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2639070-BOOST 8 Environments Set Pieces Obstacles v2
2639070-BOOST 8 Environments Set Pieces Obstacles v2
#8: SETENVIRONMENTS
PIECES & OBSTACLES
A Community-sourced
BOOST content compendium
WHAT IS BOOST? WHAT’S IN THIS
elcome to BOOST, the Book Of Online Sourced
ISSUE?
Environmental Set Pieces provides a narrative stage,
W Triumphs! This community magazine is created
by and for the Genesys community. Organized and
which includes optional mechanics, suggestions for
dice results, and obstacles your players may encounter
operated through the Genesys Discord server, each issue
of BOOST focuses on a topic or theme chosen by the in that environment.
community. Once the topic is voted for and selected, Environmental Obstacles are challenges and condi‐
anyone and everyone is free to submit entries based on
tions that could apply in any environment.
the chosen topic. No entry is denied! (though all entries
are reviewed and discussed by fellow creators, friendly You can then drop any of these set pieces or obstacles
suggestions given if needed.) This issue presents into your game to challenge your players or make your
Environments: Set Pieces & Obstacles, a collection of
environmental set-pieces to use in your games. planned scenarios even more interesting. Read on, to
learn more!
Want to contribute to the next issue of BOOST? Join
the Genesys Discord community today!
BOOST
CONTENTS
Set Pieces Ruined Temple 18
Abandoned Mine 5 Seaside 19
Buried Ruins 6 Small Farm 21
Deep Forest 7 Twisted Alternate Dimension 22
Eldritch Otherworld 8 Underwater Volcano 23
Enchanting Starfield 9 Warehouse at the docks 24
Endless Sand Dunes 11 Environmental Obstacles
Icy Waters 12 Drenching Water 26
Illusory Grove 14 Explosive Barrels 27
Misty Graveyard 16 Gravity Distortion 27
Mushroom Forest 17 Steep Cliffside 29
EDITORS CONTRIBUTORS
Caleb “Cptn Smitty” Smith Caleb “Cptn Smitty” Smith
Giri Raman
COVER ART J. Scott Zumwalt
The Genesys Foundry Art Collection Matthew Steiner
Swordbreaker
Topsecret
This product was created under license. Genesys and its logo, and Genesys Foundry and its logo, are trademarks of Fantasy Flight Games in the
U.S.A. and other countries. All Fantasy Flight Games characters and character names, and the distinctive likenesses thereof, are trademarks of
Fantasy Flight Games. www.FantasyFlightGames.com.
This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with permission under the
Community Content Agreement for Genesys Foundry.
All other original material in this work is copyright 2022 by its respective author and published under the Community Content Agreement for
Genesys Foundry.
aaa or t The character uncovers a cache of unused blasting chemicals that may be harvested.
A network of wide tunnels makes for clear passage from one end of the location to the other, allowing the
t party to pass freely from room to room.
hh or d A minor collapse or shift of the ground creates difficult terrain in a medium area around the character.
A cave-in blocks the way the character(s) came through. See Cave-In special rules below.
hhh or d A cache of unused explosive materials ignites and explodes, immediately dealing 2 wounds to all within short range.
A pocket of hazardous gas erupts in a short range around the character. All living creatures within range
must make a Hard (kkk) Resilience check as an out-of-turn incidental or suffer 4 wounds. hhh
hhhh or d may be spent to disorient affected characters for the remainder of the encounter (or until the character is
healed). d can be spent to force the character to make the check again at the start of their next turn (or
after their next skill check, if not in a structured encounter).
A room begins to inexplicably fill with water, immediately turning the space into difficult terrain. PCs have
d only three rounds before the space is completely full.
Buried Ruins
By: Matthew Steiner
Either a booby trap goes off or something just finally gives way. The character must either spend a maneuver
hhhh or d to dodge whatever is happening (if they can still take maneuvers) or suffer 2 wounds and either become
prone or immobilized for 2 turns.
Deep Forest
By: DatMatt
aa or t Enhanced Cover
t Wildlife Interference
hh or d Enhanced Cover
Eldritch Otherworld
By: Swordbreaker
tt
The character is able to overcome their personal fears, and no longer adds jj due to fear checks they
make based on their fear motivation.
hh or d The path the character is traveling seemingly disappears, making them lose their way.
The character suffers an accident and hurts themself trying to traverse the terrain, suffering a Critical Injury.
hhh or d Upgrade the difficulty of any checks made to heal this injury once.
Increase the difficulty of the next fear check the character makes by one. If the character fails this check, the
d GM may apply this penalty until the character leaves the eldritch otherworld.
dd The character reduces their strain threshold by 2 until the end of the encounter.
Enchanting Starfield
By: Evan Koser
The Mind-Killer
When the party first arrives, set a timer between 5–10 minutes (given what you know about your own party’s
dynamic). When the time runs out, or after a PC makes a skill check (whichever comes first), have the party
roll an Easy (k) Discipline check (this could be a fear check if you’re using the rules found on page 243 of the
GENESYS Core Rulebook).
Failure leaves the PC startled and disoriented for the remainder of the scene (on top of the Astral Haze), while
success could translate to ignoring one of the environmental effects. You can refer to the table in this section
or in the GENESYS Core Rulebook for spending other results.
After the first check, reset the timer for an interval you’re comfortable with and repeat the process. Increase the
difficulty by one each time, to a maximum you feel is appropriate (though Daunting (kkkk) should suffice).
As the frightful overtones color the narrative, be sure to draw upon the characters’ Fear motivations for
inspiration about what PCs may see in the fog, or encounter in their mindscape. A t during this check
should allow a PC to avoid having to make these recurring checks.
aaa or t Overcome and ignore the penalties of the Astral Haze or the Astral Malaise special rules.
A flash-burst of light erupts in a short range radius around the PC. Characters in the area must make a Hard
(kkk) Resilience check or become blinded until the end of the scene (or the end of their next turn, if in a
d structured encounter). Blinded characters cannot see. Upgrade the difficulty of all checks twice, and upgrade
the difficulty of Perception and Vigilance checks three times.
A large amount of sand falls on the character’s opponent. They must succeed at an Average (kk)
Coordination check or become buried up to their chest, immobilizing them and requiring a Hard (kkk)
aaaa or t Athletics check to get out.
hhh or d An item left on the ground becomes buried by the shifting sands. It’s unlikely the character shall see it again.
hhhh or d Sunstroke
d Sandstorm
Icy Waters
By: Matthew Steiner
Illusory Grove
By Ryall Hyatt (OtO)
The character mistakenly thinks they have figured out the logic of the Grove, adding j to all allied
characters’ next skill check.
hh or d
Confusingly, the area around the character is now difficult terrain.
hhh or d The character immediately triggers a trap (see Traps special rules).
The character is separated from the rest of the party, requiring a successful Hard (kkk) Survival check to
hhhh or d reunite with their allies.
The character is overwhelmed by the Illusory Grove, and upgrades the difficulty of all Discipline and
d Vigilance checks they make while within the Grove.
Picking the lock that chains the fence closed Skullduggery Hard (kkk) hhh could be spent to make the chain rattle,
alerting anyone (or anything) inside the graveyard.
Daunting (kkkk) hh
could be spent to make the chain rattle, alerting
Break the chain locking the gate Athletics
anyone (or anything) inside the graveyard.
“Where’d It Go?!”: The active character drops a held item. Due to the darkness and fog, they cannot retrieve
hhh or d it until they succeed at an Average (kkjjj ) Perception check. Any active character can spend aaa
to find the dropped item.
Frightening Tombstone: The active character must make an Average (kk) fear check as an incidental, as
d per the fear rules on page 243 of the GENESYS Core Rulebook.
Overview Obstacles/Threats
S tems the size of tree trunks rise around you. Gigantic,
strangely-shaped caps block out the sunlight. The
ground is an uneven mesh of mycelium and fungus. A
Alien Terrain: The unusual environment of a gigan‐
tic mushroom forest may prove alien to even a skilled
survivalist. Add jj to all Survival checks made to
heavy, earthy scent hangs in the air as clouds of giant traverse the terrain, while any checks made to find
mushroom spores leave a thick haze that obscure what’s food or water is upgraded once to represent the pos‐
around the next bend. The mushroom forest is a strange sibility of the food or water being poisoned or pol‐
and alien environment, hostile and mysterious all at once. luted from toxic spores.
Spore Storm: At some point, a “spore storm” may con‐
Use this environment when... front the player characters; the thick clouds and layers
It may be an isolated valley in a fantasy setting, the of mushroom spores get whipped up in strong winds,
never-before-seen environment of an uncharted alien emulating a powerful dust storm. Aside from severely
planet, the byproduct of some apocalypse that has left limiting visibility to short range for everyone, all char‐
the world in ruins, or a strange dreamscape found by acters must make a Resilience check (with the diffi‐
delving into the minds of the sleeping. Characters may culty determined by the GM) to withstand the effects.
be in search of a rare ingredient of an alchemical con‐ Failure in this case may mean the characters get lost,
coction, or are trying to find the source of an ever ex‐ separated, or somebody starts to suffocate due to
panding colony of mushrooms before it consumes the inhaling too many spores.
entire region, making it uninhabitable.
Toxic Mists: The player characters might enter an area
that is toxic enough that some form of protection is
Lay of the Land required at all times, ranging from simple coverings to
Gigantic fungi cover the landscape in a dense, forest-like gas masks to fully sealed environmental suits. Immediate
thicket, perhaps stretching on for miles. Characters may or prolonged exposure may have characters suffer as if
have to travel between the trunks, though in some in‐ afflicted from a corrosive atmosphere with a rating of 6.
stances, the caps of gigantic mushrooms form walkable (page 111 of the GENESYS Core Rulebook).
pathways reaching high into the sky, with even larger
fungi standing above.
hh or d Unexpectedly slick terrain causes the character to fall prone and suffer 1 strain.
Seaside
By Topsecret
Use this environment when... Structure Ideas: Scaffolding, shack, lighthouse, pole
houses, research station, abandoned village.
Use the seaside environment when the PCs encounter
trouble near an ocean or large lake.
Special Rules
Lay of the Land Watch Your Step: Effects that cause characters to move
against their will can be very powerful in this setting. It
The seaside prominently features an ocean or lake. The
is important to let player characters know where they are
weather can vary from calm to fierce storms. Tidal
in relation to any cliffs. Any character that falls in a hole
waves may crash in, creating havoc for the characters
filled with water must spend a maneuver to escape it
engrossed in their own troubles. One or more struc‐
(similar to being prone). Falling off a cliff (intentional or
tures, as recommended in the Modification Suggestions,
not) could lead to falling damage. Being in the water can
can be placed about to create atmosphere as appropri‐
also risk a character being swept out to sea due to threat
ate. Fierce winds also can provide struggles. If the
(see Swim Harder).
seaside is rocky with cliffs surrounding it, small holes
and slick rock may make movement more difficult or Firm Hold: The character grabs an ally who is being
tense. Seaside is very flexible and can combine with swept out to sea or is hanging on the edge of a cliff and
certain other set pieces to make creative environments. narrowly pulls them to safety. The character must be
within reasonable (short) range to do this.
Modification Suggestions The Sea Calls: The character is inspired by the grandeur
Setback Ideas: Night cycle, water spray, slick rock, mist, and strength of the sea. They lose any prior penalties
wildlife interfering, waves. from fear of the water or sea for the remainder of the en‐
counter. They also upgrade the ability of checks made
Difficult Terrain Ideas: Holes in the rock filled with wa‐ while standing or swimming in the water once.
ter, slick rock, jagged rocks, walking near cliffs.
Sea Legs: This character no longer suffers difficult ter‐
Cover Ideas: Boulders, rocks, cliff angles, small depres‐ rain penalties from the water and may automatically suc‐
sions in the earth, trees, structures, ice formations. ceed at checks to swim in currents (see below for
examples of the normal penalties of water and currents.)
Sensing the danger, the character plants their feet firm on the rock, sand, or soil. Any attempt to force them
aa or t to move from their current position costs an additional a or h as appropriate.
Knock a target who is within short range from a cliff or hole in the rock over the edge. At the GM’s
aaaa or t discretion, this can be disallowed for particularly nimble or skilled combative characters.
The Sea Calls (see Special Rules)
t
Sea Legs (see Special Rules)
d Fierce winds force the character off a cliff ’s edge (see Don’t You Let Go! special rule below).
Overview 1 strain per round for 2 rounds and costs them one maneu‐
ver for those two rounds as they deal with the pesky critter.
aa or t Obnoxious Insects
t Fire!
hh or d Obnoxious Insects
hh or d Based on a twisted NPC in the scene, your character learns the Motivations of the real version of an NPC.
hhh or d A helpful and good version of a normally-unfriendly or even villainous NPC shows up to and is helpful for the PCs.
hhhh or d Your character’s future self appears in a mirror and hands them an item useful in this situation.
An alternate version of your character, who made very different life choices, joins the party for a while. To
generate them, they swap your character’s highest and lowest characteristics. They lose all ranks in your
d character’s highest ranked skill and gain 4 ranks in a different skill from their new highest characteristic. The
GM decides any ties.
aaa or t An unhelpful, evil version of a normally-friendly NPC shows up to make things worse for the PCs.
Your character sees their past self in desperate need through a mirror and is compelled to help them. Your
aaaa or t character must give them an item important to you or suffer 4 strain.
Your character is replaced by an alternate version of themself. See the rules in the Spending h and d
t section above for generating them, but instead of joining the party, they replace your character, and you play
them. At the end of the encounter, your normal character returns.
aa or t Panicked Animal
hh or d Panicked Animal
aa or t The cover the target is using becomes damaged and its effective Defense is reduced by 1.
The crane is activated, dropping the hook onto any target of your choice that is in the storage area. If the
t target is a minion group, one minion is immediately defeated. If the target is a rival or nemesis they are
knocked prone. (This may only occur once per encounter.)
dant water can cause slippery terrain and poor visibility. • Slippery When Wet: All attacks gain the Knock‐
down quality.
• Pouring Water: The raining water adds j for con‐ • Electrical Device/Wires: Using the Aim maneuver, a
cealment. character can make an attack targeting an electrical
device or exposed wires that is present in the en‐
• Dousing: Increase the difficulty of fire-based at‐ counter. If the attack succeeds, the electrical device or
tacks by 1 and the number of a required to acti‐ exposed wires electrocute the surrounding area and
vate the Blast quality by 1. The Burn quality all characters within short range of it, causing them to
cannot be activated. suffer 6 strain. t on this attack can be used to cause
an electrocuted character to suffer a Critical Injury.
Your character uses the slippery surroundings to their advantage, sliding to any spot within short range
aa or t as an incidental.
aaa or t The target drops a held item or weapon into the water, requiring two maneuvers to search for it and retrieve it.
A shot or strike hits something electrical, triggering the effect of Electrical Device/Wires short range
t from the target.
The target takes advantage of the momentum of the attack, sliding to any spot within short range as an
hh or d out-of-turn incidental.
The active character drops a held item or weapon into the water, requiring two maneuvers to search for
hhh or d it and retrieve it.
A shot or strike hits something electrical, triggering the effect of Electrical Device/Wires short range from
d the active character.
Gravity Distortion
By Giri Raman
aa or t Your character finds a favorable change in gravity allowing instant movement to anywhere within short range.
An item in the encounter selected by your character gets caught in a gravitation shift and moves one range
band in any direction.
aaa or t
Your character can change gravity flow to any direction until the end of their next turn.
Gravitation Surfing: Until the end of their next turn, your character ignores difficult terrain and can move
anywhere as if they could fly (hover, see page 100 of the Genesys Core Rulebook).
t
Your character can change the gravity direction to any direction they choose for the rest of the encounter.
h or d The active character becomes dizzy from gravitational shifts and is disoriented until the end of their next turn.
The active character accidentally makes a move maneuver as an incidental in a direction chosen by the GM.
hh or d
The active character treats all movement as difficult terrain until the end of their next turn.
The active character drops a held item or a weapon, which gets caught by gravity, and is sent flying in a
random direction.
hhh or d
The active character becomes stuck and immobilized until their next turn ends.
The active character falls, spiraling in a gravitational current up to a distance of long range. The character can
d attempt a Daunting (kkkk) Athletics check to desperately escape the deadly fall.
aa or t Gravitational distortion adds j to the next combat check against your character’s vehicle.
Ignore the effects of the Gravity Distortion until the active character’s next turn.
aaa or t
Gravity bends beam weapons, increasing their range by one range band until the active character’s next turn.
A gravitational burst moves the vehicle one range band in any direction as an out-of-turn incidental.
t
Dense Gravity: Gain a temporary shield of 5 hull trauma and 5 system strain. Any damage to the vehicle target these first.
hh or d Gravitation distorts the shields reducing their effectiveness by 1 until the end of the active character’s next turn.
Beams and objects are drawn to the vehicle, reducing the difficulty to hit the active character’s vehicle by one
hhh or d until the end of their next turn.
The active character’s vehicle suffers a minor collision.
d One vehicle component (see page 221 of the GENESYS Core Rulebook) becomes compromised. (This does
not count towards the vehicle’s accumulated Critical Hits.)
• Overhanging Ledges: A series of ledges lead to • Rockslide: A substantial portion of the cliff face
false paths and confusing dead ends when climb‐ comes loose and collapses, requiring a Hard
ing the cliff face. An Average (kk) Survival or (kkk) Coordination or Vigilance check to
Discipline check is required to avoid frustration. avoid a fall from short range (page 112 of the
GENESYS Core Rulebook). hh or d generated
Failure causes the character to suffer 2 strain, +1
per uncancelled h. on the check causes the character to be buried be‐
neath fallen debris and at risk of suffocation (page
• Sharp Rocks or Protruding Roots: A strata of the 112 of the GENESYS Core Rulebook). An Average
cliffside is riddled with volcanic stone, thorny vines, (kk) Athletics or Survival check is needed to
or sharp-edged roots. There are many hand and free a buried character.
aa or t The character finds a ledge that provides secure footing, upgrading their next check made to climb the cliffside.
aaa or t The character spots an easier path up the cliffside, allowing them to climb one range band as a maneuver.
The character centers themselves, reducing strain suffered from any cliffside hazard by 1 for the rest of the
t scene or encounter.
hh or d The cliff face around the character becomes unstable, upgrading the difficulty of the next check they make.
hhh or d The character slips and slides down the cliffside one range band.
The character hangs precariously from the cliff face, upgrading any combat checks that target them until the
d beginning of their next turn.
dd The character triggers a Rockslide (see Optional Special Rules above).