House Rules

From Void Collection

Character Creation

Species

In Genesys your Species basically determined everything. I don't want certain species to be pushed to playing in certain ways. So instead your Species grants you 2 talents that (Attempt) to be unique to your specie. Then your Career, which from here on out will be called your background, determines everything else.

Background

There is some set backgrounds for each setting, but if you find yourself not a fan of any the rules for making one is

Attributes: Pick One Attribute to be your strength and One attribute to be your weakness. Your Strength will get a 3 in it, and your weakness will get a 1. Everything else will be set to 2.

Skills: Pick 1 skill that relates to your strength and get 1 rank in that specific skill

After that pick 8 skills to be your career skills, these are skills your character has general experience and can more easily rank up. Out of these 8 skills you can choose 4 that gain 1 rank. During Character creation no skill can go above 2.

Wounds & Strain threshold: You start with 10 in each. You can removing points from one will add points to the other. So you can have 8 Wound Threshold and a 12 Strain threshold. Or the other way around.

Once you've moved your points around, add your Brawn to your Wound Threshold and Willpower to your Strain threshold.

Starting EXP

Once you've picked your Specie and Background, you finally can spend your 100xp. Below is a table showing the math for buying things in Genesys.

Beware: YOU CANNOT increase your attributes or Thresholds outside of Character creation. So its best to spend your starting 100xp on Attributes.

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
Wounds and Strain 5 Per Point No

Items and Gear:

Finally you have 1000 currency, unless stated otherwise, to spend on equipment and gear. Each setting has its own rules for buying gear. You should contact me over what is allowed. But in general

Star of Solestine: Fantasy ( or Realm of Terrornoth), Modern ( or Some of Shadow of the Beanstalk.), and Steam Punk (Maybe)

Gears In The Machine: Modern (Shadow of the Beanstalk). Though this setting might have more restrictions than others.

Echoes of the Past: Any weapon or Gear. Vehicles will be on a per person basis.

Character Creation V2

Archetype

Who you are overall. This is where your Core stats are located, a free skill, and a Talent.

This Talent should be a Positive and a Negative It does something with a drawback.

EX of an Archetype

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


Background

This covers your Ancestry and your Career skills.

Ancestry Covers your Wound and Strain Threshold, and give you Two Talents.

EX Ancestry

Paziki
{{{RaceDesc}}}
The Old Collective Strange Sense
As a maneuver you can form a connection with another person. While connected, You upgrade any checks related to a target that both you and your bond are attacking.

Out of combat this connection allows you to upgrade any check you are helping the bonded with. You also can suffer strain in place of the bonded, this will end the connection.

You must either rest or take make an Average Discipline check before you can make another connection

Paziki have an innate sense of smell for aether or mana in general. You upgrade any check related to finding items with magical properties.

You also can identify magical items by smell.

For Career skills, Simply pick 8 skills and check them off as CS skills.

Items and Gear

We be using Wealth: A Ruleset for Funds and Commerce in Genesys and its rules for money. Though with some softer restrictions

"During character creation, a player may give their character any number of items that have a rarity equal to or less than twice their ranks in the Wealth skill. They may also pick two items of 1 additional rarity and one item of 2 additional rarity (ex: a player with 2 ranks in Wealth may begin play with various items of rarity 4 or less, two items of 5 rarity or less, and one item of 6 rarity or less)."

So at Rank 0

Any Rarity Zero

1 Rarity One

1 Rarity Two.

Talents

Talents have been changed so later tier talents won't cost you an arm and 3 legs.

Before

Talents required you had more of a previous tier to get a new tier. So a Tier 3 requires Two Tier 2 talents and those Tier 2 talents both need 2 Tier 1 Talents. Creating a Pyramid of Talents.

So to get a Tier 3 Talents you would need

Two Tier 2 (5*2*2 = 20 EXP)

Four Tier 1s (5*1*4 = 20 EXP)

Making the real cost of a Tier 3 Talent to be 55 EXP or about 2.5 sessions of Experience if you spend nothing on skills.

After

Instead of needing more of a previous Tier to get a new Tier. You simply need to have 1 Talent in a previous Tier to get a talent in the new Tier

So getting a Tier 3 now only requires

One Tier 2

One Tier 1

This should allow you all to buy ranked talents more easily, and allow you to get later talents without it costing double the price.

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.

Grenades

Grenades are thrown using the ranged Skill, They can be thrown up to Long range with the difficulty being determined by range  band.

Range Difficulty
Short Easy (1 Difficulty)
Medium Average (2 Difficulty)
Long Hard (3 Difficulty)

If the blast quality is activated then the explosion range is Short

If the Check fails with 3 Threats or 1 Despair then the grenade lands a short distance away from the thrower with the Blast quality activated

If it just fails then the grenade lands nearby but harms no one.

Grenades of all types have the "Limited Ammo" Trait. If one is not listed assume its 3.

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