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INTRODUCTION

T hese questions and answers originally came from


the FFG community forum. The questions were
submitted by community members to the official sup-
Gregor-Stewart but some could have come from Tim
Huckleberry).
If you have submitted a question for an official response
port email and the answers were the responses from and would like it included here, please contact me at
one of the Genesys developers (almost always Sam scott.zumwalt@gmail.com.

CHARACTER CREATION
QUESTION: QUESTION:
I love the flexibility in Genesys' character creation so On page 15 of the Genesys Core Rulebook, the side-
I pondered to go a step further and have my players bar mentions that characteristics have a "softcap" of 5.
decide on the class skills themselves and then let them What is the hardcap?
define the "class" or "role" depending on the choice
of skills. Would it be appropriate to have the players ANSWER:
choose 8 "class" skills freely instead of building classes There is no hard cap, just very few ways to increase a
in advance with a pre defined set of class skills? characteristic beyond 5 (and it’s something we strongly
ANSWER: discourage you do except in some rare cases). For
example, some cybernetics in the science fiction setting
Sure, I think that would be totally reasonable! As long allow you to increase a characteristic to 6, but they do
as you sit down with your players beforehand and talk not stack (you can’t use two cybernetics to increase the
about what kind of game you’re going to run, I can’t see same characteristic twice) and they come with draw-
any problem with it. backs (decreased strain threshold).

COMBAT
QUESTION: In that case, your GM may rule you cannot engage the
second character without dealing with the first one. In
Can I only engage one single opponent at a time even if these cases, common sense and the ongoing narrative
both stand next to each other in front of me or could I would dictate the relative positioning of the characters).
engage multiple opponents with one maneuver if they In the case of Blast, it is up to your GM as to whether
stand next to each other? How does blast work in that opponents are standing close enough together to count
regard? Are opponents standing next to each other so as engaged with each other. As described on page 106,
that they could touch each other count as engaged? engaged characters are roughly close enough that they
ANSWER: could reach out and touch each other, so are within a few
feet of one another.
A lot of that is left up to common sense. If two opponents
are standing right next to each other, then they are both QUESTION:
at engaged range from each other. If you engage one, you
would engage them both. (There could be some excep- Is it one maneuver to disengaged from all enemies or
tions to this, such as if your GM has one opponent pro- just one enemy? The Tumble talent (RoT page 88) speci-
tecting the other, and that opponent interposes them- fies that you disengaged from all engaged enemies while
self between your character and the second opponent. the engaged/disengage description (CRB100) says you

Developer questions
GENESYS 1
V1.1.0
engage/disengage from AN opponent. I've been running to support it. (This is one reason a player might want
it as one maneuver for all engaged enemies, but the new totake the alternative for this upgrade and just add
talent in RoT has me second guessing myself. the Reinforced quality.) Then again, Heroic Abilities
are meant to reflect a character’s personal abilities and
ANSWER: story, and each signature weapon should be as unique
You can disengage from everyone you’re currently as its wielder! As a GM, I might discuss alternatives
engaged with as a maneuver. There are exceptions, of with the player in the context of the ongoing story.
course, especially if your GM decides that you’re sur-
rounded or hemmed in by your foes and can’t physi- QUESTION:
cally break free from them. But in general, disengag- In GENESYS, during structured time the Heal action is
ing gets your character away from everyone they’re used "in place of a medicine check in order to remove
currently engaged with. The Tumble talent is useful damage and heal critical injuries." -- pg. 217. However,
because it allows you to disengage as an incidental. "any one character can only make one attempt to heal a
particular critical injury per week of game time." -- pg.
QUESTION: 61. But, when using Heal narratively "Healing magic
If a character is Grappled using the Grapple talent it can also affect targets multiple times per encounter."
would usually require them to spend two manoeuvres -- pg. 214 Does the Heal skill allow multiple checks to
to disengage. If that character has the Tumble talent heal from critical injuries per week?
what options do they have? 1. Disengage as an Inciden- ANSWER:
tal, Tumble takes precedent. 2. Disengage as a Single
Manoeuvre, the two talents nullify each other 3. It will I can understand your confusion, and I apologize for
always require two Manoeuvres, Grapple takes prec- any lack of clarity there. Due to the innate limitations
edent. of healing magic (mainly, suffering 2 strain every time
your character casts a spell), we intended for Heal to be
ANSWER: cast multiple times per encounter (and thus, per week
In this case, Grapple would take priority. While both as well). This includes attempts to heal Critical Inju-
talents create an exception to the normal rules for leav- ries. Generally, you should find that the lesser Critical
ing a hostile engagement, Tumble does so by making an Injuries are better healed through the use of the Medi-
option available to the character, while Grapple dictates cine skill (it doesn’t cost strain to use, and the difficulty
what that character “must” do. Of course, as always, a is usually less). However, some truly horrific injuries
GM might handle this situation differently if that is best are better handled through the magical healing arts.
for their game. I’m sure a player could convince me that Likewise, a good doctor with some ranks in Surgeon is
their nimble character was able to tumble out of the going to be able to heal a lot of wounds, but if the target
way before the enemy could grab them, particularly if is badly injured, a magic user may have an easier time
they used a Story Point to influence the narrative! healing them. In the end, hopefully you find that your
group can get by with either a magic user that can heal
QUESTION: or a character with Medicine; but that both skills are
handy to have around. You may even find that a priest
I have a follow up questions about this reply: "An item character may want to invest in both!
can only be of one type of craftsmanship, so the effects
would not stack. With the Improved effect of Signature QUESTION:
Weapon, if you choose to “reveal” the weapon’s Ancient
craftsmanship, the effects of Ancient craftsmanship Can a character drink a stamina elixir during a "com-
replace the effects of the original craftsmanship." What plex social encounter" to replenish their strain thresh-
happens if there is no hard point available for the old and thus stave off compromise or capitulation?
Ancient Craftsmanship when they purchase Improved? ANSWER:
ANSWER: They certainly can! How the other characters in the
In this case, the weapon would still reduce its number scene respond is another matter. (I imagine it’s consid-
of hard points by one. Since attachments must occupy ered poor form in some company.)
hard points, this could cause the weapon to lose an
attachment, if there are no longer enough hard points

Developer questions
2 GENESYS
QUESTION: QUESTION:
When spending advantages on a roll, can we only use Why did you choose the different mechanic for „Over-
each option once? Specifically the "Recover 1 strain" ide Security Program“? The system is usually very clean
option. In SWRPG the table made it clear you could and uses the standard difficulty/opposition mechanic
choose that option more than once, but that verbiage is in most situation. Therefore, my expectation was that
missing from the table in Genesys. the rating of a Security Program is the difficulty to
overcome it. However, it is not. Instead, the rating is
ANSWER: the number of successes needed, which derivates from
We removed that qualifier because we felt that by speci- all other actions in Genesys. I‘d like to understand why,
fying that strain loss and gain was the only thing that so that I better know the implications if I copy one or
could be activated multiple times with Advantage, we the other dice mechanic for my own usage.
were limiting some other options that could also be rea- ANSWER:
sonably activated multiple times. Disarming an oppo-
nent, for example, could happen twice if your character That’s a good question. We chose to design the Over-
has enough Advantage and/or Triumphs and your oppo- ride Security program the way that we did for several
nent has two weapons. So could gaining free maneuvers; reasons. One is that scaling successes (the more suc-
provided your character didn’t exceed the two maneuver cesses you get, the more effective your action is) is
limitation. By removing that qualifier, we give more flex- already a part in Genesys (most notably whenever you
ibility to the GM to determine what is reasonable and make a combat check). Although the structure here is
what isn’t. A player may well want to heal four strain slightly different, the core conceit is the same. The sec-
using four Advantage, and the GM is fine with that. ond reason is that it creates additional design space for
However, if that same player wants to add four Boost the future. Talents already exist that allow you to mod-
dice to their ally’s next check, the GM is perfectly within ify the difficulty of checks. By taking this approach, it
their rights to say “that’s excessive. Come up with some- allows us to open up new avenues for affecting your
thing else.” (On the other hand, if the GM is running a character’s ability to hack. It also means we can create
horror-themed game where strain is a more precious Firewalls that are hard to get through(large numbers
commodity, maybe they don’t want their players able to of successes required to ‘break’) but don’t have severe
heal more than one strain at a time!) risks of complications if you fail. System defenders can
take talents such Defensive Sysops that can increase the
QUESTION: difficulty, and this way these talents don’t compound
with an increased difficulty to create an impossible task.
Dangerous Driving maneuver. Rule as written, if a
character want to make this maneuver with a big space- QUESTION:
ship or air carrier, with silhouette 8, the difficulty will
be 8 purple dices. Is this correct? It's not too hard? For a Hello! I was hoping you could clarify how buying and
standard crew it will be impossible to steering the vehi- selling are supposed to work in both Star Wars and
cle. Or maybe it's, like Star Wars, HALF the silhouette Genesys. If a PC wants to sell something he looted from
rounded up? a foe, and the sale is not a plot-critical moment, does
this require one check or two? More specifically, does
ANSWER: the PC need to make one Negotiation or Streetwise
As written, difficulties can’t go above Formidable (five check versus the item's Rarity to find a buyer, and a sec-
Difficulty dice) so that’s where this difficulty would top ond Negotiation or Streetwise check to haggle over the
out. (Technically, it could be considered Impossible, in price with the merchant? Or is the first roll the only one
which case you’d need to spend a Story Point to attempt required? The rules on pp. 82–83 of the Genesys rule-
it). Formidable doesn’t seem too unreasonable if you’re book and pp. 157–58 of the Force and Destiny rulebook
talking about piloting a very large ship through incred- seem to imply that it's one roll versus a difficulty set by
ibly tight coursework. After all, this check is only called the item's Rarity, with uncanceled Successes increasing
for if you’re steering said ship into very dangerous ter- the sale price. But should it be two rolls? Roll 1, to find
rain or trying to preform a very reckless maneuver with the buyer, Roll 2 to haggle over the price? For one more
it! However, if in the course of playing your game you level to this question, does the answer depend on the
find this to be a continuing problem, please don’t hesitate plot-critical-ness of the encounter? Haggling against a
to let us know and we’ll take another look at the issue. merchant makes selling into an opposed check, almost
always opening the door to Despair. Is this an indicator

Developer questions
GENESYS 3
that these sorts of opposed haggling sessions should opposed Negotiation check instead of a set difficulty. Sim-
be reserved for important plot moments, and not for ply use the same resolution for successes!
simple looting and selling of enemy gear? Thanks for
any clarification! QUESTION:
ANSWER: Can a single threat, used to cancel a maneuver, be used
to end a spell that has had the concentration maneuver
The rules roll the “find a buyer” and the “sell the item” used to sustain it? For example, if a PC has a barrier
into a single check, which is why it becomes more difficult spell up can a single threat on that PC be used to end
to sell rarer items (it’s harder to find a buyer with the kind the barrier he/she cast 3 rounds prior but was sustain-
of money/interest to afford the item in the first place). ing via concentration maneuver?
However, you do have a good point. If the negotiations
are plot critical, you can expand the encounter out into ANSWER:
two parts. One to find a buyer (which can rely on Knowl-
edge or Streetwise checks, or even social skill checks as A single threat seems a bit low for that effect; how-
your characters talk to their friends and find someone ever the final arbitrator of whether that is possible is
interested in making the purchase). The second would the GM. If your GM decides that’s what happens, then
be to negotiate a price, at which point you could make an that’s their prerogative.

GEAR
QUESTION: QUESTION:
On pg 144, for the Fantasy weapons table, I was able to For the Prepare item quality on weapons, is it intended
mentally work through the creation of the Shield listed to be once per combat check or once period? If a
in Table II. 1-1. However, my question is, how did you weapon has Prepare 1, do I have to prepare before each
create the Sword in the same table? Since it has +3 dam- attack or is it one prepare and I can make as many com-
age, with a crit rating of 2, and the Defensive 1 seems bat checks as I want?
like it would be much higher than 200. I realize costs
are variable and there is a discount applied to items in ANSWER:
Table II.1-1, but no matter what I seem to craft, I can't You prepare before making combat checks in general—
get the sword's cost to come close to what's listed. within the bounds of common sense. Prepare is sup-
ANSWER: posed to represent a certain amount of setup or prep
that goes into firing or using a weapon (anything from
You’ll probably notice a similar problem with spears, getting your feet set to deploying special sensors). So
maces, and other melee weapons. We accidentally generally, once it’s prepared, you can just make attacks
omitted one line from our weapons pricing table, with it. However, there may be some circumstances in
which is that melee and brawl weapon costs should be which your GM could require you to spend those pre-
halved after all other calculations. This compensates pare maneuvers again. Those circumstances are going
them for the major limitation of not being able to be to be fairly limited, such as “I want to haul this missile
used at range. This is something we have fixed in future launcher to a different part of the battlefield, then shoot
printings, and will be addressing in our errata. something else.”

QUESTION: QUESTION:
I noticed in the Steampunk Setting Specific Gear that Question on the Burn quality. It says that "[w]hen
the Hand Cannon has no listed rarity. What would the Burn is triggered, one target hit by the attack contin-
official rarity of this weapon be? ues to suffer the weapon's base damage each round…."
Does the target suffer wounds, which bypasses soak, or
ANSWER: does the target take damage and soak therefore applies?
The Hand Cannon should have Rarity 5. ANSWER:
The target takes damage, and therefore soak applies.

Developer questions
4 GENESYS
MAGIC
QUESTION: creature. However, since it’s just an illusion, you could
forgo the Summon Ally upgrade, and still have the illu-
In the new Genesys RPG, do magic casters pay an sions do whatever you want them to. After all, they
Advantage cost to activate additional effects they’ve wouldn’t be able to hurt anyone. Again, you can apply
already purchased for a spell with a difficulty increase any other upgrades as normal.
to the spell? (e.g. If a character purchases the Blast,
Fire, and Range upgrades for an attack spell, making QUESTION:
the spell Daunting difficulty, must they then also pay
Advantages to activate Burn and Blast?) Does the empowered effect of the magic attack also
influence the damage burn quality dealt? I was told that
ANSWER: knowledge 5 provided,the burn damage is doubled up
That is correct. to 10 instead the usual 5 in this case. Is this true or does
empower only apply to the initial damage?
QUESTION: ANSWER:
How can mind affecting spells like D&Ds Charm Per- Empowered effectively increase’s the attack’s base dam-
son (makes target feeling friendly towards caster) or age, and the Burn quality deals the attack’s base damage
Suggestion (makes target feel the proposal of the caster again over subsequent rounds. So yes, it would affect
sounds perfectly reasonable) or illusions (making tar- the Burn quality’s damage.
get believe something to be real) be created? They do
not seem to fit to any of the base spells. QUESTION:
ANSWER: When using a staff to cast an attack spell with the Blast
Unless you want to invent your own spells (which effect added on, does the +4 to base damage increase
you, of course, are more than welcome to do!) I would the damage from the blast effect. In other words, If the
recommend that you repurpose Curse and Conjure. mage has a Knowledge of 3, would the blast do just the
Between pages 212 and 214 we discuss more narrative 3 damage or 7 (3 + 4 from the staff )?
ways to use the various spells, and you may find some ANSWER:
advice there on how to use Curse to create mind-effect-
ing spells, and use Conjure to create illusions.Both As written, the Blast damage would only be Successes
Charm Person and Suggestion are going to be used in plus ranks in the Blast quality. However, if you feel that
a more narrative sense, as the way the NPC interprets Blast damage is a bit low, then it would be perfectly
these interactions is up to the GM. For a spell like Sug- reasonable to apply the implement’s base damage as
gestion, I would recommend making it Easy for min- well. You could also change the Blast effect so that the
ions and unimportant rivals, and Average for moder- Blast rating is equal to twice your character’s ranks in
ately important rivals. Nemeses should be Hard, and Knowledge (giving you a rating of 2-10). However, I
if I was the GM, I would certainly upgrade the check would not do both!
with a Story Point. Upgrades such as range or affecting
multiple targets can be applied normally. You yourself QUESTION:
have already described the effect! Charm Person is a
When using the concentrate manoeuvre, does that sus-
bit harder (since it governs an entire state of mind), so
tain one spell, or can one manoeuvre sustain multiple
I would increase the difficulty by one from all the dif-
spells?
ficulties I just described for Suggestion. In both cases,
I would recommend that in a narrative encounter, the ANSWER:
effects last for five minutes or so, and in a structured
encounter, they last for one round. The caster can The concentrate maneuver sustains one spell. You can
maintain them with Concentration, of course. For Illu- perform multiple concentrate maneuvers to sustain
sions, I would just treat it as if you were summoning a multiple spells, within the maneuver limit.

Developer questions
GENESYS 5
QUESTION: QUESTION:
In Genesys magic systems. Does taking damage beyond For the augment and curse spells, do you actually just
soak break concentration? add/remove an ability die or do you upgrade/down-
grade your ability dice pool? The way it's worded makes
it seem like you just add/remove a green proficiency
ANSWER: die. But adding/subtracting ability dice aren't found
anywhere else in the rulebook, and thus I assume it's
Not as the rules are written, no. If you want to imple- supposed to be upgrade/downgrade. Thank you for
ment some sort of rule like that in your own setting, I your time!
might recommend only have concentration be broken
if the character suffers a critical injury (since taking ANSWER:
damage happens fairly often).
You are supposed to increase or decrease the ability of
QUESTION: the check, which is essentially adding or removing a
die, which is covered in the adding/removing dice step.
In Genesys magic systems. Does spell-casting (ie. tak- However, in the case of Cursing specifically, if you only
ing a magic action) break concentration? have Proficiency dice in your pool, you should replace
a Proficiency die with an Ability die (effectively down-
ANSWER: grading the check).
No. Not concentrating anymore break concentration.
It's just a maneuver you choose to perform or not in QUESTION:
order to sustain a spell that allows it. Can the Primal skill be used for a Heal (Resurrection)
spell? Page 70 of the core rulebook says that Primal cannot
QUESTION: be used to "raise or reanimate the dead," but in page 218,
In a previous question about whether or not Ranged Resurrection is open to Primal. Which page is correct?
Defense was applicable against Magic Attacks it was ANSWER:
stated that Magic Attacks were like Ranged attacks in
that regard and that Ranged Defense does apply to the “Raising or reanimating the dead” in this case refers to
roll. Can you please explain what things effect a magic the necromantic practice of animating dead bodies in
attack, is it all things that would affect ranged attacks, a grotesque parody of life, not restoring one’s comrades
such as the penalties for 'Making Ranged Attacks At to full health from the cold embrace of the grave. So
Engaged Targets' or 'Making Ranged Attacks While yes, you can use Resurrection with Primal.
Engaged'? Does the Close Combat effect change the
attack to a melee attack or just allow the ability to target QUESTION:
an engaged opponent? How do talents affect the dice
pool of a Magic Attack, such as Side Step, Defensive Hi! I got three questions about RoT rules. 1. First one
Stance, Dodge, etc..? is concerning a Curse Doom spell effect. It is written
that you cannot touch dice showing Triumph or Dis-
ANSWER: pair symbols. But can you change Proficiency or Chal-
lenge dice faces to show such symbols? For example, on
In short, yes. A magic attack can be treated like any other Proficiency die I rolled two advantage symbols. Can I
ranged attack in most respects, which includes ranged change it to the Triumph? 2. Second question is about
defense and talents that defend against ranged attacks. Conjure spells. I got some trouble understanding the
As for the “close combat” upgrade, you can think of that scope of this spell action. What type of creatures my
more as the same difficulty increase you would see from players can summon? Using this spell can they summon
using a Ranged (Light) weapon to target an engaged everything that exists in Terrinoth? Even dwarf soldiers
foe. (Of course, if you want to narratively describe your or human mages? Or can a two-handed weapon they
attack as a flaming sword or ice spear, I’m sure your GM Conjure be magical? 3. Last but not least, this question
would be fine with the embellishment. They may even let is connected with a previous one. Summoned creatures
you ignore Side Step or Ranged Defense as a reward for got statistics as described in the RoT books? Or should
your creativity, but that’s-as always-something to resolve stats depend on Mages ranks in Knowledge (Lore)?
with your GM and up to their discretion, since it changes Thanks in advance!
the rules as they are written.)

Developer questions
6 GENESYS
ANSWER: ANSWER:
Hi! In order… 1. Yes, you could change the facing on The Reflection attribute as listed in the Genesys core
a die from an Advantage to a Triumph, or a Threat to rulebook is correct. It is true that Threat can be spent to
a Despair. 2. You can only summon minions (or rivals cause additional targets to be affected by a spell, which
with the additional effect), but the GM has the final say does mean that the one can end up with the same result.
on what would be allowed here. Iin general any NPC This is also correct. The two really shouldn’t be compared
listed as a minion (or rival with the additional effect) side by side because one (the Reflection option) is under
would usually be ok. Weapons would be mundane the control of the player, while the other (the option
types, so no magic weapons (though a weapon appear- in Table III.2—4) is under the control of the GM. The
ing out of thin air would certainly appear magical to second option also applies to any spell cast (including
others!). You and your GM can create new versions of healing, augmentations, etc), and can target any other
Conjure or new additional effects to summon more character in the encounter (not just the caster or their
powerful allies or magical items too. 3. Summoned target). But the player isn’t going to be able to be the one
creatures would use their appropriate profile, yes. So who selects who the second target is going to be under
a summoned Reanimate would use the profile from the spending Threat option in Table III.2—4, so it’s not
Realms of Terrinoth. Remember though that these an ability they can count on or control. The Reflection
aren’t the real thing—they are magically created simu- attribute does not work against ranged attacks. The Nec-
lacrum of that creature/item. romancer’s spell in the Realms of Terrinoth does, but
that is a specific spell for a specific NPC, and thus does
QUESTION: not necessarily follow the same rules.
With the magic spell heal, can you target yourself? The QUESTION:
heal spell is missing the verbiage that other self-targe-
table spells have. Wondering if that's intentional or an I would like to ask a question concerning a Conjure
oversight. Thanks! magic action. When a character casts a Conjure spell
during encounter with a Summon Ally effect, on page
ANSWER: 217 GCRB it is written that: "The character may spend
You can target any engaged character, including yourself. a maneuver to direct the creature, allowing them to
determine its action and maneuver." Does the charac-
QUESTION: ter have to perform the maneuver to direct the crea-
ture every following turn? Or a single maneuver with
I have a question regarding the Barrier Magic Attribute "Attack" command is enough for the duration of an
"Reflection" on page 219 of the Genesys Core Rule- encounter? Secondly, can a character summon two
book. Reflection reads: If an opponent makes a magic creatures/items (different type or not) by performing a
attack against and effected target and generates 3 threat Conjure magic action two times? Or the second Con-
or 1 despair on the check, after the check is resolved, jure spell "replaces" the effects of the first spell?
they suffer a hit dealing damage equal to the total
damage of the attack. However, on page 211, under ANSWER:
'Spending threat and despair on magic skill checks', Your character must spend a maneuver each turn to
the options for 3 threat read 'The spell is slightly more direct the summoned creature to perform an action
powerful than expected, one character of the GMs and a maneuver. Your character may summon two (or
choice is targeted or otherwise affected by the spell as more) creatures at once.
well' So, isn't the default effect of 3 threat already more
powerful than the benefit of the barrier reflection? If QUESTION:
the GM were to select the 'caster' as the additional tar-
get, the effects seem identical. Alternatively the GM 1. So as I understand, the creature won't continue
could select another target, making the default 3 threat attacking an opponent unless I perform a maneuver
option less restricted than the benefit afforded by Bar- each turn even if it fits their instincts. Is that correct?
rier Reflect. Is this correct? Should barrier reflect be 2. For example, my Player wants to summon a bear, but
applying to non-magic attacks instead? Note: On page later he decides to summon another bear with second
166 of the Realms of Terrinoth book, the Necroman- Conjure action while still maintaining the first spell.
cer 'Wall of Bones' spell has a Reflect component that Can a character concentrate on two different Conjure
applies to both magic and non-magic attacks. spells at the same time or the second Conjure spell
"replaces" the effects of the first spell?

Developer questions
GENESYS 7
ANSWER: QUESTION:
With a literal interpretation of the rules, no the creature Question about the heal spell. On a successful roll, the
will not. How it behaves is up to the GM, and that might target heals 1 strain per uncancelled advantage. But can
involve attacking its original target, or it might suddenly I then spend those advantages for other effects, such as
run away, hide, attack the summoner, or get bored and recovering my own strain or passing a boost die? Or
start sniffing around its environment. This caveat exists am I actually spending those advantage to recover the
so that players do not abuse the summoning rules. They target's strain?
may engineer a situation where the creature gets put into
a situation where it has no choice but to fight, or its very ANSWER:
presence is all the player needs! But the only way to guar- You are spending those Advantages. Generally speak-
antee that it does what the player wants is to direct it, ing, dice results only do one thing (so if Advantage
and GMs should highlight the uncertainty of summon- helps you recover strain, it doesn’t also give your ally a
ing creatures otherwise. Your player can summon two Boost die on their next check, and if a check specifies
creatures and concentrate on both of them, provided what the Advantage is used for, you can’t also use it for
they have the maneuvers to do so! something else).

SKILLS
QUESTION: including what additional magic and knowledge skills
are in use. Assuming just the three magic skills in the
Does the Arcana skill cover general knowledge of all core rulebook, I would probably restrict Arcana to gen-
magic and its function, or only general knowledge of eral knowledge of arcane magic, and primarily practical
arcane magic and its function? How does this apply matters (after all, magic-using characters need ranks in
in Terrinoth, given the introduction of Knowledge Knowledge to get the most out of their spell effects!). In
(adventuring), Knowledge (forbidden), Knowledge the case of a game using Realms of Terrinoth, I would
(geography), and Knowledge (lore)? use Arcana primarily for the actual practice of arcane
ANSWER: magic and the fundamentals required for it. For most
checks involving knowledge about arcane magic, I
That really all depends on the specific setting and would use Lore or Forbidden (depending on whether
how the GM has decided magic works in their world, the matter in question is, well, forbidden).

SPECIES
QUESTION: could use the Mongrel rules for becoming a monster in
the Steampunk section, but without the secondary ability
The species is not to be changed after creation accord- that gives them some control over when and where they
ing to the CRB. How is Lycanthropy and Vampirism change into a monster. You could rule that when bit by a
in Genesys (or other similar changes) to be handled lycanthrope, a character has a to pass a Hard Resilience
if chars start not afflicted, but gain those status in the check or contract the disease themselves. Vampirism is
course of the adventure? Is there something like a tem- very different, of course, and depends on your setting
plate to apply or should it be handled differently? and source. One idea might be to apply a rule that vam-
ANSWER: pires do not heal strain through natural rest or at the end
of encounters, but only do so when they drink someone’s
Gaining lycanthropy and/or vampirism is an interest- blood. You could then give them benefits such as faster
ing, though tricky, story point to introduce, and you can wound regeneration, greater Brawn, and other benefits
approach it several different ways. For lycanthropy, you that match the vampires of lore. A sunlight allergy would

Developer questions
8 GENESYS
also be appropriate. Perhaps, like lycanthropy, vampir- QUESTION:
ism could be passed through bites and failing Resilience
checks. In any case, hopefully this is helpful enough to The rules are not clear on this, but would it be a good
get you started! Whatever you come up with, I encour- idea to have careers and talents specific to a species?
age you to test it out, and not be afraid to adjust it slightly For example: Human>Knight>knight specific talents
depending on your feedback. (almost like a specialization tree). The setting I have has
4 very different species that each have a specific role
QUESTION: in society, (mining, fishing, farming eg) and I thought
having to a talents specific to careers or species might
How would you manage vulnerabilities of adversaries differentiate them further. Any guidelines for this?
to certain elements like for example the vulnerability of
Trolls to fire? Would a magic attack spell have to have ANSWER:
the Fire effect? Or would it suffice to mention the spell
I’m afraid I don’t have any published guidelines for this
being a fire spell without utilising the fire effect? And
idea. That being said, there’s nothing stopping you from
what about other elements of attack like acid for exam-
limiting talents and careers to certain species in your
ple, which isn't mentioned as an effect?
own setting. I would recommend spelling this out very
ANSWER: clearly for your players, then adding a bolded or itali-
cized sentence at the beginning of the career descrip-
That depends entirely on you and your preferences. tion or talent description explaining that only species
Both options work well (although if you want to do A, B, or C can purchase this. Also, if you want to do
the former, you may need to design an “acid” effect. this, I would recommend making sure that all of your
Honestly, Burn could describe acid just as well as fire). species-specific options feel balanced with each other.
However, my only suggestion is to be consistent. If This doesn’t just mean that each gets the same number
you want effects to counter regeneration be narrative, of choices (although that is very important), but also
then let them all be narrative. If you want them to be that all of the choices feel equally interesting. They don’t
upgrades that increase a spell’s difficulty, then make have to all do the same thing, but they should all get
sure all of the counters require an increase to the dif- players excited to try them. For that, you’re probably
ficulty of the spell. going to have to rely on playtesting with your group!

QUESTION: QUESTION:
Page 73, under the Knack for It talent, questions: First, it Hi again guys, I was looking through the list of sug-
says the first purchase you select one skill, and subsequent gested talents in the RoT supplement and noticed
purchases you select 2 skills; this seems unusual, so is it Toughened missed the list, I assume its a mistake but I
correct? Second question, when buying the talent for the thought I had better ask anyway.
first time, are combat and magic skills still restricted?
ANSWER:
ANSWER:
Hi Richard! Yes, Toughened was missing; in general,
To your first question; it is correct that the first purchase any of the “use in any setting” talents from Genesys
only applies to one skill. Due to the way ranked skills should be ok to use in Terrinoth.
move “up” the talent pyramid, we found subsequent
purchases of Knack for It rapidly dropped off in value.
This serves to compensate for the increased XP costs. To
your second question, yes, combat and magic skills are
restricted when purchasing the talent for the first time.

Developer questions
GENESYS 9
TALENTS
QUESTION: GM sets the difficulty. 2. You use your Mastery talent to
reduce the difficulty. 3. You and the GM add dice based
The Grenadier talent, core rule book page 78, is listed on abilities and environmental effects. (this is usually
as ranked. However, there is nothing in the description adding Boost and Setback dice). 4. You and the GM
that says what having more than one rank means. Is it upgrade the dice pool based on skills, the Adversary
a typo? Thanks! talent, other talents, story points, etc. 5. You and the
ANSWER: GM downgrade the dice pool (if there’s anything call-
ing for that). 6. Finally, you and the GM remove dice
That is a typo and we’ll correct that in a future printing. based on talents and abilities (this is usually removing
Thanks for bringing this to our attention! Boost and Setback dice). Obviously this is a very long-
form version of what can be a pretty fast process at the
QUESTION: table. In a practical setting, what’s actually going to
happen is your GM will say “you need to make a Hard
The "Master" Tier 5 talent says: Once per round, your check” and you respond with “well, I’m going to use
character may suffer 2 strain to use this talent to reduce Mastery to make it Easy instead.” Then your GM will
the difficulty of the next check they make using that shake their fist and glare at you, and you’ll do the rest of
skill by two, to a minimum of Easy. You should use what you need to do to form your dice pool.
this talent in all settings. If upgraded dice are used to
determine the difficulty, how is the difficulty reduced QUESTION:
by two? Are upgraded dice downgraded which counts
as one reduction itself? he Tier 2 talent Heightened Awareness (p76) it states
that allies in short range of the character who possess
ANSWER: this talent gain and if engaged they get. How does the
Reducing the difficulty of the check is not the same as character with the talent benefit from that talent? I’m
“removing dice” (even though the effect is similar). So looking for what mechanical effects?
you actually reduce the difficulty of the check before ANSWER:
you upgrade or downgrade the check, so upgraded dice
shouldn’t matter. So this is how it would work: 1. The Only allies benefit from this talent; the character does not.

VEHICLES
QUESTION: the amount of time it takes to move from strategic into
medium range and from extreme into short range? At
These are questions a about a "forced move" in struc- speed 5, for example, the ship is "forced" to move 4
tured vehicle encounters described on page 221. The range bands. Or, should the range bands for purposes
only explanation I see is in the pair of paragraphs (and of forced movement be considered without regard to
the table) on that page. Does the pilot have to move relative positioning, somehow?
X range bands away from their target? Or, because "a
vehicle generally goes where the pilot wants it to" can, ANSWER:
at two speed, a pilot move one range band away and
one range band back? At speed 3-4, does the pilot need Generally, the forced movement should be used narra-
to spend one maneuver to, essentially, stay put? Should tively. Thus, if your character can present a good expla-
this be narratively described as either going so fast you nation for why their forced movement keeps them in
can get right where you want (Speed 5) or going so slow one place (and your GM approves) then you can do
that you're able to stay on top of your target (Speed so. An example might be a helicopter circling around
1-2). In the planetary scale, is there no difference in a fixed point, or a race car driving in circles around an

Developer questions
10 GENESYS
opponent. However, if it doesn’t make sense (“every ANSWER:
turn I have my giant robot run around in a quick circle
before returning to the fight!”) then you should either They are (save for the forced movement of travelling at
decelerate to stay in one place, or have your vehicle a certain speed).
travel past the target due to speed and momentum.
As for planetary scale, planetary scale doesn’t change
QUESTION:
the scale of the range bands out to extreme; it just adds The addition to the Reposition Pilot-Only maneuver in
the “strategic” range band at the end. the latest Errata says, “The pilot may move the vehicle
up to one range band”. Does this include moving into
QUESTION: Engaged range and moving within a range band (i.e.
Short to Short)?
If I can follow up, to refine my second question, if
forced to move X range bands, does it matter which ANSWER:
range bands those are? Strategic to extreme is a really
long way, but medium to short isn't quite so far. Does Yes.
that make a difference to how many range bands the
pilot is forced to move? Or does the pilot just count QUESTION:
the number of bands regardless of which bands those Can the range bands from Forced Movement be used
happen to be? to enter Engaged ranged?
ANSWER: ANSWER:
Rules as written, you would just move the bands no Yes.
matter what. However, I agree that strategic to extreme
is really far, as is extreme to long. Also, when dealing QUESTION:
with range bands like extreme or strategic, they can
encompass a sizable distance “within” the band. Simply With regard to vehicle rules, I’ve been wondering
put, although two things may be at strategic range to about the effect of difficult terrain on the forced move a
you, one might still be a bit closer than the other. So if vehicle must make each turn in structured encounters,
you want to count a move from strategic to extreme or according to its speed (CRB pg 221, Table III.2-14).
extreme to long as moving “2” of your 4 range bands We know that difficult terrain requires twice as man
(and your GM agrees!) that would be very reasonable. maneuvers to cross (unless a talent like All-Terrain
Driver is implemented), and also adds Setback dice
QUESTION: to skill checks made while traversing it. I’m just curi-
ous as to whether the terrain could affect the velocity
Should vehicles have multiple Defense zones like they (represented by the forced move) by perhaps halving
do in the Star Wars line? Page 229, Additional Vehicle the number of range bands (rounded up) that must be
Actions has the Boost Defense action that "…increases covered? Because from experience, covering broken
the defense of one defense zone by one until the begin- terrain in a vehicle - be it in a Humvee, truck, or main
ning of the character’s next turn." But all the sample battle tank - you can’t just go full out unless you know
vehicles have only Defense and not separate zones. what you’re doing (having a specific talent) or you’re
Was this a holdover from a prior draft of the game, skillful enough to maneuver that beast (driving/pilot-
or should the sample vehicles have 2 (or 4, for the big ing skill). I’m thinking that, if a PC doesn’t have a tal-
ones) defense zones? ent such as All-Terrain Driver, a Dangerous Driving
ANSWER: action, if successful, should allow the driver/pilot to
mitigate the effects of terrain for that turn only, with
That was a mistake, sorry about that! All vehicles have subsequent checks being required each following turn
a single defense value now. as long as the GM rules the vehicles are still in the bad-
lands, swamp, what have you.
QUESTION:
ANSWER:
Are the Pilot-Only Actions the only way to make a
vehicle move? The forced movement would also be affected by diffi-
cult terrain.

Developer questions
GENESYS 11
QUESTION: the other way around? Shouldn't a faster vehicle have
an easier time gaining the advantage on a slower one
On page 229 of the Core rulebook under Gain the while two moving the same speed would be average?
Advantage I think there's a discrepancy with the Speed
Advantage Difficulty table (2-18). It lists an Easy dif- ANSWER:
ficulty for vehicles traveling the same speed and a Hard That is correct, it is a mistake that we will be addressing
difficulty if the initiating vehicle has a speed of 1 or in an upcoming errata.
more higher than the target vehicle. Shouldn't that be

TERRINOTH
QUESTION: You could even incorporate runebound shard magic
into them as well to make some really unique items!
Hi guys, I was wondering how you pronounce Ynfernael?

ANSWER: QUESTION:
This is a great question and we had fun asking around Hello, There are several beautiful maps in the Realms
the office on it. We generally pronounce it just as of Terrinoth book - however there is nothing by which
“Infernal” here but I’ve also heard some groups using to judge scale. Is there any sort of scale available so that
“Yin-fernal” too. rough distances can be determined?

ANSWER:
QUESTION:
We imagine Terrinoth (page 139) around 250 leagues
This question is about the Improved upgrade of the across at its widest point (roughly 900 miles). Travel time
Heroic Ability, Signature Weapon. If the Improved in days is likely more an issue, and our benchmark is 5
effect is cumulative for abilities, and the weapon starts leagues per day on foot on average. It probably would
off with a craftsmanship like Elven or Dwarven, if the take 7 or so weeks to cross it on foot (3-4 on horseback),
player chooses Ancient, does it still retain the pre- and several days to travel from Tamalir to Greyhaven
viously chosen craftsmanship? Thus becoming an that way. This is something the GM can change, though,
Ancient Dwarven/Elven/Steel One Handed Weapon? to best fit the game and the plot. One GM might have
ANSWER: Terrinoth as big as the US, another the size of Europe, a
third the size of France. And all are perfectly fine. We’re
An item can only be of one type of craftsmanship, so discussing this here and may add some guidance along
the effects would not stack. With the Improved effect these lines either in a reprint or online.
of Signature Weapon, if you choose to “reveal” the
weapon’s Ancient craftsmanship, the effects of Ancient QUESTION:
craftsmanship replace the effects of the original crafts-
manship. Realms of Terrinoth, page 91, the Conduit talent. Am I
reading this right, that it's a manoeuvre to activate the
QUESTION: talent than another manoeuvre to cast the spell? Or is
it supposed to be 'Activation: Passive' and I can just
Hello! Just wanted to know, why Druidic Circlets and spend that Story Point to cast as a manoeuvre and still
Magic Rings implements didn't make it to Realms of do something else with my second manoeuvre?
Terrinoth book (Table 2-8)? Thanks in advance!
ANSWER:
ANSWER:
It should actually be Active (Incidental); you don’t
Hi! Basically, we viewed these as not really part of the need to spend a maneuver just to utilize Conduit, just
Terrinoth setting and we wanted to devote the space they a maneuver to do the magic action. We’ll get this cor-
would have taken in the book to other subjects. You’re rected in the next reprint. Thanks for emailing us about
free to adopt these into your games if desired, of course. it and thanks also for playing!

Developer questions
12 GENESYS
QUESTION: rules beginning on page 112, or the GM might make
them available for purchase from certain NPC alche-
Page 108 gives two different Hard Point requirements mists and other merchants. I would give both encum-
for the Spikes armor attachment. The table says 2 but brance 1 by default, but of course allow a character to
the description says 1. Which is correct? spend Advantage on the crafting check to reduce the
encumbrance as normal. Since the cost of ingredients
ANSWER: and difficulty of the crafting check are based on the cost
“1” is correct. and rarity of the item, the GM would need to assign
those values, whether or not they decided to make
QUESTION: these items available for purchase. Personally, I would
probably go with 75 silver/rarity 6 for bottled lightning
When a character is mounted as laid out in Realms and 200 silver/rarity 8 for dwarven firebombs.
of Terrinoth, does the character's and/or mount's sil-
houette change? QUESTION:
ANSWER: Hello I have 3 questions regarding the signature weapon
heroic ability from ROT page 78. In the improved ver-
The silhouette is the same as the mount’s value. A person
sion of the ability it says. The signature weapons gains
on a horse is pretty much the size of a horse, and so on.
either the reinforced quality or is of Ancient material. In
the Ancient material entry on page 97 it says "Increase
QUESTION: the weapon’s damage by 1 and reduce its Critical rat-
In Realms of Terrinoth for Genesys, are "Encouraging ing by 1. The weapon gains the Reinforced item quality.
Song" and "Dissonance" talents considered spells? If Reduce the weapon’s hard points by 1 (to a minimum of
using Verse, does the PC have to spend 2 strain like 0)." Does it mean the weapon gains Reinforced either
other spells, and would the harsher threat/Despair way ? Also if the weapon already has attachment will i
results apply? For a character using a willow instru- need to remove them when reducing the hard points.
ment, could they gain the extra advantage, or is that Also if you choose the ancient material does it stack
only for Augment, Curse, Heal, Dispel and Utility? with the initial elven, steel or dwarven material ?
Also, is "Second Wind" meant to have been left out of
Realms of Terrinoth for balance reasons? ANSWER:
1) Yes, both options give you Reinforced, but Ancient
ANSWER: also has other benefits and drawbacks and so some
Neither of those are spells, so you don’t need to spend players might want to just take Reinforced and not
strain to use them, don’t get benefits from implement the option for Ancient. 2) The weapon would reduce
materials, etc. Second Wind isn’t in the talents list, its number of hard points by 1, yes. Since attachments
but that shouldn’t stop your group from adding it in if must occupy hard points, this could cause the weapon
everyone is cool with it! to lose an attachment, if there are no longer enough
hard points to support it.
QUESTION: (This is one reason a player might want to just add the
One of the pregenerated heroes for Realms of Terri- Reinforced quality instead of Ancient) 3) An item can
noth, Ulma Grimstone, begins play with 2 Dwarven only be of one type of craftsmanship, so the effects
Firebombs and Bottled Lightning. However I've yet would not stack. With the Improved effect of Signature
to find an entry for these items in Chapter 2 - Call to Weapon, if you choose to “reveal” the weapon’s Ancient
Adventure. What should the Encumbrance Rating, craftsmanship, the effects of Ancient craftsmanship
Price, and Rarity of Dwarven Firebombs and Bottled replace the effects of the original material.
Lightning be?
QUESTION:
ANSWER:
Just a question about the speed potion in Realms of
You are correct that those items don’t appear in Realms Terrinoth. When it says you get another maneuver, is
of Terrinoth! We can assume those are Ulma’s personal that a maneuver free? E.g. if my character uses a speed
creations, so a player who wants to make use of those potion and assuming he's using an action on his turn,
or similar items might create them using the crafting does that afford him strain free maneuvers with the

Developer questions
GENESYS 13
option of spending 2 strain for the third? Or is that 1 size and types of ships that have a chance in combat
free maneuver, and 2 strain for each extra maneuver, against each other would be much appreciated :)
doing a total of 4 strain if the character uses all 3?
ANSWER:
ANSWER:
Honestly, your best bet is to keep in mind that the
They get the second one free, but have to spend strain number of guns matters less than the number of peo-
to do the third (like someone else would do for taking a ple on the spaceship that can shoot the guns. Second,
second one). Then they get hit for 6 after 3 turns. Great consider how much armor your spaceships typically
question and we’ll get it added to the FAQ. have, and how much damage your guns deal. What you
want is for the guns to typically deal damage, but for
QUESTION: the spaceships to survive for at least a few rounds of
combat (assuming the guns hit 60-75% of the time).
Hey I'm playing a homebrew Genesys conversion of That should give you a good idea as to how many guns,
Stars Without Number, and I'm a really hard time with how strong those guns need to be, and how much hull
spaceships. How do I know how many guns to put on integrity your ships should have.
my spaceship? The amount of guns in the examples
seem to have a large span. Any hints for creating various Then, make sure you test out your creations with some
space battles. You may find your numbers are off, and
in that case, tweak those stats accordingly!

ANDROID
QUESTION: QUESTION:
Several weapons in Shadow of the Beanstalk have an I'll keep my questions right to the point. If my play-
item quality of limited ammo, but there is not spare clip ers wanted to purchase an Android; how much would
item available in the book. Is it assumed to be simply one cost? I imagine the better and more specialized the
be using the spare clip item from core? Also missile model the more expensive it would be. But what would
launchers are all limited ammunition, but do not have be a good starting figure? If just leasing a model what
a price listed to restock them. Please advise. would the costs and conditions be?

ANSWER: ANSWER:
You absolutely should use the spare clip item in the core We deliberately did not include prices for bioroids
rules in Shadow of the Beanstalk. In addition, when or clones. Since both are arguably sapient as well as
buying a reload for a missile launchers, you should sentient beings, we felt doing so would come down
assume that a new missile for the Guided Missile on the side of them being a commodity for the play-
Launcher costs 1,000, and the micro-missile launcher’s ers (even though in the game world, they certainly are
missiles cost 100 each. treated as such). Therefore, the prices are to be set by
the GM. However, we can certainly offer some guid-
QUESTION: ance. Remember that androids are replacing human
workers in a lot of menial jobs, which means they are
Does broken ice reactivates automatically at the end of not so expensive as to be a novelty to the very wealthy.
the runner's next turn or does the Sysop needs to use However, they’re not cheap enough that everyone has
the Activate Program maneuver to reactivate ice? an android, either. Think about items in our modern
ANSWER: day world that seem similar (such as a good new car,
for example) and you’ll have a good starting point.
It reactivates automatically.

Developer questions
14 GENESYS
QUESTION: ANSWER:
I just had a question about stacking items that increase The limit should be determined by realistically what
encumbrance. For reference I'm mainly referring to page your character could wear. So a cross-body bag and
96 in Shadow Of The Beanstalk & the Cross-Body Bag, a modular backpack would be hard to combine, for
Load-Bearing Gear, Modular Backpack, and Utility Belt. example. But a utility belt and modular backpack make
Can all of these items be stacked, or is there some limit? a lot more sense!
18 encumbrance (before Brawn) seems really high.

EXPANDED PLAYER’S GUIDE


QUESTION:
On page 61 of the EPG, it says to use the rules on page
197 of the CRB to make planetary scale weapons. How-
ever, the weapon creation rules don't encompass dam-
age values of 1–3 nor does it have a price for strategic
range. How should we address this? Thanks!

ANSWER:
The additional cost for damage 1-3 should be 0. Use the
cost for extreme range for strategic range as well.

QUESTION:
The Intellect and Cunning values seem off on Table
II.2-1: Characteristic Arrays on page 75. Should the
Cunning Foe have higher Intellect and a low cunning?

ANSWER:
That is a mistake. All the Intellect and Cunning values
on that table should be swapped.

Developer questions
GENESYS 15

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