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Pre Gen Characters
Pre Gen Characters
2 11 14 2 3
Threshold Current Threshold Current Ranged Melee
Characteristics
2 3 3 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills
Adventuring (Int)
Stealth (Ag)
Forbidden (Int)
Streetwise (Cun)
Geography (Int)
Vigilance (Will)
Divine (Will)
Primal (Cun)
Runes (Int)
Verse (Pr)
Weapons
90
Total XP Available XP
MOTIVATIONS CHARACTER ILLUSTRATION
EQUIPMENT LOG
CHARACTER DESCRIPTION
Gender: Age:
100 Height: Build:
SILVER:
Hair: Eyes:
HEROIC ABILITY
Notable Features:
Name: Influential
Origin: Driven
CRITICAL INJURIES
Primary Effect: See RoT page 76
Severity Result
Upgrades:
Proper Upbringing (Tier 1) CRB 74 When making a social skill check in polite company, they may suffer 1 strain to add a to the check.
Grit (Tier 1) CRB 73 Each rank of Grit increases your character’s strain threshold by one.
Character name:
4 14 14 1 1
Threshold Current Threshold Current Ranged Melee
Characteristics
3 2 2 2 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills
Adventuring (Int)
Stealth (Ag)
Forbidden (Int)
Streetwise (Cun)
Geography (Int)
Vigilance (Will)
Divine (Will)
Primal (Cun)
Runes (Int)
Verse (Pr)
Weapons
90
Total XP Available XP
MOTIVATIONS CHARACTER ILLUSTRATION
EQUIPMENT LOG
CHARACTER DESCRIPTION
Gender: Age:
Origin: Blessed
CRITICAL INJURIES
Primary Effect: See RoT page 76
Severity Result
Upgrades:
Dark Vision RoT 65 When making skill checks, Dunwarr Dwarves remove up to jj imposed due to darkness.
Character name:
Species: Human
Career: Scout
Player:
3 12 12
Threshold Current Threshold Current Ranged Melee
Characteristics
2 2 3 4 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills
Adventuring (Int)
Stealth (Ag)
Forbidden (Int)
Streetwise (Cun)
Geography (Int)
Vigilance (Will)
Divine (Will)
Primal (Cun)
Runes (Int)
Verse (Pr)
Weapons
110
Total XP Available XP
MOTIVATIONS CHARACTER ILLUSTRATION
EQUIPMENT LOG
CHARACTER DESCRIPTION
Gender: Age:
Upgrades:
Tumble (Tier 1) RoT 84 Once per round, your character may suffer 2 strain to disengaged from all engaged adversaries.
Precision (Tier 1) RoT 84 Your character may use Cunning instead of Brawn and Agility for Brawl and Ranged checks.
Character name:
Species: Human
Career: Warrior
Player:
5 14 14 1 2
Threshold Current Threshold Current Ranged Melee
Characteristics
4 2 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills
Adventuring (Int)
Stealth (Ag)
Forbidden (Int)
Streetwise (Cun)
Geography (Int)
Vigilance (Will)
Divine (Will)
Primal (Cun)
Runes (Int)
Verse (Pr)
Weapons
110
Total XP Available XP
MOTIVATIONS CHARACTER ILLUSTRATION
EQUIPMENT LOG
CHARACTER DESCRIPTION
Gender: Age:
Upgrades:
Durable (Tier 1) RoT 73 Your character reduces any Critical Injury result they suffer by 10 to a minimum of 01.
Duelist (Tier 1) RoT 73 Your character adds j to their melee combat checks while engaged with a single opponent. Your
character adds j to their melee combat checks while engaged with three or more opponents.
Character name:
1 7 12
Threshold Current Threshold Current Ranged Melee
Characteristics
1 4 2 3 1 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills
Adventuring (Int)
Stealth (Ag)
Forbidden (Int)
Streetwise (Cun)
Geography (Int)
Vigilance (Will)
Divine (Will)
Primal (Cun)
Runes (Int)
Verse (Pr)
Weapons
90
Total XP Available XP
MOTIVATIONS CHARACTER ILLUSTRATION
EQUIPMENT LOG
CHARACTER DESCRIPTION
Gender: Age:
100 Height: Build:
SILVER:
Hair: Eyes:
HEROIC ABILITY
Notable Features:
Name: Connected
Upgrades:
Finesse (Tier 1) RoT 84 When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn.
Quick Strike (Tier 1) CRB 74 Add j to any attacks made against targets that have not yet taken a turn in the current encounter.
ARCANA I GOT WHAT YOU NEED
Spell: Conjure
Your character always suffers 2 strain after a spell is cast.
Difficulty: Easy (k)
Use the table on page 104 of the Genesys Core Rulebook
for spending a and t. The GM will use the table on page Range: Engaged
211 for spending h and d. Concentration: Yes
Effect: If successful, a simple, non-mechanical tool or
DANCING SWORD weapon of any kind appears in your hands. It continues
Spell: Conjure to exist as long as you spend a maneuver each round to
Difficulty: Average (kk) maintain this spell.
Range: Engaged MAGIC MISSILE
Concentration: Yes Spell: Attack
Effect: If successful, a glowing, floating sword appears in Difficulty: Easy (k)
front of you. You may use a maneuver to determine it’s
Range: Short - Medium
action and maneuver. It continues to exist as long as you
spend a maneuver each round to maintain this spell. Concentration: No
Note: This means you may be using two maneuvers each Effect: Select one target within range of the spell, if suc-
round to use this spell (one to maintain, one to direct). cessful the Attack deals 7 damage to the target, plus 1 dam-
This will either cause you to use your action as a maneu- age per uncancelled success. By increasing the difficulty to
ver or spend 2 strain to perform the additional maneuver. Average (kk) your character may choose a target that they
Any round in which you do not direct the sword it will do are Engaged with.
nothing.
MAGIC SHIELD
DANCING SWORD (MINION) Spell: Barrier
Difficulty: Easy (k)
3 3 0 0 0 0
Range: Engaged (may choose self )
Concentration: Yes
3 10 1/1 Effect: If successful, reduce the damage of all hits the target
suffers by one, and further reduce it by one for every un-
Skills: None. canceled ss beyond the first.
Talents: None.
UNLUCKY
Abilities: None.
Spell: Curse
Equipment: Self (Melee; Damage 4; Critical 3; Range [En-
gaged]). Difficulty: Average (kk)
Range: Short
FIREBOLT
Concentration: Yes
Spell: Attack
Effect: If successful, until the end of the character’s next
Difficulty: Average (kk) turn, the target decreases the ability of any skill checks they
Range: Short - Medium make by one (in effect, this means they remove one k from
Concentration: No their checks).
Qualities: Burn
Effect: Select one target within range of the spell, if success-
ful the Attack deals 7 damage to the target, plus 1 damage
per uncancelled success. You may spend aa to have the
target catch fire and burn for 1 additional round. At the
start of the target’s next turn they will take an additional
7 damage.
NOTES
DIVINE Spell: Attack
SMITE
Spell: Heal Effect: If successful, until the end of the character’s next
turn, the target decreases the ability of any skill checks they
Difficulty: Easy (k) make by one (in effect, this means they remove one k from
Range: Engaged (may choose self ) their checks).
Concentration: No
Effect: If successful, the target heals 1 wound per uncan-
celed s, and 1 strain per uncanceled a.
PROTECTION OF KELLOS
Spell: Barrier
Difficulty: Easy (k)
Range: Engaged (may choose self )
Concentration: Yes
Effect: If successful, reduce the damage of all hits the target
suffers by one, and further reduce it by one for every un-
canceled ss beyond the first.
SMITE UNDEAD
Spell: Attack
Difficulty: Average (kk)
Range: Short
Concentration: No
Qualities: Holy
Effect: Select one undead target within range of the spell,
if successful the Attack deals 4 damage to the target, plus 2
damage per uncancelled success.
NOTES