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CREDITS

Cover Art Graphic Design and Layout


Leonardo Da Vinci “Vetruvian Man” J Scott “DrainSmith” Zumwalt

Archetype Recalculations
c__beck

SOURCES LEGEND
CRB.........................................................................Genesys Core Rulebook SotB....................................................... Android: Shadow of the Beanstalk
MI......................................................................Mutant Invasion Card Pack SotC..........................................................Keyforge: Secrets of the Crucible
ROT................................................................................Realms of Terrinoth

Document Version 3.0.0


This is a fan publication and is not
produced by Fantasy Flight Games.
© 2017 Fantasy Flight Games. Genesys is a trademark of Fantasy Flight Games.
Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Games.

If you have problems, questions, or feedback about this document,


please contact me at reddit.com/u/Drainsmith or on Discord as DrainSmith#0001

Species study
ii GENESYS
Starting Experience The Intellectual
Some species have multiple starting experience 2 1 3 2 2 2
values. The values in the parenthesis are the Brawn Agility Intellect Cunning Willpower Presence

recalculated values based on the guidelines on


page 192 of the Genesys Core Rulebook. Archetype Abilities
• Starting Wound Threshold: 8 + Brawn

GENERIC HUMANS •


Starting Strain Threshold: 12 + Willpower
Starting Experience: 100 (85)
Starting Skills: An intellectual starts with one rank
The Aristocrat in Knowledge during character creation. They ob-
tain this rank before spending experience points,
1 2 2 2 2 3 and may not increase Knowledge above rank 2
Brawn Agility Intellect Cunning Willpower Presence during character creation.
• Brilliant!: Once per session, your character may
Archetype Abilities spend a Story Point as an incidental. If they do so,
during the next check they make during that turn,
• Starting Wound Threshold: 10 + Brawn
you count their ranks in the skill being used as equal
• Starting Strain Threshold: 10 + Willpower
to their Intellect.
• Starting Experience: 100 (95) Source: GCRB p. 38
• Starting Skills: An aristocrat starts with one rank
in Cool during character creation. They obtain this The Laborer
rank before spending experience points, and may
not increase Cool above rank 2 during character 3 2 2 2 1 2
creation. Brawn Agility Intellect Cunning Willpower Presence
• Forceful Personality: Once per session, your char-
acter may spend a Story Point as an incidental. If Archetype Abilities
they do so, during the next skill check they make
during that turn, your character doubles the strain • Starting Wound Threshold: 12 + Brawn
they inflict or the strain they heal (you choose be- • Starting Strain Threshold: 8 + Willpower
fore making the check). • Starting Experience: 100 (105)
Source: GCRB p. 39 • Starting Skills: A laborer starts with one rank in
Athletics during character creation. They obtain this
Average Human rank before spending experience points, and may
not increase Athletics above rank 2 during charac-
2 2 2 2 2 2 ter creation.
Brawn Agility Intellect Cunning Willpower Presence
• Tough as Nails: Once per session, your character
may spend a Story Point as an out-of-turn inciden-
Archetype Abilities tal immediately after suffering a Critical Injury and
determining the result. If they do so, they count the
• Starting Wound Threshold: 10 + Brawn
result rolled as “01.”
• Starting Strain Threshold: 10 + Willpower Source: GCRB p. 37
• Starting Experience: 110 (100)
• Starting Skills: An average human starts with one
rank in each of two different non-career skills at
character creation. They obtain this rank before
spending experience points, and these skills may
not be increased higher than rank 2 during charac-
ter creation.
• Ready For Anything: Once per session as an out-of-
turn incidental, you may move one Story Point from
the Game Master’s pool to the players’ pool.
Source: GCRB p. 36

Species Study
GENESYS 1
FANTASY
• Claws: Catfolk possess sharp, retractable claws and
may choose to attack with the following weapon
pro-file: (Brawl; Damage +1; Critical 3; Range [En-
gaged]; Vicious 1).
Broken Plains Orc • Fleet of Paw: Catfolk can perform a second ma-
neuver to move without suffering strain. They still
3 2 2 2 2 1 cannot exceed the limitation of two maneuvers in
Brawn Agility Intellect Cunning Willpower Presence
a turn.
Source: ROT p. 68
Archetype Abilities
Elf
• Starting Wound Threshold: 12 + Brawn
• Starting Strain Threshold: 8 + Willpower 2 3 2 2 1 2
• Starting Experience: 100 (105) Brawn Agility Intellect Cunning Willpower Presence
• Starting Skills: Broken Plains Orcs begin with one
rank in Coercion. You still cannot train their Coer- Archetype Abilities
cion above rank 2 during character creation.
• Battle Rage: When making a melee attack, an orc • Starting Wound Threshold: 9 + Brawn
can choose to add j to the check to add +2 to the • Starting Strain Threshold: 10 + Willpower
damage dealt by one hit of that attack. • Starting Experience: 90
Source: ROT p. 67 • Starting Skills: Elves begin with one rank in Percep-
tion. You still cannot train their Perception above
Burrow Gnome rank 2 during character creation.
• Nimble: Elf characters have a melee and ranged de-
1 2 2 3 1 3 fense of 1.
Brawn Agility Intellect Cunning Willpower Presence Source: GCRB p. 142

Archetype Abilities Deep Elf


• Starting Wound Threshold: 6 + Brawn 2 3 2 2 1 2
• Starting Strain Threshold: 11 + Willpower Brawn Agility Intellect Cunning Willpower Presence
• Starting Experience: 90 (95)
• Small: Gnomes are silhouette 0. Archetype Abilities
• Starting Skills: Burrow Gnomes begin with one
rank in Charm and one rank in Resilience. You still • Starting Wound Threshold: 9 + Brawn
cannot train their Charm or Resilience above rank 2 • Starting Strain Threshold: 10 + Willpower
during character creation. • Starting Experience: 90 (85)
• Militia Training: Burrow Gnomes add j to all • Starting Skills: Deep Elves begin with one rank in
combat checks that target characters who have a Discipline. You still cannot train their Discipline
larger silhouette than they do. above rank 2 during character creation.
Source: ROT p. 69 • Ynfernael Lore: Deep Elves gain Knowledge (For-
bidden) as a career skill and begin with two ranks in
Catfolk Knowledge (Forbidden). You still cannot train their
Knowledge (Forbidden) above rank 2 during char-
2 2 1 3 2 2 acter creation.
Brawn Agility Intellect Cunning Willpower Presence Source: ROT p. 63

Archetype Abilities
• Starting Wound Threshold: 9 + Brawn
• Starting Strain Threshold: 8 + Willpower
• Starting Experience: 90 (105)
• Starting Skills: Catfolk begin with one rank in
Perception. You still cannot train their Perception
above rank 2 during character creation.

Species study
2 GENESYS
Dunwarr Dwarf • Starting Skills: Free Cities Elves begin with one rank
in Streetwise. You still cannot train their Streetwise
2 1 2 2 3 2 above rank 2 during character creation.
Brawn Agility Intellect Cunning Willpower Presence
• Nimble: Free Cities Elves have a melee and ranged
defense of 1.
Source: ROT p. 63
Archetype Abilities
• Starting Wound Threshold: 11 + Brawn Forge Dwarf
• Starting Strain Threshold: 10 + Willpower 1
2 2 2 3 2
• Starting Experience: 90
Brawn Agility Intellect Cunning Willpower Presence
• Starting Skills: Dunwarr Dwarves begin with one
rank in Resilience. You still cannot train their Resil-
ience above rank 2 during character creation. Archetype Abilities
• Dark Vision: When making skill checks, dwarves • Starting Wound Threshold: 11 + Brawn
remove up to jj imposed due to darkness. • Starting Strain Threshold: 10 + Willpower
• Tough as Nails: Once per session, a dwarf character • Starting Experience: 90
may spend a Story Point as an out-of-turn inciden- • Starting Skills: Forge Dwarves begin with one rank
tal immediately after suffering a Critical Injury and in Negotiation. You still cannot train their Negotia-
determining the result. If they do so, they count the tion above rank 2 during character creation.
result rolled as “01.” • Stubborn: Forge Dwarves add j to social skill
Source: ROT p. 64
checks targeting them.
Dwarf • Tough as Nails: Once per session, a dwarf character
may spend a Story Point as an out-of-turn inciden-
2 1 2 2 3 2 tal immediately after suffering a Critical Injury and
Brawn Agility Intellect Cunning Willpower Presence
determining the result. If they do so, they count the
result rolled as “01.”
Source: ROT p. 65
Archetype Abilities
• Starting Wound Threshold: 11 + Brawn Half-Catfolk
• Starting Strain Threshold: 10 + Willpower 2
2 2 2 2 2
• Starting Experience: 90
Brawn Agility Intellect Cunning Willpower Presence
• Starting Skills: Dwarves begin with one rank in Re-
silience. You still cannot train their Resilience above
rank 2 during character creation. Archetype Abilities
• Dark Vision: When making skill checks, dwarves • Starting Wound Threshold: 10 + Brawn
remove up to jj imposed due to darkness. • Starting Strain Threshold: 9 + Willpower
• Tough as Nails: Once per session, a dwarf character • Starting Experience: 100 (110)
may spend a Story Point as an out-of-turn inciden- • Starting Skills: Half-Catfolk begin with one rank in
tal immediately after suffering a Critical Injury and Cool. You still cannot train their Cool above rank 2
determining the result. If they do so, they count the during character creation.
result rolled as “01.” • Catfolk Ancestry: Half-Catfolk choose either the
Source: GCRB p. 142
Claws or Fleet of Paw special ability from the Cat-
Free Cities Elf folk entry.
Source: ROT p. 68

2 3 2 2 1 2
Brawn Agility Intellect Cunning Willpower Presence

Archetype Abilities
• Starting Wound Threshold: 9 + Brawn
• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 90

Species Study
GENESYS 3
Highborn Elf Lowborn Elf
2 3 2 2 1 2 2 3 2 2 1 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Archetype Abilities Archetype Abilities


• Starting Wound Threshold: 9 + Brawn • Starting Wound Threshold: 9 + Brawn
• Starting Strain Threshold: 10 + Willpower • Starting Strain Threshold: 10 + Willpower
• Starting Experience: 90 • Starting Experience: 90
• Starting Skills: Highborn Elves begin with one rank • Starting Skills: Lowborn Elves begin with one rank
in Negotiation. You still cannot train their Negotia- in Survival. You still cannot train their Survival
tion above rank 2 during character creation. above rank 2 during character creation.
• Empyrean Magic: Highborn Elves gain Divine as a • Nimble: Elf characters have a melee and ranged de-
career skill and begin with one rank in Divine. You fense of 1.
still cannot train their Divine above rank 2 during Source: ROT p. 63
character creation.
Source: ROT p. 63 Stone-Dweller Orc
Human 3 2 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
Archetype Abilities
• Starting Wound Threshold: 12 + Brawn
Archetype Abilities
• Starting Strain Threshold: 8 + Willpower
• Starting Wound Threshold: 10 + Brawn • Starting Experience: 100 (105)
• Starting Strain Threshold: 10 + Willpower • Starting Skills: Stone-Dweller Orcs begin with one
• Starting Experience: 110 (100) rank in Cool. You still cannot train their Cool above
• Starting Skills: An average human starts with one rank 2 during character creation.
rank in each of two different non-career skills at • Hot Tempered: While a Stone-Dweller Orc’s strain
character creation. They obtain this rank before exceeds half of their strain threshold, they add jj
spending experience points, and these skills may to all social skill checks and add 1 to the damage of
not be increased higher than rank 2 during charac- one hit of each melee attack they make.
ter creation. Source: ROT p. 67
• Ready For Anything: Once per session as an out-of-
turn incidental, you may move one Story Point from Sunderlands Orc
the Game Master’s pool to the players’ pool.
Source: ROT p. 60 3 2 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence

Archetype Abilities
• Starting Wound Threshold: 12 + Brawn
• Starting Strain Threshold: 8 + Willpower
• Starting Experience: 100 (105)
• Starting Skills: Sunderlands Orcs begin with one
rank in Alchemy. You still cannot train their Alche-
my above rank 2 during character creation.
• Tenacious: After a Sunderlands Orc hits a charac-
ter with a successful combat check, they add j to
combat checks targeting the same character until
the end of the encounter.
Source: ROT p. 67

Species study
4 GENESYS
Orc
3 2 2 2 2 1
STEAMPUNK
Brawn Agility Intellect Cunning Willpower Presence Mongrel
Archetype Abilities 2 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
• Starting Wound Threshold: 12 + Brawn
• Starting Strain Threshold: 8 + Willpower
• Starting Experience: 100 (105)
Archetype Abilities
• Starting Skills: Orcs begin with one rank in Co- • Starting Wound Threshold: 10 + Brawn
ercion. You still cannot train their Coercion above • Starting Strain Threshold: 8 + Willpower
rank 2 during character creation. • Starting Experience: 100
• Battle Rage: When making a melee attack, an orc • Starting Skills: Mongrels begin with one rank in
can choose to add j to the check to add +2 to the Discipline. You still can’t train their Discipline
damage dealt by one hit of that attack. above rank 2 during character creation.
Source: GCRB p. 143
• The Beast Within: Mongrels generally look just like
any other human. However, when your character is
Wanderer Gnome incapacitated due to exceeding their strain thresh-
old while in human form, they undergo the follow-
1 2 2 3 1 3 ing change as an out-of-turn incidental. They heal
Brawn Agility Intellect Cunning Willpower Presence
all strain; increase their Brawn and Agility by one,
to a maximum of 5; and reduce their Intellect and
Archetype Abilities Willpower by one to a minimum of 1. They deal +1
• Starting Wound Threshold: 6 + Brawn damage when making unarmed attacks, and their
unarmed attacks have a Crit rating of 3. In addition,
• Starting Strain Threshold: 11 + Willpower
their jaws elongate into muzzles, their hair thickens
• Starting Experience: 90 (95) and they grow more all over their bodies, and their
• Small: Gnomes are silhouette 0. eyes become those of a hunting cat or wolf. Your
• Starting Skills: Wanderer Gnomes begin with one GM should ensure that NPCs react appropriately to
rank in Charm and one rank in Stealth. You still this (at the very least, upgrading the difficulty of all
cannot train their Charm or Stealth above rank 2 social skill checks twice). Your character reverts to
during character creation. human form after eight hours, or if they are inca-
• Tricksy: Once per encounter during their turn, a pacitated (by exceeding either their wound thresh-
Wanderer Gnome may use this ability and spend a old or their strain threshold).
Story Point to produce a previously undocument- • The Human Spirit: Once per session, your charac-
ed small item (encumbrance 1 or less) with a rarity ter may make a Hard (kkk) Discipline check as
no greater than 4 from a pocket, bag, pouch, nearby an out-of-turn incidental. If they succeed, they may
windowsill, passing cart, or other convenient loca- either trigger The Beast Within or avoid triggering it
tion—even if there is no logical explanation for the when they exceed their strain threshold.
item’s presence. This item cannot be a weapon un- Source: GCRB p. 152
less the weapon has the Limited Ammo 1 quality.
Source: ROT p. 69

Species Study
GENESYS 5
Revenant • Always Comes Out on Top: Once per session, after
an elf makes a check or is the target of a check, you
3 2 2 2 2 1 may spend one Story Point to cancel t or d from
the result.
Brawn Agility Intellect Cunning Willpower Presence
Source: SotC p. 25

Archetype Abilities Giant


• Starting Wound Threshold: 11 + Brawn 2
3 1 2 2 2
• Starting Strain Threshold: 9 + Willpower
Brawn Agility Intellect Cunning Willpower Presence
• Starting Experience: 90
• Starting Skills: Revenants begin with one rank in
Coercion. You still can’t train their Coercion above
Archetype Abilities
rank 2 during character creation. • Starting Wound Threshold: 12 + Brawn
• Reanimated: As reanimated corpses, revenants • Starting Strain Threshold: 8 + Willpower
have several quirks, some beneficial and some det- • Starting Experience: 90
rimental. Your character does not recover wounds • Starting Skills: A giant starts with one rank in
through natural rest, but they add jj to any Med- Knowledge (Culture), plus one rank in Melee or two
icine checks to heal them (they don’t flinch). Your ranks in Resilience. They obtain these ranks before
character also cannot be affected by poisons (al- spending experience points, and these skills may
though they must be wary of insects and carrion not be increased higher than rank 2 during charac-
feeders trying to make a meal from or to nest on ter creation.
their bodies). As with mongrels, your GM should • Size Matters: A giant is silhouette 2 and increases
ensure that NPCs react appropriately if they are their encumbrance threshold by 2.
aware of your character’s condition (at the very
• Mighty Roar (and Mightier Breath): When an en-
least, upgrading the difficulty of your character’s so-
gaged opponent makes a check targeting a giant,
cial skill checks twice). Also, perfume is a good idea.
as an out-of-turn incidental the giant may suffer 2
Lots of perfume.
strain and add jj to the dice pool.
• Dead Nerves: Your character removes jj added Source: SotC p. 26
to any checks they make due to fatigue or injuries
(including Critical Injuries). Goblin
Source: GCRB p. 152
1 2 3 3 2 1

SCIENCE FANTASY Brawn Agility

Archetype Abilities
Intellect Cunning Willpower Presence

Elf • Starting Wound Threshold: 8 + Brawn


• Starting Strain Threshold: 10 + Willpower
1 2 2 3 2 2 • Starting Experience: 95
Brawn Agility Intellect Cunning Willpower Presence
• Starting Skills: A goblin starts with one rank in
either Mechanics or Skulduggery. They obtain this
Archetype Abilities rank before spending experience points, and these
• Starting Wound Threshold: 8 + Brawn skills may not be increased higher than rank 2
• Starting Strain Threshold: 12 + Willpower during character creation.
• Starting Experience: 95 • More Upset than Injured: Once per session when a
goblin suffers wounds, you may spend a Story Point
• Starting Skills: An elf starts with one rank in
to convert any number of those wounds to half that
Knowledge (Culture) and one rank in either De-
number of strain.
ception or Stealth. They obtain these ranks before
Source: SotC p. 27
spending experience points, and these skills may
not be increased higher than rank 2 during charac-
ter creation.

Species study
6 GENESYS
Human Martian Soldier
2 2 2 2 2 2 1 3 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Archetype Abilities Archetype Abilities


• Starting Wound Threshold: 10 + Brawn • Starting Wound Threshold: 8 + Brawn
• Starting Strain Threshold: 10 + Willpower • Starting Strain Threshold: 8 + Willpower
• Starting Experience: 110 (100) • Starting Experience: 110
• Starting Skills: A human starts with one rank in • Starting Skills: A Martian Soldier starts with one
each of two different non-career skills at character rank in Ranged or two ranks in Operating or two
creation. They obtain these ranks before spending ranks in Piloting. They obtain this rank before
experience points, and these skills may not be in- spending experience points, and these skills may
creased higher than rank 2 during character cre- not be increased higher than rank 2 during charac-
ation. ter creation.
• Ready For Anything: Once per session as an out-of- • Size Doesn’t Matter: A Martian Soldier is silhouette
turn incidental, you may move one Story Point from 0.
the Game Master’s pool to the players’ pool. • Zap! Zap! Zap!: As an out-of-turn incidental, a
Source: SotC p. 28 Martian Soldier may spend t from their check to
determine Initiative to ready a Ranged weapon and
Krxix then use that weapon to make a Ranged combat
check with the difficulty upgraded once.
2 2 2 1 2 3 Source: SotC p. 30
Brawn Agility Intellect Cunning Willpower Presence
Martian Elder
Archetype Abilities
1 1 3 2 3 2
• Starting Wound Threshold: 9 + Brawn Brawn Agility Intellect Cunning Willpower Presence
• Starting Strain Threshold: 9 + Willpower
• Starting Experience: 90 Archetype Abilities
• Starting Skills: A krix starts with one rank in both
Charm and Negotiation. They obtain this rank be- • Starting Wound Threshold: 7 + Brawn
fore spending experience points, and these skills • Starting Strain Threshold: 11 + Willpower
may not be increased higher than rank 2 during • Starting Experience: 95
character creation. • Starting Skills: A Martian Elder starts with one
• Extra Limbs: A krxis can perform a second ma- rank in Knowledge (Culture), and either one rank
neuver during their turn without suffering strain or in Discipline or two ranks in Knowledge (Science).
giving up their action, but they can never perform They obtain this rank before spending experience
more than two maneuvers during their turn. points, and these skills may not be increased higher
• What They Meant to Say: Once per session after a than rank 2 during character creation.
krxix or an ally makes a social skill check, you may • All Part of My Scheme!: Once per session, when a
spend one Story Point to convert d to h. Martian Elder makes a check you may spend a Story
Source: SotC p. 29 Point to add lll to the check. The Martian El-
der must explain how that check is essential to their
latest convoluted plot.
Source: SotC p. 31

Species Study
GENESYS 7
Phyll robot may train one rank in six of the eight career
skills (instead of the usual four).
2 2 2 2 2 2 • Glories of Metal: Robots do not need to eat, sleep,
Brawn Agility Intellect Cunning Willpower Presence
or breathe, and are unaffected by toxins and poisons.
They do not reduce their strain threshold when they
receive cybernetics (the cybernetics can represent
Archetype Abilities upgraded mechanical components instead of true
• Starting Wound Threshold: 11 + Brawn cybernetics).
• Starting Strain Threshold: 10 + Willpower • Inorganic: Since robots are inorganic, they don’t
• Starting Experience: 100 gain the benefits of having wounds healed with a
• Starting Skills: A phyll starts with one rank in Sur- Medicine check (though the heal-x gear item from
vival or Resilience. They obtain these ranks before page 149 also works on them). Robots can heal
spending experience points, and these skills may wounds and strain naturally by resting, as their sys-
not be increased higher than rank 2 during charac- tems attempt self-repairs. Robots can also be healed
ter creation. by using the Mechanics skill instead of the Medicine
skill but otherwise following the rules in the Medi-
• Perennial Survivor: When a phyll suffers a Critical
cal Care section on page 116 of the Genesys Core
Injury, they only add +5 to the results for each Crit-
Rulebook. A robot also increases its soak by one.
ical injury they are currently suffering from, rather Source: SotC p. 33
than +10. They also ignore the effects of the Vicious
quality when hit by an attack. Saurian
Source: SotC p. 32

Proximan 3 2 3 1 2 1
Brawn Agility Intellect Cunning Willpower Presence

1 2 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence Archetype Abilities
• Starting Wound Threshold: 11 + Brawn
Archetype Abilities • Starting Strain Threshold: 10 + Willpower
• Starting Wound Threshold: 10 + Brawn • Starting Experience: 85
• Starting Strain Threshold: 10 + Willpower • Starting Skills: A saurian starts with one rank each
• Starting Experience: 100 in Knowledge (Culture), Knowledge (Crucible), and
Resilience. They obtain these ranks before spending
• Starting Skills: A proximan starts with one rank in
experience points, and these skills may not be in-
Stealth or Vigilance. They obtain these ranks before
creased higher than rank 2 during character cre-
spending experience points, and these skills may
ation.
not be increased higher than rank 2 during charac-
ter creation. • Evolved Arrogance: Once per session, when a sau-
rian makes a successful opposed check, you may
• Predatory Detection: Once per encounter, a proxi-
spend a Story Point to have the saurian heal all
man may spend 2 strain to add s to the result of a
strain they are currently suffering.
Perception or Survival check they make. Source: SotC p. 34
Source: MI #2

Robot
1 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence

Archetype Abilities
• Starting Wound Threshold: 10 + Brawn
• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 175
• Initial Programming: After selecting their career, a

Species study
8 GENESYS
Spirit
1 2 2 2 3 2
SCIENCE FICTION
Brawn Agility Intellect Cunning Willpower Presence Bioroid
Archetype Abilities 3 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
• Starting Wound Threshold: 7 + Brawn
• Starting Strain Threshold: 12 + Willpower
• Starting Experience: 90
Archetype Abilities
• Starting Skills: A spirit starts with one rank in ei- • Starting Wound Threshold: 11 + Brawn
ther Discipline or Perception. They obtain these • Starting Strain Threshold: 8 + Willpower
ranks before spending experience points, and these • Starting Experience: 155 (190)
skills may not be increased higher than rank 2 • Special Abilities: Bioroids do not need to eat, sleep,
during character creation. or breathe, and are unaffected by toxins and poisons.
• Incorporeal: Your character lacks corporeal pres- Bioroids do not reduce their strain threshold when
ence. When your character makes Brawn- or Agil- they receive cybernetics (in the case of bioroids,
ity-based checks, increase the difficulty by two. the cybernetics can represent upgraded mechanical
When a corporeal character makes a Brawn- or components instead of true cybernetics).
Agility-based check targeting your character, in- • Inorganic: Since bioroids are inorganic, they do not
crease the difficulty by two. Your character increases gain the benefits of healing wounds with painkillers
their soak by their Willpower (in addition to their or a Medicine check. Bioroids can heal wounds and
Brawn). Your character can move through most strain naturally by resting, as their systems attempt
mundane types of difficult and impassible terrain self-repairs. Bioroids can also be “healed” by using
without penalty (but cannot stop inside solid sur- the Mechanics skill instead of the Medicine skill, but
faces). None of the preceding effects of this rule ap- otherwise following the guidelines detailed on page
ply while your character is wearing armor. In addi- 116.
tion, your character does not need to eat, breathe, Source: GCRB p. 174
or sleep.
Source: SotC p. 35 Bioroid
Sylicate 3 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
3 1 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
Archetype Abilities
Archetype Abilities • Starting Wound Threshold: 11 + Brawn
• Starting Strain Threshold: 8 + Willpower
• Starting Wound Threshold: 11 + Brawn
• Starting Experience: 170 (190)
• Starting Strain Threshold: 10 + Willpower
• Special Abilities: Bioroids do not need to eat, sleep,
• Starting Experience: 95 or breathe, and are unaffected by toxins and poisons.
• Starting Skills: A sylicate starts with one rank in They do not reduce their strain threshold when they
each in Knowledge (Culture), Cool, and Survival. receive cybernetics (cybernetics represent upgraded
They obtain these ranks before spending experience mechanical components instead of true cybernet-
points, and these skills may not be increased higher ics).
than rank 2 during character creation. • Inorganic: Since bioroids are inorganic, they do not
• Tough as Rock: Decrease the difficulty to heal any gain the benefits of healing wounds with slap patch-
Critical Injuries a sylicate is suffer from by one es (painkillers) or a Medicine check. Bioroids can
(Hard becomes Average, Average becomes Easy, and heal wounds and strain naturally by resting, as their
so on). A sylicate doesn’t suffer the normal penal- systems attempt self-repairs. Bioroids can also be
ties for making a Medicine check to heal their own “healed” by using the Mechanics skill instead of the
wounds or Critical Injuries. Medicine skill, but otherwise following the rules in
Source: SotC p. 36
the Medical Care section on page 116 of the Genesys
Core Rulebook.
Source: SotB p. 26

Species Study
GENESYS 9
Clone higher than rank 2 during character creation.
• Adjusted to Cybernetics: Once per session as an
2 2 2 2 2 2 out-of-turn incidental, you may spend a Story Point
Brawn Agility Intellect Cunning Willpower Presence
to have your character heal strain equal to their
number of cybernetics.
• Cyborg: Your character begins play with one cy-
Archetype Abilities bernetic (see SotB p. 104) that costs a total of 1,000
• Starting Wound Threshold: 11 + Brawn credits or less. They do not need to make any check
• Starting Strain Threshold: 10 + Willpower to install this cybernetic, and they do not decrease
• Starting Experience: 80 their strain threshold because of this cybernetic (but
• Starting Skills: You may select two skills when cre- will decrease their strain threshold as normal if they
ating a clone character. Your clone character starts get any future cybernetics).
Source: SotB p. 28
play with two ranks in each of these skills. You still
can’t train their skills above rank 2 during character G-Mod
creation.
• A Face in a Crowd: Characters add j to any checks 2 2 3 2 1 2
they make to pick a clone out in a crowd. Clones Brawn Agility Intellect Cunning Willpower Presence
also add j to social skill checks they make when
interacting with people who don’t know the specific
clone. Archetype Abilities
Source: GCRB p. 174 • Starting Wound Threshold: 11 + Brawn
• Starting Strain Threshold: 11 + Willpower
Clone • Starting Experience: 90 (85)
2 2 2 2 2 2 • Starting Skills: A g-mod starts with one rank in Re-
Brawn Agility Intellect Cunning Willpower Presence
silience. They obtain this rank before spending ex-
perience points, and this skill may not be increased
higher than rank 2 during character creation.
Archetype Abilities • Enhanced Genetic Modifications: Once per ses-
• Starting Wound Threshold: 9 + Brawn sion when your character uses one of their g-mods
• Starting Strain Threshold: 9 + Willpower to modify a check, you may spend a Story Point to
• Starting Experience: 85 add s equal to your character’s ranks in Resilience
• Starting Skills: A clone starts with two ranks in to the results (in addition to any other affects the
each of two different skills at character creation. g-mod has).
They obtain these ranks before spending experience • G-mod: Your character begins play with one g-mod
points, and these skills may not be increased higher (see SotB p. 106) that costs a total of 1,000 credits or
than rank 2 during character creation. less. They do not need to make any check to assim-
• Underestimated: When making an opposed check, ilate this g-mod.
clones add a to the results. Source: SotB p. 29
Source: SotB p. 27

Cyborg
3 2 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence

Archetype Abilities
• Starting Wound Threshold: 11 + Brawn
• Starting Strain Threshold: 8 + Willpower
• Starting Experience: 100 (105)
• Starting Skills: A cyborg starts with one rank in Me-
chanics. They obtain this rank before spending ex-
perience points, and this skill may not be increased

Species study
10 GENESYS
Loonie
1 3 2 2 2 2
SPACE OPERA
Brawn Agility Intellect Cunning Willpower Presence Animalistic Alien
Archetype Abilities 3 3 2 2 1 2
Brawn Agility Intellect Cunning Willpower Presence
• Starting Wound Threshold: 9 + Brawn
• Starting Strain Threshold: 11 + Willpower
• Starting Experience: 100 (90)
Archetype Abilities
• Starting Skills: A Loonie starts with one rank in • Starting Wound Threshold: 10 + Brawn
Coordination. They obtain this rank before spend- • Starting Strain Threshold: 8 + Willpower
ing experience points, and this skill may not be • Starting Experience: 80
increased higher than rank 2 during character cre- • Starting Skills: An animalistic alien starts with
ation. one rank in Athletics, Coordination, or Resilience
• Zero-G Adept: A Loonie does not count zero-grav- during character creation. You still can’t train their
ity environments as difficult terrain. skills above rank 2 during character creation.
• Resourceful: Once per session after making a skill • Natural Weapons: An animalistic alien adds +2
check, you may spend a Story Point to have your damage to any Brawl combat checks they make.
character reroll up to two dice in the pool. Their Brawl combat checks also gain the Vicious 1
Source: SotB p. 30 quality or increase an existing Vicious quality by
one.
Natural Source: GCRB p. 182

2 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

Archetype Abilities
• Starting Wound Threshold: 10 + Brawn
• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 120 (100)
• Starting Skills: A natural starts with one rank in
each of two different non-career skills at character
creation. They obtain this rank before spending
experience points, and these skills may not be in-
creased higher than rank 2 during character cre-
ation.
• Ready For Anything: Once per session as an out-of-
turn incidental, you may move one Story Point from
the Game Master’s pool to the players’ pool.
Source: SotB p. 25

Species Study
GENESYS 11
Psionic (the cybernetics can represent upgraded mechani-
cal components instead of true cybernetics).
2 2 2 2 3 1 • Networked Intelligence: A robot adds automatic
Brawn Agility Intellect Cunning Willpower Presence
s to its Intellect- and Willpower-based checks for
each other friendly character of the same species
within medium range—to a maximum of sss.
Archetype Abilities • Inorganic: Since robots are inorganic, they do not
• Starting Wound Threshold: 7 + Brawn gain the benefits of recovering wounds with pain-
• Starting Strain Threshold: 11 + Willpower killers or a Medicine check. Robots can recover
• Starting Experience: 70 (100) wounds and strain naturally by resting, as their
• Mind Reader: As an action, a psionic may make systems attempt self-repairs. Robots can also be
an opposed Discipline versus Discipline check tar- “healed” by using the Mechanics skill instead of the
geting one living creature within medium range. If Medicine skill, but otherwise following the guide-
the check succeeds, the psionic knows the target’s lines detailed on page 116. A robot also increases its
current thoughts and emotional state. aaa or t soak by one.
Source: GCRB p. 183
may be spent to discover other thoughts or memo-
ries, at your GM’s discretion. Vanguard
• Mind Shaper: As an action, a psionic may make an
opposed Discipline versus Vigilance check target- 2 2 2 1 2 3
ing one living creature within medium range. If the Brawn Agility Intellect Cunning Willpower Presence
check succeeds, the psionic may cause the target to
adopt an emotional state of the psionic’s choice for
the next minute (or one round of structured time). Archetype Abilities
a or t may be spent to increase the duration by one • Starting Wound Threshold: 9 + Brawn
round (and may be spent multiple times). However, • Starting Strain Threshold: 9 + Willpower
if the check fails or generates hhh or d, the target • Starting Experience: 100
realizes their emotions are being manipulated.
• Starting Skills: A vanguard starts with one rank in
• Mind Breaker: As an action, a psionic may make Knowledge during character creation. You still can’t
an opposed Discipline versus Resilience check tar- train Knowledge above rank 2 during character cre-
geting one living creature within medium range. If ation.
the check succeeds, the psionic causes the target to
• Space Is Our Birthright: A vanguard adds auto-
suffer 1 strain, plus 1 additional strain per ss gen-
matic a to the results of any Astrocartography or
erated on the check. aaa or t may be spent to
Knowledge checks they make.
cause the target to suffer 1 wound as well.
Source: GCRB p. 182 • High Tech Baubles: A vanguard starts the game
with an additional 500 credits’ worth of starting
Robot gear (this is in addition to their normal starting gear
allowance).
1 1 1 1 1 1 Source: GCRB p. 183
Brawn Agility Intellect Cunning Willpower Presence

Archetype Abilities
• Starting Wound Threshold: 10 + Brawn
• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 175 (200)
• Starting Skills: After selecting their career, your ro-
bot character may train one rank in six of the eight
career skills (instead of the usual four).
• Special Abilities: Robots do not need to eat, sleep, or
breathe, and are unaffected by toxins and poisons. If
you are using the cybernetics rules from the science
fiction setting (see page 177), robots do not reduce
their strain threshold when they receive cybernetics

Species study
12 GENESYS
APPENDIX I
Bioroid (-10XP): Bioroids do not need to eat, sleep,
Experience Point Values or breathe, and are unaffected by toxins and poisons.
The experience point values given are the best guess Bioroids do not reduce their strain threshold when they
based on the information available starting on page 192 receive cybernetics (in the case of bioroids, the cyber-
of the Genesys Core Rulebook. These values are a guide- netics can represent upgraded mechanical components
lines only and should not be construed as absolute. XP instead of true cybernetics).
values of 2.5 mean that the ability should be considered 0 Brilliant! (-5XP): Once per session, your character may
for the final species XP total but can be offset by a change spend a Story Point as an incidental. If they do so, during
of 1 in a wound threshold. the next check they make during that turn, you count
their ranks in the skill being used as equal to their In-

Species Abilities
Adjusted to Cybernetics (2.5XP): Once per session as
tellect.
Catfolk Ancestry (-5XP): Half-Catfolk choose either
the Claws or Fleet of Paw special ability from the Catfolk
an out-of-turn incidental, you may spend a Story Point entry.
to have your character heal strain equal to their number Claws (-5XP): Catfolk possess sharp, retractable claws
of cybernetics. and may choose to attack with the following weapon
All Part of My Scheme!: Once per session, when a Mar- pro-file: (Brawl; Damage +1; Critical 3; Range [En-
tian Elder makes a check you may spend a Story Point gaged]; Vicious 1).
to add lll to the check. The Martian Elder must Cyborg (-5XP): Your character begins play with one cy-
explain how that check is essential to their latest convo- bernetic (see SotB p. 104) that costs a total of 1,000 cred-
luted plot. its or less. They do not need to make any check to install
Always Comes Out on Top: Once per session, after an elf this cybernetic, and they do not decrease their strain
makes a check or is the target of a check, you may spend threshold because of this cybernetic (but will decrease
one Story Point to cancel t or d from the result. their strain threshold as normal if they get any future
cybernetics).
A Face in a Crowd (-5XP): Characters add j to any
checks they make to pick a clone out in a crowd. Clones Dark Vision (-5XP): When making skill checks, dwarves
also add j to social skill checks they make when inter- remove up to jj imposed due to darkness.
acting with people who don’t know the specific clone. Dead Nerves: Your character removes jj added to any
Battle Rage (-5XP): When making a melee attack, an orc checks they make due to fatigue or injuries (including
can choose to add j to the check to add +2 to the dam- Critical Injuries).
age dealt by one hit of that attack. Empyrean Magic (-10XP): Highborn Elves gain Divine
The Beast Within (-5XP): Mongrels generally look just as a career skill and begin with one rank in Divine. You
like any other human. However, when your character still cannot train their Divine above rank 2 during char-
is incapacitated due to exceeding their strain thresh- acter creation.
old while in human form, they undergo the following Enhanced Genetic Modifications: Once per session
change as an out-of-turn incidental. They heal all strain; when your character uses one of their g-mods to modify
increase their Brawn and Agility by one, to a maximum a check, you may spend a Story Point to add s equal
of 5; and reduce their Intellect and Willpower by one to to your character’s ranks in Resilience to the results (in
a minimum of 1. They deal +1 damage when making addition to any other affects the g-mod has).
unarmed attacks, and their unarmed attacks have a Crit Evolved Arrogance: Once per session, when a saurian
rating of 3. In addition, their jaws elongate into muzzles, makes a successful opposed check, you may spend a Sto-
their hair thickens and they grow more all over their ry Point to have the saurian heal all strain they are cur-
bodies, and their eyes become those of a hunting cat or rently suffering.
wolf. Your GM should ensure that NPCs react appropri-
Extra Limbs: A krxis can perform a second maneuver
ately to this (at the very least, upgrading the difficulty
during their turn without suffering strain or giving up
of all social skill checks twice). Your character reverts to
their action, but they can never perform more than two
human form after eight hours, or if they are incapacitat-
maneuvers during their turn.
ed (by exceeding either their wound threshold or their
strain threshold). Fleet of Paw (-5XP): Catfolk can perform a second ma-
neuver to move without suffering strain. They still cannot
exceed the limitation of two maneuvers in a turn.

Species Study
GENESYS 13
Forceful Personality (-5XP): Once per session, your plus 1 additional strain per ss generated on the check.
character may spend a Story Point as an incidental. If aaa or t may be spent to cause the target to suffer 1
they do so, during the next skill check they make during wound as well.
that turn, your character doubles the strain they inflict
Mind Reader (10xp): As an action, a psionic may make
or the strain they heal (you choose before making the
an opposed Discipline versus Discipline check targeting
check).
one living creature within medium range. If the check suc-
G-mod (-5XP): Your character begins play with one ceeds, the psionic knows the target’s current thoughts and
g-mod (see SotB p. 106) that costs a total of 1,000 credits emotional state. aaa or t may be spent to discover
or less. They do not need to make any check to assimilate other thoughts or memories, at your GM’s discretion.
this g-mod.
Mind Shaper (10xp): As an action, a psionic may make
High Tech Baubles (-2.5XP): A vanguard starts the game an opposed Discipline versus Vigilance check targeting
with an additional 500 credits’ worth of starting gear (this one living creature within medium range. If the check
is in addition to their normal starting gear allowance). succeeds, the psionic may cause the target to adopt an
Hot Tempered (-5XP): While a Stone-Dweller Orc’s emotional state of the psionic’s choice for the next min-
strain exceeds half of their strain threshold, they add ute (or one round of structured time). a or t may be
jj to all social skill checks and add 1 to the damage of spent to increase the duration by one round (and may
one hit of each melee attack they make. be spent multiple times). However, if the check fails or
The Human Spirit (-10XP): Once per session, your generates hhh or d, the target realizes their emotions
character may make a Hard (kkk) Discipline check as are being manipulated.
an out-of-turn incidental. If they succeed, they may ei- More Upset than Injured: Once per session when a gob-
ther trigger The Beast Within or avoid triggering it when lin suffers wounds, you may spend a Story Point to con-
they exceed their strain threshold. vert any number of those wounds to half that number
Incorporeal: Your character lacks corporeal presence. of strain.
When your character makes Brawn- or Agility-based Natural Weapons: An animalistic alien adds +2 dam-
checks, increase the difficulty by two. When a corpo- age to any Brawl combat checks they make. Their Brawl
real character makes a Brawn- or Agility-based check combat checks also gain the Vicious 1 quality or increase
targeting your character, increase the difficulty by two. an existing Vicious quality by one.
Your character increases their soak by their Willpower Networked Intelligence (5xp): A robot adds automatic
(in addition to their Brawn). Your character can move s to its Intellect- and Willpower-based checks for each
through most mundane types of difficult and impassi- other friendly character of the same species within me-
ble terrain without penalty (but cannot stop inside solid dium range—to a maximum of sss.
surfaces). None of the preceding effects of this rule apply
Nimble (-10XP): Elf characters have a melee and ranged
while your character is wearing armor. In addition, your
defense of 1.
character does not need to eat, breathe, or sleep.
Perennial Survivor: When a phyll suffers a Critical Inju-
Inorganic (0XP): Since bioroids are inorganic, they
ry, they only add +5 to the results for each Critical injury
do not gain the benefits of healing wounds with pain-
they are currently suffering from, rather than +10. They
killers or a Medicine check. Bioroids can heal wounds
also ignore the effects of the Vicious quality when hit by
and strain naturally by resting, as their systems attempt
an attack.
self-repairs. Bioroids can also be “healed” by using the
Mechanics skill instead of the Medicine skill, but other- Predatory Detection: Once per encounter, a proximan
wise following the guidelines detailed on page 116. may spend 2 strain to add s to the result of a Perception
or Survival check they make.
Militia Training (-5XP): Burrow Gnomes add j to all
combat checks that target characters who have a larger Ready For Anything (-5XP): Once per session as an
silhouette than they do. out-of-turn incidental, you may move one Story Point
from the Game Master’s pool to the players’ pool.
Mighty Roar (and Mightier Breath): When an engaged
opponent makes a check targeting a giant, as an out-of- Reanimated: As reanimated corpses, revenants have sev-
turn incidental the giant may suffer 2 strain and add jj eral quirks, some beneficial and some detrimental. Your
to the dice pool. character does not recover wounds through natural rest,
but they add jj to any Medicine checks to heal them
Mind Breaker (10xp): As an action, a psionic may make
(they don’t flinch). Your character also cannot be affect-
an opposed Discipline versus Resilience check targeting
ed by poisons (although they must be wary of insects and
one living creature within medium range. If the check
carrion feeders trying to make a meal from or to nest on
succeeds, the psionic causes the target to suffer 1 strain,
their bodies). As with mongrels, your GM should ensure

Species study
14 GENESYS
that NPCs react appropriately if they are aware of your Zero-G Adept (2.5XP): A Loonie does not count ze-
character’s condition (at the very least, upgrading the dif- ro-gravity environments as difficult terrain.
ficulty of your character’s social skill checks twice). Also,
perfume is a good idea. Lots of perfume.
Resourceful (-5XP): Once per session after making a
skill check, you may spend a Story Point to have your
character reroll up to two dice in the pool.
Tough as Nails (-5XP): Once per session, your character
may spend a Story Point as an out-of-turn incidental im-
mediately after suffering a Critical Injury and determining
the result. If they do so, they count the result rolled as “01.”
Size Matters: A giant is silhouette 2 and increases their
encumbrance threshold by 2.
Space Is Our Birthright (-5XP): A vanguard adds au-
tomatic a to the results of any Astrocartography or
Knowledge checks they make.
Stubborn (-5XP): Forge Dwarves add j to social skill
checks targeting them.
Tenacious (-5XP): After a Sunderlands Orc hits a char-
acter with a successful combat check, they add j to
combat checks targeting the same character until the end
of the encounter.
Tough as Rock: Decrease the difficulty to heal any Crit-
ical Injuries a sylicate is suffer from by one (Hard be-
comes Average, Average becomes Easy, and so on). A
sylicate doesn’t suffer the normal penalties for making
a Medicine check to heal their own wounds or Critical
Injuries.
Tricksy (-5XP): Once per encounter during their turn, a
Wanderer Gnome may use this ability and spend a Story
Point to produce a previously undocumented small item
(encumbrance 1 or less) with a rarity no greater than 4
from a pocket, bag, pouch, nearby windowsill, passing
cart, or other convenient location—even if there is no
logical explanation for the item’s presence. This item
cannot be a weapon unless the weapon has the Limited
Ammo 1 quality.
Underestimated (-5XP): When making an opposed
check, clones add a to the results.
What They Meant to Say: Once per session after a krxix
or an ally makes a social skill check, you may spend one
Story Point to convert d to h.
Ynfernael Lore (-15XP): Deep Elves gain Knowledge
(Forbidden) as a career skill and begin with two ranks
in Knowledge (Forbidden). You still cannot train their
Knowledge (Forbidden) above rank 2 during charac-
ter creation.
Zap! Zap! Zap!: As an out-of-turn incidental, a Mar-
tian Soldier may spend t from their check to determine
Initiative to ready a Ranged weapon and then use that
weapon to make a Ranged combat check with the diffi-
culty upgraded once.

Species Study
GENESYS 15

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