ​FP​s and gain 3
​ FP​s 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. ​]

Equipment ​&​ Money 


1st Level starting characters begin play with standard equipment for traveling, simple rations,
and any basic gear that would be reasonable for them to carry given their character Concept.

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Art objects and other items of provenance such as any rare, specialized, customized, or
high-quality items; are only likely to be acquired as Found Objects while Adventuring and
Exploring, or as Boons granted for completing a Quest.

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.​ ]

At Levels ​3​ and ​5​ characters gain ​+1​ ​RP​.

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Paul Dooley (Order #20022094)


Game Mechanics 
Action Checks 
When characters use a Characteristic Value (​CV​) to overcome a Challenge, Obstacle, or
Hazard—​administer healing, answer a riddle, leap over a chasm, or disarm a trap​—an Action
Check (​AC​) is made.

​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. ]

Determining the Challenge Rating 


To set the Challenge Rating (​CR) for an Action Check (​AC)​, the Guide gauges how difficult
the Action would be for a hypothetically ‘average’ person of the game genre and setting.

Action Difficulty Assured Easy Moderate Difficult Arduous Legendary

Challenge Rating -/1 2/3 4/5 6/7 8/9 10 / +

[ 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).

Injury Inflicted Player Character Level


by weapon type 1 2 3 4 5 6

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.

Stamina, Sanity ​&​ Integrity 


● Injury​ ​sustained during​ ​Bodily​ ​Conflict is subtracted from Stamina (​ST​).
● Injury​ ​sustained during​ ​Mental/Emotional​ ​Conflict is subtracted from Sanity (​SN​).
● Injury​ ​sustained during​ ​Spiritual​ ​Conflict is subtracted from Integrity (​IN​).
[ See Characteristics → Secondary, pg ​12.​ ]

Recovery 
Neither Stamina, Sanity, nor Integrity can be reduced below ​0​, and any form of Healing
received will advance those Characteristic Values (​CV​s) 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.

For purposes of healing and recuperation, a period of rest is ​6 hours​.

When Stamina, Sanity, or Integrity Run Out 


When a character’s Stamina, Sanity, or Integirty reaches ​0 they become incapacitated and
removed from Conflict. What this means for the character is entirely dependent upon the
circumstances and Stakes of the Conflict.

[ 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.

Character Death ​&​ Alternatives 


Sometimes death ​is the end of a character's story. However, when character death is not the
best option, the Guide and player should come up with a legitimate rationale for the
character’s continuance.

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 ​PC​s.

[ 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. ]

PC​s that become ​NPC​s 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. ]

Experience ​&​ Advancement 


As characters explore the world and overcome obstacles they gain Experience. When they
gain ​enough experience, they will increase in Level: gaining additional Characteristic Points,
Function Points, and Reputation.

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

Resources ​&​ Wealth 


The Way ​Genera deals with wealth and Resources is by abstracting it into a Function. The
Resource Function represents a character’s business network, line of credit, cash savings,
real property, haggling ability, and income … all at once.

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​. ]

Found Objects ​&​ Treasure 


Being that wealth has been abstracted, the value of Found Objects and Treasure have been
similarly abstracted and their Value is rated according to how many points they offer for
reducing of the Challenge Rating (​CR​) of future Resource Checks.

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. ]

Vast Fortune =​ 120 or more.


Great Fortune = ​80 to 119.
Large Fortune = ​51 to 79.
Small Fortune = ​30 to 50.
High Value = ​20 to 29.
Mid Value = ​9 to 19.
Low Value = ​1 to 8.
No value offset =​ 0 (below commonly available items)

Some Optional Rules 


To Assist or Hinder ​(optional) 
Characters have the option to Assist or Hinder the Action Check (​AC​) of another ​PC​ or ​NPC​.

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​).

To Delay or Expedite ​(optional) 


A player may attempt to Delay or Expedite any Action, Guide willing, by declaring their desire
to do so before rolling the Action Check (​AC​).

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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). ]

Light ​&​ Vision​ ​(optional) 


Some characters may have Functions that allow them to see in the dark or to perceive their
environment in enhanced ways but normal human vision requires light. In darkness, with a
light source present (such as a torch or lantern), ​characters can see to the distance the light
source illuminates but beyond that point suffer a ​-1 to -3 to all rolls requiring accuracy of
visual perception​.

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 (​AC​s) 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 ​AC​s 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 pg​s 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.

Defining the Stakes 


Before a Conflict begins, it is important to define and declare the Stakes.

[ 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. ]

Double Your Pleasure​ (optional) 


Alternatively, on their Turn, ​a character may choose to Move twice at the expense of their
Action, or Act twice at the expense of their Movement​.

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​. ]

Individual Initiative​ (optional) 


Individual Initiative works well for small groups. As more players are added ties become more
likely and the whole process of determining Initiative order can take much longer.

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 ...

… a Challenge stands in the way of a character's progress toward achieving a goal;

[ Example: a wound may need to be healed, a bit of lore may need to be recalled, etc. ]

… an Obstacle stands in the way of a character's progress toward a place;

[ Example: a sheer cliff that must be climbed, or a raging river that must be forded, etc. ]

… a Hazard is an Obstacle that causes Injury if it cannot be perceived, disabled, or avoided.

[ Example: a dart trap set off by a floor plate, thin ice amid thick on a frozen lake, etc. ]

To overcome Challenges, Hazards, or Obstacles a player must succeed at one or more


Action Checks as determined by the Guide. ​[ See Game Mechanics, pgs ​14-21​. ]

Advantage ​&​ Disadvantage 


The Guide may decide that a course of action has a slightly higher or lower chance of
success due to unique contextual circumstances.

[ 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.

The specific types of Functions available—​from stealthiness to psychic warfare or mastery of


​ will be determined by the Guide based on the genre and setting of the game.
disguise—

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 (​FP​s).
Any ​FP​s leftover may be saved and spent the next time the character attains a new Level.

1st Level Characters begin play with ​4​ ​FP​s and gain +
​ 3​ ​FP​s with each new Level (​LV​).

Function Points may be spent immediately or saved to purchase more expensive Functions
later on. ​FP​s (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

Acute Awareness II​ ​(Talent / Artifact)


Prerequisite: Acute Awareness I
Function Cost: ​2
Artifact Cost: ​2
Artifact(s): Scanner Upgrade
Description: as with Acute Awareness I, except that searching, or noticing hidden objects or
features is at ​-2​ to the ​CR​ and the character also gains ​+2​ to Surprise rolls.

Aqualung I​ ​(Power / Artifact)


Function Cost: ​2
Artifact Cost: ​1
Artifact(s): Scuba Tank
Description: making an ​AC (​BD​) ​CR 5 allows the character to able to breathe underwater for
an hour. Accepting ​1 injury to Stamina will provide -1 to the ​CR​. The Artifact will have ​D6
hours of use-time and requires no ​AC​ or Injury.
Setting(s): Function = Fantasy, Horror, Wuxia; Artifact = Modern, Pulp, Sci-fi

Aqualung II​ ​(Power / Artifact)


Prerequisite: Aqualung I 
Function Cost: ​3
Artifact Cost: ​2
Artifact(s): MicroLung (about the size of a flashlight)
Description: making an ​AC (​BD​) ​CR 3 allows the character to breathe underwater for ​½ hour​.
Accepting ​1​ injury to Stamina will provide​ -2​ to the ​CR​. The Artifact hae 2​D6​ hours of use.

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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

Armoured I​ ​(Talent / Artifact)


Function Cost: ​2
Artifact Cost: ​1
Artifact: Light Armour
Description: making an ​AC (​BD​) ​CR 5 allows the character, at the end of each Round (not
Turn), to reduce their total Injury taken by ​1​. The Artifact does not require an ​AC​; however,
when using it, after the Injury has been reduced the player rolls a ​D6​: if the result is a ​1 then
the Light Armour has been damaged beyond repair.
Setting(s): Function = Fantasy, Wuxia; Artifact = Modern, Pulp, Sci-fi

Armoured II​ ​(Talent / Artifact) 


Prerequisite: Armour I
Function Cost: ​3
Artifact Cost: ​2
Artifact: Heavy Armour
Description: as Armour I, except that making an ​AC (​BD​) ​CR 3 reduces Injury taken by ​2​.
When using the Artifact: after the Injury has been reduced the player must roll a ​D6​: if the
result of the roll is a ​1​, then the Heavy Armour has been damaged sufficiently to impair its
functioning effectively becoming Light Armour (as in Armoured I).

Animal Whisperer​ ​(Talent)


Function Cost: ​1
Description: make an ​AC (on whichever ​CV is most fitting) with ​Advantage when dealing with
challenges. obstacles, and/or hazards posed by animals. Successful use of this Function
does not permit a character to assume control of the animal(s) in question, rather it indicates
a level of general empathy that is sensed by the animal and returned in kind.
Setting(s): All (?)

Battle Cry​ ​(Talent)


Function Cost: ​3
Description: making an ​AC (​SP​) ​CR 5 ​allows the character to, after defeating an Opponent,
single out another Opponent (of the same ​GR or lower) who must in turn succeed at an ​AC
(​SP​) against a ​CR equivalent to the ​LV of the character employing the Function. Failing the
AC, the target will flee from the Conflict. On a ​mixed result, the target will keep fighting but
suffers ​-1​ to ​AV​ next round. On a natural ​6​ the target enjoys ​+1 ​to ​AV​ next round.
Setting(s): Apocalyptic, Fantasy, Pulp, Wuxia

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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

Bolster II​ ​(Power)


Prerequisite: Bolster I
Function Cost: ​2
Description: as with Bolster I, except the character needs to make an ​AC (​SP​) ​CR 4 and the
range is ​2x Melee Reach​.

Camouflage​ ​(Talent / Artifact)


Function Cost: ​2 ​/ environ (​available environs dependent upon setting and Guide’s discretion)
Artifact Cost: ​2 ​/ environ (​as above)
Artifact(s): Camo Cloak
Description: making an ​AC (​BD​) ​CR 5 ​allows the character to be virtually invisible in one
specific environment (​woodland, plains, swamp. desert, e ​ tc.). Others attempting to spot the
character while unmoving suffer ​+2 CR​; ​+1 CR while character is moving cautiously. The
Function and the Artifact cannot be combined. Use of the Artifact does not require an ​AC​.
Setting(s): All

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

Cut ​&​ Run II​ ​(Talent) 


Prerequisite: Cut & Run I
Function Cost: ​2
Description: as with Cut & Run I, except character will only need to make an ​AC​ (​BD​) ​CR 3​.

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

Engineering II​ ​(Skill)


Prerequisite: Engineering I
Function Cost: ​2
Description: as with Engineering I, except that the character will enjoy ​-2 ​CR when attempting
to detect / disarm a trap, ​or when repairing / constructing any form of mechanical or
technological contrivance.

Extended Reach I​ ​(Talent)


Function Cost: ​1
Description: making an ​AC (​BD​) ​CR 5 allows the character to extend their Melee reach by ​1
Pace​.
Setting(s): Fantasy, Wuxia (All?)

Extended Reach II ​(Talent) 


Prerequisite: Extended Reach II
Function Cost: ​2
Description: as Extended Reach I, except Melee reach is extended ​1 more Pace​.

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​.

Last Ditch Effort​ ​(Talent)


Function Cost: ​1
Description: character may operate normally for ​1​ Turn after reduced to ​0​ ​ST, SN, or IN​.
Setting(s): All

Military Strategy​ ​(Skill)


Function Cost: ​2
Description: making an ​AC (​MD or ​SP​) ​CR 5 ​allows the character to anticipate and prepare
for Conflict. When making Surprise or Initiative rolls the character (or party if character is the
designated Party Leader) enjoys ​Advantage​.​ [ See Surprise, pg​ 24; also Initiative, pg 24​ ]
Setting(s): All

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.

Navigation I​ ​(Skill / Artifact)


Function Cost: ​2
Artifact Cost: ​2​ - ​Artifact availability varies by game genre and setting
Artifact: GPS Device
Description: making an ​AC (​MD​) ​-1 ​CR ​allows the character to navigate in the wilderness.
The character (or party if character is Party Leader) enjoys ​Advantage​ to stay on course.
Setting(s): Function = All; Artifact = Modern, Sci-fi

Navigation II​ ​(Skill / Artifact) 


Prerequisite: Navigation I
Function Cost: ​3
Artifact Cost: ​3
Artifact: GPS Upgrade
Description: as with Navigation I, except that it requires making an ​AC​ (​MD​) ​-2​ ​CR​.

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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

Physic I​ ​(Skill / Artifact)


Function Cost: ​2
Artifact Cost: ​2
Artifact(s): Healing Draughts
Description: making an ​AC (​SO​) ​CR 5 ​allows the character, in place of an Action and Move,
to heal ​1 Injury to Stamina on one being within Melee reach. Proper application of the Physic
Skill (requires Physician’s Kit - see Gear, pg XX) and takes ​3 full Turns. Without the Kit the
Skill allows only ​½ benefit and takes ​2x the time. The Healing Potion Artifact works
independently from the Skill, may be combined with it, requires only ​1 phase to apply, and
works instantly. Healing draughts come in satchel of ​3​ vials.
Setting(s): Function = All; Artifact = Fantasy, Sci-fi

Physic II​ ​(Skill / Artifact) 


Prerequisite: Physic I
Function Cost: ​2
Artifact Cost: ​2
Artifact(s): Augmented Healing Draught
Description: making an ​AC (​SO​) ​MD 4 ​allows the character to heal ​2 Injury to Stamina on one
being within Melee reach or ​1​ Injury on two beings​.

Polyglot I​ ​(Talent / Artifact)


Function Cost: ​2
Artifact cost: ​2
Artifact: translator app
Description: allows the character to understand and speak (but not write) multiple languages.
Anytime a language barrier is encountered have the character may make an ​AC (​MD​):
understanding the language is at ​-2 CR​, speaking it is at ​-1 CR from whatever the Guide
determines the difficulty to be. The Talent and Artifact work separately and cannot be
combined. Artifact does not require an ​AC​. ​[ See Communication, pg​ 20.​ ]
Setting(s): Talent - All; Artifact - Modern, Sci-fi

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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​.

Psychic Warfare I​ ​(Power)


Function Cost: ​2
Description: allows character (as their Turn to make a ​MD attack (se pg 13) to inflict ​1 Injury
to Sanity on ​1 being within ​3x ​Melee Reach​. Characters manifesting this Power immediately
suffer ​1​ Injury to Sanity. This Power may only be manifested ​once every 3 Rounds​.
Setting(s): Apocalyptic, Fantasy, Wuxia

Psychic Warfare II​ ​(Power)


Prerequisite: Psychic Warfare I
Function Cost: ​2
Description: as with Psychic Warfare I, except it requires a ​MD attack to inflict ​3 Injuries on
Sanity across up to two beings. For example: a character could inflict ​1 Injury on one being
and ​2 Injuries on another; or ​3 Injuries on one being. Characters manifesting this Power
immediately suffer ​2​ Injuries to Sanity and ​1​ to Integrity.

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

Psycho-Therapeutics II​ (​ Power) 


Prerequisite: Psycho-Therapeutics I
Function Cost: ​3
Description: making an ​AC (​SO​) ​CR 3 ​allows the character to heal ​2 Injury to Sanity on one
being within Melee Reach or ​1 Injury on two beings. Proper application requires ​4 full Turns.
Characters employing this Power immediately suffer ​-1​ Stamina, but enjoy +​2​ Integrity.

Public Defender​ ​(Talent / Artifact)


Function Cost: ​2
Artifact Cost: ​0
Artifact(s): Shield
Description: making an ​AC (BD) CR 5 allows the character to move to block an Attack by
placing themselves between the Attacker and the target. The character will then become the
target of the Attack. The target must be within Melee Reach and the character must have a
Move Phase remaining in order to use this Talent. When using the Artifact the character
enjoys ​+1​ ​DV​. Character may not use a heavy weapon while using the artifact.
Setting(s): Function = All; Artifact = Fantasy, Wuxia (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

Rallying Cry​ ​(Talent)


Function Cost: ​3
Description: making an ​AC (BD) CR 5 allows the character, as their Action, to inspire allies
within earshot, granting each of them ​+1 to their next roll. May be used ​once ​every 3
Rounds​.
Setting(s): Fantasy, Horror, Pulp

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

Resources II​ ​(Trait)


Prerequisite: Resources I
FunctionCost: ​3
Description: as with Resources I, except that when attempting to procure resources beyond
the basic necessities of life and the essential gear required for their character’s Concept, the
character must ​succeed at an ​AC (​MD​) where the CR equals the particular resource’s
 
Availability ​-4.

Resources III​ ​(Trait - intended for NPC Quest-Givers only)


Prerequisite: Resources II
Function Cost: ​3
Description: as with Resources I, except the character must be ​successful at an ​AC (​MD​)
where the​ CR​ equals the particular resource’s Availability ​-6.

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

Thaumaturgy II​ ​(Power)


Prerequisite: Thaumaturgy I
Function Cost: ​3
Description: as with Thaumaturgy I, except ​AC (​SP​) ​CR 3 allows the character may heal ​2
Injuries across up to 2 beings. For example: a character could heal ​1 Injury on each of two
beings, or ​2 Injuries on one being. Characters employing this Power immediately suffer ​-1
Stamina, but enjoy ​+1​ Sanity and ​+2 ​Integrity.

Thaumaturgy III​ ​(Power - intended for NPC Wonder-Workers only)


Prerequisite: Thaumaturgy II
Function Cost: ​3
Description: as with Thaumaturgy I and II, except the character may heal up to ​3 Injuries
across up to ​3 beings. For example: a character could heal ​1 Injury on each of three beings, ​3
Injuries on one being, or ​2 Injuries on one being and ​1 Injury on another. Characters
employing this Power immediately suffer ​-1​ Stamina, but enjoy ​+2​ Sanity and ​+3​ Integrity.

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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

Warding II​ ​(Power)


Function Cost: ​1
Description: As above except Ward may be immediately applied on a successful ​AC (SP) CR
7​. For each hour of time allotted for performing the ritual (up to 2) the character enjoys ​-2 to
the ​CR​.

World Lore I​ ​(Skill)


Function Cost: ​1​ / region (​extent of region dependent upon setting and Guide’s discretion)
Description: making an ​AC (BD) CR 4 allows the character to recall the history, legends, and
myths of a specific region or culture. Neighboring or closely related regions/cultures are at ​CR
+1​; others are at ​CR +2​.
Setting(s): All

World Lore II​ ​(Skill)


Function Cost: ​2​ / region
Description: making an ​AC (BD) CR 3 allows the character to recall the history, legends, and
myths of a specific region.

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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 (​PC​s) may chance to meet. All ​NPC​s are played by
the Guide. Some ​NPC​s may be ambivalent toward the ​PC​s 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 ​PC​s.

Creating NPCs 
Some ​NPC​s are meant to act in concert with the ​PC​s: 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 ​PC​s when encountered.

Levels 
Just like Player Characters (​PC​s), Non-Player Characters (​NPC​s) 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 (​NPC​s) 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 ​NPC​s will
appear in larger numbers than those of higher ​GR and at an earlier stage, while higher ​GR
NPC​s will be encountered in small groups or alone and at a later stage.

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Drudge​ (​GR​ = ​1​)
Drudges are low echelon ​NPC​s such as merchants, villagers, and most of the opponents the
PC​s will face. They are typically (though not necessarily) nameless, non-recurring characters.
When planning Conflicts, use ​1x as many Drudges as there are ​PC​s for a survivable Conflict;
1½ as many Drudges as ​PC​s for a challenging encounter; and—​depending on how the
players have built their characters​—​2x as many Drudges as ​PC​s 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​ (​GR​ = ​2​)  


A Boss is a named NPCs whose reputation is well known (and hopefully somewhat
established before their first appearance). The appearance (or disappearance, defeat,
appeasal, etc.) of a Boss often marks a twist in plot. A Boss counts as ​2 Drudges when
planning the difficulty of a Conflict.

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​ (​GR​ = ​3​ or ​4​) 


A Leader is an ​NPC that guides, motivates, or manipulates multiple Bosses and their
associated throngs of Drudges to some great purpose. Player character's will often learn of
the existence of a Leader only after encountering several Bosses. Encountering a Leader
often marks the final chapter of a campaign (plotline). A Leader counts as ​4 Drudges or ​2
Bosses when planning the difficulty of a Conflict.

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 ​NPC​s 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 ​NPC​s 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​.

The Fruits of Karma 


KARMA Points (​KP​s) can be spent at any time to enjoy any of several affects:

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 RP​s, but may gain ​RP​s 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.

The Uses of Reputation 


Reputation Points (​RP​s) can be spent at any time to enjoy any of several benefits:

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 ​PC​s 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​. ]

Locks & Traps 


Picking a lock or cracking a safe (both of which demand proper tools) requires an ​AC (​Bd - if
using force or keen physical senses to overcome the mechanism; ​MD - if using special
knowledge to get around deft craftsmanship). A Warded lock may be circumvented by making
an ​AC​ (​SP​). The difficulty of opening a lock may run the whole gamut of Challenge Ratings.

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.

Time Passages ​&​ Movement Rates 


It may sometimes be necessary to measure the passage of time: how long it would take to
cross a certain distance and what the consequences may be for traveling faster or slower
than the average pace. In such instances, the Guide should set a base amount of time that a
given Action would ‘typically’ take.

[ 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​:

● 1​ indicates that they deviate North;


● 2​ indicates that they deviate West;
● 3​ indicates that they deviate East.
● 4​ indicates that they deviate South.
● 5-6​ indicates that the characters return to the correct path;

[ 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​).

Thirst ​&​ Starvation 


When a party presses on despite dwindling supplies, they risk thirst and/or starvation.

● 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 ​PC​s
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.

Characteristics by Level Functions


1 2 3 4 5 6 LV 1: ​World Lore I (​F​1); Minstrelsy I (​F​2)
Body 0​ ​0 0 ​1​ 1 1 LV 2: ​Minstrelsy II (​F​2); Polyglot I (​F​2)
Mind 1 ​ ​2​ ​ ​2​ ​ ​2 2 ​3 LV 3: ​Physic (​F​2)
LV 4:​ Resources I (​F​2); World Lore II (​F​2)
Soul 1​ ​1​ ​2 ​2 ​ 3 ​3 LV 5:​ Rallying Cry (​F​3)
Spirit 1​ ​1 1 1 ​ ​1 ​ ​1 LV 6: ​Psycho-Therapeutics I (​F​2); Animal Whisperer (​F​1)
ST 2 3 4 6 7 8
SN 3 5 7 8​ ​10​ ​12 Gear
musical instrument, rations, robe, travel clothes, sandals,
IN 3 4 6 7 ​ ​9​ ​10
physician’s kit, dagger or sling, satchel

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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.

Characteristics by Level Functions


1 2 3 4 5 6 LV 1: ​Physic I (​F​2); Physic II (​F​2)
Body 0 0 0 ​1​ 1 1 LV 2:​ Foraging I (​F​1); Foraging II (​F​2)
Mind 1​ ​ ​2​ 2​ ​ 2 2 ​2 LV 3: ​Animal Whisperer (​F​1); Psycho-Therapeutics I (​F​2)
LV 4:​ Last Ditch Effort (​F​1); Thaumaturgy I (​F​2)
Soul 1​ ​1​ ​2​ ​2 ​ ​3​ ​3 LV 5: ​Psycho-Therapeutics II (​F​3);
Spirit 1​ 1 1 1 1 ​2 LV 6: ​Thaumaturgy II (​F​3)
ST 2 3 4 6 7 9
SN 3 5 7 8 10 11 Gear
physician’s kit, rations, robe, travel clothes, light clothes,
IN 3 4 6 7 9 11
sandals, dagger or sling, satchel

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.

Characteristics by Level Functions


1 2 3 4 5 6 LV 1: ​Thaumaturgy I (F2); Acute Awareness I (F2)
Body 1​ 1 ​2​ ​ 2 2 ​3 LV 2: ​Acute Awareness II (F2); Push Me Pull You (F1)
Mind 1​ 1 1 1 1 1 LV 3: ​Public Defender (F2)
LV 4: ​Extended Reach I & II (F1+F2)
Soul ​0 ​1​ 1 1 ​2​ ​2 LV 5: ​Conversion (F4)
Spirit 1​ 1 1 ​2​ 2 2 LV 6: ​Thaumaturgy II (P2); Last Ditch Effort (T1)
ST 3 4 6 8 9 11
SN 2 4 5 6 8 9 Gear
staff or spear, rations, robe, travel clothes, sandals, dagger
IN 2 4 5 7 9​ ​10
or sling, satchel

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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.

Characteristics by Level Functions


1 ​2​ 3 ​4​ 5 ​6 LV 1: ​Navigation (​F​2); Camouflage (​F​2​ choose an environ​)
Body 1​ 1 1 1 1 1 LV 2: ​World Lore (​F​2); Armoured I (​F​1)
Mind 1​ 1 ​2​ 2 2 ​3 LV 3: ​Physic (​F​3)
LV 4: ​Extended Reach I (​F​1); Polyglot I (​F​2)
Soul ​0 ​1​ 1 ​2​ 2 2 LV 5: ​Night Vision (​F​3)
Spirit 1​ 1 1 1 ​2​ 2 LV 6: ​Cut and Run (​F​2); Push Me Pull You (​F​1)
ST 3 4 5 6 8​ ​11
SN 2 4 6 8 9 5 Gear
vagabond’s kit, staff, rations, cloak, travel clothes, boots,
IN 2 4 5 6 9​ ​10
dagger, longbow, satchel

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.

Characteristics by Level Functions


1 2 3 4 5 6 LV 1: ​Armoured I (​A​1); Cut & Run (​F​2); Public Defender
Body 3​ 3 3 3 3 3 (​A​0)
Mind 0 0​ ​1​ 1 1 1 LV 2: ​Armoured II (​A​2); Armoured I (​F​2)
LV 3: ​Armoured II (​F​3)
Soul ​0 0 0 0 ​1​ 1 LV 4: ​Battle Cry (​F​3)
Spirit 0 ​1​ 1 ​2​ 2 ​3 LV 5: ​Military Strategy (​F​2); Push Me Pull You (​F​1)
ST 4 6 7 9​ ​10​ ​12 LV 6: ​Berserker (​F​3)
SN 1 2 4 5 7 8
Gear
IN 1 3 4 6 8​ ​10
sword or axe or spear, rations, armour (depending on
level), shield, boots, dagger, crossbow, satchel, daypack

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NPC Archetypes 
It is natural in the course of their adventures for ​PC​s to meet powerful ​NPC​s 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 ​NPC​s 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 ​NPC​s 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.

Typical NPC Tropes 


There are a number of stock character tropes that are extremely useful for stocking one’s
world. There is some overlap amongst these ​NPC​s, but in a larger town or city the differences
between them may become more pronounced.

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.

Elder: This person may be a Bard, Healer, Patriarch / Matriarch, or Wonder-Worker -


someone who knows the local Lore, educates the young, foretells the future (or the likelihood
of a given future based upon current patterns), provides healing and advice, and shares the
long-view of history with those who would act in the name (and in the service) of the people.

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NPC Specials 

Dark Adept 
Dark Adepts are trained to manipulate natural and supernatural forces to serve their own
twisted ends.

Characteristics by Level Functions


1 2 3 4 5 6 LV 1: ​Psychic Warfare I (​F​1); Psychic Warfare II (​F​2)
Body 1​ 1​ ​1 1 ​2​ 2 LV 2: ​Subterfuge I (​F​3)
Mind 2​ 2 ​3​ 3 3 3 LV 3:​ Telepathy (​F​3)
LV 4:​ Nullify (​F​3)
Soul ​0 ​1​ 1 1 1 ​2 LV 5:​ Telekinesis (​F​2); World Lore I (​F​1)
Spirit 0 0 0 ​1​ 1 1 LV 6:​ Armoured I (​F​2); Acute Awareness (​F​2)
ST 4 4 6 8 9​ ​11
SN 1 3 5 6 8 8 Gear
boots, caltrops, dagger, robes, lockpicker’s kit, rations,
IN 1 3 4 6 7 9
satchel, spyglass, staff

Light Adept ​ [ See Wonder-Workers, pg 39. ]


Light Adepts are to manifest natural and supernatural forces in the service of all life.

Characteristics by Level Functions


1 2 3 4 5 6 LV 1: ​Thaumaturgy I (​F​2); World Lore I (​F​1)
Body 0 0 0 ​1​ ​1​ 1 LV 2: ​Thaumaturgy II (​F​3)
Mind 0 ​1​ 1 1 1 ​2 LV 3:​ Telepathy (​F​3)
LV 4:​ Bolster (​F​3)
Soul 1​ 1​ ​1 1 ​2​ 2 LV 5:​ Thaumaturgy III (​F​3)
Spirit 2​ 2 ​3​ 3 3 3 LV 6:​ Psycho-Therapeutics I (​F​2); World Lore II (​F​2)
ST 4 4 6 8 9​ ​11
SN 1 3 5 6 8 8 Gear
boots, robes, rations, satchel, staff, scrolls of lore
IN 1 3 4 6 7 9

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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.

Characteristics by Level Functions


1 2 3 4 5 6 LV 1: ​Camouflage (​F​2​ 1 environ​)​; Engineering I (​F​2)
Body 3​ 3 3 3 3 3 LV 2: ​Subterfuge I (​F​3)
Mind 0 0​ ​1​ 1 ​2​ 2 LV 3: ​Cut & Run (​F​2); Last Ditch Effort (​F​1);
LV 4: ​Acute Awareness (​F​2);
Soul ​0 ​1​ 1 1 1 1 LV 5: ​Resources I (​F​2); Engineering II (​F​2)
Spirit 0 0 0 ​1​ 1 ​2 LV 6: ​Night Vision (​F​3)
ST 4 4 6 8 9​ ​11
SN 1 3 5 6 8 8 Gear
boots, caltrops, dagger, light-clothes, lockpicker’s kit, rations,
IN 1 3 4 6 7 9
satchel, spyglass, sword

 
 

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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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Paul Dooley (Order #20022094)
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.

Innovative Functions System​: a streamlined system allows characters to acquire the


Artifacts, Powers, Skills, Talents, and Traits for any character concept a player might envision
using a single set of rules. Adopt the 30+ default functions as-is, modify them a bit, or use
them as templates to create new functions better suited to your desired genre and setting.

Open License:​ ​Genera​ is released under a Creative Commons ​CC BY 4.0​ public license.

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