House Rules
Character Creation
Archetype and Ancestry
When making a character first thing you will do it pick an Archetype on that settings page. Your archetype will give you the Core Attributes of your character, a free skill related to your Main attribute, and a free talent.
Next you pick an Ancestry, This determines your characters starting thresholds, and gives you 2 free talents.
Archetype
Represents who you are as a person, be it a great hero, a wizard, or a socialite. Your archetype covers
- Wound and Strain Threshold
- Your Attributes
- Your Career skills
- Your Archetype talent
Below is an example Archetype, there are other premade archetypes you are free to use in place of making your own, these are listed on a settings page.
The Hero | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
2 | 2 | 2 | 2 | 2 | 2 |
Skill | |||||
You gain 1 Skill from either the Combat Section, or a Skill that has Willpower as its Attribute |
For making your own archetype the process is simple.
1. Attributes
Pick one attribute to be your primary attribute to be your main attribute, this attribute is increased to 3. Then pick one attribute to be your weakness, this one is decreased by 1. You can then adjust your attributes around, by removing a point from any attribute and adding it to another. The lowest you can drop a skill is 1, and the highest you can increase an attribute this way is 3.
2.Skills
2.a Career Skills
After Attributes, you determine your career skills and gain a few ranks in some skills. During character creation you pick 8 skills, these skills are you career skills. Career skills are easier to level up, and meant to represent what you have mostly done throughout your life. An example would be a doctor would have; Medicine, Alchemy, Perception, Melee (Small), Discipline, Coordination, Leadership, and Charm. Once you have selected your career skills you pick 4 of those skills to gain a single rank. During character creation no skill may go over 2.
2.b Attribute Skill
You also gain 1 rank in a skill related to your primary stat. An example would be having a primary stat of Intellect, and putting a rank into knowledge. This rank may also be put into a career skill that already has a rank, though again, no skill can go over 2 in character creation.
3. Archetype Talent
This talent is an ability that truly represents your archetype. A hero can push on while ignoring their wounds, a bard might be able to inspire their team, a detective could easily recreate a crime scene in their head. This ability can offer a j that only works in certain situations, an ability only you can use, or something that modifies one of the skills you use. If you can't think of anything or don't like the Background Talents listed. You are free to use any Tier 1 Talent in place of a Background Talent. A DM has a final say on any custom background talent, so make sure to include them in when talking about it.
4. Ancestry
Ancestries are your where you physically come from, generally these take on the form of different species, but can include other cultures. You gain 2 ancestry talents when you pick one, these are considered Tier 1 talents for the sake of spending exp to buy talents later on. You may also at this point take on some malus.
4.a Malus
Malus are things that negatively impact your character, they are flaws that either are born from your own life or something from your ancestry. These are ever-present issues that hinder your character. Be it a Paziki being unable to operate truly alone, a lizards extreme weakness to the cold, or even your character having a phobia of something common. Each Malus grants you 10 EXP, unless stated otherwise, IE: Prosopagnosia is only worth +5 EXP.
5. Finally Spending EXP
At character creation your GM will tell you how much starting EXP you get. This EXP is special in that it can be spent on Attributes. Any EXP gained after character creation cannot be spent on attributes unless its stated to be 'Character creation EXP', as I believe Android: SOTB gives out CC exp for augments. Below are the listed prices for everything you can buy using EXP.
Name | Formula | Buyable after CC |
Career Skills | 5 * Next Rank | Yes |
Non-Career Skill | 5 * Next Rank + 5 | Yes |
Talents | 5 * Talent's Tier | Yes |
Attributes | 10 * Next Attribute Rank | No |
6. Gearing Up
You start the game with 500 cr to spend on personal gear. For gear, ask the GM what setting books are relevant or what the prices are. The dropbox on the front page should have an PDF with a list of all equipment from all current official Genesys settings.
After that, you are effectively done, you can fill out your motivations, personality, and extra info.
Nudges
Nudges are the term used for Story Points in Echos of the Past, Star of Solestine and Gears in the Machine.
These points can normally be spent to-do the following, but are not restricted to what is in this list.
Name | Description | Core Rules? |
---|---|---|
A Helping Hand | Upgrade one k into a l | Y |
Raising the Stakes | Upgrade one k into a l | Y |
Special Abilities and Talents | Some talents may require a SP to trigger | Y |
Dues Ex Machina | You can spend an SP to introduce a 'Fact' into the story. | Y |
Convenient Encounter | You can spend an SP to make a Contact available. They could simply be in the same place at the same time, or maybe they wanna contact you about something. This doesn't stop them from wanting something in return for helping | N |
Contacts
A gamifying way of keeping track of reoccurring characters. A contact is some one who generally is willing to help the group, sometimes for a Favor, sometimes cause they feel like it.
Each contact has a 'Trust' value, which is how willing they are willing to help a group. When rolling to Convince someone, this value modifies the roll by adding j or j.
The value starts at 0, and increases as the party helps a contact, and decreases when the contact is slighted or worked against
EX: Lynel would like you to do a job for her, but someone offers you something to not do it. By working with Lynel you increase her trust, but picking the other will decrease her trust.
Trust caps out at 5 and -5.
At -5 even a success might have some heavy cost associated with it.
Contacts can Spend Threat to introduce a complication, or advantage decrease the 'cost'
Play by Post Rules
When playing a play by post. Some things need to be changed to accommodate this game. This is mostly to account for things that say stuff like "Once Per Session." and how story points are handled
Once Per Session
When doing a play by post, Any ability or rule that references "Once Per Session" are translated to "Once Per ingame Day". Since these are ran without a set session time,
Story Points
At the beginning of each in-game day, the players reset the Story Points. Same as they would if this was a new session. These reset based on the already agree'd rule for how Story Points are handled.
Multi Attack
At the cost of 2 strain and upgrading one Difficulty die, you can increase the amount of combat checks you can do. You can do this multiple times with the limit based on your Agility stat.
Health Changes
When a character’s Strain or Wounds is exceeded by any damage, they will be staggered. The character must perform a hard (3 Difficulty) Cool check or Discipline check to stay conscious, if they’re able to then they will become Exhausted, and gain a Setback die for all rolls until their strain or wounds is below the threshold or the encounter has ended.
If they fail the roll then they become unconscious, and will either have to be awakened by someone’s action or wait 2d10 rounds. Awakening with an action only gets the character awake again, players can also use Medi-packs to heal someone, if the strain or wounds healed brings them below the threshold then they will wake up.
Magic Changes
When casting any spell be it Meta, Arcane, or Divine. if the spell were to send you over your Strain Threshold. For every point that would break your Strain, you instead can take as wounds.
If you decide not you, you break your Threshold as normal.
Spells are Evenly Split between Arcane or Divine. With Meta being its own thing.
The spells are divided up as Follows
Both | Arcane | Divine |
---|---|---|
Attack, Augment, Barrier, Mask, Utility, Predict, Transform | Dispel, Conjure | Heal, Curse |
Sigils
(THESE RULES ARE SUBJECT TO CHANGE)
A Sigil is a set of runes that can be triggered to cast a spell. Making a Sigil requires a spell effect and the Trigger for this effect.
Drawing a sigil requires a check, this is used to determine the power of the sigil and to see if you're successful at drawing it. This does not use any strain during a narrative scene, but uses the standard 2 strain when doing a structure encounter.
Charge
The Charge of a sigil is determined by the casters skill ranks and linked Characteristics. Each time the sigil is activated a charge is used. It can be recharged by either the Caster or anyone with a skill that can also cast the spell. Recharging requires re-doing the check for the spell.
Recharging can be done in the middle of a structured scene but upgrades 3 die in the difficulty pool.
Cause and Effect
Every Sigil has a spell effect and trigger. A Trigger is something that causes the spell to trigger
Type | Explanation | Difficulty |
---|---|---|
Power Word | The user shouts out a specific word to activate the spell. Using a power word is an incidental action. | - |
Reactive | The spell auto triggers when a specific action is done. EX: The user getting hit, or the user swinging | +2 Difficulty |