TEXT: Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Credits
  2
  Credits
  Writing & Editing
  Guillaume Tardif
  Front Art CovEr
  Reimund Bertrams
  ProoFrEAding
  Anastasia Steele, Christopher Ruthenbeck
  SPECiAl thAnkS
  Christopher Ruthenbeck, Scott J. Zumwalt, Lydia Michaud Tardif
  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 coun-
  tries. All Fantasy Flight Games characters and character names, and the distinctive like-
  nesses 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 mate-
  rial is used with permission under the Community Content Agreement for Genesys Foundry.
  All other original material in this work is copyright 2020 by Guillaume Tardif and pub-
  lished under the Community Content Agreement for Genesys Foundry.
  If you have any feedback, issues, or questions contact me on 
  Discord as Korlall#3628, or email at tardif.guillaume@gmail.com
  Document Version 1.1
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Contents
  3
  Contents
  Introduction ������������������������������������������������������������� 4
  How to use this book ..................................................4
  Keep it Narrative ..........................................................5
  New rules ......................................................................5
  General skills ������������������������������������������������������������ 7
  Alchemy ..........................................................................7
  Brewing Potion ............................................................7
  Identify a potion ..........................................................7
  Astrocartography ...........................................................9
  Getting your Bearings .................................................9
  Program a Navigation Computer ............................10
  Athletics.........................................................................12
  Climb ...........................................................................12
  Forced Entry ...............................................................14
  Jump ............................................................................16
  Run ..............................................................................18
  Swim ............................................................................20
  Computers ....................................................................22
  Alter a Robot's programming ..................................22
  Data Search.................................................................24
  Pilot a Small Drone ...................................................26
  Cool ...............................................................................28
  Gambling ....................................................................28
  Keep your Cool ..........................................................30
  Coordination ................................................................32
  Escape Restraints .......................................................32
  Moving in Tight Space ..............................................34
  Walking on a Narrow Surface ..................................36
  Discipline ......................................................................38
  Fear ..............................................................................38
  Driving/Operating/Piloting ........................................40
  Dangerous Driving ....................................................40
  Mechanics .....................................................................43
  Repair an Item ............................................................43
  Repair a Vehicle .........................................................45
  Medicine ........................................................................47
  Heal Wounds/Critical Injury ...................................47
  Treat Poison/Disease .................................................49
  Installing Cybernetics ...............................................52
  Perception .....................................................................53
  Disbelief ......................................................................53
  Eavesdrop ...................................................................55
  Examine ......................................................................57
  Resilience ......................................................................59
  Dehydration/Starvation ............................................59
  Resist Toxins ...............................................................61
  Stay Awake ..................................................................63
  Riding ............................................................................65
  Control Mount ...........................................................65
  Other Riding Uses .....................................................67
  Skulduggery ..................................................................68
  Identify Security Vulnerabilities ..............................68
  Disable Trap ...............................................................70
  Lockpicking ................................................................72
  Pickpocket ..................................................................74
  Stealth ............................................................................76
  Sneak ...........................................................................76
  Trail Someone ............................................................78
  Streetwise ......................................................................79
  City Sense ...................................................................79
  Black Market ..............................................................81
  Urban Tracking ..........................................................83
  Survival ..........................................................................85
  Gather Herbs ..............................................................85
  Handle Animal...........................................................87
  Tracking ......................................................................89
  Traveling .....................................................................91
  Vigilance ........................................................................93
  Combat Skills ��������������������������������������������������������� 94
  Explaining Combat Skills .........................................94
  Altering Combat Skills ..............................................95
  Sample Combat Skills Selections .............................96
  Knowledge Skills ���������������������������������������������������� 97
  Magic Skills ����������������������������������������������������������� 102
  Spending Symbols ...................................................102
  Incorporating Magic in a Setting...........................102
  Enchanting ...............................................................105
  Social skills ����������������������������������������������������������� 109
  Leadership ...................................................................111
  Rally ...........................................................................111
  Negotiation .................................................................112
  Barter .........................................................................112
  Trade .........................................................................115
  Other Social Subskills ................................................117
  Improve Attitude .....................................................117
  Getting a Favor ........................................................119
  Korlall's Store ������������������������������������������������������� 121
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Introduction
  4
  INTRODUCTION
  H
  ave you ever found yourself in a situation where 
  the Game Master had no idea what would be the 
  difficulty for a check you want to attempt? After rolling 
  the dice pool for a check, have you ever ended up with 
  symbols you had no idea how to spend?
  Sure, the Genesys Core Rulebook has arrays of 
  spellcasting check difficulties and explanations of how 
  to spend these a in combat, but what about when a 
  character is trying to ascend a cliff, track a creature that 
  hides in the forest, or plan a faster than light course?
  This document aims to give solutions to all these 
  situations. Inside these pages, you will find sample dif-
  ficulties, circumstantial modifiers, and ideas on how to 
  spend symbols for a vast array of skill checks.
  Who Should uSE thE SkillS guidE?
  This document is useful to both GMs and players as 
  it offers options regarding skill use and spending sym-
  bols. GMs also benefit from guidelines for setting diffi-
  culties, as well as using skill challenges. This document 
  gives options for every skill from the Genesys Core 
  Rulebook and therefore fits any setting you play. You 
  will also find new optional rules, such as Skill Chal-
  lenge, Story Roll, Enchanting, Starvation, Gambling, 
  and more. Finally, this document gives guidance in 
  selecting skills when creating a setting, including 
  designing new combat, knowledge, and magic skills.
  How to use tHis book
  uSing ChArtS AS A guidElinE, not StriCt rulES
  While this document offers multiple charts and options 
  to spend symbols, they are guidelines. There are lim-
  itless ways of spending dice symbols and you should 
  not limit yourself to what is suggested here. Different 
  situations will offer out-of-the-charts possibilities and 
  you are encouraged to be original with how you spend 
  symbols.
  The Skills Guide was designed to serve as a backup 
  for when people around the table are running out of 
  ideas.  You do not want that t or h discarded due to 
  lack of inspiration. In that case, open this document 
  and quickly look up a suggestion. You should not refer 
  to this book every time you roll the dice. That would 
  break immersion and interrupt the flow of the game.
  ChArtS PrESEntAtion
  All the charts follow the same structure. The difficulty 
  tables will show suggested difficulty based on the task 
  at hand. The Modifiers and Spending Symbols tables 
  will feature both the dice types, such as b, and the dice 
  symbols.
  The tables only show one of each symbol. This is to 
  let the GM decide the cost of these effects. For example, 
  if in the suggestion it says that a specific outcome costs 
  a, the table will not indicate how many a have to be 
  spent. This is up to the GM.
  ExAmPlES
  For each subskill presented within this document, there 
  will be at least one example describing a situation, the 
  symbols generated by the roll and how they are spent.
  SubSkillS
  When you look at what a skill can do in the Skills Chap-
  ter of the Genesys Core Rulebook (starting on p. 52), 
  you realize that a single skill can do a multiple things. 
  For example, the Athletics skills is used to climb, swim, 
  jump or run for an extended period of time.
  For ease of organization, the Skills Guide intro-
  duces a new term: Subskills. Subskills are merely a way 
  to organize the different ways of using a skills. They do 
  not affect game rules in any way. Whenever your char-
  acter is using a subskill, let's say Swim, they still use 
  their Athletics skill as described in the core rules.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Introduction
  5
  keep it Narrative
  thinking outSidE thE box
  When rolling for a skill check, you might be tempted 
  to use symbols strictly for the outcome of that specific 
  action. So when making an Athletics check to swim to 
  get to the shore after your character jumped off a sink-
  ing boat, you are naturally trying to come up for ways 
  to spend your symbols on how your character managed 
  to swim. But you should keep in mind that the Narra-
  tive Dice System allows symbols to control the narra-
  tive behind the intended action. After all, there are only 
  a few different ways to swim.
  In this example, negative symbols such as h could 
  mean that the wind suddenly rises, creating higher 
  and stronger waves. A d could mean that the char-
  acter's bleeding wound would attracted a shark. A a 
  could mean that your character managed to hold onto 
  a floating wooden board, allowing them to stay afloat 
  without exhausting themselves. A t could be spent 
  to make a usable first aid kit from the boat wash up 
  on the beach. All these do not refer to the character’s 
  actual swimming prowess but are still valid narrative 
  choices. Remember that both players and the GM can 
  make narrative choices, and that those choices make 
  Genesys more lively.
  Examples presented in this document will also fea-
  tures some of these added narrative effects to demon-
  strate how spending symbols can add to a scene beyond 
  mechanical benefits or penalties.
  All About thE dEtAilS
  Another way to spend symbol is simply to control how 
  the scene happens. Adding details based on the sym-
  bols are a great way to make a scene memorable even 
  though spending symbols provided neither benefits 
  nor setbacks. 
  Let’s say you are playing an elven archer defending a 
  stronghold besieged by orcs. Your character is standing 
  on top of the rampart when orcs breach the wall below 
  and you want to get over there to offer support. You 
  spend your action to shoot a nearby orc climbing up 
  the stairs to you, killing them, and then you spend a 
  maneuver to have your character move down the stairs. 
  There is nothing fancy or spectacular about this. But 
  you could always control the narrative by spending a, 
  stating that when the orc was shot dead, your charac-
  ter jumped on the orc’s shield, sliding down the stairs 
  while shooting at orcs in the background. Now this is a 
  scene both players around the table, and their charac-
  ters, will remember for a long time.
  New rules
  This document aims to be as generic possible to fit into 
  any setting and campaign. Still, new optional rules that 
  is presented here.
  Skill ChAllEngE
  The skill challenge is a concept dating from the dawn 
  of tabletop role-playing games. Basically, it means that 
  a task requires more than one success in order to be 
  achieved. In other game systems, this means the char-
  acter automatically has to roll multiple times but since 
  in Genesys it is possible to generate multiple successes 
  on a same dice roll, it makes it even more interesting.
  Using a skill challenge is appropriate for a check that 
  is complex enough and/or when time is of the essence. 
  A task like jumping is too simple to require a skill chal-
  lenge. Fixing a broken computer during downtime, 
  even though it is a complex task, would not require a 
  skill challenge since there is no consequence in having 
  the character taking their time to accomplish the task.
  If you are leaving orbit in your spaceship and are 
  chased by enemy starfighters while the crew has to cal-
  culate an FTL course, having an Astrocartography skill 
  challenge fits the  situation.
  Beside combat checks, there are few situations that 
  benefit from attaining excess s. Therefore, it makes 
  spending XP in the upper ranks less appealing for these 
  skills. Skill Challenges make investing in skill ranks 
  rewarding as these tasks will require a certain amount 
  of s to succeed. The more s you generate, the quicker 
  your character will accomplish the task.
  When using a skill challenge, the GM should decide 
  on a certain amount of s required to succeed at the 
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  SKILLS GUIDE
  Introduction
  6
  task. This number is up to the GM but a good rule of 
  thumb is two per d or c in the dice pool prior to mod-
  ifications from outside  factors. Therefore, a difficulty of 
  Hard (ddd) would require six success to succeed. The 
  s rolled are cumulative over the rolls so if after a first 
  roll, the character has generated ss, they would need 
  to generate four more s over the course of the follow-
  ing checks to achieve a Hard skill challenge. If a check 
  is a failure, each uncanceled f reduces the amount of 
  achieved s toward the achievement.
  EXAMPLE OF A SKILL CHALLENGE
  Dale and his team are under enemy fire and have 
  to get through the hangar to take a vehicle for 
  their escape. While his team are fending off enemy 
  forces, Dale attempts to fix the damaged door 
  control panel. The GM calls for an Average (dd) 
  Mechanics skill challenge. Dale must obtain a 
  total of 4 successes to fix that control panel.
  After rolling once, Dale has generated sss 
  toward the goal of 4. On the second attempt, 
  he generates a f, decreasing the accumulated 
  amount for s generated by 1. He is now 2 suc-
  cesses away from succeeding. On the third check, 
  he generates ss for a total of 4 and thus, fixes 
  the control panel.
  The other symbols should be spent normally on each 
  roll part of the skill challenge. a and h are a great 
  way to add tension as they can be spent to add b and 
  b, slightly modifying the challenge of each subsequent 
  roll.
  Story roll
  A story roll is unique roll that you should only use 
  when a character is facing a situation where there are 
  no consequences for failing a check, no immediate 
  threat nor time constraint and can attempt the task 
  again and again until they succeed.
  While the GM might be tempted to simply dismiss 
  the need for rolling at all, doing so prevents skilled 
  characters from shining—or unskilled character from 
  making fools of themselves.
  In these cases, you can avoid rolling the same check 
  over and over until the character achieves success by 
  making a single story roll. A story roll is always consid-
  ered a successful one. The outcome of the roll is mostly 
  to determine the other symbols, such as a and h. 
  When making story roll, cancel the symbols like you 
  do on a standard roll. If there are any f left, convert 
  them into h. These newly generated h can cancel and 
  be canceled by a like they normally do. This way, you 
  will always end up with successful rolls with the possi-
  bilities of generating other symbols while still reward-
  ing skilled characters. Excess s on their side will be 
  converted into a.
  EXAMPLE OF STORY ROLL
  Trisha and her crew are aboard their trading ship 
  and are leaving atmosphere. They are preparing 
  for  their next stop and Trisha is calculating the 
  FTL course.
  The party is not threatened in any way and Trisha 
  has all the time needed to make that calculation. 
  Should she fail, nothing is preventing her from 
  trying again, revising her calculations until she 
  does succeeds.
  While the GM could simply ignore the roll and 
  continue with the story, or have Trisha roll until 
  she succeeds, they decide to call for a story roll. 
  Trisha rolls ffa. The f are converted into h. 
  One of them cancel out the a, leaving the final 
  result as h. Since it is a story roll, it is still con-
  sidered a success. Therefore, Trisha and the GM 
  will interpret that roll as if she had initially rolled 
  sh.
  Another instance in which you can use the story roll 
  is when a specific action is crucial to the story going 
  and a failure would ruin the fun or adventure. Needless 
  to say, this should be an exception as Genesys encour-
  ages a possible narrative outcome for the result of every 
  roll, and failure is part of the game.
  a world of possibilities
  The narrative dice system is loved for offering 
  more than binary results. But how many results 
  are actually possible? Without counting the 
  possibility of generating multiple instances of 
  the same symbol, there are actually 24 different 
  results you can obtain when rolling a check. (s, 
  sa, sat, sad, satd, sh, and so 
  on.)
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Alchemy
  7
  GENERAL SKILLS
  ALCHEMY
  brewiNg potioN
  Character can brew potions by following the rules in 
  the Realms of Terrinoth sourcebook, starting on 
  page 113.  
  ideNtify a potioN
  Sometimes, a character will find a potion or elixir while 
  adventuring and there will be no indications of what 
  that potion does. Not all potions that has the same 
  effects have the exact same ingredients. Thus, even if 
  an alchemist has successfully identified a Health Elixir 
  in the past, it does not mean that they can recognize all 
  such potions automatically.
  TABLE I.1–2: IDENTIFY A POTION SPENDING SYMBOLS
  Modifier
  Description
  s
  The character successfully identifies the kind of potion and its properties.
  f
  The character fails to identify the potion.
  a
  Success:
  The character benefits from a diminished version of the potion without altering the properties of the rest of it. The diminished effects 
  are up to the GM, but numeric values such a number of healed wounds, rounds for which the potion last or added item quality, 
  should be reduced by 1 or more points.
  Failure:
  The character still gets a hint about what is the potion purpose, such as "beneficial concoction altering the perceptions" or "malign 
  potion affecting the respiratory system."
  t
  The character benefits from the full effect of the potion without altering it.
  Instead of the potion the GM intended to be, the player may decide that the potion ended up being one of their choice, with a rarity 
  equal or lower than the intended potion.
  h
  The character had to sample liquid to the extent where it diminishes the properties of the potion. If the potion was carrying a negative 
  effect, such as poison, the character suffers its ill effect. Since the character did not drink the whole thing, the negative effects should be 
  diminished.
  The character is caught by stomach distress as the liquid was not meant to be drink, such as from special oil meant to be applied on 
  weapon. They might suffer strain of be disoriented until the end of the current or next scene.
  d
  The character suffers the full effects from a potion with negative effects.
  During the process, the character drops the potion and it breaks.
  TABLE I.1–1: IDENTIFY A POTION MODIFIERS
  Modifier
  Description
  + b
  The character has access to an alchemist’s lab. See Realms of Terrinoth page 100.
  + b
  The character do not have access to an alchemist’s kit. See Realms of Terrinoth page 100.
  The character only has a small amount of liquid to identify rather than a full dose.
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  SKILLS GUIDE
  Alchemy
  8
  While some of the ingredients might be guessed 
  with the concoction's color, texture and scent, the best 
  indicator is taste. Therefore, ultimately, the process of 
  identifying will include tasting the liquid. Sadly, tasting 
  an unidentified potion is a dangerous process as one 
  does not want to drink poison. In addition, you do not 
  want to drink much of the liquid to render it less effec-
  tive from gulping half of the dose. A skilled alchemist 
  would have determined much of the ingredients prior 
  to tasting and a single drop is enough to identify its 
  properties without altering its effects while a neophyte 
  might have to drink more of the potion to identify it, 
  making it less potent when being drank later.
  It is also possible to identify a potion from only a 
  small quantity of liquid that would be left in the vial, or 
  alchemical oil on a weapon. This is generally used for 
  investigation purposes.
  diFFiCulty
  The difficulty to identify a potion or mixture equals to 
  its rarity divided by 2, rounded up.
  EXAMPLE #1 OF AN IDENTIFY A POTION CHECK
  Emerick’s party just defeated a group or goblins that 
  left Viliana, one of his companions, badly wounded. 
  Looting the goblins, Emerick finds a potion but it is 
  unidentified. Fortunately, Emrick is a skilled alche-
  mist. He takes out his alchemist’s kit and attempt to 
  identify its properties.
  Fortunately, the potion is a Health Elixir (see 
  Realms of Terrinoth page 102). Since the elixir 
  has a rarity of 2,  the starting difficulty is Easy (d). 
  As Emerick uses an alchemist’s kit, he does not suffer 
  from setback. 
  Emerick’s player rolls the dice and obtain ssht. 
  By succeeding the check, the elixir is successfully 
  identified. The extra s has no use and is disre-
  garded. The GM spends  the h to have Emerick hav-
  ing drank more liquid than intended and the mix-
  ture will heal one less wound than it was intended 
  upon consumption. Emerick spends the t to ben-
  efit from the full effect of the potion, making him 
  heal 5 wounds (or less if he already drank Health 
  Elixir that session).
   
  MakiNg a NpC do tHe Job
  Sometimes a party will lack a character skilled in 
  Alchemy or even an Intellect-based character and 
  would rather bring the potion to someone that 
  will identify the potion for them. In these case, 
  the alchemist would charge the PCs 20 per potion. 
  To keep it simple, you do not have to make the 
  alchemist roll the check and just simply consider 
  that their roll succeeded without extra symbols to 
  spend.
  EXAMPLE #2 OF AN IDENTIFY A POTION CHECK
  Kataria is part of the count's guard. She takes part in 
  an investigation regarding the murder of some noble 
  at the court. Kataria is searching the deceased's quar-
  ters in hope to find a clue. Browsing to the noble's 
  belongings, she finds a small wooden box which 
  contains vials, some are full while others are empty. 
  According to the noble's family, he was taking some 
  medicine to treat a sickness. Kataria is a skilled 
  alchemist and decides to analyze the last droplets of 
  liquid inside one of the empty vials.
  The medicine was replaced by poison earlier that 
  day. Poison has a rarity of 5 so the difficulty is set to 
  Hard (ddd). Kataria is using the castle's laboratory 
  to identify the liquid, adding b to the check. There 
  is only  a bit on liquid in the vial, so the GM adds 
  bb to the check.
  The roll comes up with ssa. Kataria can deduct 
  that the vial contained poison. She spends the a to 
  learn more about it and the GM tells her that one of 
  the ingredients in the concoction is from a specific 
  far away kingdom. Now this throws the spotlight on 
  a delegate from that kingdom that is currently living 
  in the guest quarters. Her investigation progresses as 
  she closes with the murderer.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Astrocartography
  9
  ASTROCARTOGRAPHY
  gettiNg your beariNgs
  A system malfunction or hasty space jump can put a 
  ship and its crew in a location they do not recognize. 
  Being stranded in space is a dangerous situation as the 
  crew might run out of fuel and supplies before they can 
  reach a spaceport.
  One can find one’s position by observing the stars 
  and studying star charts. Without proper equipment 
  that can scan the character’s surrounding, it is a formi-
  dable task to analyze the stars and find constellations.
  TABLE I.2–1: GETTING YOUR BEARINGS DIFFICULTIES
  Difficulty
  Description / Example
  Average (dd)
  The character has access to a computer and sensors that can lay out star maps for the character to analyze.
  Formidable (ddddd)
  The character has no mean to map the surrounding stars and has to reply on their eyes alone.
  TABLE I.2–3: GETTING YOUR BEARINGS SPENDING SYMBOLS
  Modifier
  Description
  s
  The character can assess their approximate position in space. From there they can plot a new course.
  f
  The character has no idea where they are.
  a
  The character’s position is close to either a habitable or colonized planet, making their rescue less daunting.
  The character’s is close to something they can use or salvage. Maybe there is an abandoned space station that could hold 
  helpful information.
  t
  Success:
  The character’s position is close to a friendly world, where people are likely going to help them.
  Failure:
  The character is still lost but make an interesting discovery, such as a new planet with exploitable resources, meet a new 
  species, or find precious information such as an enemy’s research outpost.
  h
  The character is in a precarious position, such as behind the enemy lines or restricted area. 
  d
  The character are close to a dangerous space phenomenon, such as being in close proximity of a black hole.
  EXAMPLE OF A GETTING YOUR BEARINGS CHECK
  Vanaly's merchant ship just escaped a skirmish 
  with space pirates. Her ship jumped hastily before 
  its calculations could be completed. When the ship 
  ended its jump, it ended up in a different system, far 
  off course.  After having the ship's sensors repaired, 
  Vanaly attempts to get her bearings. The GM calls 
  for an Average (dd) Astrocartography check since 
  her ship's sensors are back online. The result of the 
  roll is faa. Vanaly cannot find their exact posi-
  tion but spends the a to have a nearby habitable 
  planet within their scanner range. The planet will 
  provide the information Vanaly needs to jump again 
  and reach their intended destination. Meanwhile, 
  this planet could also offer the crew new adventures 
  and contacts.
  TABLE I.2–2: GETTING YOUR BEARINGS MODIFIERS
  Modifier
  Description
  + b
  The ship is equipped with the latest star charts.
  + b
  The ship is in an unfamiliar location, making it harder for the character to interpret charts.
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  SKILLS GUIDE
  Astrocartography
  10
  prograM a NavigatioN CoMputer
  The universe is vast and even at lightspeed, one can-
  not hope to travel between different solar system in 
  a reasonable amount of time. Depending on the set-
  ting, ships may use warp drives, hyperdrives, worm-
  hole drives, jump drives, or other technologies. In any 
  case, pilots do not manually pilot the ship during long-
  distance space flight. Moving across such phenomenal 
  distances requires complex calculations than only a 
  navigation computer can achieve. Operating such a 
  computer requires skill, and a capable navigator is key 
  to safely reaching one’s intended destination. Travel 
  speed and jump distance is up to the setting and the 
  GM.
  Once a space jump is calculated, anyone having 
  access to the commands can trigger the jump, regard-
  less of skill. The calculations are only valid for the cur-
  rent scene. Should the jump not be made during the 
  scene, it will have to be recalculated.
  diFFiCulty
  The difficulty of a space jump is based on the distance 
  between the ship’s position and destination.
  TABLE I.2–4: PROGRAM A NAVIGATION COMPUTER DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Travel to another location within the same solar system.
  Average (dd)
  Travel to a neighboring solar system.
  Hard (ddd)
  Travel to a system within the same galaxy.
  Daunting (dddd)
  Travel to another galaxy.
  TABLE I.2–6: PROGRAM A NAVIGATION COMPUTER SPENDING SYMBOLS
  Modifier
  Description
  s
  The jump has been calculated and can be processed when needed.
  f
  The jump cannot be calculated at that time and the character will have to try again.
  a
  The travel time is reduced by 10% per a generated.
  t
  Reduce the travel time per 20%
  The plotted course goes through points of interest on the way, such as a trading post or supply depot.
  If used as part of a skill challenge, the t provides an additional ss toward the completion.
  h
  Increase travel time by 10%
  The calculations are inaccurate, leading the ship off course. It might be within the same system or a totally different system.
  The jump will put unexpected strain on the ship, dealing 1 system strain per h generated.
  The ships ends its course in a hostile environment, such as an asteroid field.
  d
  If used as part of a skill challenge, the d provides an additional ff toward the completion.
  The ship’s course is interrupted prematurely, leaving the crew stranded between their starting point and their destination. 
  They will have to assess their position prior to jumping again.
  The ship is seriously damaged as it exits the jump, inflicting a critical hit. Each extra uncanceled d adds 20 to the critical hit 
  check.
  Same as h but with greater magnitude, such as emerging from hyperspace in or near a deadly space phenomenon, such as 
  an asteroid field, within range of an enemy fleet, or greatly increasing the time travel.
  TABLE I.2–5: PROGRAM A NAVIGATION COMPUTER MODIFIERS
  Modifier
  Description
  + b
  The ship is equipped with the latest star charts.
  + b
  The ship’s hull trauma is above half its threshold.
  The ship’s system strain is above half its threshold.
  Decrease Difficulty
  Ship travels through a well known and established router under normal conditions.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Astrocartography
  11
  EXAMPLE #1 OF A PROGRAM A NAVIGATION COMPUTER CHECK
  Zaine’s ship just got out of a fight with alien forces. 
  He wants to head back to a friendly port to repair his 
  ship. His destination is a planet is a nearby system so 
  the GM sets the difficulty at Average (dd).
  Since his ship’s Hull Trauma is currently above half 
  its threshold, Zaine’s player adds a b to the dice 
  pool. The roll generates shhh.The GM uses a h 
  to have the ship go off course, in an adjacent system 
  and the remaining h to inflict strain on the ship. 
  Zaine realizes they are off course but detects a nearby 
  world. He does not know much about it though. He 
  will have to decide whether to risk jumping again or 
  to settle for this planet to make the repairs.
  EXAMPLE #2 OF A PROGRAM A NAVIGATION COMPUTER CHECK
  Bradger's ship is engaged with pirate forces. While 
  the crew is piloting and firing at the pirates, the 
  ship's captain orders Bradger, the ship's navigator, to 
  plot a course to a friendly planet.
  Bradger is looking at charts for a suitable world that 
  is not too far away. Unfortunately, none are close and 
  he will have to calculate a course to reach a system 
  farther away in the same galaxy. The difficulty of this 
  check is Hard (ddd). Since the ship is currently 
  threatened and the situation is thrilling to the play-
  ers but stressful to the characters, the GM calls for a 
  Skill challenge (see "Skill Challenge" on page 5). 
  Since the difficulty is Hard (ddd), the number of 
  required success to calculate this jump is 6. No spe-
  cial modifiers are added to the check.
  One the first round, Bradger makes the check and 
  generates ssaa. The successes count toward the 
  completion (2/6) and Bradger spends the aa so he 
  gets quick and valid calculations for the first part of 
  the jump, with multiple viable possibilities. This will 
  add b to his next check.
  On 
  the 
  second 
  round, 
  Bradger 
  generates 
  ssshh. The successes are added to the previ-
  ous one, making the calculations nearly complete 
  (5/6). The battle rages outside and Bradger is under 
  a lot of stress, as the other crew members are yelling 
  at him to get them to safety. To represent this, the 
  GM spends hh to have him suffer 2 strain. Later 
  that same round, the ship is hit hard by the pirates. 
  The ship's Hull Trauma is now above half its thresh-
  old, adding a b to further Astrocartography checks 
  to program the navigation computer. In addition, 
  the ship suffers from a critical hit, which damaged 
  the engines. Now even with proper calculations, the 
  ship won't go anywhere before the engines are fixed. 
  This sudden dire situation is taxing for the crew. The 
  GM calls for a Cool check to avoid panic (see"Keep 
  your Cool" on page 30). Bradger generates shh 
  on the check. Since he succeeded, he can still act on 
  the next turn, but the GM spends the hh to have 
  him suffer a b on further checks ss he becomes dis-
  tracted. He cannot help but think of his daughter 
  back home and how he might never see her again if 
  the pirates destroy his ship.
  On the third round, the mechanic brings the engines 
  back online, which puts the pressure back on Bradger 
  to calculate that course. He is now suffering bb on 
  the check—one for the ship's current Hull Trauma 
  being above half its threshold and the other from the 
  Cool check. The situation is dire so Bradger spends a 
  story point to upgrade his ability check as he makes 
  himself a silent promise that he won't let her girl 
  down and will come home to her. He rolls and gen-
  erates fhht. The f impairs completion (down 
  to 4/6). The t is spent for two additional success, 
  making Bradger completing the calculations (6/6). 
  The engines are still sensitive as the mechanic did 
  a hasty job to put them together, making the ship 
  suffer 2 system strain from the jump. Bradger shouts 
  "Done" and the pilot hit the trigger.
  The ship jumps toward its destination and suffers 
  the system strain. Even though the ship is severely 
  damaged, the crew is safe and Bradger will be able to 
  reunite with his daughter.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  12
  ATHLETICS
  Athletics encompasses every activity requiring physical 
  prowess, brute strength or endurance. When making 
  any of the Athletics subskill checks, do not forget that 
  each encumbrance point above the character’s thresh-
  old imposes a b penalty (see page 85 of the Genesys 
  Core Rulebook).
  CliMb
  A Climb skill check should only be rolled where there 
  are reasonable chances of falling. Someone climbing 
  up a ladder, even with missing rungs, should not have 
  to roll unless they are threatened or distracted. Even 
  then, if the fall would make them drop so low that there 
  would not be any consequences, beside obvious shame, 
  it is not worth rolling for.
  diFFiCulty
  The difficulty is based on the ease of climbing a given 
  surface.
  TABLE I.3–1: CLIMB DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  A ladder with missing rungs.
  Average (dd)
  Climbing a wall with lots of handholds and footholds or climbing up a knotted rope.
  Hard (ddd)
  Climbing a wall with only a few handholds and footholds or climbing up a rope.
  Daunting (dddd)
  Masonry walls with only small cracks.
  TABLE I.3–2: CLIMB MODIFIERS
  Modifier
  Description
  + b
  There is a wall for the character to brace against.
  The surface has a favorable incline.
  + b
  The surface is slippery.
  The surface has an unfavorable incline.
  There are high winds throwing the character off balance.
  - b
  The character uses climbing gear (see Realms of Terrinoth page 100).
  EXAMPLE #1 OF A CLIMB CHECK
  Vazmir the assassin has been hired to execute a war-
  lord overnight. Vazmir successfully snuck through 
  the patrols around the castle and now has to climb 
  the wall to reach the warlord’s room. He secures his 
  grappling hook and starts his ascent.
  The rope he is using is knotted so the base difficulty 
  is Average (dd). Since he can help himself up the 
  wall, the GM adds b to the pool. To reflect the dan-
  ger and importance of the mission at hand, the GM 
  decides to spend a story point to upgrade the dif-
  ficulty. The rolls generates fhhdt.
  Vazmir starts climbing up the rope. The GM decides 
  to spend the hh to have a guard patrolling by. The 
  guard notices the rope. The GM then spends the d 
  to have Vazmir slip off the rope and fall. Vazmir’s 
  player spend the t to fall directly on top of the 
  guard, knocking them out. Now even though he 
  possibly injured himself in the fall, he now has a 
  guard’s attire he can use to enter the warlord’s hall 
  through the main entrance.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  13
  TABLE I.3–3: CLIMB SPENDING SYMBOLS
  Modifier
  Description
  s
  The character can move up and down on the surface.
  f
  The character fails to move but may retry with successive maneuvers.
  a
  Grants a b on next Climb check.
  Some debris falls off, imposing a b on the next Climb check made by foes below the character.
  If the character falls (due to h or d), they may catch themselves before they hit the ground.
  An obstacle, such as rock formation, wall-mounted air conditioning, or pipes are obstructing adversaries as it provides cover 
  for your character.
  The character can free a hand during the climb to attack or defend themselves.
  Grants a b on Climb checks to allies following you as you can point them good hand holds.
  t
  The character adds b to all subsequent Climb checks for that scene.
  If the character falls due to h or d, they may fall on an enemy below and make them fall as well.
  h
  The character wounds themself during the climb, suffering 1 wound.
  Some debris falls off, imposing a b on the next climbing check made by allies below the character.
  The handholds are becoming more difficult to hold onto, and your character adds b to their next check.
  A loosely stowed item falls down.
  d
  Any:
  Something prevents the character from climbing further. Maybe part of the surface completely collapsed, forcing the 
  character to abandon the climb or take a detour.
  The surface's texture changes, increasing the difficulty of further Climb checks.
  Fail:
  The character falls and hit something dangerous on the floor, inflicting a critical injury.
  The character falls toward an ally who is climbing below. The ally must make an Average (dd) Coordination check or 
  get hit by the character and fall as well.
  EXAMPLE #2 OF A CLIMB CHECK
  Sarah is exploring the northern mountains in search 
  of a centuries-abandoned monastery hidden in this 
  secluded part of the world. She now stands at a high 
  altitude, buffeted by chilling winds. At some point, 
  she faces a steep cliff she has to climb to reach higher 
  summits.
  The rock formation has only few handholds so the 
  GM sets the difficulty of the Athletics check she has 
  to make at Hard (ddd) Athletics. The cliff has an 
  unfavorable incline, adding b to the check. Fortu-
  nately, Sarah has a climbing kit (Realms of Ter-
  rinoth page 100) that removes that b. High winds 
  at this altitude are strong enough to add a b to the 
  check.
  The roll generates shh. As Sarah climbs her way 
  up, she slips off, holding herself only by her climb-
  ing axe. The GM spends a h to have her waist hit a 
  pointy rock formation and make her suffer 1 wound. 
  In addition, They spend the other h to make it so 
  that when she hits the cliff wall, the flashlight she had 
  strapped to her belt comes loose and falls, plunging 
  out of sight. Sarah curses as she knows she will need 
  it later on, but she cannot afford to climb down and 
  search for it. Yet, her s brings her up the cliffside.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  14
  forCed eNtry
  Sometimes, the characters need to get access to a build-
  ing or room and cannot afford the time or the means 
  to obtain a key or open the door in ways other than 
  breaking it down. This can be accomplished by using 
  tools with brute force alone, or tools such as a battering 
  ram or crowbar and it also applies to containers such as 
  crates and chests.
  diFFiCulty
  The difficulty is based on the quality of the actual door 
  or the container the character is trying to force open.
  TABLE I.3–4: FORCED ENTRY DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Cheap wooden door or container.
  Average (dd)
  Common wooden door or container.
  Hard (ddd)
  Metal door/container, or high quality wooden door.
  Daunting (dddd)
  Stone door/container, large metal door or stone container.
  Formidable (ddddd)
  Large stone door.
  TABLE I.3–5: FORCED ENTRY MODIFIERS
  Modifier
  Description
  + b
  The door or container is damaged.
  The character is using a tool or suitable weapon to Forced Entry.
  The character has a running start before smashing the door.
  + b
  The door or container is stuck, locked, or blocked.
  Increase Difficulty
  The door has been reinforced or barricaded from the other side.
  TABLE I.3–6: FORCED ENTRY SPENDING SYMBOLS
  Modifier
  Description
  s
  The door or container is bashed/forced open.
  f
  The door container resists any attempts to force it open.
  a
  Any:
  If forcing a container, it will contain either more items the character needs, or more valuable items.
  Success:
  As the door bursts open, adversaries on the other side are surprised, adding a b to their initiative rolls.
  As the door bursts open, the character is quick to react to what's inside, adding a b to their initiative roll.
  t
  Success:
  After breaking the door open, the character can take cover as an incidental.
  One of the adversaries was close to the door as it was smashed open. The door hits them hard, staggering them for 1 
  round.
  Failure:
  The door becomes damaged, granting a b on subsequent checks.
  h
  The character falls prone.
  The character is disoriented for 1 round.
  If forcing a container, some items might be damaged during the process.
  d
  The character is staggered until the end of their next turn.
  The tool or weapon used to Forced Entry gets damaged.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  15
  EXAMPLE #1 OF A FORCED ENTRY CHECK
  Julia is a police investigator. Her recent case has led 
  her and her partner to a cheap apartment downtown 
  to arrest a dangerous suspect. They now stand in 
  front of the door, guns drawn. Julia attempts to kick 
  in the door.
  The GM makes it an Easy (d) Athletics check since 
  the door is of poor quality. The door is locked so 
  Julia's player adds b to the pool. 
  The roll generates ssaaa. Julia successfully 
  kicks the door open. She spent a to have add a b on 
  her Cool check to determine initiative. She spends 
  aa to have the suspect be caught unaware, away 
  from their weapon.
  EXAMPLE #2 OF A FORCED ENTRY CHECK
  Ramek is a part of a gang of raiders, attacking small 
  communities in the wastelands. His group is cur-
  rently pillaging a small village when an alarm goes 
  off. It is only a matter of time before the defenders 
  receive reinforcements. Ramek breaks into a home 
  and sees a chest. The container is locked and is too 
  heavy to bring along. He gets his axe out and tries to 
  break the chest open.
  The chest is made of high quality wood thus making 
  it a Hard (ddd) Athletics check. It is locked so the 
  GM adds b to the pool. Ramek has more ranks in 
  Melee skill that he has in Athletics. Therefore, the 
  GM allows to use his Melee skill. In addition, since 
  an axe is a proper tool to hack though wood, it adds 
  a b to the check.
  Ramek swings hard at the chest. He rolls sshh. 
  When his axe connects, the chest's lid splinters and 
  the GM spends a h, making a piece of wood fly away 
  and hit his face, inflicting a wound. When Ramek 
  looks into the container, he realizes that among the 
  valuables inside, his axe has broken a radio trans-
  mitter thanks to the GM spending the other h. 
  Ramek takes whatever else that has value and runs 
  away before the reinforcements arrive.
  usiNg weapoNs to break iN
  At the GM's discretion, some weapons can be used 
  for Kick-in-Door. Not all weapons are suitable 
  though. You can’t bash a door in with the point of a 
  dagger. Yet, that dagger could be used to  force open 
  a chest.
  When using a weapon as a tool to break a door or 
  container, the GM may allow the character to use 
  their weapon skill rather than Athletics. Even then, 
  it is only possible when the character is trying to cut 
  through. If using the Melee skill is alright to bash 
  open a door, it should not be allowed when using a 
  dagger to force a chest open.
  Using a weapon to break at an inanimate object is 
  different than fighting an actual opponent. There-
  fore, even when using a weapon, the character 
  should be able to use Athletics if the player prefers.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  16
  JuMp
  Jumping is used to cross a chasm, and similar obstacles 
  or to reach something high. Most jumps do not require 
  an actual check and can be part of the narrative. If a 
  character is having a brawl in a tavern, they should not 
  need to make a roll simply to jump on the table unless 
  there is really important reason to make it so.
  Instead, you should use the jump subskill when fail-
  ure could have important consequences, like jumping 
  over a chasm or across rooftops when chasing some-
  one.
  diFFiCulty
  The difficulty for jumping is based on how high or 
  long the character wants to jump want to jump. This 
  author did not go into specific distances, both because 
  many factors have to be taken into consideration, such 
  as clothing, shoes, and overall athleticism and also 
  because Genesys is about telling a compelling story, 
  not calculating exact distances.
  Instead of building a table with precise measure-
  ments, where a single additional inch could increase 
  the difficulty, we built the table around who is expected 
  to succeed the jump.
  TABLE I.3–7: JUMP DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  A jump anyone should be able to make, aside the less athletic people.
  Average (dd)
  A jump any reasonably healthy individual has a fair chance of making without any specialized training. 
  Hard (ddd)
  A challenging jump, one most untrained individuals would not be able to make. 
  Daunting (dddd)
  A kind of jump only trained athletes can hope to make.
  Formidable (ddddd)
  A jump even the most dedicated athletes will find challenging.
   
  TABLE I.3–8: JUMP MODIFIERS
  Modifier
  Description
  + b
  Your character spends a maneuver gaining a running start.
  Decrease Difficulty
  The character can propel themselves using a pole.
  real world JuMpiNg reCords
  At the time of writing this document, according to 
  topendsports, the world record for the standing long 
  jump, or broad jump, is 3.71m (11.4 feet), achieved 
  by Arne Tvervaag in Noresund on 11th November 
  1968.
  The world record for running long jump is 8.95m 
  (29.36 feet), made by Mike Powell in Japan (Tokyo) 
  on August 30th 1991.
  The standing high jump record is 1.65m (5.41 feet), 
  set by Ray Ewry on July 16, 1900.
  The running high jump record is held by Javier 
  Sotomayor, who achieved a jump of 2.45m (8.03 
  feet).
  While the above table does not provide actual dis-
  tance, you might use real world data to determine 
  how long or high a character could jump without 
  making it seem unrealistic.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  17
  EXAMPLE OF A JUMP CHECK
  James is running from a bar where he ended up get-
  ting on the wrong side of the street gang that owns it. 
  The gangsters are chasing him and he finds himself 
  in a dark alley. He comes to a halt when he faces a 
  dead-end, preventing him from escaping. The GM 
  describes the scene and there seems to be only one 
  way to avoid facing the street toughs: balconies 
  granting access to the apartments above. To avoid 
  getting trapped in there, James makes an attempt to 
  jump and reach one of the balconies.
  The GM calls for a Hard (ddd) Athletics check to 
  have James reach to balcony’s service ladder, from 
  where he will have to pull himself up. James takes a 
  few running steps, stands on a trash bin sitting on its 
  side and then jumps. The GM grants him a b from 
  the trash bin and another one from the running start. 
  James’ player rolls ssshhh. James makes the 
  jump but only one of his hands reaches the ladder. 
  He tries to hold onto it but the GM spends h to have 
  the ladder dislodge and slide down. The GM spends 
  the other hh to have James on his back. The street 
  toughs are now closing in as James stands back up. 
  He can now use the ladder but the toughs are right 
  behind him and he will not have time to pull the lad-
  der up after his ascent as the gangsters will be upon 
  him…
  TABLE I.3–9: JUMP SPENDING SYMBOLS
  Modifier
  Description
  s
  The jump is successful.
  f
  The character fails to reach the intended destination.
  a
  Any:
  Counts as a running start for a subsequent jump.
  If a Coordination check is required as part of the landing, the character adds b to the check.
  Failure:
  The character hesitated at the last second and refrained from jumping, allowing another attempt. The character loses their 
  running start. Since they did not jump they no not suffer the consequences of failing to reach the target.
  The character fails to reach the destination by a short distance but managed to get a hold on the edge of the pit/chasm.
  t
  The jump leaves the character in an advantageous position, allowing them to upgrade the ability of their next action once.
  The character was able to bring along an ally that had yet to make their jump check to cross that same obstacle, allowing 
  them to skip the need for a check.
  h
  Any:
  The character falls prone after the jump.
  The character loses an item during the jump.
  The landing point is damaged. Maybe a part of the ledge crumbled, making, adding a b for anyone attempting the same 
  jump.
  Success:
  The character fails to reach the destination by a short distance but managed to get a hold on the edge of the pit/chasm.
  d
  The landing wounds the character, inflicting a critical injury. You may add or subtract 10 per h/a rolled.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  18
  ruN
  Running normally does not require a check. Everyone, 
  unless they have some kind of health issue, is capable of 
  running. A check is useful when time is of the essence. 
  The character might have a limited time to reach a cer-
  tain location or escape the building before the bombs 
  goes off. Another situation that might require a roll is 
  when a character competing with other people. This 
  could be a race for sport, or a situation in which sev-
  eral different characters are trying to reach a door or 
  weapon.  A check will determine who makes it first.
  diFFiCulty
  Running does not vary in difficulty. Sure, there might 
  be obstacles in the way, in the end it is no more difficult 
  to run a race than it is to run away from an explosion. 
  Therefore, the suggested difficulty for every running 
  check is Average (dd). When time is limited, the GM 
  should increase the difficulty to represent how well a 
  character has to perform to reach their objective in 
  time. Finally, competitive checks (see page 26 of the 
  Genesys Core Rulebook) are perfect when multiple 
  people are competing against each other.
  TABLE I.3–10: RUN DIFFICULTIES
  Difficulty
  Description / Example
  Average (dd)
  Any running checks that are not competitive nor have a time limit.
  Competitive
  Used when multiple people are running to compete against each other or to reach a location first.
  TABLE I.3–12: RUN SPENDING SYMBOLS
  Modifier
  Description
  s
  The character manages to run the whole distance within the allowed time.
  In competitive checks, the character with the most s reach the intended destination first.
  f
  The character fails to reach the intended destination in time.
  a
  Success:
  The character can make use of obstacles, like throwing  a barrel or crate at a pursuer. In a chase where the character is 
  pursued, this could either add b on one of their pursuer's next skill check or restrict their options.
  Any:
  The character finds either a different way to reach their destination, which may prove easier or faster. 
  t
  The character puts themself in a position where they have an advantage in accomplishing another task, such as jumping or 
  hiding. This might grant them additional options or add a b to their next skill check.
  In a chase, the character might force their pursuers to overcome an obstacle the character would have throw at them. Such 
  obstacle could require a skill check on their behalf.
  h
  The character trips and falls prone.
  The character drops an item as they run.
  d
  The character exhausts themself. They are considered disoriented for the rest of the scene.
  The character's adrenaline interferes with their ability to calm down or focus. They cannot make a Cool or Discipline check 
  to recover strain at the end of this scene.
  The character makes a bad move and wounds themself, resulting in the Hamstrung Critical Injury (see page 115 of the 
  Genesys Core Rulebook.)
  TABLE I.3–11: RUN MODIFIERS
  Modifier
  Description
  + b
  The surface has a favorable incline.
  The wind is favorable.
  The character wears comfortable clothes suitable for physical activity, such as a pair of running shoes and sport clothes.
  + b
  The surface has a unfavorable incline.
  The surface is slippery or wet.
  The wind is unfavorable.
  There are obstacles along the path, such as crates, people, etc.
  Increase Difficulty
  There is a limited time for the character to run the intended distance.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  19
  EXAMPLE OF A RUNNING CHECK
  Zack has infiltrated a museum to steal an ancient 
  relic. As he picks it up, the lights go out and the 
  sound of an alarm echoes all across the building. 
  The room's doors are slowly closing, trapping Zack 
  inside if he cannot make it through the doorway in 
  time.
  The GM calls for a Hard (ddd) Athletics check 
  since time is limited. His vision is impared due to 
  the low lighting and Zack was not ready to run out 
  of the room so the GM adds a b to the pool. The 
  GM spends a story point to upgrade the difficulty. 
  The roll generates sshhhd. Zach dashes for 
  the door and goes through just before it closes. The 
  GM spends the hhh to have Zack trip as the door 
  almost closes on him. He then spends the d to have 
  guards show up. Now Zack stands up and must 
  either run away or fight.
  CHases
  When a character is pursuing another, they are con-
  sidered to be in a chase. Resolving chases makes use 
  of the Athletics skill, specifically the Run subskill. 
  During a chase scene, each character involved in 
  the chase has to make a competitive Average (dd) 
  Athletics check. After the roll, compare total suc-
  cesses. If the pursuer wins, they may close the dis-
  tance between them and their prey by one range 
  band. If the pursued wins, they can increase that 
  distance by one range band.
  The GM decides when a chase begins or ends but 
  generally, it ends when the distance between parties 
  is Engaged, which would mean that the pursuer has 
  caught up with the pursued. Should the distance 
  between them extend past extreme range, the pur-
  sued has successfully outrun their pursuer.
  Over the course of a chase, it is possible to encoun-
  ters obstacles that would require another skill to 
  overcome, such as a wall to climb or a river to cross. 
  In this case, you should use that other skill for that 
  specific chase round.
  EXAMPLE OF A CHASE
  Meridith the rogue has just escaped the baron's dun-
  geon. After knocking out the guard, she finds her-
  self in the corridor outside the dungeon. She must 
  escape the castle without getting caught. She tried 
  to sneak out, but the guards saw her and now two 
  of them are in pursuit. The GM declares that a chase 
  will take place and put the guards at Medium range 
  from Meredith. 
  Meredith adds a b to her Athletics checks because 
  she does not know the layout of the building and 
  must stop to analyze her options at each crossing. 
  Now both parties will add b to their checks as the 
  corridors feature many obstacles like chairs, barrels, 
  crates, weapon racks, etc.
  On the first competitive check, Meredith wins while 
  generating sssa. Meredith's player spends the 
  a to find a route that is a long straight corridor, 
  removing the b from further checks for having to 
  stop at each crossings. Since she won the check, she 
  increases the distance to Long Range.
  On the second check, she loses to the guards but still 
  generates aaa. These are spent to have Meredith 
  throw a weapon rack on the ground as she runs 
  by. The GM decides that the weapons lying on the 
  ground are enough of an obstacle to upgrade the dif-
  ficulty of the guards’ next check. Still, the guards are 
  back at Medium Range due to winning the competi-
  tive Athletics check.
  The third checks generates sshht for Mere-
  dith, wining the competitive check. The GM spends 
  the h to make Meredith suffer strain. Meredith's 
  player spends the t to have her be able to close 
  a door and lock it from her side. Even though the 
  guards are not beyond Extreme range, the GM calls 
  the end of the chase since she has all the time she 
  needs to get away while the guards find another way 
  around the obstacle.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  20
  swiM
  Like running, swimming is something everyone should 
  be able to do without a check, unless put under some 
  sort of stress. As soon as there are conditions that make 
  swimming dangerous, or if the character’s performance 
  matters, the character must make a check.
  diFFiCulty
  The difficulty of the check is based on the strength of 
  the currents and waves.
  TABLE I.3–13: SWIM DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Swimming through calm waters.
  Average (dd)
  Swimming through low currents.
  Hard (ddd)
  Swimming through moderate currents.
  Daunting (dddd)
  Swimming through strong currents or a storm.
  Formidable (ddddd)
  Swimming through heavy storms with high waves.
  TABLE I.3–14: SWIM MODIFIERS
  Modifier
  Description
  + b
  The character can stand in water.
  The character has something they can get a hold of to help moving.
  + b
  There are obstacles underwater than can slow down movement such as driftwood, kelp, or algae
  The character has their hands or ankles bound.
  The character's current encumbrance is over half the character's Encumbrance threshold.
  Upgrade Difficulty
  The character have both their hands and ankles bound.
  The character is stuck in a net.
  TABLE I.3–15: SWIM SPENDING SYMBOLS
  Modifier
  Description
  s
  The character can move, treating the terrain as difficult terrain.
  f
  The character fails to make any progress.
  a
  Any:
  The character can free themself from simple underwater obstacles, such as being entangled in kelp.
  Success:
  The character does not have to reroll Athletics checks to swim for a number of rounds equal to a generated.
  t
  Success:
  Unless conditions change, the character does not have to reroll to swim for the rest of the scene.
  For this round, the character can move without considering the water difficult terrain.
  Any:
  The character can make it to the surface if they had been forced underwater.
  The character can free themself from complex obstacles, such as bounds or net.
  h
  The character goes underwater and has to hold their breath.
  d
  The character exhausts themself. They are considered disoriented for the rest of the scene.
  The character goes underwater and loses rounds of breath up equal to d generated.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Athletics
  21
  EXAMPLE #1 OF A SWIMMING CHECK
  Jida is running away from an orc camp after assas-
  sinating their warchief. Sadly, she was caught on her 
  way out and is now pursued by a gang of orc war-
  riors. She jumps off a cliff into the water. Farther 
  away, at long  range, her party's ship is waiting for 
  her to get on board to set sail. After she dives, an 
  arrow whistles by her head. She turns her head to 
  see the orcs archers aiming at her. She has to swim as 
  fast as she can to reach the ship before They reduce 
  her to a drifting, bloody corpse. She decides to dive 
  so the orcs will have a harder time shooting at her.
  The waters are relatively calm but there are still 
  waves. The GM calls for an Average (dd) Athlet-
  ics check. The seabed has a dense kelp forest, adding 
  bb to the check. Fortunately, Jida is a skilled swim-
  mer  and rolls ssaat.
  Since the roll succeeded, Jida can swim, treating the 
  water as difficult terrain and thus requiring twice 
  as many maneuvers to move. Jida's player spends 
  the aa to have her swim for 2 more additional 
  rounds without having to make any more checks. 
  Then, Jida's player spends the t to make Jida treat 
  the water as normal terrain rather than difficult. It 
  takes two maneuvers to move from long to medium 
  range, which she accomplishes that round. On her 
  next round, she will spent both her maneuvers to 
  move from medium to short as the effect from the 
  t wears off. On the third round, her maneuvers will 
  bring her within engaged range of her ship. From 
  that point, she would have to roll again to swim but 
  since she's currently holding onto the ship, she will 
  simply use a maneuver next round to climb on board 
  and the ship will set sail away from angry orcs.
  swiMMiNg aNd Narrative sCeNes
  Even though swimming during a structured 
  encounter brings a strategic layer to it since it dic-
  tates how much a character can move in a given 
  round, making successive checks in narrative 
  scenes can grow boring pretty fast.
  Imagine a party of four characters that have to swim 
  over a Long distance. Considering they are not roll-
  ing t to treat water as normal terrain rather than 
  difficult, it would take each character a minimum or 
  two rolls to get there. Chances are, some characters 
  are going to be bad at swimming and will require 
  three or more rolls. That's a lot of swimming checks 
  to make and people around the table might grow 
  bored as it slows down the narrative.
  Therefore, this author recommends making a single 
  check per character that will cover the whole dis-
  tance. On a successful check, the character reaches 
  their destination. On a failed check, either the 
  character reaches it anyway but suffers heavy strain 
  depending on the distance, or make checks until 
  that character succeeds at least once. When mak-
  ing a single check for extended distance, this author 
  recommends increasing the amount of strain suf-
  fered by the character on h symbols.
  EXAMPLE #2 OF A SWIMMING CHECK
  Jacob is a crew member aboard a merchant ship. 
  After suffering a violent storm that crashed the ship 
  into a high reef, the ship is sinking. Jacob's only 
  chance is to jump into the treacherous water and 
  hope to reach the coast of the nearby island.
  The violent storm is making this a Daunting 
  (dddd) Athletics check. Jacob can hold onto a 
  large wooden plank to help keep his head out of the 
  water so the GM adds a b to the pool. Jacob's player 
  rolls and generates fhh, failling to swim toward 
  the island. In addition, the GM spends the hh to 
  have the  wooden plank be pushed away and have 
  Jacob go underwater. From that point, he has to hold 
  his breath and will not benefit from the plank when 
  he makes any future checks. 
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Computers
  22
  COMPUTERS
  The Computers skill encompasses everything related 
  to computers and other technological gadgets, such as 
  tablets, smartphones, drones, electronic locks.
  The Computers skill already has Hacking rules (see 
  Genesys Core Rulebook page 232) that were later 
  expanded (see Shadow of the BeanStalk page 
  118). Yet, not everything regarding computers is about 
  hacking. Here are some Computer subskills that a char-
  acter can use without following the established hack-
  ing rules. These subskills suggest that the character 
  has unrestricted access to the device. If the device is 
  password protected, or has any other kind of security 
  preventing access, the character would have to hack it 
  before being able to use it. 
  alter a robot's prograMMiNg
  In many technologically advanced settings, robots 
  are everywhere, performing a wide variety of tasks. 
  A skilled character could alter a robot’s programming 
  by modifying or adding parameters or new functions. 
  Depending on the setting, this should require either a 
  physical connection to the robot, access via wireless 
  network, or short range communications.
  diFFiCulty
  The difficulty is based on the complexity of the task 
  at hand. Small changes like changing a guard robot’s 
  patrol path is easier than turning a medical bot into a 
  combat robot. Note that successfully reprogramming a 
  robot to perform a task in no way guarantee that the 
  robot will succeed at it.
  TABLE I.4–1: ALTER A ROBOT'S PROGRAMMING DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Modify a simple parameter, like a verbal password that allows people to walk through the door the robot is guarding.
  Average (dd)
  Make extended modifications to an existing program, such as what information to filter, where to carry a load, how to 
  respond to orders or other specific situations.
  Hard (ddd)
  Write new complex routines that change the initial functions and purpose of the robot, such as making a robot whose role 
  was to initially to walk pets into a minesweeper robot.
  Opposed
  Improving robot's skill ranks.
  TABLE I.4–2: ALTER A ROBOT'S PROGRAMMING MODIFIERS
  Modifier
  Description
  + b
  The character has access to data regarding the robot’s fundamentals: parts, specifications, initial programming, or blueprints.
  + b
  The robot is damaged.
  The system is glitchy or corrupted.
  reprograMMiNg a pC
  For the sake of game balance, it is not possible to 
  reprogram a Player Character using this subskill.
  While it can be interesting on a narrative level to 
  have the robot PC be tampered with and have their 
  personality or skills altered, this should be tempo-
  rary and a means to add story elements, not a way 
  to increase the character's effectiveness.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Computers
  23
  TABLE I.4–3: ALTER A ROBOT'S PROGRAMMING SPENDING SYMBOLS
  Modifier
  Description
  s
  The alteration is successful and the robot will behave accordingly.
  f
  The programming fails and the robot will ignore the implanted code.
  a
  While tampering, the character finds useful information such as old lines of code, collected information, or a hidden 
  database.
  The robot's altered behavior will grant an additional boon to the character.
  The tampering improves the robot’s efficiency. It adds b to every skill check related to its new programming.
  t
  If improving a skill, the improvement is permanent.
  If improving a skill, improve it by an additional rank.
  h
  The new programming is unstable. Whenever the character or the robot generates hhh on a skill check, the tampering is 
  wiped and replaced with its original program.
  The programming is not optimal. The robot adds b on all skill checks related to the tampering.
  The tampering has glitched or corrupted the robot. Add b to further Computers checks to interact with the robot. An 
  Average (dd) Computers check is required to resolve the glitch.
  d
  The programming crashes the robot. Treat it as if it is shut down. It cannot function again until a character makes a Hard 
  (ddd) Computers check to fix it.
  The robot suffers from a Critical Injury.
  If improving skill, for the remaining of the session, the tampering removes 1 skill rank in that skill or another — GM's 
  decision. If a second d is generated, the loss is permanent.
  iMproviNg skills
  It is possible to improve a robot’s skills by alter-
  ing its programming. To do so, make a Computers 
  check opposed by the robot’s skill which your char-
  acter wants to improve. If the check succeeds, then 
  the robot’s skill increases by 1 for the rest of the ses-
  sion. This effect can be made permanent with a t. 
  A character cannot raise a robot's skill above their 
  own. After all, a robot expert cannot turn a robot 
  into a skilled surgeon if they do not know about 
  medicine themself. This penalty may be lifted if 
  assisted by someone having the proper skill level. 
  Therefore, you should use that character's skill as 
  the max skill rank the robot can reach.
  EXAMPLE #1 OF AN ALTER A ROBOT'S PROGRAMMING CHECK
  Blake has to steal data from a private contractor. 
  The data is on his personal laptop at home. The fam-
  ily has a robot that walks the children’s dog. Blake 
  intercepts the robot during a walk and alters his pro-
  gramming to retrieve the laptop and bring it back to 
  him at night.
  The GM calls for an Average (dd) Computers 
  check since the new tasks are not complex. The roll 
  generates sa. The robot will carry out the new 
  instructions. In addition, Blake’s player spends the 
  a to find footage of the contractor stashing a pile of 
  money in his chest drawer embedded in the robot’s 
  memory.  Blake includes a command for the robot to 
  collect that money as well.
  EXAMPLE #2 OF AN ALTER A ROBOT'S PROGRAMMING CHECK
  Adora has been tasked to upgrade an old decom-
  missioned combat robot to increase the perimeter's 
  security.
  The sentry robot currently has 2 Agility and 2 ranks 
  in Ranged. Increasing a skill is an opposed check so 
  the difficulty is set to cc. Her Computers check 
  generates ssad. By succeeding, the robot's 
  Ranged skill increases from 2 to 3 for the rest of the 
  session. The a is used to add b on ranged checks 
  when defending the base. Finally, the GM spends the 
  d to have the robot's Vigilance skill drop by 1 until 
  the end of the session. All these modifications are 
  narrated as Adora's tampering increased the robot's 
  focus and aim by constraining its field of view, mak-
  ing it slower to react to unexpected sensory input.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Computers
  24
  data searCH
  Getting access to a device containing data is the only 
  the first step in extracting information. When a char-
  acter is browsing through someone else’s computer or 
  terminal, they do not know where to find the informa-
  tion they are looking for and sadly, the device’s search 
  engine might not be able to filter everything effectively. 
  A Data Search check is used when looking for a specific 
  information, or anything relevant, on a device that is 
  not their own.
  diFFiCulty
  The difficulty of the check is based on how specific is 
  the information the character is looking for.
  TABLE I.4–4: DATA SEARCH DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  A global search for a file type, such as looking for photo folders.
  Average (dd)
  Searching for a specific kind of file, such as searching for photos taken at a specific date.
  Hard (ddd)
  Searching for files with precise criteria, such as find looking for a collection of photos featuring a certain person in a specific 
  location during a specific time.
  TABLE I.4–5: DATA SEARCH MODIFIERS
  Modifier
  Description
  + b
  The character already has information about where or what to look for.
  + b
  The data is badly organized inside the device.
  The device is damaged or the data storage medium is compromised.
  Decrease Difficulty
  The character knows exactly what they are looking for.
  TABLE I.4–6: DATA SEARCH SPENDING SYMBOLS
  Modifier
  Description
  s
  The character finds data relevant to their search. The more successes, the more information is found.
  f
  The character fails to find the data they were looking for.
  a
  The character finds unrelated yet useful data.
  Reduce the time needed to conduct the search.
  t
  Any:
  The character gets access to private or secured unrelated yet highly valuable data that could prove useful to them. This 
  could be something that will help bypass other security measures, such as a code for a safe, or audio sample to use a voice 
  activated device.
  Failure:
  While the search did not provide the information the character was looking for, it provides clues to where to find the info 
  and maybe even how to access it.
  h
  The character leaves traces of their search.
  The character compromises some data.
  The character triggers some alarm or intrusion detection system.
  Increase the time needed to conduct the search.
  The data is misleading the character. Maybe it was tampered with to throw the character off the trail, is partially corrupted, 
  or just confusing.
  d
  The file contained some security measure, such as a virus that triggers when the file is not opened on that specific device or 
  by an unauthenticated user. 
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Computers
  25
  EXAMPLE #2 OF DATA SEARCH
  Greg is an amateur pickpocket. After a walk through 
  a crowded subway station, he acquires a new smart-
  phone. Fortunately, the phone is not password pro-
  tected. He sits in the park and starts browsing its 
  content for valuable information such as passwords, 
  bank information, and identity.
  The GM calls for a Hard (ddd) Computers check 
  as the information is specific and sparse. The roll 
  generates fhh. Greg browses the data for a while 
  but fails to find any password or private informa-
  tion. The GM decides the h means Greg sits there 
  for a while, as he is desperately trying to find some-
  thing useful. Normally, he would have time for two 
  if not three of these larcenies during the day but he 
  spent so much time on that phone that he wasted all 
  his day. His tampering must have alerted the owner, 
  who remotely locked down the phone. Greg ditches 
  the phone and moves on, frustrated. To reflect this, 
  the GM spends the last h to have him suffer 1 strain.
  data survey
  Sometimes a character is not looking for anything 
  specific but might simply looking for anything 
  out of the ordinary. This may happen when, for 
  example, an investigator searches through a per-
  sonal computer, looking for anything that could 
  give information about the owner’s whereabouts 
  – recent e-mails, browser history, trash bin, etc. In 
  this case, the check should be based on how many 
  of these elements are available, from Easy (d) if 
  there are multiple traces to Hard (ddd) if there is 
  very little information.
  EXAMPLE #3 OF DATA SEARCH
  Gemma is a police investigator. During today’s raid 
  on a criminal organization’s warehouse, she found 
  a computer, which she brought back to the station. 
  After bypassing the computer's security, Gemma 
  searches it for anything useful to assist her in the 
  investigation.
  Since she is not looking for anything in particular, 
  the GM decides to make it an Average (dd) Com-
  puters check as the computer has a fair amount of 
  compromising info. Unfortunately, the owner was 
  not great at organizing their data so the GM adds b 
  to the pool. The check generates ssa.
  Looking through her files, she finds evidence of 
  criminal activity that will be used to press charges 
  against the apprehended suspects. Gemma's player 
  spends the a to gain additional useful information. 
  She finds information about a weapon shipment that 
  has yet to arrive. With that information, the police 
  will be able to intercept the shipment, preventing 
  more weapons from reaching in the streets.
  EXAMPLE #1 OF DATA SEARCH
  Marcy has been blackmailed by a colleague who 
  took a compromising photo of her at an office party. 
  Growing tired of the situation and determined to 
  put an end to it, she manages to get her hands on her 
  colleague's smartphone and unlocks it while they 
  left for their break. Shes attempts to find the photo 
  to delete it.
  The GM calls for a Hard (ddd) Computers check 
  as Marcy is looking for a specific picture in a device 
  full of photos. Since she knows exactly what photo 
  she is looking for, the GM decreases the difficulty by 
  1 as she can easily filter irrelevant photos.
  The roll generates shh. She quickly browses 
  through the photo gallery and deletes the photo. The 
  GM spends the first h to have her time cut short as 
  she hears her colleague coming back. Marcy leaves 
  her colleague's desk in a hurry. The other h is spent 
  so that when her colleague comes back, the phone's 
  screen is still displaying the photo gallery, at the 
  location where the photo should have been. Need-
  less to say, the colleague grows suspicious but cannot 
  prove that Marcy was responsaible.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Computers
  26
  pilot a sMall droNe
  Drones are vehicles that are piloted remotely though 
  an interface. This could be made through a console, 
  smartphone or any other capable device. 
  Some drones might have some form of AI or autopi-
  lot and do not require the character’s attention to move 
  and perform tasks. The way a character interacts with 
  a drone depends on the drone's level of artificial intel-
  ligence.
  In the case of advanced and autonomous drones, a 
  Computers check is not required. The character simply 
  gives commands and the drone executes them to the 
  best of its ability, using its own skills.
  However, many drones lack intelligence and they 
  cannot operate on their own without the character 
  piloting them directly.
  When a character is directly controlling the drone, 
  they are required to make Computers checks to per-
  form maneuvers. Computers only encompasses con-
  trolling small size drones. If your character is control-
  ling a drone of Silhouette 1 or larger, they should use 
  the Piloting skill instead of Computers.
  Even though a drone can be used to accomplish a 
  vast array of tasks, a character should only use this sub-
  skill for the drone's movement. If the drone is used to 
  accomplish another task, such as survey, lock picking, 
  or hacking, the character should use their own skill.
  diFFiCulty
  The difficulty depends on what the character is trying 
  to achieve.
  Should the situation calls for a skill check related to 
  the drone's movement, you can use the difficulty and 
  modifiers from the Piloting skill for airborne drones or 
  Driving skill difficulties for wheeled drones (see "Driv-
  ing/Operating/Piloting" on page 40).
  If the character is attempting to use another skill 
  through the drone, such as Medicine, the difficulty and 
  modifiers should be the same as if the character was 
  performing the skill themself.
  The suggested modifiers, as well as the symbol usage 
  table, can be used in both cases, in addition to the ones 
  already available for the situation.
  TABLE I.4–7: PILOT A SMALL DRONE MODIFIERS
  Modifier
  Description
  + b
  The character can see the drone themself and what the drone is interacting with.
  The drone has features or hardware components made specifically for the task at hand or provide an advantage, such as 
  climbing a wall with additional limbs for the drone to pull itself up.
  + b
  There is some interference between the drone and the controlling device.
  The drone is not well suited for the job, like a black stealth drone flying through the sky at noon on a cloudless summer day. 
  Upgrade Difficulty
  The drone lacks features for that particular task, like trying to perform an emergency surgery using a maintenance drone 
  with pincer-shaped hands rather than delicate fingers.
  TABLE I.4–8: PILOT A SMALL DRONE SPENDING SYMBOLS
  Modifier
  Description
  s
  The drone executes the task the character is attempting.
  f
  The drone fails to execute the task.
  a
  -
  t
  The character grows more comfortable with the controls. They add a b to all checks made with the drone for the rest of the 
  scene. This is cumulative if the character generates multiple t.
  h
  The drone encounters an unexpected difficulty that makes it harder to accomplish the task at hand, such as awkward 
  positioning. The character adds b on the drone's next check.
  d
  The connection to the drone is cut until the end of the scene. A Hard (ddd) Computers check can be made to bring the 
  connection back online.
  The drone experiences some kind of glitch, lag, or other connection issue. The drone takes longer to interpret the command 
  and the reaction time is slower than expected. This should bring some complication such as the drone being taken down, or 
  failing to help the character bypassing an obstacle.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Computers
  27
  EXAMPLE #1 OF PILOTING A DRONE
  A group of resistance fighters has infiltrated a city 
  now controlled by alien overlords. Their mission is 
  to destroy a facility where the aliens manufacture 
  power generators for their fleet. Before infiltrating 
  the base, Francis is tasked with recon. He is carrying 
  a flying drone perfect for this job. He powers up his 
  laptop and deploys the drone. It flies up and closes 
  the distance with the facility two blocks away. The 
  drone is relaying all the images to Francis' laptop, 
  from where he directly commands the drone. He 
  tries to position it so it would avoid detection while 
  keeping the video feed coming.
  The GMs calls for a Stealth check. The generated 
  symbols can be spent to produce effects from both 
  the Stealth and the Piloting a Drone tables. As a 
  Stealth check, it is opposed by the aliens' Vigilance 
  skill. The drone is specifically made to be stealthy as 
  it is equipped with propulsion noise  reduction and 
  its hull is painted black to move undetected through 
  the night sky. Due to these factors, the GM adds bb 
  to the pool.
  The check generates ssh. The drone is able to 
  avoid detection and lands on a nearby tree branch. 
  Unfortunately, leaves are blocking some of its sen-
  sors, imposing a b on Francis' next check as he does 
  not benefit from the most accurate info from this 
  position.
  EXAMPLE #2 OF PILOTING A DRONE
  Hours later, Francis and his team have reached the 
  facility's reactor. After planting the bomb, they are 
  on the way out. Due to complications, they will not 
  be able to get out the same way they got in. Francis 
  is calling his drone from the treeline to check for any 
  dangers waiting for them at their exit point.
  The GM calls for an Average (dd) Perception 
  check. Both the GM and the player can spent sym-
  bols from the Piloting a Drone and Perception 
  tables. The drone is equipped with night vision sen-
  sors, removing bb from the check due to darkness. 
  The GM upgrades the difficulty of the check using a 
  story point to increase the tension for the climax of 
  their mission.
  The roll generates sssd. The drone gets into 
  position and sends a video feed of alien ground 
  troops patrolling about. The GM spends the d to 
  have the drone suffer from a glitch due to some alien 
  communication device close to it. Reestablishing the 
  connection would require a Hard (ddd) Comput-
  ers check. Since they cannot afford the time now, 
  they will have to go now, hoping that the drone had 
  seen all the troops that was patrolling the area.
  EXAMPLE #3 OF PILOTING A DRONE
  Agnia is walking a ruined city that was leveled years 
  ago in the last great war. She stands right by a ruined 
  building that may well houses useful equipment 
  yet unlooted. She knows better to not venture into 
  crumbling infrastructure herself as they can col-
  lapse anytime once disturbed. She sends in her fly-
  ing drone, which she controls through her makeshift 
  tablet. The drones flies up the building and sends the 
  feed back at her.
  Due to the numerous rumbles she has to navigate 
  through, the GM calls for a Simple (-) Computers 
  check due to the drone's silhouette of 0 (see "Driv-
  ing/Operating/Piloting" on page 40). Yet, the GM 
  spends a story point to upgrade the difficulty of the 
  check, which in this case adds a d due to lack of 
  die to upgrade. The wind is currently blowing fast 
  at that altitude and adds a b to the check. Finally, 
  navigating through the rumbles inside the building 
  adds another b.
  The check generates ssshh. The drone suc-
  cessfully gets into the building. Yet the GM spends 
  a h to have the drone's propulsion engines lift up 
  the dust, impairing the camera feed. This will add 
  a b on Agnia's Perception check to find valuables 
  through the drone's feed. The other h is spend so 
  that the drone accidently ran into a collision with an 
  object that caused a minor cave-in. While the drone 
  can still move, it won't be able to get out the same 
  way it went in Agnia will have to find another way 
  out, which could be even more trickier than the first.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Cool
  28
  COOL
  gaMbliNg
  Everyone enjoys some personal time between missions 
  and adventures. Gambling is a good way to cool off 
  and possibly make a profit. This subskill is used when 
  your character plays cards or another game of chance 
  in which bluffing, luck, and strategy are all intertwined.
  diFFiCulty
  In order to gamble, all characters involve must make 
  a competitive Average (dd) Cool check. Before the 
  check, each player wagers a certain amount of money 
  and the winner keeps the entire pot. Should there be no 
  winner, the pot remains for an additional round. Ties 
  are broken as per the rules of competitive checks on 
  page 26 of the Genesys Core Rulebook.
  Note that depending on the scenario, a character 
  might have to commit to a certain number of rounds of 
  play. Therefore, a character cannot bail out before the 
  whole game ends. Doing so would be rude and might 
  have consequences depending on the other gamblers 
  involved.
  TABLE I.5–1: GAMBLING MODIFIERS
  Modifier
  Description
  + b
  The character is using weighted dice or other altered game materials used to increase their odds of winning.
  TABLE I.5–2: GAMBLING SPENDING SYMBOLS
  Modifier
  Description
  a
  The character decreases their own wager by 10% of the original wager, to a minimum of 0%.
  The character increases one of their opponents' wager by 10% of the original wager.
  The character adds a b to their gambling check next round.
  t
  The character decreases their own wager by 50% the amount of the original wager, to a minimum of 0%.
  The character increases one of their opponents' wager by 50% the amount of the original wager.
  If another character was cheating, your character catches them in the act.
  h
  The character increases their own wager by 10% of the original wager. 
  The character decreases one of their opponents' wager by 10% of the original wager, to a minimum of 0%.
  The character adds a b to their gambling check next round.
  d
  The character increases their own wager by 50% the amount of the original wager.
  The character decreases one of their opponent’s wager by 50% the amount of the original wager, to a minimum of 0%.
  If cheating, the character is caught by the other players.
  gaMbliNg usiNg otHer skills
  Cool is the go-to skill for gambling as it represents 
  playing while maintaining their composure. If the 
  character wants to bluff and beguile, they may use 
  Deception instead of Cool. If the character wants 
  to cheat outright, they should use the Skulduggery 
  skill.
  Depending on the game played, the GM might say 
  that some skills cannot be used to play. For exam-
  ple, while playing a game of cards in which all the 
  cards are exclusively manipulated by the croupier, 
  the GM might say that cheating is not possible, or 
  that cheating may involve use of the Computers 
  skill.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Cool
  29
  EXAMPLE #1 OF GAMBLING
  Ashley is back from a risky smuggling job and is 
  now enjoying herself at a far away space station. She 
  pays the station's bar a visit and gets some drinks. 
  At some point, she invites herself to a table where 
  people are playing a popular card game. There are 
  three other people playing: Dagan, Jane, and Pete.
  The starting wager is 100 credits, which everyone 
  put at the center of the table, which now has 400 
  credits in. Ashley has to make a competitive Average 
  (dd) Cool check. The rolls generate ssa (Ash-
  ley), saa (Dagan), ssh (Jane), and a (Pete). 
  Ashley wins the check with her roll. Her ss beat 
  Dagan and Pete's rolls. Even though Jane scored 
  ss as well, the number of a rolled breaks the tie 
  in favor of Ashley. Ashley spends her a to increase 
  Jane's wager by 10% of the original (+10). Dagan 
  spends each of his a to decrease his wager by 10% 
  of the original one (2x-10=80). Jane's h is spent to 
  increase her own wager by 10% of the original wager 
  value (+10). Finally, Pete reduces his by 10% (-10).
  Here are the wagers from each player after the 
  adjustments:
  Ashley: 100 
   
  Dagan: 80 (100-10-10)
  Jane: 120 (100+10+10) 
  Pete: 90 (100-10)
  Since Ashley wins, she takes the whole 390 credits. 
  Considering she invested 100 credits, this gives her a 
  profit of 290 credits.
  siMplified gaMbliNg
  Gambling is a great way for players to make a bit of 
  cash, create great narrative opportunities or simply 
  make a transition between two adventures. Engag-
  ing in gambling, as detailed in the previous exam-
  ple, can be time consuming during a game session, 
  even more if the table is hosting many players and 
  the game lasts more than a single round. Plus, 
  characters not skilled in gambling might not show 
  interest and will be forced to wait for their chance 
  to interact as the GM has to focus at the game going 
  on.
  An alternative is to use simplified gambling rules, 
  in which a single roll from the PC is required to 
  determine the outcome of a gambling round.
  The first step is to determine the number of NPCs at 
  the table. When the original wager is set, multiply 
  that value by the number of NPCs playing to deter-
  mine the pot value.
  Then the PC makes an Average (dd) check, using 
  their skill of choice (Cool, Deception, or Skuldug-
  gery). The check is upgraded for each NPCs par-
  ticipating beyond the first. This upgraded difficulty 
  represents the challenge of beating everyone at the 
  table. When spending symbols, remember that one 
  alters the pool by an amount of a single individual's 
  wager, not of the NPCs' communal pool.
  Should more than one PC participate in simpli-
  fied gambling, PCs make a competitive check, with 
  the same upgraded difficulty based on number of 
  NPCs.
  EXAMPLE #2 OF GAMBLING
  Later that night, Ashley is going to another table 
  with 4 NPC players. The GM says they are going to 
  use the simplified gambling rules as the party wants 
  to move on with the adventure. The original wager is 
  set to 100. Since there are four other players, the pot 
  has 500 credits in.
  The Average (dd) Cool check is upgraded three 
  times since there are 4 NPCs involved. Therefore, 
  the difficulty becomes ccd. The roll generates 
  sad. Since the check succeeded, Ashley wins. 
  The a is spent to increase the NPC's pool wager by 
  10% of the original wager (+10) while the d is spent 
  to decrease it by 50% (-50). Therefore, she wins the 
  460 credits (500+10-50), for a net profit of 360 cred-
  its.
  If she would have failed that check but otherwise 
  generated the same other symbols, fad, she 
  would have lost the game. The a would have been 
  used to reduce her wager by 10% of the original 
  value (-10) while the d would have increased it by 
  50% (+50). Therefore, she would have lost 160 cred-
  its (100-10+50).
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Cool
  30
  keep your Cool
  When facing a stressful situation, even a highly skilled 
  character can lose their cool. Scenes such as piloting in 
  an asteroid field, going through a burning building, or 
  acting before a time bomb detonates are all situations 
  in which stress can make a character lose their cool and 
  perform worse than what are expected of them.
  The GM should call for a Cool check when a char-
  acter is facing a stressful situation. A character should 
  only roll once for the entire scene unless the situation 
  gets even more stressful.
  Many situations are stressful yet do not require 
  checks. After all, every time you make a check, your 
  character has a possibility of failure and to some extent, 
  that could be stressing them out. Yet, you do not want to 
  slow down the game each time a character has to make 
  a check so they would have to make a Cool check prior 
  to it. Combat situations, unless there are some specific 
  circumstances, should not require a Cool check even 
  though being engaged in a shoot-out is a stressful situ-
  ation. Same goes for making that jump over a chasm or 
  sneaking past the guards. The GM should only call for 
  a Cool check when additional stressors are present. For 
  example, trying to pick a lock to open a door would not 
  require a Cool check. But if your character is stuck in 
  a room rapidly filling with water and the only way out 
  is unlocking that door, the GM should call for a Cool 
  check before your attempt. 
  diFFiCulty
  Depending on the situation, some characters might 
  not need to roll or have the difficulty decreased as 
  per their background and personality. For example, a 
  minesweeper should not face the same difficulty for 
  disarming a bomb than an untrained person following 
  instructions over the phone as to how to disarm that 
  bomb.
  TABLE I.5–3: KEEP YOUR COOL DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  A stressful, non-life threatening situation, such as doing an important speech in front of a crowd.
  Average (dd)
  A dangerous situation, which may result in mission failure, wounds, and possibly death.
  Hard (ddd)
  A highly stressful situation, such as disarming a bomb with only so much time left, or witnessing one’s allies fall in combat. 
  Daunting (dddd)
  An extremely stressful and dangerous situation, where a simple mistake could result in the death of many people.
  TABLE I.5–4: KEEP YOUR COOL MODIFIERS
  Modifier
  Description
  Decrease Difficulty
  The character is used to this kind of situation.
  Upgrade Difficulty
  The situation is tied to the character’s Fear motivation.
  TABLE I.5–5: KEEP YOUR COOL SPENDING SYMBOLS
  Modifier
  Description
  s
  The character keeps his cool and can act normally.
  f
  The character is staggered for one round. During that time, they try to keep their composure and focus on what's happening.
  The character might be forced to take a specific course of action, such as adopting guarded stance or attacking a specific 
  target. This effect could last longer the more f generated.
  a
  The character works against the stress. They add b to their next check.
  If forced to take a specific course of action, it should not be a self-destructive one.
  t
  The character heals 2 strain.
  h
  The character loses their free maneuver for one round. Multiple h can be use to extend the duration. They may still use 
  two maneuvers per round, but they will have to voluntarily suffer strain to do so. They may still convert their action into a 
  maneuver.
  The character adds b to their checks until the situation improves.
  d
  Whenever the character suffers strain, they suffer one additional strain.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Cool
  31
  Cool versus fear
  Succumbing so stress is similar to succumbing to 
  fear: the character will lose their nerve. They might 
  even be let their instincts dictate a specific course 
  of action.
  Even though both fear and stress can inflict debili-
  tating penalties, they have a different trigger.
  When a character is facing a stressful situation in 
  which they are still in control, it calls for a Cool 
  check, even if the situation is life-threatening.
  Defusing a bomb is a great example as the character 
  is still in charge and it is up to them to manipulate 
  the device the right way to disarm it.
  On the other hand, finding yourself surrounded by 
  sharks while swimming calls for a fear check. The 
  situation is life threatening and the character has 
  no control over the sharks' presence.
  EXAMPLE OF KEEP YOUR COOL
  John and Mac are infantry soldiers fighting in an 
  ongoing war. Since everything started, they always 
  looked to each other and saved each other's lives 
  multiple times. Today they are being sent to a ruined 
  portion of town to fix phone cabling so communica-
  tions will be back online.
  The two cautiously dash from cover to cover even 
  though there is no sign of immediate danger. John is 
  leading while Mac runs behind him.
  At some point, as they were moving between cover, 
  they hear a gunshot. John's instinct has him jump 
  behind the cover. He turns to look at Mac right 
  behind him but is faced with a grim sight. The man 
  is lying on the floor, his eyes staring into nothing-
  ness and John can see blood flooding out from the 
  man's neck.
  The GM calls for a Cool check. The reasons behind 
  is that he death of his companion adds an element of 
  stress to an already tense situation. John is suddenly 
  alone and pinned down. Yet, he is still in full con-
  trol. He could theoretically take time to cope with 
  what just happen while standing safe behind cover, 
  and then engage the enemy. This justifies calling for 
  a Cool check rather than a fear check.
  Mac being one of John's close friends, the GM sets 
  the difficulty at Hard (ddd). John has the Failure 
  motivation. Both men have taken a oath between 
  themselves to look out for each other and never let 
  the other down. Even though he did not pull the 
  trigger, John feels like he failed his friend. Therefore, 
  the GM upgrades the check once.
  The roll generates faad. Since the roll failed, 
  the GM says that John is in shock and will simply 
  stay behind cover, staggered. John's player suggests 
  that he could spend a to have his character spot 
  the muzzle flash when the gunshot occurred and 
  thus could pinpoint the sniper. The GM agrees and 
  then suggests that instead of cowering behind cover, 
  John be might struck by a sudden compulsion to 
  avenge his fallen comrade, and will counterattack 
  even though distance is not on his side. John's player 
  spends the remaining a to have his character have 
  a moment of focus while trying to fight back, add-
  ing b to the check. Finally, the GM spends the d 
  to have John move out of cover as he stands up and 
  walks toward the sniper, as his compulsion to avenge 
  his brother-in-arms surpasses his sense of self pres-
  ervation.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Coordination
  32
  COORDINATION
  esCape restraiNts
  No all combat encounters are about killing. Sometimes, 
  the goal is to subdue the enemy. From there, they might 
  be interrogated for information or traded for a ransom. 
  While secured cells are the best way to keep someone 
  from escaping, such conveniences are not always at 
  hand. Therefore, restraints, such as manacles or rope 
  bindings are a good alternative to prevent people from 
  running away.
  diFFiCulty
  The difficulty is based on the type of restrains used to 
  prevent the character from running away.
  TABLE I.6–1: ESCAPE RESTRAINTS DIFFICULTIES
  Difficulty
  Description / Example
  Average (dd)
  The character's hands are tied together.
  Hard (ddd)
  The character's hands are tied behind the character’s back.
  The character's hands are separately tied to an object.
  Daunting (dddd)
  The character's body is fully tied, preventing the character from performing any movement.
  The character's hands and/or feet are manacled.
  TABLE I.6–2: ESCAPE RESTRAINTS MODIFIERS
  Modifier
  Description
  + b
  The character can use their teeth to help themselves out of rope bindings.
  Decrease Difficulty
  The character can use a suitable tool to free themselves, such as holding the key to the manacles in theirs hands or a dagger 
  to cut bindings.
  EXAMPLE #1 OF AN ESCAPE RESTRAINTS CHECK
  Jane and her squad have been captured by enemy 
  forces and brought into their camp for interroga-
  tion. Jane, like her companions, is tied to a chair. 
  One by one, the captors are taking one member of 
  the squad elsewhere and they are not seen after that. 
  Jane does'nt intend to wait for her turn and tries to 
  free herself.
  Her feet and hands are both bound. Her hands are 
  tied together behind her back, as well as to the chair. 
  Her ankles are separately tied to the chair's legs.
  The GM calls for a Daunting (dddd) Coordina-
  tion check since she cannot move her hands at all. 
  The roll generates fat. Since she failed the roll, 
  she cannot free herself. Jane's player spends the a to 
  have their character rocking the chair hard, breaking 
  the rusted bolts holding it to the floor. As the cap-
  tor comes back into the room to take her away, she 
  stands up and throws herself at them, pushing them 
  against the wall and they both fall to the floor. The 
  t is spent so that the chair shatters upon impact. 
  Jane stands up, her hands are still tied behind her 
  back but her ankles are free, yet still impaired by the 
  loose ropes. As her captor stands up as well, Jane is 
  ready to fight her way out. Yet, due to the loose bind-
  ings still around her ankles, the GM adds a b on 
  her first combat check. After that, her kicks will have 
  thrown the ropes away. The combat encounter starts 
  and both roll initiative.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Coordination
  33
  TABLE I.6–3: ESCAPE RESTRAINTS SPENDING SYMBOLS
  Modifier
  Description
  s
  The character escapes from the bindings, succeeding in untying the ropes or slipping their hands through the manacles.
  f
  The character remains bound.
  a
  Success:
  The character manages to free themself but look as if they’re still bound. Freeing themself only requires a maneuver. This 
  is useful for surprising the captors.
  Failure:
  The character put themself in an advantageous position, granting b on their next check to escape restraints.
  The character finds something in the room that can help them escape, like a knife on a nearby table. Acquiring this object 
  might still prove difficult and might require more checks.
  The character only partially free themself. Maybe they were able to free their feet but not their hands. This additional 
  freedom should help them interact with their environment.
  t
  Any:
  Something is happening, turning the captors' attention away. Maybe their location is under attack or there is a power 
  outage. In any case, this should help the character get away, even though they have not physically escaped their bindings.
  While captive, the character discovers an important piece of information. This could be from a conversation they 
  overheard or even a display from a device. The information should either help the character escape or be a valuable asset 
  for later.
  Success:
  The character frees themself in a matter of seconds, giving them plenty of time to prepare for when their captors will be 
  back.
  h
  If they were holding an item to free themself, like a key or a knife, the character drops it.
  d
  Someone is coming at the time the character was trying to escape and the character is caught in the act. Maybe the chair 
  they were bound to fell on the floor, or the character is still removing layers of ropes and cannot react quickly to their 
  captors coming back. The situation should anger the captors and impose further drawbacks.
  EXAMPLE #2 OF AN ESCAPE RESTRAINTS CHECK
  James is a member of a pirate ship's crew that has 
  been pillaging merchant vessels and coastal com-
  munities for years. In their last raid, James tried 
  to hide some loot for himself, hoping to sail off on 
  his own. Unfortunately, he was caught by the ship's 
  quartermaster and brought up to the captain, who 
  opted for severe punishment so others wouldn't try 
  similar. James' hands are bound and he has to walk 
  the plank. Despite his protests and attempts to avoid 
  his grim fate, he is pushed off the plank under the 
  cheerful cries of the crew.
  James is now underwater, trying to free himself so 
  he can swim back to the shore. The GM calls for an 
  Average (dd) Coordination check. They add a b 
  to the pool as the murky water impedes James' vision 
  and another b since he has to swim and hold his 
  breath while trying to free himself. Because James 
  can bring his hands to his mouth and use his teeth, 
  b is added to the pool.
  The check generates sshh. James succeeds in 
  freeing himself. In his hurry, he wounds himself and 
  the GM spends a h to have him suffer a strain. The 
  other h is spent so that the ship had already put 
  some distance between it and the land since they got 
  aboard and James will have to swim a long distance 
  to get back on the shore, which will surely exhaust 
  him.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Coordination
  34
  MoviNg iN tigHt spaCe
  In ideal circumstances, a character is standing up, with 
  enough room to move unimpeded, swing a sword, aim 
  with a rifle, jump, and dodge. Yet, sometimes adventure 
  will bring a character to move in tight spaces, whether 
  they are crawling through a vent, sewer pipe, or trying 
  to hide in a supply crate.
  diFFiCulty
  The difficulty is based on how impeded the character's 
  are. Note that difficulty is relative to the character's size. 
  A tight space in which a human can easily squeeze in 
  might prove near impossible for an ogre.
  TABLE I.6–4: MOVING IN TIGHT SPACE DIFFICULTIES
  Difficulty
  Description / Example
  Average (dd)
  The space is larger than the character's shoulder width, is a straight passage, and the character can easily move backward or 
  turn around.
  Hard (ddd)
  The space is about as large as the character's shoulder width. It has turns and the character is unlikely to be able to turn 
  around but might still move backward.
  Daunting (dddd)
  The space is smaller than the character's shoulder width, forcing them to contort. The passage might have different turn 
  angles and elevations. Turning around is impossible and even moving backward is likely not an option.
  TABLE I.6–5: MOVING IN TIGHT SPACE MODIFIERS
  Modifier
  Description
  + b
  The character or the space is slippery, reducing friction.
  The character can hold on something to pull themselves, such as handholds.
  + b
  The character carries bulky equipment. The GM can add a number of b equal to the highest Cumbersome rating of any 
  gear carried by the character.
  The character is wearing heavy armor. Unless the armor is made of advanced material to make it less cumbersome, this 
  author suggests adding b per Soak value of the armor beyond 1.
  The space has obstacles impeding movements, such as debris or rumbles.
  The space has threatening elements, such as squeezing between laser beams or sharp stones.
  TABLE I.6–6: MOVING IN TIGHT SPACE SPENDING SYMBOLS
  Modifier
  Description
  s
  The character can move through the tight space, treating the space as difficult terrain.
  f
  The character cannot find the right position to fit in or simply fails to make any progress.
  a
  If within a structured encounter, the character may treat the tight space as normal terrain rather than difficult terrain for that 
  round.
  t
  The character does not need to make further Coordination checks for the rest of the scene when moving into tight spaces, 
  unless conditions change.
  h
  Any:
  In a structured encounter, the character loses their free maneuver for this round — or the following if they did not have 
  any maneuvers left.
  The character drops a piece of equipment as it got stuck when moving.
  Failure:
  If there was a possible consequence for touching the surroundings, such as sounding an alarm by crossing a laser beam, 
  the character triggers such reaction.
  d
  As the character moves, they pull a muscle, suffering one wound.
  The character gets stuck, requiring an Athletics check to free themselves, with a difficulty equal to the tight space's. 
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Coordination
  35
  EXAMPLE #1 OF A MOVING IN TIGHT SPACE CHECK
  K5R is a free-willed robot. Unfortunately, it "lives" 
  in a world where robots are not always welcomed or 
  considered. As K5R walks the street, it encounters 
  some partisans of a faction hostile toward AI. They 
  take upon themselves to chase down the robot to put 
  it down. K5R runs away and ends up in a back alley. 
  Their escape is hindered by a fence blocking the way. 
  It doubts it can climb it fast enough before their 
  assailants is upon them. Looking around, they opt 
  to hide into a small trash bin hoping their pursuers 
  would think they actually escaped.
  The trash bin is big enough that by squeezing, K5R 
  could fit in without too much trouble. Therefore, the 
  GM calls for an Average (dd) Coordination check. 
  The GM spends a Story Point to upgrade the diffi-
  culty of the check. This is narrated as the bin is par-
  tially filled with junk and spilling the content will 
  make it suspicious and will throw away he robot's 
  position. K5R hops in and sit tight.
  The roll generates sshd. K5R successfully 
  adopts a position that allows it to completely fit 
  inside the bin. The h is spend so that as the toughs 
  catch up, a piece of junk moves inside the bin and 
  hit it, making a clinging noise. This raises the pursu-
  ers' alertness, adding a b on their Vigilance check. 
  The GM spends d so that a iron bar hit the robot 
  in an articulation as he jumped in, making it suffer 
  a wound.
  EXAMPLE #2 OF A MOVING IN TIGHT SPACE CHECK
  Vree is a mechanic aboard a space freighter. The 
  ship was ambushed, boarded and the crew was 
  locked into their quarter as the pirates are trying 
  to break into the bridge's console to seize the ship. 
  Vree plans  to hinder their efforts by sabotaging the 
  engines. This should give the crew enough time to 
  come up with a plan to regain the control of the ship. 
  Yet, from her room, Vree can only access the engine 
  room by using the ship's vents. The vents can be 
  accessed through a trapdoor located  on the ceiling. 
  She moves her desk chair directly below it, climbs on 
  it and open the door. She jumps and attempt to pull 
  herself in the tight space.
  The ships' vents are pretty tight yet larger than Vree's 
  shoulder width, making it an Average (dd) Coor-
  dination check. The GM adds a b to the pool to 
  represent the added difficulty of having to climb up 
  in the vents. Vree can hold onto the edge of the con-
  duit to pull herself up, which adds a b to the pool.
  The roll generates faa. As Vree pulls herself up, 
  she slips and falls back, breaking the chair and fall-
  ing on the ground. The concussion attracts the atten-
  tion of the guard outside, which asks what is going 
  on in there. Vree decides to feign unconsciousness, 
  spending aa to add a b to her Deception check, as 
  the scene the pirate will see when opening the door 
  to investigate — the girl laying on the floor, the bro-
  ken chair in the middle of the room, as well as the 
  open vent — makes it plausible for the girl to have 
  wound herself. Vree will attack the guard as soon as 
  they get closer.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Coordination
  36
  walkiNg oN a Narrow surfaCe
  Over the course of their adventures, a character might 
  end up walking up on a small beam, narrow ledge, or 
  even a rope. To avoid falling and move forward, the 
  character has to make a Coordination check.
  Walking on a narrow surface does not exclusively 
  mean that the character is standing up. If the situation 
  allows it, a character can walk on all fours, using their 
  hands to stabilize themself.
  CombAt
  Is is possible to engage in combat while on a narrow 
  surface. Yet, balancing while fighting is a challenging 
  task. When doing so, the character upgrades the diffi-
  culty of all checks they make while having to keep their 
  balance. In addition, enemies add b to their combat 
  checks when attacking the character. Finally, enemies 
  can spend aaa on their check to force the charac-
  ter to immediately make a Coordination check with 
  the normal difficulty for the situation. Should they fail, 
  they lose their balance and fall.
  diFFiCulty
  The difficulty of the check is based on how wide the 
  narrow surface is.
  TABLE I.6–8: WALKING ON A NARROW SURFACE MODIFIERS
  Modifier
  Description
  + b
  The character has a wall, ledge or rope they can use to stabilize themself
  The character can lower their body to use their hands to stabilize themselves. When doing so, the character treats the surface 
  as difficult terrain.
  + b
  The surface is slippery.
  The surface is unstable, as due to winds or damaged foundations.
  Upgrade Difficulty
  The character is in combat.
  TABLE I.6–9: WALKING ON A NARROW SURFACE SPENDING SYMBOLS
  Modifier
  Description
  s
  The character can walk on the narrow surface, treating it as difficulty terrain.
  f
  The character struggles with keeping their balance and placing their feet correctly. They do not make any progress.
  a
  If within a structured encounter, the character may treat the narrow surface as normal terrain rather than difficult terrain for 
  that round.
  If the character falls, they may catch themself. They must succeed an Average (dd) Athletics check to pull themselves up.
  t
  The character adds bb on the next check they make to avoid falling when being attacked.
  The character does not need to make further Coordination checks for the rest of the scene when walking on narrow surfaces, 
  This does not include checks made to avoid falling after being attacked.
  h
  In a structured encounter, the character loses their free maneuver for this round — or the following if they did not have any 
  maneuvers left.
  The character drops a piece of equipment.
  d
  The character falls.
  The surface becomes damaged. Maybe a portion of it crumbles, increasing the difficulty of future checks to walk on it. 
  Maybe the damage is such that the character has to jump over or find another way around.
  The rope or string the character was walking on is severed. The character has to get a hold of it to swing along or they will 
  simply fall. Getting a hold of the rope can be achieved with a a.
  TABLE I.6–7: WALKING ON A NARROW SURFACE DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  A surface as wide as the character's foot’s length.
  Average (dd)
  A surface as wide as the character's foot’s width.
  Hard (ddd)
  A surface narrower than the character's foot’s width.
  Daunting (dddd)
  Walking on a string.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Coordination
  37
  EXAMPLE #1 OF A WALKING ON A NARROW SURFACE CHECK
  Rodan is a rogue who entered a castle to steal some 
  precious documents located in the king's quarters, 
  which are guarded by two men. Rogan decides to go 
  through one of the guest rooms, which is currently 
  vacant, and tries to reach the king's room by moving 
  along the castle's exterior walls. Rodan looks by the 
  windows and is relieved to see that there is a little 
  ridge he can step on. He gets out and start walking 
  toward the king's window.
  The ridge he's using is as wide as his feet. Therefore, 
  the GM is calling for a Hard (ddd) Coordination 
  check. Since Rodan can use the castle's masonry 
  wall to stabilize himself, the GM adds b to the pool.
  The roll generates fhh. The GM spends the hh 
  to have Rodan drop an item. As the rogue slowly 
  progresses on the ridge, his sword's scabbard clings 
  to a nail coming out of a wooden beam, prevent-
  ing him from progressing further. As he attempts to 
  dislodge it, he slips. While he was able to avoid fall-
  ing down, the leather strap holding the scabbard to 
  his belt was torn apart. The sword falls on the grass 
  two stories below. Rogan sighs as he finds himself in 
  a position where he will not be able to defend him-
  self should he get caught.
  Since the check was a failure, he did not progress 
  far enough to reach the king's window. Rogan must 
  make another roll, using the same modifiers. This 
  time, it generates sht. Since he succeeded, the 
  rogue will get to the window. The GM spends the h 
  to have a guard patrolling around the castle to notice 
  the sword on the ground and start looking around. 
  Rogan's player spends the t to have the rogue slip 
  into the king's quarters just before the guard can 
  see him getting through the window. This way, the 
  whole castle will not be alerted. Yet, the guards will 
  still be on alert and getting out of the castle might 
  prove trickier than expected.
  EXAMPLE #2 OF A WALKING ON A NARROW SURFACE CHECK
  Selene is an assassin tasked with murdering a con-
  stable who has recently been sabotaging Selene's 
  organization's plans. The assassin knows that the 
  constable usually goes to a specific tavern at the end 
  of the day. Unfortunately, the target is never alone so 
  Selene has to plan how to achieve her mission.
  She goes to the tavern prior to the constable's arrival 
  and looks for a way to poison her target without 
  being seen. She notices that wooden beams stretch 
  across the room above the tables and there is enough 
  space for her to walk upon them. These are acces-
  sible from the staircase leading to the rooms on the 
  second floor.
  She gets a table and waits. Once her target is seated 
  and the tavern gets busy, she leaves her position, 
  goes up the stairs and steps on the wooden beam. 
  Now she has to walk unnoticed until she gets above 
  her target.
  The wooden beams are as wide as her foot's length. 
  The GM calls for an Easy (d) Coordination check. 
  The roll generates ssht. Selene walks up the 
  beam and gets right above her target. She takes out 
  a vial of poison and manages to pour a few drops 
  into the constable's mug right before they take a sip. 
  The GM spends the h so that when she is putting 
  the vial back in her pocket, it slips, falls on the table 
  and shatters. As the constable is already struggling 
  with the ingested toxin, the alarmed guards look up 
  and see Selene. Selene's player spends the t to have 
  a suspended chandelier just beside the table. Selene 
  cuts the rope, making it fall right beside the guards 
  and then jumps on the ground. The chandelier hit-
  ting the floor buys her time to exit the tavern before 
  the guards can pursue her.
  suspeNdiNg froM a rope
  For characters less skilled in keeping their balance, 
  it is possible to suspend themselves from a rope or 
  beam using both their hands and feet and pulling 
  themselves along the rope. This kind of movement 
  requires more strength than balance and thus uses 
  the Athletics skill. The suggested difficulty for such 
  checks is Average (dd). You can still use the Walk-
  ing on Narrow Surface tables for modifiers and 
  symbol usage.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Discipline
  38
  DISCIPLINE
  fear
  Fear checks are already covered in the Genesys Core 
  Rulebook starting on page 242. Table III�4—1 on page 
  243 gives difficulties for various horror situation. But 
  there is more to fear than facing supernatural frightful 
  situations.
  Some mundane yet terrifying situations can justify 
  a fear check. Whenever a character is facing a stressful 
  and dangerous situation and has no control over it, a 
  fear check can be made to determine how the character 
  reacts to what they are exposed. Note than some situ-
  ations, while dangerous and stressful, requires a Cool 
  check rather than a fear check (see "Keep your Cool" on 
  page 30). Finally, horrific and gorey sights will also 
  justify a fear check.
  On page 243 of the Genesys Core Rulebook, there 
  are suggestions for spending symbols on fear checks. 
  For some reason, the book does not present any table 
  regarding this and the effects are presented as bullet 
  points. To make fear rules easier to use, here are revised 
  tables that will also include additional suggestions for 
  difficulties and symbol usage.
  TABLE I.7–1: FEAR DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Something momentarily frightening, such as someone leaping out of a closet to surprise you, or unsettling circumstances 
  like being alone in a spooky house. These circumstances may not even elicit a check.
  Average (dd)
  Confronting something unexplainable, such as furniture that moves when you're not looking or voices in an empty house; 
  being stalked by a dangerous animal; danger that appears credible but not mortal.
  Being confronted with non-threatening phobias, such as the fear of lightnings, spiders, of enclosed spaces, etc.
  Hard (ddd)
  Ghostly apparitions and other obviously supernatural occurrences, being hunted by a pack of wild animals (or malevolent 
  humans), danger that appears eminent and could be mortal.
  Being exposed to slight gore, such as entering a cavern to find multiple dead bodies.
  Daunting (dddd)
  Being actively haunted by a malevolent supernatural being, being attacked by a mythological creature, or facing a situation 
  likely to result in your death.
  Being exposed to extreme gore, such as decapitated and eviscerated bodies.
  Formidable (ddddd)
  A hopeless and utterly terrifying situation, combat against things incomprehensible to one’s mind, being attacked by 
  demons, fear so paralyzing that sanity cracks.
  EXAMPLE #1 OF A FEAR CHECK
  After her car brakes down in the middle of nowhere, 
  Emily starts looking for help. There seems be a house 
  in the distance with lights on. She walks up to the 
  door and knocks, but gets no answer. She puts her 
  hand on the handle and the door opens.
  She calls to anyone inside but again, no answer. She 
  then enters, looking around for a phone. When she 
  finds one, there is no dial tone because the line is 
  cut. As she continues to look around the house, she 
  hears a noise in the basement. She opens the door 
  leading down and calls out again and once again, she 
  is answered only by silence.
  She walks down the stairs and looks around. Open-
  ing a side door reveals a horrific sight: in the middle 
  of the room is a naked man, suspended in the air by 
  his hands to a large metal hook affixed to the ceiling! 
  He is missing a leg, which was clearly butchered. Her 
  gaze goes from the man to a nearby table, where the 
  limb stands next to a bloody cleaver.
  This horrific scene calls for fear check. The gore she's 
  witnessing, along with being in a basement in the 
  middle of nowhere makes this a Daunting (dddd) 
  Discipline check.
  The roll generates ffhh. Failing the check, Emily 
  suffers from the disoriented condition. The GM 
  spends the first h to have Emily flee in terror. The 
  second h is spent to have her scream as she panics. 
  This will contribute to have the antagonist show up 
  as she runs upstairs.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Discipline
  39
  TABLE I.7–2: FEAR MODIFIERS
  Modifier
  Description
  + b
  The character is used to this kind of situation.
  Upgrade Difficulty
  The situation the character is facing something part of his Fear motivation (see page 48 of the Genesys Core Rulebook).
  TABLE I.7–3: FEAR SPENDING SYMBOLS
  Modifier
  Description
  s
  Steady Nerves: The character keeps their nerve and suffers no ill effects.
  f
  Aversion: The character is unnerved and distracted, and is disoriented for the rest of the encounter.
  a
  Any:
  The character adopts guarded stance as an incidental.
  Success:
  Stand with Me: The character’s steadfast response emboldens their allies. Any allied characters forced to make a fear 
  check from the same source add b to their check.
  t
  Success:
  Fearless: The character faces the source of fear and finds that it no longer has a hold on them. They automatically pass 
  any further fear checks from that source or very similar ones. For adversaries, it extends to other adversaries with the 
  exact same adversary profile. You should not apply these results if the source is the character’s Fear motivation (see page 
  48 of the Genesys Core Rulebook).
  Remove a mental trauma (see page 244 of the Genesys Core Rulebook) that has an associated severity level that is the 
  same as or less than the difficulty of the fear check.
  h
  Any:
  Adrenaline Rush: Momentary panic gives the character a rush of adrenalin, but at a cost. The character adds b to their 
  next check, but suffers 3 strain.
  The character has a hard time to focus in face of such horrific sight, making them more susceptible to commit errors. 
  They upgrade all their checks as long as they are facing the source of their fear. 
  Success:
  Aversion: The character is unnerved and distracted, and is disoriented for the rest of the encounter.
  Failure:
  Flee in Terror: The character has to spend their next turn doing nothing but fleeing the source of the fear check (this 
  includes downgrading their actions to maneuvers to move farther away).
  Frozen in Terror: The character is immobilized and staggered during their next turn.
  The character develops a mental trauma, with a severity matching the difficulty of the fear check. This requires 
  hhhhh or d to be triggered (see page 244 of the Genesys Core Rulebook).
  d
  The character is panicking. Whenever they suffers strain, they suffer one additional strain.
  EXAMPLE #2 OF A FEAR CHECK
  Cyrus is a monster hunter. All day, he's been inves-
  tigating the recent massacres of the local commu-
  nity's livestock. He gathered witnesses, footprints, 
  and other clues leading him to think he's going to 
  face a harpy. He makes sure to prepare proper equip-
  ment to face such a creature based on his knowledge. 
  Even though he's been a hunter for years now, he 
  never actually faced a harpy.
  Later that day, he encounters the creature, which has 
  the Terryfing special ability, forcing Cyrus to make 
  a Hard (ddd) fear check. Since Cyrus had the day 
  to prepare himself for this encounter, he is not as 
  stressed. Therefore, the GM adds a b to the check.
  The roll generates sht. The GM spends the h 
  to have Cyrus experience an adrenalin rush. He will 
  add b to his next check but suffers 3 strain. Then, 
  Cyrus' player spends the t to have the hunter not 
  be afraid of harpies. Cyrus' player writes a new abil-
  ity on his character sheet that makes him immune to 
  harpies' Terrifying ability.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Driving/Operating/Piloting
  40
  DRIVING/OPERATING/PILOTING
  daNgerous driviNg
  Driving, Operating and Piloting are skills you do not 
  need to roll unless there is a stressful or dangerous 
  situation. So driving to work does not require a check, 
  while engaging in a high speed pursuit would.
  This section covers Driving, Operating and Piloting 
  skills since they differ only by the kind of vehicles they 
  are used with.
  As a reminder, Driving is associated with all ground 
  vehicles while Piloting is used for any airborne and 
  space vehicles requiring quick reflex and good hand-
  eye coordination. Operating is used when maneuver-
  ing large vehicles where the character needs to keep 
  track of multiple information inputs at all time. This 
  includes sailing ships, submarines, and large space-
  ships. Note that many of the vehicles using Operating 
  are piloted by a full crew. Yet, only the captain makes 
  skill checks.
  To simplify this section of the document, these skills 
  are interchangeable.
  Note that there is an errata regarding the regard-
  ing Table III�2–14: Vehicle Speends in Structured 
  Encounters on page 221 of the Genesys Core Rule-
  book. Find it at this link in the FAQ section.
  diFFiCulty
  The difficulty for Driving and Piloting checks equals to 
  the silhouette of the vehicle, as per the Dangerous Driv-
  ing action on page 227 of the Genesys Core Rulebook.
  modiFiErS
  Many modifiers are applied to Dangerous Steering 
  checks. First, you add b or b as per the vehicle han-
  dling’s score. Then, you add terrain modifiers as per the 
  sidebar on page 227 of the Genesys Core Rulebook. 
  Finally, the Dangerous Driving action description says 
  that the current speed of the vehicle should affect the 
  check. The Table III�2—14: Vehicle Speeds in Struc-
  tured Encounters on page 221 of the Genesys Core 
  Rulebook gives specific modifiers as per the vehicle's 
  speed. Even though the table refers to structured 
  encounters, it seems right to apply part of it to narrative 
  encounter as well. Of course, we tend to not track the 
  exact speed of the vehicle in narrative situations but it 
  still gives an idea of what modifier to apply should the 
  vehicle be going at full speed.
  TABLE I.8–1: DANGEROUS STEERING MODIFIERS
  Modifier
  Description
  + b
  Positive Handling
  + b
  Negative Handling
  Dangerous terrain (see sidebar of page 227 of the Genesys Core Rulebook)
  Upgrade Difficulty once
  Current speed is 3 or 4.
  Upgrade difficulty twice
  Current speed is 5.
  aNiMal-driveN veHiCles
  Some vehicles, like carriages, are pulled by animals 
  rather than being propelled by engines. This author 
  recommends using the Riding skill rather than 
  Driving or Piloting, as the skill description on page 
  63 of the Genesys Core Rulebook states that Rid-
  ing covers the basics of riding animals, and using 
  bridles while sitting in a saddle is not that different 
  from using bridles while sitting in the coachman’s 
  seat. The "Unorthodox Control Skills" sidebar on 
  page 59 of the Expanded  Player's Guide details this 
  further. Also, the chariot and coach vehicles pro-
  files that follow use Riding as the control skill.
  In the end, the GM has final word on which skill 
  should be used.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Driving/Operating/Piloting
  41
  TABLE I.8–2: DANGEROUS STEERING SPENDING SYMBOLS
  Modifier
  Description
  s
  The character successfully performs a dangerous steering action.
  f
  The character fails to perform the dangerous steering. This should result in consequences like a minor collision or failing to 
  take on the intended course.
  a
  Any:
  The vehicle finds itself in a favorable position as the character performed the action pretty well. Maybe the character 
  positioned the vehicle to make the next action easier—adding a b to the next Dangerous Steering check—or allowed to 
  get the vehicle out of further dangers.
  Some obstacle that was present is no longer impeding the character. This could be heavy rain that suddenly stops, 
  improving the visibility or maybe a traffic lights shift, freeing room for the character's car to pass.
  t
  Something happens that drastically improves the character’s current situation. In a pursuit, this could be a train passing right 
  after the character's vehicle goes across a railroad crossing, making them lose their pursuers.
  h
  The vehicle suffers System Strain.
  The vehicle is at a disadvantageous position. Maybe the character had to hit the brakes, letting their target get away, or 
  maybe they had to go a different route that is less easily navigable. This could either add b to their next check or restrict 
  their options.
  d
  Success:
  The vehicle suffers from a minor collision. If the vehicle had no defense to subtract from the Critical Hit roll, then add 
  +10 to the roll per uncanceled d beyond the first.
  Failure:
  The vehicle suffers from a major collision. If the vehicle had no defense to subtract from the Critical Hit roll, then add 
  +10 to the roll per uncanceled d beyond the first.
  EXAMPLE OF A DANGEROUS DRIVING CHECK
  Lylah is a space scavenger. She roams the galaxy 
  looking for places where battles took place and for-
  aging pieces of gear and ship parts — a highly ille-
  gal activity according to galactic laws, as these are 
  still  owned by their respective factions. Now she just 
  arrived at one such site. She has to make this a quick 
  run as it is only a matter of time before their rightful 
  owner, or any other space pirates, claims the booty.
  Scanning the area, Lylah locates a high tech zero-
  point energy generator, which is worth enough for 
  her to upgrade her current ship. Problem is, it is 
  located in a cluster of fast-moving debris. The GM 
  calls for a Dangerous Driving check since the mma-
  neuver is dangerous.
  Lylah's ship has a silhouette of 3 and therefore, the 
  difficulty is set to Hard (ddd). Her nimble ship 
  has a Handling of +2, adding bb to the pool. Since 
  Lylah dropped her speed to 1, she avoids upgrading 
  the check. The GM considers the debris to be the 
  same as a thick asteroid field, adding b to the pool.
  The check comes up generating ssht. Since she 
  succeeded on the check, she manages to get to the 
  reactor. The GM spends the h to have her ship suf-
  fer 1 system strain as the constant thrusts and sud-
  den reverse thrusts to avoid obstacles put stress on 
  the ship's engines. Lylah spends the t to have her 
  scanner detect a broken yet still intact plasma can-
  non nearby that she could not detect prior to enter-
  ing the debris field. She might sell that one for at a 
  great profit as well or repair it and then mount it on 
  her own ship.
  Once her scavenging is done, she moves away from 
  the debris field and jumps into hyperspace.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Driving/Operating/Piloting
  42
  veHiCle CHases
  Engaging in a pursuit when operating a vehicle 
  works just like the Chase rules presented on page 
  19 with few changes. While chasing someone on 
  foot, the game assumes that the characters are run-
  ning at similar speeds. Yet vehicle profiles include 
  a Speed characteristic. When winning the com-
  petitive check, the character distances themself, 
  or closes in if they are the pursuer, by one range 
  band plus one range band if their vehicle is faster 
  than the other vehicle. Therefore, if the character, 
  who would be the pursued here, drives at a speed 
  of 3 while being pursued by an adversary driving at 
  Speed 2, the distance would increase by 2 — one for 
  winning the competitive check and the other one 
  from going faster than their pursuer. This is a high-
  risk, high-reward situation, as driving faster will 
  put more distance on each check, but might prove 
  more dangerous.
  Even though the character could theoretically use 
  their two maneuvers to reposition, one can only 
  make a single chase check per round while engaged 
  in a chase. The other maneuver can be spent on 
  other pilot maneuvers, such as accelerating or 
  decelerating.
  When using vehicles in chase scene, use the dif-
  ficulty detailed in this skill section, based on sil-
  houette, rather than the one on page 19 of this 
  document.
  EXAMPLE OF A DRIVING CHECK (CHASE)
  Stan and Dana are wanted criminals. They have been 
  spotted and the police has engaged in a pursuit. The 
  pursuit starts with 2 police vehicles at long range.
  As the pursuit starts, the criminals' car is driven at 
  speed of speed of 2 while the police cars are going 
  at speed of 1.
  Both vehicle types use the Four-Door Automobile 
  profile on page 231 of the Genesys Core Rulebook.
  On the first round of the chase, Stan, who is driving 
  the car, uses a maneuver to accelerate from speed 2 
  to 3. The police agents react by increasing their speed 
  to 3 as well, making their cars suffer 1 strain since 
  they increased their speed by 2 points (see "Acceler-
  ate" on page 226 of the Genesys Core Rulebook). 
  Because all vehicles involved area Silhouette 2, The 
  difficulty of the competitive check is Average (dd). 
  Since they are moving at speed 3, they all upgrade 
  the difficulty once, making it cd. At this time of 
  the day, the streets are not particularly busy but still 
  have a few cars moving around. The GM decides it 
  is worth an additional b. Meanwhile, Dana took 
  out her handgun and is firing at the pursuers. The 
  distraction it provides adds b on the police's checks 
  over the course of the pursuit when out of range of 
  her pistol.
  Stan's check generates fa, which makes him fail 
  the competitive check as the police generated some 
  s. Since they are moving at the same speed, the 
  range between them is reduced by 1 and they are 
  now that Medium range, thus suffering the b from 
  Dana's shooting. Since the check not only failed to 
  beat the police's ones but also failed at the given dif-
  ficulty, the GM says that the car suffered a minor 
  collision. Due to the vehicle's speed, they add +20 
  on the Critical Hit check. The GM rolls a 12 on this 
  check, for a result of 32. Stan and Dana will have to 
  roll a Resilience check to avoid wounds from shrap-
  nel spray (which won't be covered in this example). 
  The a is spent so that their car would make a daunt-
  ing turn to enter a side alley, adding a b on their 
  next check as this move surprised the police agents. 
  The scene is narrated in a way that when the car 
  made its turn, it brushed against a dumpster, justify-
  ing the collision.
  On the second round, Stan's check generates 
  sssd, beating the police's checks. Therefore, 
  they increase the distance by one, putting them back 
  at Long range. The GM spends the d to have 2 more 
  patrol cars join the pursuit at Long range as well. 
  These additional vehicles decrease the odds of Stan 
  and Dana to get away.
  On the third round, the roll generates sht. Even 
  though the check succeeded, they only beat one 
  police car's check. So that car is now at extreme range 
  from the criminals' while the other police cars are 
  now at Medium range. Stan's player spends the t 
  to have their car cross a railroad crossing just before 
  a train passes by. The time they bought is enough to 
  lose the police, and they will ditch their car and steal 
  another one, getting away unseen.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Mechanics
  43
  MECHANICS
  repair aN iteM
  In time, weapons and other pieces of equipment wear 
  out. The rules on page 89 of the Genesys Core Rule-
  book cover the basics on how equipment gets broken 
  but do not offer many possibilities on how symbols can 
  be spent when repairing an item.
  rEPAir timE
  Depending on the item's complexity, repairs should 
  take between one and two hours per difficulty level.
  diFFiCulty
  The difficulty is based on how severely damaged is the 
  item the character is repairing.
  TABLE I.9–1: REPAIR AN ITEM DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  The item has suffered minor damage.
  Average (dd)
  The item has suffered moderate damage
  Hard (ddd)
  The item has suffered major damage and is no longer usable.
  TABLE I.9–3: REPAIR AN ITEM SPENDING SYMBOLS
  Modifier
  Description
  s
  The item is repaired.
  f
  The character fails to repair the item. The parts are wasted.
  a
  Reduce the cost of the repairs by 10%.
  t
  Any:
  Reduce the cost of the repairs by 30%.
  Success:
  The repairs are exceptionally well made. For the next scene using that piece of gear, either add b on checks made using 
  that item or increase/decrease the value of one of the item's quality.
  h
  Increase the cost of the repairs by 10%.
  d
  Any:
  Increase the cost of the repairs by 30%.
  For the next scene using that piece of gear, add h on checks made using that item.
  Success:
  The item is only repaired by one step instead of fully repaired.
  Failure:
  The item is damaged one step further.
  TABLE I.9–2: REPAIR AN ITEM MODIFIERS
  Modifier
  Description
  + b
  The character uses parts not made for this specific item. Yet the parts are of similar usage. This could be pistol parts used to 
  repair a rifle. Using totally different parts could make the repairs impossible or add additional b.
  Increase Difficulty
  The character is attempting repairs in less time.
  The character lacks the proper tools to make the repairs.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Mechanics
  44
  aCquiriNg spare parts
  To attempt repairs, you generally need spare parts. 
  While a toolkit will contains a few bolts, resistors 
  and such, vehicles, weapons, and other pieces of 
  gear might requires specific parts in order to be 
  repaired, as per the GM's choice.
  These parts must be acquired prior to doing repairs 
  and are obtained the same way the character would 
  purchase anything else. The price of the parts 
  depends on what you want to repair and how badly 
  damaged it is.
  Page 89 of the Genesys Core Rulebook gives prices 
  for repairing items while page 222 says it costs 100 
  per Hull Trauma you want repair on vehicles. This 
  suggests you have some personnel hired to repair 
  the ship. When repairing a vehicle by yourself, it 
  seems reasonable to cut this price in half, therefore 
  requiring spare parts for a value of only 50 per Hull 
  Trauma you want to repair.
  When looking for parts to buy, use the item’s rarity 
  to determine the rarity of the parts. So if you want 
  to buy parts for a Four-Door Automobile (Gene-
  sys Core Rulebook page 231), these parts would 
  have a rarity of 3, as the vehicle itself.
  When performing repairs, the amount, and thus 
  price, of parts may vary as per the generated sym-
  bols. If the price increases due to h or d, it is rec-
  ommended to not have the character having to go 
  through bartering scene for parts again, unless cir-
  cumstances would explain why parts wouldn't be 
  available anymore — like if the character moved 
  away since they bought the parts. Just let the player 
  spend the additional money to complete the repairs. 
  EXAMPLE #1 OF A REPAIR AN ITEM CHECK
  Dex is the mechanic of a smuggler group. On their 
  last mission, a battle took place and one of the crew-
  members had their weapon suffer minor damage. 
  While the weapon is still usable, they turned to Dex 
  to have it repaired. Now docked on another planet, 
  Dex wants to repair his friend's gun.
  The weapon is a laser rifle (see page 175 of the Gene-
  sys Core Rulebook). It has a value of 900 and a rar-
  ity of 7. Since the weapon only suffered minor dam-
  age, Dex will need to buy 225 credits' worth of laser 
  rifle parts. The difficulty in this case will be Easy (d).
  The check generates ssht. The GM spends 
  the   h to have the repairs be 10% more expensive 
  than anticipated. Dex had to go back shopping for 
  the additional 25 credits worth of gun parts. While 
  Dex's player could have reduced the cost of the parts 
  needed by 30% with the generated t, money is not 
  really an issue for him right now so he decides to 
  spend it to increase the rifle’s Burn item quality from 
  1 to 2 for the next scene in which the weapon is used, 
  since he knows that his friend loves it when they can 
  trigger Burn on a combat check.
  EXAMPLE #2 OF A REPAIR AN ITEM CHECK
  Laura and her friends are traveling the wastelands 
  in search of a shelter and provisions because their 
  settlement was destroyed by raiders a few days ago. 
  They have been travelling since but their rations can-
  not last much longer. They are now approaching a 
  small settlement. Unfortunately, the inhabitants are 
  not rich in resources either and Laura and her party 
  do not have much to barter. They notice though that 
  the settlement has a water pump but one of the set-
  tlers tells them it broke weeks ago, forcing them to 
  get water from a river about an hour away.
  Laura is a skilled mechanic and takes a look at the 
  pump, hoping that if she fixes it, the settlers will 
  house them for the night and share food.
  The pump is rusted and is considered to be suffer-
  ing moderate damage, requiring an Average (dd) 
  Mechanics check to fix. Laura does not have parts 
  for this kind of equipment but can use scrap metal to 
  fix it, at the cost of adding bb to the check.
  The check generates faaa. Since the check 
  failed, the water pump is not repaired. Laura's player 
  spends one a to have her remember than the day 
  before, when she passed through a scrapyard, there 
  was a similar water pump from which she could sal-
  vage parts. The other aa are spent so that the vil-
  lagers notice how much she wants to help them and 
  decide to offer shelter and food for this day, but won't 
  share more unless Laura fixes their water pump.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Mechanics
  45
  repair a veHiCle
  Repairing a vehicle requires both parts and tools. In 
  addition, some repairs will require a hangar, dry dock 
  or a garage. The GM has the final say about what is actu-
  ally required to be able to attempt repairs on a vehicle.
  Repairing a vehicle takes time. As per the sidebar on 
  page 222 of the Genesys Core Rulebook, repairing 
  a ship takes between days for light damage and up to 
  months from for highly damaged vehicle.
  While this works well for a story in which your 
  GM wants to player characters to stay in a location 
  for a prolonged time as the hangar’s staff is doing the 
  repairs, you might want to allow a character to work 
  faster when they are doing it on their own, as having 
  a character repairing a vehicle for a month can slow 
  down the adventure’s pace. Therefore, this author rec-
  ommends that for each full day of work on the vehicle, 
  make a Mechanics check determining the outcome of 
  the repairs.
  Repairing a vehicle is different than the Damage 
  Control your character may attempt mid encounter. If 
  anything, repairing a vehicle when there is no immedi-
  ate threat is more akin to Medicine checks.
  diFFiCulty
  Table III.2-16: Damage Control Difficulty on page 228 
  of the Genesys Core Rulebook gives the difficulty to 
  attempt repairs as per the current level of Hull Trauma 
  of the vehicle.
  TABLE I.9–4: REPAIR A VEHICLE MODIFIERS
  Modifier
  Description
  + b
  The character has access to fully equipped installations.
  + b
  The character only has access to crude installations, which might lack tools or include outdated equipment.
  TABLE I.9–5: REPAIR A VEHICLE SPENDING SYMBOLS
  Modifier
  Description
  s
  The character repairs one point of Hull Trauma plus one point per ss generated beyond the first. The excess s are from 
  working faster. The character still uses the parts for repairing the additional Hull Trauma.
  f
  The character fails to repair the vehicle's Hull Trauma.
  a
  The character manages to reduce the vehicle's system strain by 1.
  Reduce the cost of the repairs on that check by 10%.
  t
  The character repairs one Critical Hit on the vehicle. One t is required per level of severity of the Critical Hit.
  Reduce the cost of the repairs on that check by 30%.
  h
  The repairs on the Hull inflict one point of system strain on the vehicle.
  The progression of the repairs is slower than expected. The character must spend another day repairing the ship for the 
  effects to take place. Multiple h can extend this effect to multiple days. Do not make new checks for these days as the time 
  spent on further days is part of this same check.
  Increase the cost of the repairs on that check by 10%.
  d
  An accident takes place over the course of the repairs, inflicting a Critical Hit on the ship.
  An accident takes place over the course of the repairs, inflicting a Critical Injury to the character.
  Increase the cost of the repairs on that check by 30%.
  repairiNg CritiCal Hits
  If the character is specifically trying to repair a Crit-
  ical Hit to the vehicle rather than Hull Trauma, the 
  difficulty is the severity of the Critical Hit. Depend-
  ing on the situation, the GM might require that 
  parts are required to attempt such repairs. In this 
  case, this author recommends that the parts should 
  be worth about 50 times the Critical Hit’s severity. 
  Finally, this author suggests that you multiply that 
  cost per the Price Modifier in Table II�1-1: Vehi-
  cle Silhouettes and Suggested Characteristics on 
  page 60 of the Genesys Expanded Player's Guide.
  When making that kind of repairs, no Hull Trauma 
  can be repaired on that check.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Mechanics
  46
  EXAMPLE #1 OF A REPAIR A VEHICLE CHECK
  Jeff is a student mechanic, working part time at 
  the nearby garage, when not adventuring with his 
  friends. Being relatively poor, Jeff cannot afford 
  to buy a nice vehicle to drive around town. Yet, he 
  found a deal when buying an old broken motorcycle 
  from a scrapyard. The vehicle currently exceeds its 
  Hull Trauma Threshold and suffers from the Brakes 
  Damaged (ddd) Critical Injury.
  Each time he earns money, he buys parts to repair 
  his ride. He recently invested $250 worth of spare 
  components. His first goal is the get the engine to 
  start and repair the frame, which is represented by 
  the fact that the vehicle's Hull Trauma is above its 
  threshold.
  The Difficulty of such check, as per the Table III.2—
  16 on page 228 of the Genesys Core Rulebook, is 
  Hard (ddd). Jeff works on the motorcycle in his 
  family’s house’s garage, using his father's old tools. 
  The GM adds b to the check, which Jeff negates 
  through his Knack for it (Mechanics) Talent (see 
  page 73 of the Genesys Core Rulebook).
  The check generates sssh. The repairs to the 
  chassis removed 2 Hull Trauma since he generated 
  2 additional s. These repair cost him $100 worth of 
  parts. The GM spends the h to have the motorcycle 
  suffer 1 system strain. Crude repairs made with poor 
  tools, the engine suffered a bit, which Jeff will take 
  care of later. The good news is that these repairs were 
  good enough to lower the vehicle's Hull Trauma one 
  point below its threshold. Therefore, the motorcycle 
  is functional... despite the fact that the brakes are not 
  working. After all this work, Jeff calls it a day.
  On the next day, Jeff attempts to repairs the brakes, 
  spending $150. Due to the Critical Hit's severity, the 
  check is Hard (ddd). The check generates aa. 
  Since the check failed, the brakes are not repaired 
  yet the parts are spent. Jeff's player spends the aa 
  to reduce the vehicle's System Strain by 2 points. Out 
  of cash after these two attempts, he will have to wait 
  for his next paycheck to pursue repairs on his ride.
  EXAMPLE #2 OF A REPAIR A VEHICLE CHECK
  The Tarpon is a merchant vessel carrying goods from 
  the mainland to the overseas colonies. On its last 
  journey, it was attacked by pirates, suffering heavy 
  damage. The GM tells the PCs that the damage on 
  their ship can only be repaired in dry dock. Fortu-
  nately, the trading company has their own and the 
  player characters can make repairs themselves.
  The ship's current Hull Trauma value is just above 
  half its threshold. Therefore, the difficulty is Aver-
  age (dd). Due to their proper installations, Meri-
  aleth, the character making the check, adds a b to 
  the pool. While the crew takes some days off, the 
  other PCs, who also own a stake in the ship, assist 
  Merialeth with the repairs. Together, they add bbb 
  to the skill check. The GM spends a story point to 
  upgrade the difficulty of the check, narrating this 
  as someone from a rival company is trying to take 
  advantage of the Tarpon's situation to sabotage it, 
  giving them an advantageous position for getting 
  the best trade deals.
  The check generates ssad. Since the check 
  is successful, the PCs repair 1 Hull Trauma. They 
  did not generate enough additional s to repair an 
  additional Hull Trauma that day. The a is spent to 
  reduce the ship's System Strain by 1. The GM spends 
  the d to have the saboteur break the ship's main 
  mast, inflicting the Propulsion Damaged (dd) 
  Critical Hit, dropping the ship's Speed value from 
  3 to 0.
  The following day, Merialeth will attempt to make 
  the repairs, but will do so alone as the rest of the PCs 
  will be investigating who sabotaged their ship.
  Merialeth spends the 200 worth of money (50 per 
  severity level, multiply by 2 for being a silhouette 5 
  ship) for acquiring parts to repair the mast. Making 
  an Average (dd) Mechanics check, she generates 
  sat. The successful check allows her to repair 
  the mast while the a and the t are spent to reduce 
  the repairs cost, as the crew was on tight budget. 
  These symbols will reduce the cost of parts from 200 
  to 120 (200-10% from the a and -30% from the t). 
  The leftover parts, worth 80, will be kept on the ship 
  for future repairs.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Medicine
  47
  MEDICINE
  Heal wouNds/CritiCal iNJury
  Healing wounds through medical treatment is covered 
  on page 116 on the Genesys Core Rulebook. While 
  the book indicates that a character heals wounds on s 
  and strain on a, the rules do not provide effects for 
  other symbols. Here are suggestions for when rolling 
  Medicine checks to heal someone.
  Remember that a Medicine check to heal wounds 
  can only be attempted once per encounter, as stated 
  on page 116 of the Genesys Core Rulebook. Yet, this 
  author recommends that in order to attempt a healing 
  check, the character must have suffered wounds over 
  the course of the encounter.
  Let's imagine a character was injured in a gun fight, 
  after which they were healed by the party's medic. A 
  new encounter takes place a few minutes after. Since the 
  wounded character and the doctor are not in a position 
  to participate in combat in the first round, the doctor 
  attempts to heal their wounded companion again. Yet 
  the bandages are still fresh and the character didn't suf-
  fer any wounds since they got healed. The GM would 
  be in his right, as per this suggested rule, to require the 
  character to suffer wounds within that encounter prior 
  to attempting a Medicine check to heal them again.
  TABLE I.10–2: MEDICINE MODIFIERS
  Modifier
  Description
  + sa
  The character is using Herbs of Healing (Page 146 from Genesys Core Rulebook).
  + a
  The character is using a portable medkit, including modern drugs (Page 169 fom Genesys Core Rulebook).
  + d
  The character performs the Medicine check without medical equipment of some kind. 
  + dd
  The character is performing Medicine on themself.
  TABLE I.10–3: MEDICINE SPENDING SYMBOLS
  Modifier
  Description
  s
  The treated character heals 1 wound.
  f
  The treated character does not heal any wound.
  a
  The treated character heals one strain.
  t
  The treated character heals from either 1 additional wound or 2 strain.
  The treated character heals from one Critical Injury.
  h
  The treated character suffers one strain.
  d
  The treated character suffers from either 1 wound or 2 strain.
  The treated character suffers from a Critical Injury.
  TABLE I.10–1: MEDICINE DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Current wounds equal half or less of wound threshold.
  Average (dd)
  Current wounds equal more than half of wound threshold.
  Hard (ddd)
  Current wounds exceed wound threshold.
  Critical Injury's Severity Rating
  Character wants to heal a Critical Injury.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Medicine
  48
  EXAMPLE #1 OF HEAL WOUNDS CHECK
  Throlumdas and his warriors are raiding a goblin 
  outpost. Over the first skirmish, Throlumdas has 
  suffered 5 wounds and 3 strain. Before going fur-
  ther,  Homreg, Throlumdas' companion, tries to 
  patch him up.
  Having suffered wounds fewer than half his wound 
  threshold, the difficulty is set at Easy (d). Homreg is 
  using Herbs of Healing, adding sa on the check, 
  as well as an apothecary kit. Since the raid took place 
  late in the evening, the GM adds bb to the pool due 
  to lighting conditions, which are then removed due 
  to Homreg being a dwarf with Dark Vision special 
  ability.
  The roll generates ssat. The two s let Homreg 
  heal 2 of his companion's wounds. The a is spent to 
  heal 1 strain. Since Throlumdas is not suffering from 
  any Critical Injury, Homreg's player spends the t to 
  heal 1 additional wound, bringing Throlumdas' cur-
  rent wounds down to 2 and his strain to 2.
  Moments later, another battle takes place in which 
  Throlumdas did not get wounded. When Homreg's 
  player asks the GM if they can make a Medicine 
  check again to heal his companion, the GM replies 
  that Throlumdas did not suffer wounds over this last 
  encounter and his wounds were just being taken care 
  of. Therefore, Throlumdas won't be able to benefit's 
  from Homreg's Medicine skills until later.
  HealiNg CritiCal iNJuries
  A character may attempt to cure a Critical Injury 
  rather than wounds and strain. The difficulty for 
  healing a Critical Injury equals its severity (see 
  page 115 of the Genesys Core Rulbeook). You can 
  use the same table for healing wounds, except for 
  the fact that s are used toward healing the Critical 
  Injury rather than wounds. Excess s are wasted 
  and cannot be spent to heal a Critical Injury. Note 
  that on a check made to heal wounds, a t can still 
  be spent to cure any single Critical Injury.
  Remember than only one such attempt per Critical 
  Injury can be done per week.
  EXAMPLE #2 OF HEAL WOUNDS CHECK
  Isabella is a street doctor living in a neighborhood 
  contested by different street gangs. Yet she does not 
  take a side and treats anyone coming to her clinic, 
  regardless of allegiances. Right before she closes her 
  clinic and leaves, three street thugs come in, tell-
  ing her their friend needs help. She recognizes one 
  of them as being from the most violent gang in the 
  district. Before she can say anything, another man 
  comes in, carrying a bleeding man and drops him 
  on the medical table. The gang members are clearly 
  stressed and keep looking at the door, as if a rival 
  gang were about to come in gun blazing. As Isabella 
  cuts the man's clothes to see the wounds, one of the 
  men draws his pistol and points it toward her, urging 
  her to get the job done as fast as she can.
  The wounded man has suffered from wounds above 
  half his threshold, setting the difficulty at Average 
  (dd). Isabella has access to a portable medkit, add-
  ing a to the check. Due to working in haste and at 
  gunpoint, Isabella has to make a Cool check (see 
  "Keep your Cool" on page 30), which resulted in 
  adding b to all checks as long as she is threatened.
  The check generates ssaa. The man is healed 
  from 2 wounds and 2 strain.
  In addition, the man is suffering from the Agoniz-
  ing Wound (dd) Critical Injury (see page 115 of the 
  Genesys Core Rulebook).
  Even though she can only attempt to a single Medi-
  cine check per encounter to heal wounds, she still 
  can attempt to cure each Critical Injury once per 
  week on a given patient. She makes the check and 
  generates sss. The man is cured from his injury 
  but the excess s cannot be used to heal wounds and 
  are wasted.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Medicine
  49
  treat poisoN/disease
  Beside wounds and injuries, characters can suffer from 
  other conditions such as being sick or poisoned. Poi-
  sons are generally quick and brutal while diseases, even 
  though not as fast, can be incapacitating in the long 
  run.
  Treating such conditions is similar to treating a Criti-
  cal Injury. The character must roll against the poison or 
  disease’s severity. A successful roll will cure the charac-
  ter, removing the ill effects.
  Treating poison can only be done once per round. As 
  for disease, this author suggests that such checks can 
  only be attempted once per day during which the dis-
  eased must rest as the character provides medical care.
  Genesys does not provide a table for all poisons 
  available and instead has multiple instances of poisons 
  here and there. Except for the Serpent Dagger on page 
  110 of Realms of Terrinoth, all poisons presented 
  in the books allow a Hard (ddd) Resilience check 
  to resist its effect. As for that particular dagger, the 
  check is Daunting (dddd). In both cases, the poison 
  lasts one additional round each time a d is generated. 
  Thus, this author recommends setting the difficulty 
  for poisons, as well as diseases, at a minimum of Hard 
  (ddd). For the list of all poisons from Genesys Core 
  Rulebook, Realms of Terrinoth and Shadow of the 
  Beantstalk, refer to "Table I.12–6: Poisons from Official 
  Genesys Sources" on page 62.
  TABLE I.10–4: TREAT POISON/DISEASE MODIFIERS
  Modifier
  Description
  + sa
  The character is using Herbs of Healing (Page 100 from Realms of Terrinoth).
  + a
  The character is using a portable medkit (Page 169 fom Genesys Core Rulebook).
  + d
  The character performs the Medicine check without medical equipment of some kind. 
  + dd
  Performing Medicine on yourself.
  + b
  The character providing medical care ignores the type of poison or disease the character is suffering.
  TABLE I.10–5: TREAT POISON/DISEASE SPENDING SYMBOLS
  Modifier
  Description
  s
  The character cures the target character who will no longer suffer the negative effects of the poison/disease, and will not have 
  to roll again.
  f
  The character stays sick or poisoned.
  a
  Any:
  The treatment relieves the afflicted character, healing 1 strain.
  Failure:
  The afflicted character is slowly getting the upper hand on the poison/disease. For the rest of the session, add b to 
  further Resilience checks related to that disease or poison.
  t
  The character becomes better at treating that particular poison or disease. For the rest of the session, they decrease the 
  difficulty to treat this particular disease or poison by 1. On a tt, this could become permanent expertise that lasts for the 
  rest of the character's career. This expertise cannot be stacked through multiple uses of this effect.
  h
  The character is getting weaker as the poison or disease runs its course. Add b to further Resilience checks related to that 
  poison or disease until the end of the session. This effect can be cumulative with multiple h.
  d
  The poison or disease turns out to be even more severe than expected. The afflicted character suffers its effects an additional 
  time as if the check to resist its effects failed.
  The treatment ended up making things worse, forcing the afflicted character to make a check to resist the disease or poison 
  again on the next round. This effect stacks with the prolonged exposure to the poison or disease generated by negative 
  symbols.
  If the poisoned/ diseased character adds b to further Resilience checks due to h being spent, this weakness becomes 
  permanent throughout the character's career. Yet, a t on a future Medicine or Resilience checks to treat or resist poison/
  disease can remove that effect.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Medicine
  50
  EXAMPLE OF A TREAT POISON CHECK
  Diana is an archeologist currently exploring an 
  ancient tomb from a past era. After falling into a 
  trap, she finds herself facing a scorpion swarm in 
  a pit. Jonas, her fellow explorer, helps her out of 
  it. Yet, she suffers from stings and has generated a 
  d to resist the venom's effect, forcing her to make 
  another Resilience check next round. Fortunately 
  for her, Jonas is a skilled doctor and can help her 
  negate the venom.
  The Venomous special ability of the Scorpion Swarm 
  adversary (see Realms of Terrinoth page 247) has 
  a severity of Hard (ddd). Jonas has a medkit with 
  him to help neutralize the venom so he adds a to 
  the check.
  The roll generates ssh. Due to his successful 
  check, Diana is cured from the poison and won't 
  have to make a Resilience check on her next round. 
  Yet, her body has become weaker as the GM spends 
  the hh to have Diana add b on further Resilience 
  checks against scorpion venom for the rest of the 
  session.
  exteNded poisoN
  A problem with poison is that they are so quick and 
  brutal than it does not allow a doctor to cure them 
  unless the victim generated a d on their Resilience 
  check. Since a round in Genesys lasts for about a 
  minute, this makes all poisons much quicker and 
  deadlier than their real life counterparts. 
  An alternative to this is to set an amount of rounds 
  during which the poison acts and divide its listed 
  effects over that duration.
  For example, the poisonous stinger of a manticore 
  (see Realms of Terrinoth page 208) has the tar-
  get suffer 4 wounds on a failed Resilience check. An 
  alternative would be to set the poison with a fixed 
  duration of 4 rounds and each failed check would 
  have the victim suffer 1 wound. Each d generated 
  over these checks would add an additional round 
  to the remaining duration. Should the charac-
  ter get poisoned again while they are still suffer-
  ing from the poison, you simply add a number of 
  rounds equal to that poison's fixed duration to the 
  remaining duration. In this example, if the charac-
  ter was suffering from the manticore's poison with 
  2 rounds left when they become poisoned again, 
  the victim will simply add another 4 rounds to the 
  duration rather than rolling their Resilience check 
  on the spot.
  This methods allows for Medicine checks as well 
  as  items nullifying poisons such as the Immunity 
  Elixir (see Realms of Terrinoth page 102). The 
  drawback of using that method is more bookeeping 
  and Resilience checks being rolled. GM and play-
  ers shall discuss about this alternate rule prior to 
  using it.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Medicine
  51
  diseases
  Genesys introduces diseases in the Expanded 
  Player's Guide on page 30. While the presented 
  rules work well, there are limited as they present a 
  single disease effect. Yet some iconic monsters from 
  multiple gaming universes are known for transmit-
  ting  different diseases, such as Mummy's Rot and 
  Ghoul's Fever. Since not all diseases should have 
  the  same effects, here are guidelines to design new 
  diseases.
  Onset: While the disease from the Expanded Play-
  er's Guide has an immediate effect, diseases tend to 
  have an incubation period — a character should not 
  suffer from the disease right after being exposed. 
  Depending on the disease, this could be as quick as 
  few hours to days or even weeks.
  Note than when creating a new disease, the onset 
  plays a major role as it is during that period that 
  a disease can spread unnoticed, depending on its 
  vector. A disease that quickly shows its symptoms 
  might get isolated faster. Paired with deadly effects, 
  the disease is likely going to die by itself as the 
  infected will die before spreading the disease.
  Duration: A disease should not have a set dura-
  tion. The body has to fight it, or be treated by the 
  Medicine skill. Otherwise, the character will con-
  tinue to suffer its effects.
  Check: Since the effects are ongoing, the Resilience 
  check should be made once per day to heal from the 
  disease. Likewise, a Medicine check should only be 
  attempted once per day. If the check fails, the char-
  acter suffers from the disease's effects for that day.
  Difficulty: Like poisons, this author recommends 
  difficulties ranging from Hard (ddd) to Daunting 
  (dddd).
  Effect: Diseases can have a variety of effects, from 
  reducing Wound or Strain Threshold, inflicting 
  wounds and strain, adding b to checks or even 
  upgrading them. Some diseases might even add a 
  narrative effect such as preventing speech, constant 
  coughing, blindness, or shakes. Depending on the 
  disease, the effects might be cumulative on consec-
  utive failed Resilience checks.
  Contagion: The Expanded Player's Guide suggests 
  than any character that engage with an infected 
  or other disease vector should make a Daunting 
  (dddd) Resilience check at the start of each day to 
  determine if they get infected. The difficulty might 
  vary though — not all disease are as virulent.
  EXAMPLE OF A TREAT DISEASE CHECK
  Demetra's country has been plagued for months now 
  — the corpses have multiplied while the authorities 
  fail to find a cure. Located in a remote village's clinic, 
  Demetra is trying to help the infected to get through 
  the pain. The GM has came up with these informa-
  tions for the plague:
  Onset: 2 weeks
  Difficulty: Daunting (dddd)
  Effect: Reduce Wound and Strain Thresholds by 3 
  plus 1 per h.
  Contagion: Daunting (dddd). The disease is air-
  borne and the constant coughing helps spreading 
  the disease.
  By reducing the wound threshold, this disease is 
  deadly as most people that fail to resist it will suc-
  cumb within the week. Even those who would suc-
  ceed their check are still at risk of contagion from 
  proximity of others.
  Demetra is trying to come up with a treatment of 
  her own to help her patients. She makes a Daunting 
  (dddd) Medicine check to treat the disease. Since 
  she does not know what exactly the disease is, thus 
  she adds b to the check. Yet she is making use of 
  medicinal herbs, granting her a b on the check.
  The check generates fhht. Her treatments failed 
  and exhausted the patient. The GM spends the hh 
  to have the patient suffer 1 strain and add b on 
  their next Resilience check to fight off the disease. 
  Demetra sends the t to have her learn from this 
  attempt, noticing how the patient reacts to certain 
  treatments. The better understanding of the disease 
  makes her decrease the difficulty of curing it by 1.
  As she worked the clinic all day, she was exposed 
  to her patient's cough. Therefore, she has to make 
  a Dauting (dddd) Resilience check, which the 
  GM decides to add b on the check due to her plague 
  doctor mask acting as a crude air filter.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Medicine
  52
  iNstalliNg CyberNetiCs
  Cybernetics are introduced on page 177 of the Gene-
  sys Core Rulebook in the Android sample setting. It 
  is expanded upon Shadow on the Beanstalk starting on 
  page 104.
  diFFiCulty
  Installing or removing a cybernetic implant requires 
  a Hard (ddd) Medicine check. Here are suggestions 
  for modifiers and symbols usage.
  TABLE I.10–6: SKILL MODIFIERS
  Modifier
  Description
  + b
  The implant was specifically tailored for the receiving character.
  + b
  The receiving character is currently suffering from a Critical Injury.
  The implant is damaged.
  + d
  The character performs the surgery check without medical equipment of some kind. 
  TABLE I.10–7: SKILL SPENDING SYMBOLS
  Modifier
  Description
  s
  The implant is successfully grafted to the character.
  f
  The implant could not be successfully grafted. The patient suffers 2 strain.
  a
  Failure:
  The patient does not suffer strain from the failed surgery.
  t
  Any:
  The character performing the surgery will decrease the difficulty of further checks to install or remove that specific kind 
  of implant by 1 to a minimum of Simple (-).
  Success:
  The implant has been perfectly grafted. It works so well with the body that the character's strain threshold is not reduced. 
  This effect can only be used the first time the implant is successfully implanted.
  h
  Any:
  The patient suffers 1 wound.
  Success:
  The body takes time adapting to the implant. The character adds b on checks made using the implant for the rest of the 
  session.
  Failure:
  This particular surgery cannot be attempted again for one week.
  d
  Success:
  The body has difficulty coping with the implant. The character's Strain Threshold is further reduced by another point.
  Fail:
  The body totally rejects the implant. This specific implant will never be able to be grafted on that character.
  EXAMPLE OF AN INSTALLING CYBERNETICS CHECK
  Gwen wanted some upgrades and bought an 
  Enhanced Hearing implant. She turns to her doctor 
  friend Ray to have it grafted.
  The difficulty starts at Hard (ddd).  Ray has access 
  to medical installations so the difficulty is not 
  increased.
  The roll generates fhht. The graft failed. Gwen 
  won't be benefiting from it and suffers 2 strain. 
  The GM spends one h to have the surgery inflict 
  1 wound on Gwen. The other h is spent so that the 
  body needs time to recover and the surgery cannot 
  be attempted until a week has passed. Ray's player 
  spends the t to have their character understand the 
  surgical procedures better for grafting the Enhanced 
  Hearing implant. From now on, he will reduce the 
  difficulty for installing that type of implant by 1.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Perception
  53
  PERCEPTION
  disbelief
  Sometimes a character will perceive something that is 
  not real. This might be the result of a magical illusion, a 
  drug or anything else capable of tricking the character's 
  perceptions. Illusions and hallucinations may take one 
  of following two forms, if not a mix of both.
  The first one is the character perceiving something 
  that is not there. This could be an illusory wall or pit, a 
  sound, a smell or anything else that a character's sense 
  could perceive if it was real.
  The second one is masking or altering something 
  that is actually there. This could make a door seem like 
  a wall, or turn a character completely invisible, or mask 
  the sound of an ongoing battle.
  Depending on its source, an illusion might be shared 
  between multiple characters, having them perceive the 
  exact same things.
  intErACtion
  However believable an illusion may be, it remains just 
  that: an illusion. Therefore, many illusions are automat-
  ically disbelieved when interacted with. For example, 
  if a character were to jump across an illusory chasm 
  and fall in due to a failed Athletics check, the charac-
  ter will simply fall on the ground. Even if they lack any 
  Discipline ranks, they do not have to roll to disbelieve 
  the illusion after being confronted to its falseness.
  Yet, many illusions require interactions to allow a 
  check. If a character is searching a room which has a 
  door enchanted to look like a wall, the character will be 
  able to roll since they are looking for a way out of the 
  room are likely going to examine said wall — merely 
  standing in the room is not enough.  In the case of 
  implausible illusions, such as finding a giant ice cube 
  in the middle of a hot desert, the character can roll a 
  Discipline check to disbelieve even though they are not 
  interacting with it.
  Some interactions are automatic. For example, if the 
  character finds themselves in a room that should be 
  filled with a nauseous stench, the character are consid-
  ered to be interacting with the illusion by breathing. In 
  this case, the GM should allow a check.
  In the end, it is up to the GM to decide whether a 
  check is allowed or not and under which circumstances.
  diFFiCulty
  The difficulty is based on how real the illusion appears 
  to be in this context. The more unlikely it is, the easier 
  it is to see through it.
  TABLE I.7–1: DISBELIEF DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  A made up environment or illusion that is improbable, like a polar bear in a hot desert or a floating ball of magma.
  Average (dd)
  An illusion that is unlikely yet still probable, such as a wild beast entering a settlement.
  Hard (ddd)
  An illusion that is perfectly believable, such as the howls of wolves in the night, the sound of a conversation in an urban area, 
  or a snow-covered sheet of ice covering a pit in a snowfield.
  TABLE I.7–2: DISBELIEF MODIFIERS
  Modifier
  Description
  + b
  The character has good reasons to believe the illusion cannot be real.
  An allied character who disbelieved the illusion is warning the character of the illusion.
  The illusion is somehow poorly made.
  + b
  The character has no reason to doubt the veracity of the illusion.
  Upgrade Difficulty
  The character actually wants to believe in the illusion.
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  SKILLS GUIDE
  Perception
  54
  EXAMPLE OF A DISBELIEF CHECK
  Mark is an imperial agent. A few days ago, he was 
  investigating a mad scientist who was causing lots of 
  trouble in the region. Unfortunately, he was captured 
  in the process and has been detained since then in a 
  secret laboratory in an abandoned part of the impe-
  rial city's sewers. The mad scientist has been testing 
  many unidentified injections on him and Mark has 
  been mostly sick since his abduction. At some point, 
  he was able to escape his restraints while the scientist 
  was gone. He picks up whatever useful items he can 
  carry and heads out of the lab, finding himself in the 
  sewers.
  Ignoring his exact position, he starts to wander 
  around hoping to find an exit. At some point, he 
  hears a familiar voice. When he turns around, he 
  sees his father. The man talks to Mark, telling him 
  how he failed as an imperial agent, that he is not 
  proud of him, and how there is no way he is going to 
  get out of these sewers alive.
  Mark's father is actually a hallucination caused by 
  the drugs in his body. Mark's father left his family a 
  few years ago. He was never good to his son and was 
  abusing him psychologically. The GM calls for an 
  Average (dd) Discipline check since the presence 
  of his father is improbable at best. Yet, his imperson-
  ation is convincing enough. The GM still adds b to 
  the pool since Mark knows his father has no reason 
  to be there along with him.
  The roll generates shh. Mark knows that his 
  father is just a hallucination and is not intimidated 
  by him nor does he feels restricted in his actions. Yet, 
  the old man keeps talking to him and Mark finds 
  himself arguing with him, and himself, just trying 
  to shut him up. The GM spends a h to achieve this 
  effect, which has Mark adding a b on all his checks 
  while the drug's effects last. This is draining for 
  Mark and thus the GM spends the other h to have 
  him suffer a strain.
  TABLE I.7–3: DISBELIEF SPENDING SYMBOLS
  Modifier
  Description
  s
  The character realizes that the illusion is not real and can act accordingly. They can also warn their allies of the nature of the 
  illusion.
  f
  The character believes the illusion is real and must act accordingly.
  a
  Any:
  The character removes a b on checks to which the illusion would have added a b.
  Success:
  The character can see through the illusion, as if it was transparent.
  t
  Any:
  The character succeed on any check made related to the illusion, aside from disbelief checks. Thus, the character would 
  automatically hit an illusory creature on a combat check, successfully jump over an illusory chasm, etc.
  Success:
  The character can have a friendly character automatically disbelieve the illusion.
  Failure:
  Decrease the difficulty on further checks to disbelieve illusions within that scene by one.
  h
  The illusion is distracting the character and they add b on checks while the illusion is within their line of sight or as long as 
  they are perceiving it, in case of noises, smells and other passive interactions.
  d
  Any
  Interacting with the illusion is taxing for the character's mind. Each time they interact with it, such as passing through an 
  illusory wall, the character suffers 2 strain. For passive interactions such as smell, the GM might have the character suffer 
  strain only once unless the character is standing there for a long time.
  Failure:
  The illusion is real to the character. It can cause them to receive wounds and even critical injuries. These last until the 
  character disbelieves the illusion. Illusions may cause death, in which case the fooled character would die of a heart 
  attack.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Perception
  55
  eavesdrop
  One of the simplest way to acquire information is sim-
  ply to listen to what people are talking about — guards 
  discussing how their day was and how they’re waiting 
  impatiently for the shift change, people gossiping in a 
  bar — there is a lot of information a character can pick 
  up just by keeping their ears open.
  diFFiCulty
  The difficulty for eavesdropping is based on the dis-
  tance between the character and those they are listen-
  ing to. If your character is listening through a remote 
  device, then the difficulty is based on the distance 
  between that device and the people your character is 
  listening to.
  In some cases, your character might try to keep an 
  ear out for anything of interest in the din of a crowded 
  room or other populated area rather than listening to a 
  specific conversation. In this case, the GM should add 
  b based on the number of conversations going on and 
  how much the character's focus is split.
  In any case, a character cannot hear a conversation 
  taking place farther than at long range, unless your 
  character is using something to enhance their hearing. 
  TABLE I.11–4: EAVESDROP DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  The people your character is listening to are within Short range.
  Average (dd)
  The people your character is listening to are within Medium range.
  Hard (ddd)
  The people your character is listening to are within Long range.
  TABLE I.11–5: EAVESDROP MODIFIERS
  Modifier
  Description
  + b
  The conversation takes place in noisy environment.
  The character is listening to multiple conversations.
  The people your character is listening to are quiet, whispering, or discreet, trying actively to not be heard.
  Your character cannot see the individuals they are eavesdropping on. 
  + b
  The character is listening to a recording rather than an actual conversation.
  The people your character is listening to are loud or shouting.
  Your character is close enough and well positioned allowing them to read lips at the same thing they are listening.
  Decrease Difficulty
  There is no sound at all covering the conversation.
  TABLE I.11–6: EAVESDROP SPENDING SYMBOLS
  Modifier
  Description
  s
  The character hears a piece of information. The more successes, the more details can be heard.
  f
  The character fails to get relevant information.
  a
  Even if they did not hear anything of interest regarding what they were looking for, the character still gets some useful 
  information for something unrelated.
  If the character did not find relevant information, they get a clue about where to look for that kind of information.
  t
  The information the character is able to obtain has crucial details. This could be security details, names, and specific times. 
  Whatever the information, it should greatly help the character in their investigation or adventure.
  h
  Part of the information is either false, misleading or inaccurately heard.
  The people your character is eavesdropping on realize that someone is listening and change the topic of conversation, or 
  something interrupts the conversation, leaving the eavesdropping character with incomplete information.
  d
  The character is caught eavesdropping, or the information he attains is false and will create complications further into the 
  adventure or investigation. 
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Perception
  56
  EXAMPLE #1 OF AN EAVESDROP CHECK
  Andrei is one of the empire's agents. One of his tasks 
  is going undercover in the city's public places and 
  identifying potential threats to the government. 
  If a person seems to be a potential rival or threat 
  to the emperor, Andrei has them kidnapped and 
  brings them to the citadel's dungeon for interroga-
  tion. Whatever happens to them, they are never seen 
  again.
  Andrei is currently drinking in a pub downtown. 
  People are enjoying themselves — talking, dancing, 
  flirting, playing the arcade machines and billiards.
  The imperial agent is not suspicious of anyone in 
  particular and listens to everyone around. The GM 
  set the difficulty to Average (dd). Due to the ambi-
  ant music and noises around, the GM adds bbb to 
  the pool. Still, many of the people are drunk and less 
  cautious than usual about what they're saying so the 
  GM adds a b to the pool.
  The roll generates sshhh. Andrei hears some 
  people talk about what seems to be some sort of con-
  tainer being delivered from overseas. This informa-
  tion was gained through the first s. The GM spends 
  h to have the information be unclear. Andrei 
  did not understand exactly when the container is 
  expected but he has the dock number. This infor-
  mation was obtained through the second s. As 
  for its content, it's unknown but it is clearly illegal. 
  Andrei could not get more information as the GM 
  spends the hh to have the imperial police come in 
  to arrest underage clients. While Andrei should be 
  happy that the police is doing their job, the people 
  he was listening to fled and he could not make out 
  the time of delivery and the distraction prevents him 
  from trailing them.
  EXAMPLE #2 OF AN EAVESDROP CHECK
  Amaya is a teenage girl superhero. Schoolgirl during 
  day time, she fights the crime anonymously during 
  the evening before coming home to her parent's for 
  the night. She now finds herself in a cafe, listening 
  to a band of students sitting at a nearby table. She 
  knows that one of them is dealing drugs for a large 
  criminal organization and she is trying to get more 
  info about the leader. At some point, the specific stu-
  dent receive a phone call. Amaya is trying to acquire 
  pieces of information she could use to meet the head 
  of the organization.
  The GM calls for an Average (dd) Perception 
  check. The cafe is busy at this time and thus the GM 
  adds bb to the pool. Finally, the GM spends a story 
  point to upgrade the difficulty of the check.
  The check generates fad. Amaya fails to get any-
  thing out of the phone conversation she suspected 
  was related to the student's illegal activities. Amaya's 
  player spends a to get a hint about an opportunity 
  to find more information. After the student hangs 
  up, they let the other knows that they will have 
  some good stuff for Julia's upcoming party. The GM 
  spends the d to Julia deeply despises Amaya. There-
  fore, getting an invitation to that party will prove 
  difficult. Amaya will upgrade the difficulty of the 
  next check to get into that party, whether it's a social 
  check to convince someone to let her in or ever a 
  Stealth check to sneak in.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Perception
  57
  exaMiNe
  Examine is probably the most popular way of using 
  Perception. Whenever the character is looking at some-
  thing, whether it is looking for a hidden door, a trap, a 
  secret compartment, looking through documents for 
  a relevant piece of information, or searching a crime 
  scene for clues, they use the Examine subskill. 
  diFFiCulty
  The difficulty is based on how easy the hidden thing is 
  to find. 
  TABLE I.11–7: EXAMINE DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Something everyone aside from the most negligent is expected to find easily, like a data pad left on a desk among papers and 
  documents.
  Average (dd)
  Something everyone has a chance of finding; giving some time, such as a trap on a chest, or a double bottom drawer.
  Hard (ddd)
  Something only a skilled investigator is expected to find, such as a secret door on a wall, or secret lever in a bookshelf.
  Daunting (dddd)
  Something so well concealed that even a skilled investigator is unlikely to spot it, like a hidden camera in a piece of furniture.
  Opposed
  Finding an object hidden on someone. This is opposed by the searched character's Stealth skill.
  Surveying the surroundings for to spot a hiding character or NPC. This is opposed by the hidden character's Stealth check.
  TABLE I.11–8: EXAMINE SPENDING SYMBOLS
  Modifier
  Description
  s
  The character finds the object, clue, door, or something else that was previously concealed from them. The more successes, 
  the more items, clues, or information they can find.
  f
  The character fails to find anything.
  a
  Success:
  The character finds more information about their discovery, or how to use it.
  If the element the character found out requires interaction of sort, the character can add b to their checks.
  Failed:
  The character can tell that something is amiss, that something was moved or hidden.
  The character finds something that points them in a direction of something they should investigate
  t
  Success:
  What the character finds is crucial to the character, either benefiting them directly or greatly helpful in their 
  investigation.
  h
  Any:
  The character leaves a trace of their investigation.
  The character takes longer than expected to investigate. This could bring its share of trouble if there were trespassing or if 
  there is a time limit, or if they are trespassing
  Success:
  The information the character finds is misleading and might have the character waste lots of time and resources to get to 
  something useful.
  If the element the character found out requires interaction of sort, the character can add b to their checks.
  d
  Any:
  Some countermeasure might prevent the characters from searching the place undisturbed. Maybe they trigger some 
  alarm, trap, or if the character was looking for people ready to ambush them, there will end up being more of them or 
  they will be better prepared.
  Success:
  The information the character acquires is limited and cannot be used directly.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Perception
  58
  EXAMPLE #1 OF AN EXAMINE CHECK
  Frank is a police investigator. At 2:00am, he received 
  a call from the office telling him he has to investigate 
  a crime scene. After picking up case file, he drives 
  to the place, where the scene has been secured. The 
  place is a motel room. He walks inside and starts 
  looking around. There is a dead man on the bed with 
  blood all over the sheets. His personal belongings 
  are strewn all across the room. There are a few pieces 
  of furniture and a single exit.
  Frank's player announces that he is looking for any-
  thing that could help them solve the crime.
  The GM sets the difficulty to Hard (ddd). The roll 
  comes up with sssh. Since the roll generated 
  more than a single s and there is more than one 
  clue here, the GM has Frank find multiple ones. 
  As he looks around, Frank finds a pistol cartridge 
  between the bed and the nightstand. He finds the 
  deceased's cellphone in his coat's inner pocket. 
  Finally, the room's trash bin contains a phone num-
  ber written on a scrunched piece of paper.
  The h is spent so that the clue about the phone 
  number is misleading. When investigating that ele-
  ment, Frank will discover that the phone number is 
  from an escort agency. He will investigate that for a 
  while but that will waste his time. In fact, when the 
  room was cleaned, the cleanup staff was in a hurry 
  and forgot to empty the trash bin. The number was 
  from a previous client and has nothing to do with 
  the case.
  diCe versus roleplay
  Since Genesys is a tabletop RPG, most of the 
  actions executed by the characters are resolved 
  through dice rolling. That doesn't mean that clever 
  thinking should not be rewarded. In fact, while a 
  player is not expected to describe how they swing 
  their sword at the enemy for their character to hit, 
  roleplaying investigation can have benefits. In the 
  above example, the player could have stated "I'm 
  looking for the deceased's belongings to find his 
  phone" or "I'm looking in the room's trash bins." 
  Being more specific about what the character is 
  looking for and doing should come with added b 
  because after all, chances are you will find some-
  thing if you are directly looking at it.
  This author recommends decreasing the difficulty 
  of the check if the player is more precise about their 
  character's focus, as long as there is something 
  there to be found.
  In some cases, looking directly at something 
  negates the need for a check completely. If a brief-
  case was stowed under the bed, it could be an Easy 
  (d) or maybe an Average (dd) Perception check 
  to find it on a "I'm searching the room" statement 
  while a player stating that their character is looking 
  under the bed should find the briefcase without any 
  check required.
  EXAMPLE #2 OF AN EXAMINE CHECK
  Elias is a treasure hunter. His recent adventure has 
  brought him to a secluded island, and to a cave that 
  supposedly houses a renowned pirate’s treasure 
  hoard. Elias is now standing in a room with a big 
  chest in the middle. The pirate was known for their 
  trapmaking skills and Elias expects that the chest is 
  severely protected. Elias' player states their charac-
  ter is looking for traps and security measures that 
  would be protecting the chest.
  Since the character is looking for something specific, 
  the GM calls for an Average (dd) Perception check. 
  The cavern's poor lighting is not helping so a b is 
  added to the pool. Elias has been dealing with some 
  of the pirate's traps since the start of this adventure, 
  growing used to the pirate's style. This grants him to 
  add a bto the pool.
  The check comes up with fat. Elias did not find 
  any mechanism he could disable. Yet, he knows bet-
  ter than thinking the chest is left unguarded. He 
  spends the a to be ready for anything that would 
  spring upon him when he opens the chest. The GM 
  had the trap require a Combat check against Elias to 
  wound him. Due to his alertness, the trap will add a 
  b to its check. The t is spent so that the chest will 
  contain additional booty.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Resilience
  59
  RESILIENCE
  deHydratioN/starvatioN
  Humans cannot survive for long without water and 
  food. While most adventures abstract these fundamen-
  tal biological needs, others might focus on survival, 
  having the characters stranded on an island, a ship or 
  any other remote location without easy access to sup-
  plies. The Expanded Player's Guide already have Dehy-
  dration rules on page 31. The suggested rules that fol-
  low are an alternate way to handle Dehydration, as well 
  as Starvation, going deeper in the concept.
  The effects of starvation or dehydration are harsh, 
  but they can be mitigated through Resilience checks. 
  But even a character will high Resilience will only be 
  able to delay their end for a few days. In order to make 
  things interesting without making them too burden-
  some and tedious to track, this author recommends 
  using the following rules to represent a character’s 
  thirst and hunger.
  After each day without water or each week without 
  food, a character will have to make a Resilience check. 
  If they fail, their dehydration or starvation goes up 
  one stage (see the table below). Aside from the penalty 
  to a character’s Strain Threshold, the other penalties 
  are cumulative between dehydration and starvation. 
  Therefore, a character at stage 2 of dehydration and at 
  stage 1 of starvation would upgrade the difficulty of all 
  checks 3 times (twice from dehydration and once from 
  starvation).
  Eventually, the character will fail a third check. At 
  this point, the dehydration or starvation has run its 
  course and the character perishes as their organs cease 
  to function.
  Once a character has eaten or drank a reasonable 
  amount of food or water, they no longer suffer from 
  these penalties. Note that if a character has going with-
  out water for 2 days, drinking a significant portion of 
  water will only reduce the penalties from a single day. 
  To recover completely, the character needs to continue 
  drinking water. The same holds true for food and star-
  vation.
  diFFiCulty
  The difficulty starts at Hard (ddd) and increases by 
  one on each subsequent check, to a maximum of For-
  midable (ddddd) Regardless of the results of previ-
  ous checks. The only way to decrease the difficulty is by 
  drinking and eating a decent amount of food or water.
  TABLE I.12–1: DEHYDRATION/STARVATION STAGES
  Dehydration/Starvation Stage Effects
  0
  The character is not suffering from any dehydration or starvation effects.
  1
  Reduce the character's Strain Threshold by half, rounded up.
  Upgrade the difficulty of all checks this character makes once.
  The character does not recover wound from resting.
  2
  Reduce the character's Strain Threshold to 0.
  Upgrade the difficulty of all checks this character makes twice.
  3
  The character dies from starvation or dehydration.
  TABLE I.12–2: DEHYDRATION/STARVATION MODIFIERS
  Modifier
  Description
  + b
  The character has proper shelter and a place to rest or regulate their temperature, like water in hot climate or heat in cold 
  environment.
  Even though the character did not eat or drank a suitable amount of food or water, they still ingested a fraction of a normal 
  portion for that time period.
  + b
  The character is suffering from a Critical Injury.
  The character is sick.
  The character faces harsh weather conditions.
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  SKILLS GUIDE
  Resilience
  60
  TABLE I.12–3: SKILL DEHYDRATION/STARVATION SYMBOLS
  Modifier
  Description
  s
  The character survives another day or week. Their dehydration/starvation stage does not change. Remember than the 
  difficulty check still increases for the next check, to a maximum of Formidable (ddddd).
  f
  The character reaches the next stage of starvation or dehydration. The difficulty of the next dehydration/starvation check 
  increases by 1, to a maximum of Formidable (ddddd).
  a
  The character's self-preservation instincts are taking over. The character adds b to Perception and Vigilance checks to find 
  food and water for the following day.
  t
  The difficulty of the next Dehydration/Starvation check does not increase.
  h
  The character suffers 2 strain per h.
  The character adds b to their next Dehydration/Starvation check.
  d
  From that point and until they can properly hydrate and/or feed themself, the character cannot heal strain by resting.
  From that point and until they can properly hydrate and/or feed themself , whenever the character suffers strain, they suffer 
  one additional strain.
  EXAMPLE OF A DEHYDRATION/STARVATION CHECK
  Kiev is a civilian trapped in a town in time of civil 
  war. The town has been bombed, and rebels are 
  fighting the military in the streets as Kiev tries to 
  survive in a ruined house. Water is contaminated 
  and there is no more power. During the day, he goes 
  out trying to find resources like food, water, medi-
  cine, weapons, and power sources. During the night, 
  he barricades himself in his basement, trying to get 
  some sleep.
  So far, he's been eating canned food but water has 
  run out. After a day without water, the GM calls for 
  a Hard (ddd) Dehydration check. Since he has 
  a safe place to rest, he adds b to his check. Kiev is 
  a tough guy and can handle it, generating ssh. 
  Since he succeeded, his Dehydration stage stays the 
  same. The GM spends to h to add b to his next 
  Dehydration check.
  The next day, he is still unable to get something to 
  drink. The GM calls for a Dehydration check. Since 
  this is day 2, the check starts at Daunting (dddd), 
  adding b from the last check's h. The roll gener-
  ates ffh. Since he failed, his dehydration stage 
  increases by 1. His Strain Threshold is reduced by 
  half. He also upgrades the difficulty of all checks 
  once. The GM spends the h to have him suffer 2 
  strain. Finally, he won't be healing wounds over-
  night anymore.
  On the third day, Kiev desperately tries to find water 
  but comes home with nothing to drink. The GMs 
  calls for a Formidable (ddddd) Resilience check. 
  The roll ends up generating ffffhh. Failing 
  the check, his Strain Threshold drops to 0 and all 
  checks will now be upgraded twice. The GM also 
  spends the hh to have people raid Kiev's home. 
  They ended up beating him up and stealing his food.
  Kiev finally wakes up the next day as his body had 
  a hard time recovering. He now stands at 0 strain 
  and suffering from a single point of strain will knock 
  him out again. Too weak to go out to scavenge, he 
  decides to drink the contaminated water from the 
  sink. He will probably get sick but at least he will 
  drink. Kiev drinks enough water to count as a day's 
  ration. His dehydration stage decreases by 1. His 
  Strain Threshold goes back up to half of his normal 
  value and the checks will only be upgraded once. 
  This also decreases the difficulty on the next Dehy-
  dration check back to Daunting (dddd).
  Kiev should really start Trying to find clean water 
  before he faces the consequences of drinking con-
  taminated water from the sink.
  NoN HuMaN CHaraCters' deHydratioN aNd starvatioN
  The presented rules assume a human character. If 
  the character is of a different species, they might 
  require a different intake. In this case, the GM 
  would have to adjust the frequency at which these 
  checks are made, with each step representing about 
  one third of the period the species can survive 
  without hydration and nutrition.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Resilience
  61
  resist toxiNs
  Characters may be subject to toxins of all sorts in vari-
  ous kinds of environments. They might get bitten by a 
  venomous desert snake in ancient Egypt, be the victim 
  of a poisoning at a royal court, or inhale the spores of a 
  fungal creature on a faraway planet.
  The Genesys Core Rulebook does not offer clear 
  guidelines on how toxins work. Fortunately, there are 
  many examples in all released Genesys official books, 
  and they all share common features. A toxin has a neg-
  ative effect, which might Cause the character to suf-
  fer wounds, strain or any other adverse effect, such as 
  paralysis, unconsciousness, etc. The numerical value of 
  the effect is either fixed, depending on the number of 
  h generated, or a mix of the two. Whatever the effects 
  and their duration, the character only makes the check 
  once, at the moment they are poisoned. Of all poison 
  effects from the book aside from the Poisonous addi-
  tional effect of the Magic Attack action, the character 
  has to make an additional check to avoid suffering the 
  Poison's effects again on the next round if a d was gen-
  erated. Therefore, constantly rolling d means the char-
  acter will remain poisoned, suffering the toxin’s effects 
  constantly. One poison, from the Serpent Dagger, eex-
  tend its duration even on hhh.
  Suggestions for other symbols were added since the 
  book did not provide information regarding those.
  diFFiCulty
  At the time of writing this document, all the poison 
  effects from the official books allow A character to 
  make a Hard (ddd) check to resist toxins; the sole 
  exception to that is the Serpent Dagger (see page 110 
  of Realms of Terrinoth), which forces a character 
  to make a Daunting (dddd) check. Note that it is a 
  magic item that does not have a monetary value. There-
  fore, most poisons would require a Hard (ddd) Resil-
  ience check, unless the poison or the circumstances are 
  exceptional in some way. 
  TABLE I.12–4: RESIST TOXIN MODIFIERS
  Modifier
  Description
  + s
  The character has the Toxin Filters G-Mod (Shadow of the Beanstalk, page 108)
  The character uses a respirator (Shadow of the Beanstalk, page 103)
  Upgrade Ability check 
  twice
  The character drank an immunity elixir (Realms of Terrinoth, page 102)
  TABLE I.12–5: RESIST TOXIN SPENDING SYMBOLS
  Modifier
  Description
  s
  The character does not suffers from the toxin.
  f
  The character suffers the toxin's effects.
  a
  The character adds b to their next Resilience check to resist that same toxin of the rest of the encounter.
  t
  The character's body has an unexpected reaction to the toxin, releasing a surge of adrenaline as the body fights off the toxin. 
  Upgrade the ability of the character's next skill check.
  The character develops a permanent resistance to this specific type of toxin, adding b on all Resilience checks to resist it.
  h
  Success:
  The character suffers 1 strain as they fight off the toxin. This effect cannot be used more than once per check.
  Failure:
  The character suffers from the toxin's secondary effect. Refer to the toxin's description for any effect triggered with h.
  d
  The character needs to make another Resilience check next round to resist the toxin's effects.
  If more than a single d was generated, a d can be used to upgrade the difficulty of the Resilience during the next round.
  The character develops a permanent weakness to this specific type of toxin, adding a b to all Resilience checks to resist it.
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  SKILLS GUIDE
  Resilience
  62
  PoiSonS
  Here are the poisons that can be found in the Genesys 
  Core Rulebook (CBR), Realms of Terrinoth (RoT), 
  and Shadow of the Beanstalk (SotB). Note that 
  some adversary profile, such as the Bane Spider from 
  page 147 of the Genesys Core Rulebook, use the Burn 
  item quality on weapons rather than a poison that can 
  be resisted through the Resilience skill.
  TABLE I.12–6: POISONS FROM OFFICIAL GENESYS SOURCES
  Source
  Reference Severity
  Effects on a Failed check
  Van Ryn’s Potion of 
  Paralyzation (Gear)
  CRB 156
  Hard (ddd)
  The character becomes immobilized for the next three rounds. The target also 
  suffers 1 strain per h. You can spend d on the target’s check to force the target 
  to repeat the check at the beginning of their next turn.
  Poisonous (Attack Spell 
  Additional Effect)
  CRB 215
  Hard (ddd)
  The character suffers wounds equal to the spellcaster's ranks in Knowledge, and 
  strain equal to the spellcaster's ranks in Knowledge. 
  Poison (Gear)
  RoT 102
  Hard (ddd)
  The character suffers 4 wounds plus 1 strain per h. You can spend d on the 
  target’s check to force the target to repeat the check at the beginning of their next 
  turn.
  Serpent Dagger 
  (Weapon)
  RoT 100
  Daunting (dddd)
  The character suffers 8 wounds and 8 strain. You can spend hhh or d on 
  the target’s check to force the target to repeat the check at the beginning of their 
  next turn.
  Viper Bow
  (Viper Legion Archer)
  RoT 217
  Hard (ddd)
  The character suffers 3 wounds plus 1 strain per h. You can spend d on the 
  target’s check to force the target to repeat the check at the beginning of their next 
  turn.
  Poisonous Stinger 
  (Manticore)
  RoT 208
  Hard (ddd)
  The character suffers 4 wounds. You can spend d on the target’s check to force 
  the target to repeat the check at the beginning of their next turn.
  Poisoner
  (Assassin)
  RoT 247
  Hard (ddd)
  The character suffers 4 wounds. You can spend d on the target’s check to force 
  the target to repeat the check at the beginning of their next turn.
  Venomous
  (Scorpion Swarm)
  RoT 249
  Hard (ddd)
  The character suffers 4 wounds. You can spend d on the target’s check to force 
  the target to repeat the check at the beginning of their next turn.
  Fangs (Naga Priestess)
  RoT 258
  Hard (ddd)
  The character suffers 4 wounds. You can spend d on the target’s check to force 
  the target to repeat the check at the beginning of their next turn.
  Subtle Death (Yakuza 
  Assassin)
  SotB 224
  Hard (ddd)
  The character suffers 5 wounds. You can spend d on the target’s check to force 
  the target to repeat the check at the beginning of their next turn.
  EXAMPLE OF A RESIST TOXIN CHECK
  Elora is scouting ahead of her party as they are trav-
  elling through the underworld — the vast under-
  ground tunnel network that spans the whole planet, 
  filled with dangerous creatures and flora. Elora 
  enters a room with fluorescent fungi, which is noth-
  ing exceptional in this world. Yet she fails to spot a 
  poisonous species. As she reaches the center of the 
  room, the fungus emits a piercing sound and secrets 
  noxious spores that fill the whole room.
  The poison has the character suffers from 4 strain, 
  plus one 1 per h, unless she succeeds on a Hard 
  (ddd) Resilience check.
  The check generates faa. From the failure, Elora 
  suffers 4 strain. Since this room is the only way to 
  go unless she wants to backtrack for hours, Elora's 
  player asks if they can spend a a to have only a sin-
  gle toxic fruiting body in the room and the other a 
  to have their character spot it. The GM asks what is 
  the player's intention, they reply that they want to 
  cut it off, neutralizing it. The GM agrees but says that 
  Elora will be exposed for another round in the pro-
  cess, to which the player agrees.
  The player rolls the dice and generates sshh. 
  Elora resist the effects of the fungus. One of the h is 
  spent to have Elora suffer 1 strain as she fights off the 
  toxin. The GM spends the other h to have a preda-
  tor be drawn in by the fungus' noise. It will stalk the 
  characters for a while before ambushing them while 
  they sleep.
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  SKILLS GUIDE
  Resilience
  63
  stay awake
  Sleeping is essential for human well-being and proper 
  bodily function. It is still unknown how long exactly a 
  human being can survive without sleeping. Yet, effects 
  of sleep deprivation show quickly enough. While dying 
  from sleep deprivation is uncommon, it can still hap-
  pen.
  A character must make a Resilience check once per 
  every 24 hours they spend without sleep in order to 
  combat the effects of sleep deprivation.  Each time, the 
  check becomes more difficult as your character can 
  only resist the effects for so long.
  The effects of sleep deprivation are shown in the fol-
  lowing table. Each time your character fails their Resil-
  ience check, they go further down the table, suffering 
  all the effects from of the current sleep deprivation 
  stage as well as the others from previous fatigue stages..
  As a side note, remember than without sleeping, 
  recovering strain is more difficult. A good night's rest 
  also allows a character to heal 1 wound.
  SlEEP dEPrAvAtion in gEnESyS
  In most adventures, characters will have their full night 
  of sleep even thinking about it. They rest at a modern 
  hotel, a medieval inn, in the back of their car or in their 
  quarters in aboard their spaceship. Yet, some situations 
  may occur in which the character cannot find a safe 
  spot to sleep or they cannot spare the time to sleep. 
  The following table only presents negative effects for 
  going three nights without resting. If it is already rare 
  that characters have to make these checks, going with-
  out sleep for that long is improbable at best.
  diFFiCulty
  The difficulty starts at Average (dd) when the char-
  acter spends their first 24 hours without sleep. After 
  that, regardless of the results of the check, the diffi-
  culty increases by 1 for every 24 hours beyond that first 
  check.
  TABLE I.12–7: STAY AWAKE DIFFICULTIES
  Sleep Depravation Stage
  Effects
  0
  The character is not suffering from sleep depravation.
  1
  Your character becomes irritable and has a harder time keeping calm. Whenever they heal strain at the end of an 
  encounter, they heal one less strain.
  Your character suffers from impaired decision-making and judgement, altered perception, memory deficit and 
  other symptoms. Your character adds b on all skill checks.
  2
  Your character suffers from extreme fatigue, hormonal imbalances, decreased attention and motivation as well as 
  speech impairments.
  Your character cannot heal strain from generating a on checks.
  Anytime your character suffers strain, they suffer one additional strain.
  Characters may unwillingly fall asleep. Whenever the character generates a d or hhh, they become 
  unconscious until they have rested a significant amount of time or until disturbed.
  3
  Your character can no longer benefit from Story Points spent to upgrade ability dice during checks.
  Your character cannot heal strain at the end of encounters.
  Your character suffers from hallucinations and illusions. They upgrade the difficulty of every skill check they 
  make.
  Your character may unwillingly fall asleep. Whenever the character generates a d or hh, they become 
  unconscious until they have rest a significant amount of time or until disturbed.
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  SKILLS GUIDE
  Resilience
  64
  TABLE I.12–9: STAY AWAKE SPENDING SYMBOLS
  Modifier
  Description
  s
  The character stays at the same Sleep Depravation stage they currently are.
  f
  The character becomes more fatigued, increasing their Sleep Depravation stage by 1.
  a
  The character has an adrenaline boost. For their next check, they may ignore the b penalty from stage 1 or the fact that 
  they cannot regain strain from a from stage 2.
  t
  If the character was suffering from fatigue from h on the check, each h makes the character suffer 1 strain instead of 2.
  h
  The character suffers 2 strain from fatigue.
  d
  The character is struck by a powerful wave of fatigue. Regardless of the result of the check, the character's Sleep Depravation 
  stage increases by 1. This might move a character up more than one stage of sleep deprivation if the check was a failure, or if 
  the check generated more than one d. 
  TABLE I.12–8: STAY AWAKE MODIFIERS
  Modifier
  Description
  + b
  The character has some stimulant or drug helping them stay awake.
  The character's life is threatened.
  The character had a short rest over the last 24 hours, like a one hour nap.
  + b
  The character is mostly passive, doing nothing stimulating their body or mind.
  The character had some depressant, such as alcohol.
  The character had a particularly exhausting day.
  EXAMPLE OF A STAY AWAKE CHECK
  Kormak is a crew member of a merchant ship. After 
  his hard day of work climbing up the rigging, mov-
  ing sails and mopping the deck, he is quite tired and 
  enjoys his share of rum before going to his bunk. 
  Not even an hour later, the captain rings the bell and 
  calls all crew on deck. A violent storm has come out 
  of nowhere and the crew was caught off guard. Kor-
  mak is now working a double shift to keep the ship 
  afloat. The hours go on and the storm only dies at 
  dawn. Totally exhausted, Kormak yearns to get back 
  to sleep but the quartermaster rings the bell again, 
  announcing the start of the day and thus, their work 
  shift.
  Kormak has been up for 24 or so hours and is start-
  ing to feel very tired. The GM calls for a Resilience 
  check to stay awake.
  The check starts at Average (dd). The GM adds 
  bb to the check. One for the exhausting day he had 
  before and another one for the really hard work over 
  the night. Finally, the GM adds a b for the short rest 
  he was able to enjoy right before the storm.
  The check generates ffaa. Since he failed his 
  check, Kormak is now suffering from sleep depriva-
  tion. He won't heal as much strain after encounters 
  and will add b to all checks. Kormak's player spends 
  the first a to have their character remove the b on 
  his next skill check. Working in the rigging, Kormak 
  will need to make Athletics checks and the player 
  wants to mitigate that penalty on checks. The other 
  a is spent to recover one strain as Kormak takes a 
  moment to admire the beautiful view and reminds 
  himself that the pay at the end will be worth the 
  trouble.
  Should a situation that would prevent him from 
  sleeping again arise, he would have to make a Hard 
  (ddd) Resilience check, adding b to his check as 
  per the stage 1 penalty.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Riding
  65
  RIDING
  CoNtrol MouNt
  Mounts, whether they are mundane, like horses, don-
  keys or camels, fantastic beasts like griffons, hippog-
  riffs, dragons or giant lizards, are valuable assets for 
  everyone who can afford them. They allow people to 
  travel quickly between settlements, get an advantage on 
  the battlefield, and drag or carry heavy weights.
  Mounts, at least the mundane ones, are still simple 
  animals that require domestication. Even then, push-
  ing an animal to do something against its nature is not 
  an easy task. When the animal's instincts take over, 
  they won't be as receptive to their rider's commands.
  There are two situations in which the rider has to 
  make a check to keep control of their mounts. The first 
  one is bringing the mount into battle. Riding the beast 
  into a battlefield exposes it to the cacophony of violence 
  and to a panoply of elements that a horse would simply 
  flee from. Whenever your mount is exposed to combat, 
  the character has to make a Riding check unless the 
  mount was trained for combat situations.
  Another situation is when the mount is facing an 
  event that they find terrifying. Note that not all events 
  are as frightening for an animal as they are for humans. 
  Most humans would not run for their life during a 
  thunderstorm. But a horse might panic.
  A Control Mount check is made as an out-of-turn 
  incidental when the mount is facing whatever makes 
  them susceptible to panic.
  diFFiCulty
  The difficulty depends on what the mount is facing. 
  The suggested difficulties are based on the behavior of 
  a normal domesticated horse.
  Note that war mounts are used to the chaos of the 
  battlefield and their rider can generally keep them 
  under control without making a check. Still, even a 
  warhorse can start panicking if it is attacked.
  The table below uses the term mount for riding 
  beasts not trained for combat and war mount for those 
  that are.
  TABLE I.13–1: CONTROL MOUNT DIFFICULTIES
  Difficulty
  Description / Example
  Average (dd)
  The mount is brought within short range of an ongoing battle.
  The war mount is attacked.
  The mount or war mount experiences mild distress, such as a predator nearby, wolves howling, a large fire or a storm.
  The mount or war mount is startled. This could be a crash of thunder in a clear sky.
  Hard (ddd)
  The mount is within engaged range of combat.
  The mount is attacked.
  The war mount is critically wounded.
  The mount or war mount is facing a natural predator, such as a wolf or another animal or creature that could potentially kill 
  them.
  Daunting (dddd)
  The mount is critically wounded.
  TABLE I.13–2: CONTROL MOUNT MODIFIERS
  Modifier
  Description
  + b
  The mount was domesticated / trained by their rider, or has been owned and ridden by them for a long time.
  + b
  The mount is already panicked due to a previous failed Control Mount check.
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  SKILLS GUIDE
  Riding
  66
  TABLE I.13–3: CONTROL MOUNT SPENDING SYMBOLS
  Modifier
  Description
  s
  The character keeps the mount under control.
  f
  The mount panics and flees from the source of its distress to the best of its ability. This lasts for 1 round plus one round per 
  f generated.
  a
  Success:
  The character does not need to make Control Mount checks for a number of rounds equal to the number of a generated. 
  If the mount is facing a frightening situation with a higher difficulty though, the rider still has to make a Riding check.
  Failure:
  Even though it is panicked, the mount is still receptive to their rider, who can attempt to regain control of their mount by 
  using an action to take a new Riding check.
  t
  Success:
  The mount overcomes its fear and the rider adds b on further Riding checks for the rest of the scene.
  The mount adapts to the combat around them, granting a b on the rider's mounted combat checks for the rest of the 
  encounter.
  Failure:
  Instead of fleeing, the character can struggle with the mount. It won't flee but the character will have to spend an action 
  on their turn to control their mount again. They add b to that check.
  h
  Any:
  The mount's movements are erratic, making it harder for the rider to defend themselves. Their defense drop by 1 until the 
  end of their next round.
  One of the rider's belongings falls off the mount.
  The mount suffers 1 strain.
  Failure:
  As the mount flees the source of its fear, they are going a direction where they may put the character at greater risk.
  d
  The mount throws off the character, who falls prone. If a was generated as well, the character may land on their feet instead 
  of falling prone. If h was generated, the character suffers 1 wound from the fall.
  EXAMPLE OF A CONTROL MOUNT CHECK
  Tolven is a travelling bard on a journey across the 
  kingdom, stopping in each village, performing for 
  the people. He is now on the road riding his horse. 
  The day is cloudy and moderately windy.  To spice 
  up an otherwise uneventful journey, the GM spends 
  a story point to have lightning strike suddenly, mak-
  ing the sky flash with light, followed by a downpour.
  The sudden lightning startled the horse. The GM 
  calls for an Average (dd) Riding check. This check 
  has no special modifier.
  The roll generates fa. The horse panics and flees in 
  the opposite direction, which in this case is a forest 
  and this lasts for two rounds, or two minutes. Tol-
  ven's player spends the a to have the opportunity 
  to calm his mount before the end of the 2 minutes. 
  Tolven doesn't know these woods and would like to 
  avoid going too deep and ending up lost.
  In order to calm his mount, he has to succeed on 
  an Average (dd) Riding check. Since his mount is 
  already panicked, he adds b to the pool. The GM 
  spends a story point to upgrade the difficulty as these 
  woods are treacherous to navigate. The roll generates 
  shhd. The GM spends the d to have the horse 
  throw Tolven off and make him land prone. Yet, the 
  horse stops running and seems to regain its com-
  posure, thanks to the check succeeding. Otherwise, 
  the horse would have continued its course, carrying 
  away all of Tolven’s belongings it had in the saddle-
  bags. Finally, the GM spends the hh to have a trio 
  of hungry wolves creep in from the underbrush.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Riding
  67
  otHer ridiNg uses
  Many subskills from this document already cover 
  maneuvers and actions a character can perform while 
  mounted. Therefore, instead on presenting difficulties, 
  modifiers and symbols for each of these possibilities, 
  this section will go over what situations could trigger 
  a Riding check and what subskills from other parts of 
  this document can be used to determine difficulty.
  dAngErouS riding
  As with vehicles, characters might be have to make a 
  Riding check for dangerous riding. This could be to 
  escape a burning forest, or to gallop at high speed  in a 
  obstacle-rich environment. You can use the same dif-
  ficulties, modifiers and most of the symbol usage tables 
  from "Dangerous Driving" on page 40. Where the 
  vehicle would suffer system strain, the mount would 
  suffer strain, which is likely to be converted to wounds, 
  unless the mount is a Nemesis. Where the vehicle 
  would suffer a Critical Hit, the mount suffers a Critical 
  Injury.
  rACing
  Racing events can be a way for characters to enter-
  tain themselves, show their riding skill, or a way to 
  gain revenue. When racing against other riders, each 
  participant should make a competitive Average (dd) 
  Riding check. You can use the same modifiers and 
  symbol usage tables as for "Run" on page 18.
  ChASE
  Like Run can be adapted to Riding, so is Chase. This 
  works the exact same way but the character would 
  make a Riding check instead of an Athletics check (see 
  "Chases" on page 19).
  Since mounts tend to be faster than characters, this 
  author recommends decreasing the difficulty of the 
  check once. In addition, each time the rider closes or 
  gains distance between them and a character on foot, 
  they do so by an additional range band.
  PhySiCAl ProWESS
  Many of the Athletics (page 12) and Coordination 
  (page 32) subskills can be used for mounts, like force 
  entry, escaping restraints, jumping, swimming, and 
  walking on narrow surface. You can use their suggested 
  tables for difficulty, modifiers and symbols since many 
  of them can be applied to mounts.
  ridiNg skill versus tHe MouNt's skills
  Someone might wonder what skill should be used 
  when a rider is trying to get their mount to jump 
  across a chasm. Should they use their Riding skill or 
  the mount's Athletics skill? In the Genesys Core 
  Rulebook on page 63, there are guidelines about 
  what the Riding skill should be used for. Three of 
  them seems to point to the fact than the rider's Rid-
  ing skill substitute the mount's skills:
  • Your character flees from pursuers who are also 
  mounted, or fast enough to potentially catch up.
  • Your character competes in a friendly (or not so 
  friendly) race.
  • Your character tries to catch up to enemies with a 
  significant head start.
  While this sounds appropriate as the character's 
  Riding skill is a great way to display their mastery 
  when riding, the mount might have its own limit. 
  Let's imagine your character is riding a strong giant 
  turtle and you are racing against someone riding a 
  horse. Even though the character is a veteran rider 
  and the opponent is a neophyte, the horse is still a 
  faster mount than the turtle. How should this be 
  taken into account?
  This author suggests than when such a situation 
  occurs and it seems appropriate to have the mount's 
  own skills weight in, make a combined check, using 
  either the character's or the mount's lower charac-
  teristic and skill rank. So if a character with 4 Agil-
  ity and 1 rank in Riding skill is riding a mount with 
  3 Brawn and 2 Athletics would be making an Ath-
  letics check to jump over a chasm, the rider would 
  use the mount's Brawn score and his own Riding 
  skill ranks, thus rolling cdd.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Skulduggery
  68
  SKULDUGGERY
  ideNtify seCurity vulNerabilities
  Secure areas are rarely impenetrable. A skilled charac-
  ter can always find a way into a secure areas, whether 
  it be a military base or the vault of a bank. Characters 
  wanting to enter and navigate such areas have a lot of 
  information to analyze: guard patrols, locked doors, 
  security cameras, guard dogs, sensors, keycard owners, 
  etc. By using the Identifying Security Vulnerabilities 
  subskill, a character can identify exploitable weak-
  nesses. How this information can be of used is up to 
  them.
  Identifying vulnerabilities generally takes Time as the 
  character either observes the area or studies maps and 
  documents concerning the location. Properly observ-
  ing an area could take hours if not days. This author 
  recommends that surveying a location takes either one 
  hour or one day per difficulty die in the check (prior to 
  upgrading).
  diFFiCulty
  The difficulty is based upon the location the character 
  is identifying. The more complex and secure, the more 
  difficult.
  TABLE I.14–2: IDENTIFY SECURITY VULNERABILITIES SKILL MODIFIERS
  Modifier
  Description
  + b
  The character has access to privileged information, such as a map of the location or guard's shift changes.
  The character has extra time to study the area. For each additional day or hour the character is studying, add b.
  + b
  The character cannot physically survey the actual location. For example, they are trying to find flaws in the security system 
  of a vault using only maps or photos.
  The character lacks proper time to study the area. For each day or hour the character is lacking, add b.
  TABLE I.14–1: IDENTIFY SECURITY VULNERABILITIES DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Small open area, with close to no security measures or only a few standing guards
  Average (dd)
  Mostly open areas with limited security measures such as a few cameras or guards, in addition to guard patrols.
  Hard (ddd)
  A building with multiple rooms and security measures, such as a military outpost, bank, or stronghold. Entry normally 
  requires either written permission, proper ID, multiple keycards and most rooms are either guarded and/or locked.
  Daunting (dddd)
  Highly secured area, considered impenetrable by most. Large area with multiple security measures, alarms, cameras, patrols, 
  and advanced sensors.
  exploitiNg seCurity vulNerabilities as tHe gaMe Master
  In the event the PCs have to secure their own site, 
  for example, when they are protecting their own 
  safe house from raiders, the GM can have an adver-
  sary make the Skullduggery check and exploit flaws 
  in the PCs' plan. Should their plan seem flawless, 
  something could go wrong between the planning 
  phase and the plan’s implementation. Maybe a 
  guard will fall asleep, or a security camera might 
  have a blind spot. Symbols could also be used to 
  add environmental effects, such as a downpour, 
  making stealth easier.
  In any case, clever thinking should always be 
  rewarded and a well established security layout 
  should increase the difficulty of the check.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Skulduggery
  69
  EXAMPLE OF AN IDENTIFY SECURITY VULNERABILITIES CHECK
  Jeardra is an elvish infiltrator. Her people are at war 
  with the neighboring human kingdom and she has 
  been tasked to retrieve the humans' battle plan. 
  Right by the forest's entrance, the humans set up a 
  camp, preparing for an assault. Jeardra waits for the 
  night to provide her cover and surveys the camp.
  The camp consists of multiple tents surrounded by 
  a crude wooden palisade. There are guard patrols, 
  watchtowers, and even a few dogs. Since she is look-
  ing for a way in, she has to study the humans' behav-
  ior, shift changes, meal times, etc.
  The GM tells Jeardra's player that a proper survey 
  would take 2 days. Jeardra cannot wait for much lon-
  ger as the attack might be imminent. Therefore, she 
  studies the camp for a single day.
  The survey requires an Average (dd) Skulduggery 
  check. Since Jeardra spends one fewer day to study 
  the camp, the GM adds a b to the pool. The elf ben-
  efits from the concealment of the forests as she hides 
  in the tree branches, allowing her to be virtually 
  undetectable during her observation. This grants 
  her a b.
  The check generates sssa. Each of her success 
  grants her a usable piece of information. In this case, 
  the GM goes with the following: there is a spot in the 
  wooden palisade that has a breach. Two logs have 
  fallen out and they have yet to be repaired. Someone 
  could slip through this opening Instead of using the 
  main entrance or climbing over the palisade. Then, 
  she notices that the dogs get fed right after the men. 
  During that time, they are less likely to catch the 
  scent of intruders. Finally, the captain of the camp 
  goes to the outskirts of camp to smoke his pipe. 
  Jeardra's player spends the a to have bushes close 
  to that breach by the palisade. This would grant her 
  a b on her Stealth check if she chose to go this route. 
  With the acquired information, she will be able to 
  get into the camp and steal the plans unnoticed.
  TABLE I.14–3: IDENTIFY SECURITY VULNERABILITIES SPENDING SYMBOLS
  Modifier
  Description
  s
  The character identifies a security weakness. Additional s might reveal other weaknesses. Identifying a weakness does not 
  grant the character a means to bypass it but rather an opportunity to prepare for what they can expect.
  f
  The character fails to identify security vulnerabilities.
  a
  The character get access to information that can be used to exploit a vulnerability, such as when the guard holding a required 
  keycard typically leaves the site to smoke a cigarette, leaving them vulnerable for that time.
  When exploiting an identified security weakness, they add b on their check.
  t
  The character discovers an additional piece of information allowing them to easily bypass a security measure without 
  needing to make a check.
  The character finds an additional point of interest within the area, such as a secondary vault or an additional armory to raid.
  h
  One piece of information is inexact, such as a new security camera in an unexpected location, or The guards’ shift change 
  does not occur at the expected time.
  d
  One major fallback will occur when characters (or adversaries) are infiltrating the area. Maybe there will be a last minute 
  change of security code to a door, an additional and unexpected guard patrol in the area, or the absence of an expected 
  patrol.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Skulduggery
  70
  disable trap
  Beside locks and guards, traps are used to prevent 
  access to containers or even locations. In medieval and 
  fantasy settings, traps are often used to prevent people 
  from stealing valuables or raiding tombs. In modern 
  settings, traps are generally uncommon as they are gen-
  erally illegal. Still, military or even hunting traps can 
  become an obstacle to characters.
  When faced with a trap, characters can use the Dis-
  able Trap subskill to render them harmless. Note that 
  prior to disarming a trap, the character has to detect it. 
  This is done through either a Perception or Vigilance 
  check. Also note that some traps, once detected, do 
  not need to be disarmed and can be easily avoided. For 
  example, a trip wire can be bypassed by stepping over 
  it.
  TABLE I.14–4: DISARM TRAP DIFFICULTIES
  Difficulty
  Description / Example
  Average (dd)
  A simple and easily accessible trap or mechanism, such as a trip wire.
  Hard (ddd)
  A well conceived trap with few complex parts. It might not be easily accessible, such as a pressure plate or land mine.
  Daunting (dddd)
  Complex trap with a sophisticated mechanism, such as a moving walls or retractable spikes.
  TABLE I.14–5: DISARM TRAP MODIFIERS
  Modifier
  Description
  +a
  Character is using Thieves' Tools (see Realms of Terrinoth page 101)
  + b
  The character has the layout/plans of the trap or device to disable.
  TABLE I.14–6: DISARM TRAP SPENDING SYMBOLS
  Modifier
  Description
  s
  The character successfully disables the device.
  f
  The character fails to disable the device.
  a
  Any:
  The character's understanding of the trap grants a b to avoid its effects.
  The tampering is unnoticeable. Someone examining the trap would not be able to tell that it was tinkered with unless 
  they succeed on a Perception check with a difficulty equal to the number of generated a.
  Failure:
  While still functional, the trap does not work properly, adding b on checks when using it.
  t
  Success:
  The character finds an easy way to disarm and rearm the trap. From that point, the character can disable or enable the 
  trap as a maneuver.
  The trap triggers but somehow proves beneficial to the character. For example, a character triggers the trap but dodges 
  at the last moment, and an enemy falls victim to the trap instead. This can be delayed, as if the character only temporary 
  disabled the trap but it triggers back to hit an enemy later on.
  Failure:
  The character fails to disable it, but finds a way to bypass it.
  h
  Success:
  The trap is damaged and may not be used again until repaired.
  The trap is only temporarily disabled long enough for the character to avoid it, but further events that would trigger it 
  trigger it normally, unless this would benefit the character. In this case, the trap remains disabled. 
  Failure:
  The trap is triggered.
  d
  The tools the character uses are damaged by one step.
  The trap triggers unexpectedly. The character upgrades the difficulty check of the trap to avoid its effects, or the trap 
  upgrades the ability of its check to affect the character.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Skulduggery
  71
  EXAMPLE #1 OF  DISABLE TRAP CHECK
  Malek is exploring an old tomb. The lost civilization 
  who built it believed that the deceased had a need 
  for riches in the afterlife. Thus, they buried their 
  dead with their wealth and had their tombs heavily 
  secured. Malek is now standing in front of a door he 
  suspects opens to the sarcophagus room. He closely 
  inspects the surroundings and finds a panel behind 
  which he finds a trap mechanism. It seems to be 
  attached to the door.
  In order to disable the mechanism, the GM has 
  Malek's player roll an Average (dd) Skulduggery 
  check. Since he is using thieves' tools, he adds a to 
  the result.
  The roll generates fa. Malek cannot find a way to 
  properly disable the mechanism but his tampering 
  left it less efficient. 
  When he opens up the door, the mechanism jams as 
  it is activated. The trap consists of spears that spring 
  from the wall to impale any intruder. Because of 
  Malek’s tampering, the spears jam midway through 
  before continuing on their intended course.  This 
  small delay adds a b to the trap's combat check.
  EXAMPLE #2 OF  DISABLE TRAP CHECK
  Navin is a minesweeper being tasked with the field 
  around a hospital that had just been recaptured from 
  the enemy. The army wants to use it but even after 
  the assault, many land mines are still in place. Navin 
  locates his first mine and starts working on it.
  The GM sets the difficulty to Daunting (dddd) as 
  land mines are both dangerous and difficult to work 
  with. Navin has the necessary tools to defuse mines. 
  These tools are considered the right tools for the job 
  (see page 93 of the Genesys Core Rulebook). Since 
  defusing without these tools would be impossible, 
  having them does not add any dice, it simply makes 
  the check possible. Navin has studied the blueprints 
  of this exact model of land mine prior to this mis-
  sion. The GM adds bb for this expertise. 
  The check generates ssh. Navin successfully 
  defuses the mine. Yet, the fuse has been damaged 
  and he won't be able to reuse the mine.
  traps vs otHer deviCes
  The Skulduggery skill's description on page 64 of 
  the Genesys Core Rulebook states that this skill 
  is used to disarm traps. This leaves us wonder-
  ing what skill should be used to disarm non-trap 
  devices, such as siege weapons. The other skill that 
  would make sense would be Mechanics. Yet, on 
  that skill's description on page 60 of the Genesys 
  Core Rulebook, the closest usage is "Your character 
  needs to sabotage an enemy’s vehicle or find a weak 
  point in their defenses." Therefore this author rec-
  ommends using the Mechanics skill to sabotage or 
  disable any other devices. Yet, the GM might allow 
  the Disable Trap subskill to be used as "Disable 
  Device" that can work on other equipment as well.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Skulduggery
  72
  loCkpiCkiNg
  Locks are meant to be unlocked and when the key is 
  nowhere to be found, a character needs to pick the lock 
  to access what it is protecting.
  diFFiCulty
  The difficulty is based on the lock's quality. Since locks 
  are meant to secure areas, picking a lock is not meant to 
  be easily achieved. Only skilled characters should have 
  a fair chance of success. While we may point to the fact 
  that modern locks are far more difficult to pick since 
  the shapes of modern keys are far more complex than 
  those of older ones, keep in mind that lockpicking tools 
  have comparable complexity and modern tools are as 
  capable of unlocking modern locks as medieval tools 
  were able to pick medieval locks.
  TABLE I.14–7: LOCKPICKING DIFFICULTIES
  Difficulty
  Description / Example
  Average (dd)
  Cheap lock with low complexity for its era. Might be a toy lock or a padlock whose function is mostly to prevent accidental 
  opening rather than actual security.
  Hard (ddd)
  Average lock used to secure areas, such as households, businesses, cars, lockers, etc.
  Daunting (dddd)
  Highly complex locks, used to secure a highly secure area, such as a vault, a monarch’s bedroom, etc. 
  TABLE I.14–8: LOCKPICKING MODIFIERS
  Modifier
  Description
  +a
  The character is using Thieves' Tools (Realms of Terrinoth page 101)
  + b
  The lock is rusted.
  Improvised tools. This author recommends adding as many b as the number of difficulty dice for improvised tools.
  TABLE I.14–9: LOCKPICKING SPENDING SYMBOLS
  Modifier
  Description
  s
  The character successfully picks the lock.
  f
  The character fails to pick the lock.
  a
  Success:
  The lock is picked in a matter of seconds.
  Whatever the lock was protecting, you get additional value from it whether it is additional gear or information.
  Failure:
  The lock weakens and the next check to unlock it will benefit from a b.
  The character has an opportunity or a clue that would help them bypass the lock without actually picking it. 
  t
  Success:
  The character attains a perfect understanding of the inner workings of the lock. Should they have to unlock that same 
  lock later on, they reduce the difficulty by 1.
  Failure:
  The character can voluntarily decide to break the lock. This will damage their tools, make noise, and show traces of forced 
  entry. Yet, they will have access.
  h
  The lock is damaged leaving traces of tampering. In addition, further attempts to unlock it will add b.
  The character is caught picking the lock.
  The lock is stuck, and will require a Mechanics check to repair it.
  d
  The tools the character were using are damaged one step.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Skulduggery
  73
  EXAMPLE #1 OF A LOCKPICKING CHECK
  Sean is a janitor for a big corporation. He was 
  approached by a shady individual and told that if 
  he stole something from one of the corporation’s 
  employees, he would be rewarded with a great deal 
  of money.  He has to access their personal locker and 
  get a briefcase out of it. Since the employee is carry-
  ing the briefcase when going out, Sean cannot wait 
  for the office to close. He goes to the locker room 
  and locates the employee's locker. A padlock stands 
  between him and his objective. Sean is a skillful man 
  but not a professional thief and has no special tools.
  The GM sets the difficulty at Hard (ddd). Since he 
  is lacking tools and will have to rely solely on his tac-
  tile sensations and putting his ear on the padlock, 
  the GM adds bbb to the pool, as if using impro-
  vised tools.
  The roll generates ffa. Since he failed the roll, 
  he won't be able to find the right combination. Yet, 
  he spends the a to have the employee come in soon 
  after to get something from their locker. From there, 
  Sean can attempt a Perception check to glimpse the 
  right combination.
  piCkiNg eleCtroNiC loCks
  Some locks are not opened with mundane keys or 
  combinations but through a remote terminal or 
  another digital verification system such as a key-
  card reader or even a retinal scan. For locks opened 
  via remote access, you need to get to that terminal 
  and use the Computers Skill to either hack in or at 
  least find the right commands, unless it’s just a big 
  UNLOCK button at the bottom of the console. 
  When dealing with keycard readers, retinal scan-
  ners, or keypads, the character might use a piece 
  of technology to fool the device into thinking they 
  have proper access. The kind of device is setting-
  dependent. It could be a simple pice of equipment 
  one puts on the reader to decrypt it and grant 
  access, or it might requires the user's skills to work.
  In the case of such equipment, it should be con-
  sidered as the right tool for the job (see Genesys 
  Core Rulebook page 93) that does not grant any 
  bonus since it is impossible to fool such a lock 
  without this kind of equipment.  Even though this 
  technically falls under the purview of Computers, 
  the skill used should still be Skulduggery as it cov-
  ers everything related to locks. Some people might 
  argue that such devices are not locks per se and 
  thus characters should use either the Computers or 
  Mechanics skills to bypass them. The final decision 
  is up to the GM but in any case, one can still use the 
  tables from this subskill when picking electronic 
  lock, regardless of the skill used.
  EXAMPLE #2 OF A LOCKPICKING CHECK
  A group of wastelanders are exploring an old pre-
  war shelter. The systems have failed long ago and it 
  looks like the inhabitants were trapped inside, dying 
  shortly after. What exactly happened is still a mys-
  tery. Yet, the party was able to power some of the core 
  systems back. They are looking to access the shelter's 
  rooms to salvage pre-war tech which is invaluable in 
  this day and age. One of the doors is locked and is 
  secured by a password. Gear, the party's specialist 
  in pre-war tech, tries to pick the electronic lock. He 
  uses an old pre-war personal smartphone to connect 
  to the keypad's interface. Using his device's inter-
  face, he tries to obtain the password.
  The GM sets the difficulty to Hard (ddd). His 
  smartphone does not provide any bonus to the 
  attempt as it simply allows to make that check. The 
  power in the shelter is fluctuating and could cause 
  issues in the process. Therefore,the GM adds a b to 
  the check.
  The roll generales sshh. Gear is able to get the 
  password. He disconnects his device and punches in 
  the right combination. The GM spends the hh too 
  have the door become stuck after opening only a few 
  centimeters. Going through the door would require 
  either a Coordination check to squeeze through or 
  an Athletics check to force it open.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Skulduggery
  74
  piCkpoCket
  Pickpocket is a way for a character to acquire an item 
  held or carried by another character without alerting or 
  subduing them. This is a great way for a character to get 
  their hands on precious keycard or wallet.
  diFFiCulty
  The Pickpocket subskill is generally opposed by the 
  target’s Vigilance. In certain circumstances, it might 
  be opposed by Perception if the target is watching the 
  character.
  TABLE I.14–10: PICKPOCKET MODIFIERS
  Modifier
  Description
  + b
  The target is distracted.
  + b
  They are people beside the target who are likely  to witness the act.
  The item is well secured or stowed away.
  The item is bigger than Encumbrance 1. We recommend adding one b per encumbrance above 1.
  TABLE I.14–11: PICKPOCKET SPENDING SYMBOLS
  Modifier
  Description
  s
  The character successfully steals the coveted item, or any random item the target has.
  f
  The character fails to steal from the target.
  a
  Success:
  The item is more valuable that expected.
  Failed:
  Another opportunity to steal the item will present itself, allowing the character to try again later.
  t
  Any:
  If the character is caught, the circumstances allow the character to run away from the target, or to fight back. 
  Success:
  The item proves to be of exceptional value or aid.
  The character steals an additional item
  h
  The target, or someone nearby, witnesses the attempt and acts accordingly.
  Even though no one witnessed the act, the person who was robbed realized soon after something was stolen from them, and 
  will act accordingly.
  d
  Any:
  The character is caught while trying to steal, and is somehow restrained before they can escape. Maybe additional people 
  showed up, or the subway car where the scene took place suddenly stopped due to external factors, keeping everyone — 
  including the character and their target — inside. 
  Success:
  The stolen item is either a fake, worthless, or has a means of tracking that can be used to compromise the character.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Skulduggery
  75
  EXAMPLE #1 OF  A PICK POCKET CHECK
  Renee and her associates want to get access to a 
  research lab in a university. They locate one of the 
  researchers and follow them to the cafeteria. Renee 
  wants to steal the keycard hanging off that research-
  er’s belt. Renee has one of her partners trip right in 
  front of their target, causing a distraction. As the 
  researcher kneels to help the accomplice stand up, 
  Renee attempts to snap the card holder from the belt.
  The GM sets the difficulty to Average (dd), repre-
  senting the researcher's Vigilance skill. Renee adds 
  b to the pool as her target is distracted. While the 
  cafeteria is not full at this time of the day, there are 
  still people who could witness the act, adding a b to 
  the pool. What Renee and her partners did not think 
  about is that the incident would draw the attention 
  of the other patrons in the cafeteria, but it's too late 
  now. The GM adds another b to the pool. Finally, 
  the GM spends a story point to upgrade the check's 
  difficulty.
  The roll generates shtd. Because she succeeded 
  on the check, Renee successfully snaps the card-
  holder from the researcher's belt. The GM spends 
  the d to have her be caught in the act. As she turns 
  around, she faces two surveillance staff members 
  who were on break as they witnessed this act of 
  thievery. Renee's player spends to t to have the 
  scene take place just beside a fire alarm wall switch. 
  Renee activates it, causing the other patrons to move 
  towards the exits in a hurry. The crowd will serve 
  as concealment which will help her lose the staff. 
  Finally, the GM spends the h to have the researcher 
  realize soon after that they lost the keycard. It is not 
  only a matter of time before their access is revoked. 
  Therefore, the party will have to access the lab sooner 
  than later, even maybe during the evacuation. With 
  the people out, they will look even more suspicious 
  if they try to head for the lab now, which could bring 
  further complications.
  stealiNg froM raNdoM people
  Between adventures, characters can enjoy some 
  downtime to complete personal activities. Scoun-
  drel characters might have nothing else to do than 
  try to make a bit of money by stealing from people 
  in the streets. Doing so can be perceived as bother-
  some by some GMs as it can take the spotlight away 
  from the other characters in the party.
  This author recommend simplifying the activity to 
  a single roll, which would imply multiple acts of 
  larceny.
  Start by setting a value for what the character can 
  expect to steal from a single person. Then multiply 
  by the amount of time the character can expect to 
  attempt pickpocketing over the period of time is 
  spent doing so. Make the check, adding b and b 
  modifiers as you would normally do. Each s will 
  grant the character stolen goods with a value equal 
  to the value set.
  EXAMPLE #2 OF A PICK POCKET CHECK (STEALING FROM RANDOM PEOPLE)
  Lauren is taking the subway to meet with her friends 
  in another part of town. While waiting in the sub-
  way, she stands close to the doors and attempts to 
  pick the pockets of people walking in and out.
  The GM sets the difficulty to Average (dd) since it 
  represents the overall population. The GM adds b 
  since there are people nearby who could witness the 
  thievery.
  The GM sets the value to 20 dollars as in this setting, 
  this is the amount an average passenger will carry in 
  cash, the rest being credit cards which Lauren would 
  rather not use. She generates sssh on the check.
  Thanks to the sss, she steals 60 dollars (20 per 
  s). The GM decides that a single h is not enough 
  to have her caught. Instead, they spend to h to have 
  her suffer 1 strain from the stress and adrenaline 
  building up while doing something as risky as this. 
  While 60 dollars is no big deal, it was a good way to 
  spend time while riding the subway and it did not 
  take too much of the spotlight.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Stealth
  76
  STEALTH
  sNeak
  Sneaking is the basics of getting into a secured area 
  without being seen. Moving from shadow to shadow, 
  behind cover, and avoiding the watchful gaze of the 
  guards or a camera’s line of sight lie at the core of 
  sneaking
  Note that without some sort of cover or concealment, 
  a character cannot attempt a Sneak check.
  diFFiCulty
  Sneaking is opposed by Vigilance. If a character tries 
  to sneak past multiple characters, use the highest dif-
  ficulty. Modifiers will be used to represent the multiple 
  adversaries the character is trying to sneak past.
  TABLE I.15–1: SNEAK MODIFIERS
  Modifier
  Description
  + b
  The character does not come closer than Medium range to anyone they are trying to sneak past. The GM can add more b if 
  the character if even farther away. 
  The surveillance is static, stationary.
  The person the character is trying to pass by only can only use one sense — hearing or sight — to detect the character, but 
  not both. 
  The ground is especially soft or does not produce sound easily when walked upon, like as carpet.
  + b
  The character is trying to sneak past multiple people. This author recommends adding from one to three b depending on 
  how many adversaries are present — b being a single additional person while bbb could mean sneaking by a dozen 
  people.
  The character passes within Short range of someone they are trying to avoid being detected by. Sneaking past someone 
  within Engaged range should add another b.
  The character has to deal with multiple elements, such as guards patrolling while trying to avoid the moving spotlights and 
  the rotating cameras.
  The guards are on alert, expecting intruders.
  The ground is especially noisy, such as brushwood or gravel.
  stealtH or vigilaNCe CHeCk?
  Vigilance is intended as a reaction skill. Therefore, 
  when a character is trying to sneak past someone, 
  they would have to make a Stealth check opposed 
  by the Vigilance of the person they attempt to sneak 
  past. While this works well, this author suggests 
  that the players roll the dice whenever possible. The 
  reason for this is that the GM already makes more 
  dice rolls than any individual player at the table, 
  particularly during combat or structured encoun-
  ters. 
  This alternate method is a good way to keep the 
  players involved rather than having them simply set 
  the difficulty level on the adversary's Stealth check.
  Therefore, when an adversary is trying to sneak 
  past a PC, you would have that PC roll a Vigilance 
  check opposed by the adversary's Stealth check 
  rather than the other way around. If you use that 
  method, you can simply reverse the modifiers you 
  would use and symbols usage.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Stealth
  77
  TABLE I.15–2: SNEAK SPENDING SYMBOLS
  Modifier
  Description
  s
  The character successfully sneaks past the opponent(s). Excess s can be used on allied characters' check as they guide them 
  through. These excess s might be limited to only the next ally in line, rather than available to the whole group. Too many 
  leaders can also lead to confusion. Thus, the GM might decide that only a single member of the party can provide extra s to 
  the group. The GM has the final say in both cases.
  f
  The character is detected while trying to sneak.
  a
  Success:
  The character adds b to combat checks made to attack an unaware opponent, or Skulduggery checks made to pick their 
  pockets. 
  Failure:
  The character finds themselves in a beneficial position. Maybe they can easily withdraw from the scene or impair the 
  guards' ability to capture them.
  t
  Success:
  Since the character went undetected and no alarm sounded, a security measure, such as a trap or locked door, could be 
  inactive or unlocked, allowing the character to get through the obstacle easily.
  Failure:
  Something else happens elsewhere and the guards are distracted. Maybe some of them will investigate that other event, 
  leaving the character to deal with fewer adversaries.
  h
  Success:
  The character caught the attention of a guard. While they have not been seen, the guard might have heard a noise. In any 
  case, they will investigate or at least become more alert. This could attract more guards.
  Failure:
  The character is surprised. This could mean that the person spotting them did not react loudly, deceiving the character 
  into thinking they were still undetected. This buys the time for the guard to prepare to act. They can either add b on 
  their initiative check or their first combat check. Maybe they can also activate security measures.
  d
  Any:
  If sneaking as part of the group, the character is cut off from the rest of the group. Maybe some guard happens to patrol 
  this area and the characters had to split up to avoid detection. They won't be able to participate in collaborative Stealth 
  checks until they rejoin the rest of the characters.
  Failure:
  Additional guards show up soon after the character has been seen.
  EXAMPLE OF A STEALTH CHECK
  Raguk is an orc scout. Along with his raider band, he 
  is trying to sneak into a human settlement at night, 
  hoping to get inside the homes and start pillaging 
  before they could react and organize themselves to 
  retaliate. The settlement has only a few men stand-
  ing watch.
  Raguk makes a Stealth check opposed by a watch-
  man's Vigilance skill, which in this case is cd. Thus, 
  the difficulty is set at cd. Raguk and his team have 
  to sneak at Short range due to environmental con-
  straints, so they add b to the pool. The night is on 
  their side, which would add bbb to their check 
  but the watchman is holding a torch, negating one 
  of these dice so Raguk adds bb to the pool. This 
  sets the final difficulty, including modifiers, at 
  cdbbb.
  Raguk generates sssad. Since he generated a 
  s, he successfully sneaks through. The excess ss 
  can be used by other characters from his party. The 
  a is spent so that if they are spotted, which is still 
  possible if an ally fails their check, he would add b 
  on his first combat check. The GM spends the d to 
  have another watchman show up to switch places. 
  Should the party be detected, they will face both 
  watchmen instead of one.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Stealth
  78
  trail soMeoNe
  Trailing is when a character attempts to follow some-
  one unnoticed. This can be an investigator trying to 
  establish who his mark is speaking to or where they are 
  going, an assassin following his target until they find 
  themselves isolated, or even a fan trying to sneak up on 
  their favorite celebrity.
  While similar to the Sneak subskill, Trail Someone 
  has some differences. Instead of avoiding a person, the 
  character actually wants to keep them as close to them 
  as they can so that they don't lose them. When trail-
  ing a person, they might see the character but not be 
  alerted by their presence. The character has to deceive 
  their mark into thinking they are not following them 
  by acting casual and not arousing suspicion.
  diFFiCulty
  The Stealth check is opposed by the target’s Vigilance.
  TABLE I.15–3: TRAIL SOMEONE MODIFIERS
  Modifier
  Description
  + b
  The trailing character can benefit from cover, a large crowd, or dark shadows. 
  The target is distracted or has their guard down.
  + b
  The target is on alert, expecting they might be followed.
  The trailing character does not blend well into the crowd or environment, such as an orc trying to trail someone in a village 
  mostly populated by halflings.
  TABLE I.15–4: TRAIL SOMEONE SPENDING SYMBOLS
  Modifier
  Description
  s
  The character successfully follows their target to their destination.
  f
  The character fails to trail their target and lose them.
  a
  Success:
  The character manages to keep an advantageous position upon arriving at the destination, from where they might get 
  additional information or be able to place themselves in a strategically advantageous position which would help them in 
  an upcoming combat encounter. 
  Failure:
  The character loses the target but finds hints regarding their whereabouts or destination.
  t
  While following, the character learns an important piece of information.
  h
  The target noticed they are being followed. They might go a different route or try to lose the character.
  The trailed character makes stops here and there, increasing the time they take to arrive at their destination. .
  d
  The character is caught following the target and is trapped. Maybe the target had allies watching their back and the character 
  was led into an ambush.
  The character finds themself in a position where they will not be able to back up without facing obstacles or adversaries.
  EXAMPLE OF  A STEALTH CHECK
  Chad is an investigator that was hired to follow 
  someone's spouse, seeing what they do, who they 
  talk to, and what they are planning.
  The spouse has a standard vigilance skill, setting the 
  difficulty at Average (dd). The scene takes place 
  downtown during rush hour, which will add b to 
  the check.
  Chad generates sht. He successfully follows 
  the spouse to a restaurant. But as they were about 
  to enter, they become suspicious of him and hastily 
  get inside, looking over their shoulder. Being cau-
  tious, Chad keeps walking past the restaurant, trying 
  to look casual. Yet, Chad's player spends the t to 
  have his mark receive a phone call while he was still 
  trailing them and having Chad overhear the conver-
  sation and gain new information, such as the name 
  of the person the spouse was meeting at the restau-
  rant. While Chad will not be able to tell his employer 
  what the person was doing at the restaurant and for 
  what purpose, he can still provide the name of the 
  other person.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Streetwise
  79
  STREETWISE
  City seNse
  There is nothing like walking a city's streets and talking 
  to its people to get a sense of its character and com-
  munity. A character with good city sense can use it to 
  learn information about its boroughs and inhabitants, 
  including its clandestine or illegal sides — gang or 
  black market activity, for instance.
  diFFiCulty
  The difficulty of acquiring gossip is based on the com-
  munity size, with small communities making it easier 
  to succeed since people tend to gossip all the time and 
  are more likely aware of what everyone else is doing.
  TABLE I.16–1: CITY SENSE DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Hamlet, small community, or outpost.
  Average (dd)
  Mid-size community, trading hub
  Hard (ddd)
  Large city to major metropolitan area.
  TABLE I.16–2: CITY SENSE MODIFIERS
  Modifier
  Description
  + b
  The character is of the same species or culture as the local population or can somehow pass as a local.
  The character invests money to spend at local shops and buy drinks as a way of thanking others for sharing information. 
  + b
  The character is despised by the population. Maybe they are a known criminal or from a species or faction disliked by the 
  community.
  The community has a culture that does not encourage gossip. This might be coming from the government, the religion, or it 
  may simply be a part of local custom
  The character has difficulty communicating with the local people, such as a language barrier between them.
  EXAMPLE #1 OF A CITY SENSE CHECK
  Markus is a travelling adventurer who just arrived 
  in a village for the first time. In pursuit of fame and 
  glory, Markus is looking for quest opportunities and 
  rumors. He takes a few hours to chat with the local 
  population.
  The village is a mid-size community and thus the 
  GM sets the difficulty at Average (dd). Markus 
  is native from another kingdom and has a strong 
  accent, which makes communication more difficult, 
  adding a b.
  The roll generates ssa. Thanks to his ss, he 
  acquires two pieces of information. The first one is 
  that recently, a new bandit group has been attacking 
  travelling merchants in and out of the settlement, 
  forcing the merchants to hire additional guards. The 
  second is that the old manor by the river south of 
  the village might be haunted. Markus' player is inter-
  ested in learning more about the manor and spends 
  the a to acquire additional information. The GM 
  tells them that two days ago, a group of kids dared 
  each other to get inside. One of them says they saw 
  the ghost of a young girl.
  With that additional information Markus will talk to 
  that kid and try to learn more about the ghost before 
  visiting the manor himself.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Streetwise
  80
  TABLE I.16–3: CITY SENSE SPENDING SYMBOLS
  Modifier
  Description
  s
  The character successfully acquires a rumor or piece of gossip. Excess s can be used to either acquire more gossip or 
  rumors or have them be more elusive.
  The character learns something about the city. This could be how to contact a local gang, the layout of a particular district, 
  the slang used in town, the best locations for learning or sharing gossip or dealing. Excess s can be used to learn more 
  information.
  f
  The character fails to acquire any gossips or information.
  a
  Any:
  Speaking with the locals, the character leaves a great impression. They add b on their next social check.
  Success:
  The character obtains more details regarding the acquired information, such as names, specific times or locations. This 
  additional information should be valuable when investigating the rumor. This could grant them a b on checks regarding 
  that information or gossip.
  t
  Any:
  The character makes a contact within the settlement. They might help them find specific gear or arrange a meeting with 
  someone who would not be accessible otherwise, like a member of the aristocracy or the underworld. The contact's 
  influence could add a b on certain checks within the city. That kind of bonus could be a permanent if the conditions do 
  not change.
  Success:
  The acquired gossip proves to be really useful. This could be a job with a great reward or information that could help the 
  character in their ongoing adventure.
  h
  Pieces of acquired information are either false or inaccurate. This could add a b on checks when investigating it.
  The population grew tired of the character's curious attitude, adding a b on their next social check.
  The character has brought unwanted attention of adverse individuals who may want to either put an end to the character's 
  efforts or warn them they should mind their own business.
  d
  The gossip will bring trouble to anyone investigating it. It could be false or put the character in hazardous position. A 
  character following this rumor may inadvertently walk into the territory of a vicious street gang, get attacked by muggers, or 
  break the law. 
  EXAMPLE #2 OF A CITY SENSE CHECK
  Darlene just arrived in the country and wants to get 
  the feel of the city. The city is a major one so the dif-
  ficulty is set at Hard (ddd). She spends money to 
  help her speak to people. In this case, the GM says 
  that 50 dollars (or some other unit of money) would 
  be enough to grant her a b. Darlene is a foreigner 
  and it shows. She has a strong accent and different 
  customs. This makes communication more difficulty 
  and she adds a b to the pool.
  The check generates sssshh. Her numerous 
  s grant her a great deal of information. She learns 
  that there has been a great degree of unrest recently 
  as the government has passed a law that many 
  people find unacceptable. A big pharmacology cor-
  poration has recently made the front page of the 
  local newspaper when some research material was 
  stolen. The southern district of the city is ruled by 
  the Snakes street gang and they are not to be trifled 
  with. Finally, the city is preparing for a local festival 
  that is coming up later this week.
  The GM spends hh to have the Snakes become 
  aware of a newcomer in town asking questions about 
  their district and influence. Fearing she might be 
  some sort of agent, they are going to watch her and 
  investigate both her actions and her past.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Streetwise
  81
  blaCk Market
  When a character wants to acquire or sell illegal goods 
  they have to turn to the black market. Dealing with 
  fences or dealers is risky business; authorities catching 
  illegal transactions, marketers not trusting the charac-
  ters, falsified goods, undercover law enforcers, and so 
  on. When a character is illegally purchasing or selling 
  goods, you should use Streetwise rather than Negotia-
  tion.
  When we think of the black market, we think of ille-
  gal goods such as drugs, restricted firearms, etc. Yet, 
  even mundane equipment can be available on the black 
  market. Fences sell stolen items, which includes all 
  kinds of equipment, even legal ones.
  Another motivation for buying otherwise legal items 
  on the black market is that merchants are generally 
  required to pay taxes to the government. By selling 
  their stock illegally, they keep that profit for themself. 
  Why would someone risk buying mundane items from 
  the black market rather than from a legitimate enter-
  prise? Price. If merchants save a large amount of money 
  by selling items illegally, they can afford dropping the 
  price to draw clients to their business. The sidebar on 
  page 84 of the Shadow of the Beanstalk source-
  book introduces the Restricted (R) quality to gear, 
  meaning these are exclusively found on the black mar-
  ket. When buying unrestricted items — without the (R) 
  next to their price — this author recommends to adjust 
  the base price to 80% to 90% of its original value.
  The Black Market subskill uses the same symbol 
  usage table as the Barter subskill on page 112. Yet, this 
  subskill adds a few options that you can use when deal-
  ing on the black market.
  diFFiCulty
  Black market uses the same difficulty as Negotiation, 
  based on the rarity of the item, modified by the rarity 
  modifier of the community.
  Since dealing with the black market is more risky 
  than mundane shopping, this authors recommends 
  that the GM either spends Story Point whenever it is 
  possible to upgrade the check once, or even have all 
  Black Market checks be upgraded once by default.
  TABLE I.16–4: BLACK MARKET MODIFIERS
  Modifier
  Description
  + b
  The character is trying to sell an item they stole within the same settlement. This could be negated for large settlements.
  The character is trying to sell a stolen item which is marked or distinctive, or easily identified as stolen, such as a piece of 
  jewelry with the owner's name on it.
  TABLE I.16–5: BLACK MARKET  SPENDING SYMBOLS
  Modifier
  Description
  h
  The item is counterfeit. If it is valuable, like a piece of jewelry or art, its value could be a fraction of what was expected. So a 
  famous painting worth 10,000 dollars could end up being a fake one, worth 50 at best. The more h generated, the less the 
  counterfeit is actually worth.
  The item is of poor quality or broken, but its flaws are masked. The next time the item is used and the check generates hh, 
  it is damaged one step (see page 89 of the Genesys Core Rulebook). If the item cannot be damaged, then it either adds a b 
  when using it or have one of its effects' numeric value is decreased by 1.
  d
  Some complications occur during the transaction. This could mean the authorities have been alerted, the black marketeer 
  or client was in fact an undercover law enforcement agent, the items the character sold were not as good as expected and the 
  black market vendor feels cheated, or maybe some blackmail will come out of the transaction. In any case, this should put 
  the character in a precarious situation.
  NoMiNally illegal
  While items marked with the (R) annotation are 
  considered illegal, other items lacking that qual-
  ity might be considered illegal in certain locations 
  due to local laws, most likely due to a despot or 
  totalitarian government. In such a place even basic 
  foodstuffs might be illegal if those in power are try-
  ing to starve out the populace!
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Streetwise
  82
  NegotiatioN aNd tHe blaCk Market
  Streetwise is presented as being used for finding 
  things in town, which includes black market mer-
  chants. In the sidebar on page 83 of the Genesys 
  Core Rulebook, it says to use the Streetwise skill 
  instead of the Negotiation skill when dealing on 
  the black market. Yet, it seems odd that a master 
  negotiator with a Presence score of 5 and 5 ranks 
  in Negotiation (thus rolling ccccc on Nego-
  tiation checks) would have a hard time haggling 
  over a mundane item on the black market because 
  they lack both Cunning and Streetwise ranks. An 
  alternative is to have the character make a Street-
  wise check to find a black market vendor and then 
  a Negotiation check  to make the deal.
  Keep in mind though that this requires making two 
  separate checks simply to sell or buy an item. In the 
  end, the GM has the final say on how a black mar-
  ket transaction takes place.
  EXAMPLE #1 OF A BLACK MARKET CHECK
  Karl stole some new smartphones from a delivery 
  van when the driver took a break to get some cof-
  fee. Now he has to sell them. He tries to find a shady 
  dealer to buy them.
  These smartphones have a rarity of 2, setting the dif-
  ficulty at Easy (d). The area he is in is a mid-size 
  metropolitan area so the rarity modifier is at +0 and 
  thus does not affect the difficulty at all. The phones 
  were stolen in that same town, raising the risk for the 
  buyer. This adds b to the pool. Since the phones are 
  new and still properly sealed, it will be easier for the 
  buyer to sell them later on. This adds a b to the pool. 
  Finally, the GM upgrades the check as they decided 
  that in his game, all black market skill checks are 
  automatically upgraded once.
  The check generates sssh. Due to his sss, 
  Karl can sell these phones at 75% of their base value. 
  He was able to steal five phones and each of them are 
  worth 200 credits, making a profit of 750 credits. The 
  GM spends the h to have one of the phones be dam-
  aged. This will cause trouble to the merchant once 
  his client realizes the phone they bought is broken. 
  That merchant won't be happy with Karl and further 
  black market deals in this town will suffer from a b 
  until Karl sell new items in good condition. The GM 
  allows for Karl to go talk his way out of this situa-
  tion with the merchant, negating the penalty if he is 
  successful.
  EXAMPLE #2 OF A BLACK MARKET CHECK
  Megan is looking for a false passport so she can leave 
  the country without altering the authorities, thanks 
  to her criminal records.
  The fraudulent passport has a rarity of 6, setting the 
  difficulty to Hard (ddd). She is in a major metro-
  politan area with a Rarity modifier of -1, dropping 
  the difficulty to Average (dd). The GM automati-
  cally upgrades Black Market's difficulty checks in 
  their adventures and further upgrades it by spend-
  ing a Story Point. Megan has a contact in town who 
  can point her to some shady individuals who should 
  be capable of forging a passport. The GM allows her 
  to add bb for this edge.
  The check generates ssad. She finds someone 
  capable of providing her such a passport. Thanks 
  to her ss, she can purchase the passport at its 
  normal price. The d is spent so that as soon as the 
  transaction is completed, police forces raid the place. 
  Megan's player spends the a to have the shop have a 
  back exit making it possible for Megan to dash out. 
  Still, she is now engaged in a chase and will have to 
  outrun the police.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Streetwise
  83
  urbaN traCkiNg
  Tracking someone in an urban environment is totally 
  different from doing so in the wilderness. There are no 
  footprints on pavement, any broken branches, and the 
  like. Instead, a character tracking someone has to look 
  for other signs, know the city’s layout and the most 
  probable taken routes, find witnesses, surveillance 
  camera footage, etc.
  diFFiCulty
  The difficulty of any check made to track someone is 
  based on the community size. The bigger the commu-
  nity, the harder it is to track people. Not only are there 
  more places for a person to go, but people move around 
  a lot more. Someone who has seen the tracked person 
  might have moved further since then and the tracking 
  character might not run into that potential witness.
  TABLE I.16–6: URBAN TRACKING  DIFFICULTIES
  Difficulty
  Description / Example
  Easy (d)
  Rural community or agrarian location
  Average (dd)
  Small village, frontier location.
  Hard (ddd)
  Large city.
  Daunting (dddd)
  Major metropolitan area.
  TABLE I.16–7: URBAN TRACKING MODIFIERS
  Modifier
  Description
  + b
  The tracked person does not blend well within the local population. For example, they are an elf in a human village.
  The tracked person is wearing distinctive clothing or jewelry, or is otherwise memorable. 
  The character has a picture of the tracked person to show people.
  The character knows the habits of the tracked person.
  The character has a status facilitating questioning witnesses, such as being a law-enforcement agent.
  The character is not far behind their target, thus having witnesses still around more likely.
  + b
  The tracked person actively avoids crowds and main alleys
  The character does not know basic details about the tracked character, such as a physical description, species, gender, etc. 
  The more vague the description, the more b are added.
  The character is despised by the population. Maybe they are a known criminal or from a species or faction disliked by the 
  community.
  The character has difficulty communicating with the local people, such as a language barrier.
  Potential witnesses are afraid to give information, fearing retribution.
  Increase Difficulty
  +d for each day since the target was there.
  urbaN traCkiNg vs trailiNg soMeoNe
  At first, the Urban Tracking and the Trail Some-
  one   subskills (see "Trail Someone" on page 78) 
  might look similar. While they both share a com-
  mon objective, knowing where a person is going, 
  both work in different ways and allow a character to 
  obtain information from different sources.
  While trailing someone has an element of stealth 
  to it, urban tracking is more like an investigation. 
  While trailing someone can be more rewarding as a 
  character can obtain precious information directly 
  from the target, it has the drawback of having to 
  find the target to start with, which is not the case 
  for Urban Tracking.
  These two subskills can also be used in succession. 
  If the character is trying to find out where a person 
  is going, they can track them and once they found 
  them, they can trail them and obtain more infor-
  mation about their activities.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Streetwise
  84
  TABLE I.16–8: URBAN TRACKING SPENDING SYMBOLS
  Modifier
  Description
  s
  The character knows where the target is or where they have gone.
  f
  The character loses track of the target and cannot determine their whereabouts.
  a
  The character gets information about the places the target went or what they were looking for.
  The character might have an opportunity to obtain additional information, or even the location of the target (in the case of a 
  failed attempt), in exchange for money or services.
  t
  Any:
  The character finds something useful while searching for the target. This might be a nice hideout that could be used later, 
  a specialized dealer or shop, or maybe an interesting job opportunity.
  The tracked person was actually impaired in their movement. Maybe they are not as far as expected or ran into trouble 
  with local authorities or other people.
  Success:
  The character quickly catches up with the target and might even surprise them.
  h
  Some information is misleading and might make the character lose time, giving more time to the tracked person to put 
  distance between them and the character.
  d
  The character questioned an ally or friend of the tracked person and they may relay the information that they are being 
  followed. They might even be hostile toward the character.
  The tracked person knew they were being followed and laid out false trails that will slow down the pursuing character a lot.
  The tracked person set up an ambush or trap for anyone tracking them.
  EXAMPLE #1 OF AN URBAN TRACKING CHECK
  Reynauld is a dungeon guard on duty. The castle 
  alarm sounds when a dangerous prisoner escapes. 
  Reynauld leaves his post and tries to find them.
  The GM sets the difficulty at Hard (ddd) since the 
  town surrounding the castle is considerable in size. 
  Some elements play in Reynauld's favor. First, he is a 
  town guard, which makes people more likely to help 
  him. Then, the prisoner was there a few minutes ago 
  at best. These add bb to the pool. Still, the prisoner 
  is actively trying to avoid crowds, using dark alleys 
  to make their way out of the city. This adds b to the 
  pool.
  The check generates faa. Reynauld loses track of 
  the prisoner as they seem to be no more sightings of 
  them after a while. Reynauld's player spends aa to 
  get a clue about the location they might be. The GM 
  has the track stop at the north gate's stable. There, 
  the owner tells Reynauld that a man matching the 
  prisoner's description stole a horse and rode along 
  the road. Even though Reynauld does not know 
  exactly where the prisoner is going, he can tell that 
  the prisoner actually left the city and went north.
  EXAMPLE #2 OF AN URBAN TRACKING CHECK
  Crystal is a gang member. Some member of a rival 
  gang stole her bike while she was eating in a fast food 
  restaurant downtown. Once she leaves the restau-
  rant and realizes this, she questions people nearby, 
  looking for clues to get her ride back.
  This takes place in a major metropolitan area so the 
  GM sets the difficulty to Daunting (dddd). The 
  thievery took place minutes ago so she adds b to the 
  pool. Crystal has the gang's tattoo on her naked arm 
  and people despise this faction due to the trouble 
  they are causing. This adds a b to the check. Since 
  the only information she has is her bike description, 
  the GM adds b for lack of details.
  The roll generates fhht. The GM spends the 
  hh to have her investigation take a few hours, caus-
  ing her to fail to deliver a batch of drugs due to lack 
  of proper transportation. Crystal's player spends the 
  t to have her meet a hacker during the hunt. While 
  the hacker has no information, they would hack into 
  the town's surveillance tapes should Crystal con-
  vince her boss to erase their gambling debt. Since 
  she wants her ride back, she accepts and heads to 
  back her gang's headquarters.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Survival
  85
  SURVIVAL
  gatHer Herbs
  The wilderness is full of plants and herbs with medici-
  nal or alchemical properties. A skilled character can 
  brew potions out of the herbs they gather rather than 
  spending their hard-earned money purchasing the 
  ingredients, or the potions, in a shop.
  diFFiCulty
  The difficulty is based off the type on terrain the char-
  acter is searching.
  TABLE I.17–1: GATHER HERBS DIFFICULTIES
  Difficulty
  Type of Terrain
  Easy (d)
  Forest
  Average (dd)
  Grassland, Swamp
  Hard (ddd)
  Desert, Mountains, Snow covered terrain
  TABLE I.17–2: GATHER HERBS MODIFIERS
  Modifier
  Description
  + b
  The character gathers herbs in a forest.
  + b
  The character gathers herbs near a community. The bigger the community, the more b should be added.
  The character gathers herbs in a forest with a heavy canopy.
  rare Herbs
  The presented rules make it possible for the char-
  acter to gather herbs to make every potion in any 
  kind of terrain. Forests are the easiest terrain for 
  foraging, as it is assumed that most characters 
  seeking herbs would find an easier time in a forest 
  rather than a desert. But it makes for an exciting 
  adventure when the herbs to craft a specific potion 
  can only be found in a certain areas under certain 
  conditions.
  Brewing a potion to free the king from his eternal 
  slumber feels more epic when the required herb can 
  only be found in a faraway, monster-infested des-
  ert, and only during the night of the full moon. 
  To this extent, the GM can decide that the herbs 
  required to brew certain potions can only be found 
  in certain places, forcing characters to forage in 
  places further away than the forest immediately 
  outside town. This is also a great  way to make the 
  Forager talent (see page 73 of the Genesys Core 
  Rulebook) even more useful, if the GM allows it to 
  work on Gather Herbs checks.
  Another way to make gatherers look elsewhere is by 
  increasing the starting Rarity of herbs found in cer-
  tain terrains. For example, you could have the Rar-
  ity of herbs found when foraging in swamps start 
  at a value of 5 rather than 3. This makes gathering 
  more difficult but generally provides better herbs.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Survival
  86
  TABLE I.17–3: GATHER HERBS  SPENDING SYMBOLS
  Modifier
  Description
  s
  The character finds enough herbs to produce a dose of a potion with a Rarity value of up to 3. Each s beyond the first 
  increases the Rarity of the potion these herbs allow to brew by 2. Instead of herbs for making potions, the character can find 
  herbs-based items, such as Herbs of Healing (Genesys Core Rulebook page 146), using the same Rarity restrictions.
  f
  The character fails to find any herbs.
  a
  Any:
  The character takes less time to search for ingredients. Reduce the time searching by 10%
  Success:
  The character finds enough herbs of another type to produce another type of concoction. This author recommends this 
  effect to cost aaa, similar to what you can find in the Brewing potions table on page 114 of Realms of Terrinoth.
  Some of the ingredients gathered are of superior quality. When used, they add b to the check.
  t
  Any:
  The character becomes accustomed to this area. They decrease the difficulty of the next Gather Herbs check in this area 
  by 1, to a minimum of Simple (-).
  Success:
  The herbs found are of exceptional quality. Decrease the difficulty to craft potions with these herbs by 1, to a minimum of 
  Simple (-).
  h
  Any:
  The character takes more time to search for ingredients. Increase the time searching by 10%
  Success:
  The herbs gathered are of inferior quality. When used, they add b to the check.
  d
  Any:
  The character accidently poisons themself with a venomous plant while gathering herbs. The character must make a 
  Hard (ddd) Resilience check or suffer 4 wounds plus 1 strain per h. The GM can spend d on the check to force the 
  character to repeat the check, as the poison continues to wrack their body.
  Success:
  The herbs the character finds are of lower quality. Upgrade the check once when using these herbs.
  gatHeriNg Herbs wHile traveliNg
  Like foraging, gathering herbs can be achieved 
  while Traveling. When a character does so, they 
  increase their travel the same way foraging would. 
  When the character decides to look for herbs, the 
  character can spend a the same way they would 
  spend s on a Gather Herbs check. So the first a 
  generated allow to finds herbs or rarity up to 3, and 
  each a beyond the first can be spent to increase 
  the rarity by 2.
  EXAMPLE OF A GATHER HERBS CHECK
  Wilhelm just survived an encounter with highway 
  bandits that left him severely injured. He starts 
  looking for herbs in the surrounding area, hoping 
  to finds some Herbs of Healing or herbs to brew a 
  Health Elixir (see page 102 of Realms of Terri-
  noth).
  Wilhelm currently finds himself in a grassland area, 
  setting the difficulty at Average (dd). The day is 
  already well under way and the current lighting level 
  adds a b to the pool.
  The check generates ssaaa. With ss, Wil-
  helm finds herbs with a maximum Rarity value of 5. 
  He was hoping for Herbs of Healing but these have 
  a Rarity of 6. Instead, he will settle for herbs capable 
  of crafting the Elixir. Wilhelm's player spends aa 
  to have the herbs being of superior quality, adding a 
  b on Alchemy check when brewing the potion. The 
  other a is spent to have Wilhelm accomplish this 
  faster than expected, giving time to brew the potion 
  before nightfall.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Survival
  87
  HaNdle aNiMal
  Many adventurers use animals to help them accom-
  plish a vast array of tasks. They can be ridden (see "Rid-
  ing" on page 65), used in combat, tasked with find-
  ing objects or people, and made to guard the character, 
  their belongings, or an important location. As animals 
  do not understand human speech, they must be taught 
  even the most basic of commands, such as “sit”.
  In order to have an animal perform these tricks, they 
  have to be trained beforehand. Teaching an animal a 
  new trick takes about one week. During the character's 
  turn, they may spend a maneuver to have a trained ani-
  mal perform either an action or a maneuver.
  The number of different tricks an animal can learn 
  is up to the GM, depending on the known tricks' com-
  plexity.
  TABLE  I.17–4: HANDLE ANIMAL DIFFICULTIES
  Difficulty
  Description
  Average (dd)
  The animal has an Intellect or Cunning score of 3 or more.
  Hard (ddd)
  The animal has an Intellect or Cunning score of 2.
  Daunting (dddd)
  The animal has an Intellect or Cunning score of 1.
  TABLE I.17–5: HANDLE ANIMAL MODIFIERS
  Modifier
  Description
  + b
  The character has a means of communication with animals, such as a spell that allows them to speak the language of birds 
  and beasts. 
  The character has natural affinity for the animal, such as a catfolk training a feline animal.
  + b
  The trick is not something that kind of animal is typically trained for. For example, monkeys aren’t generally trained to stand 
  guard — watchdogs however, are.
  The trick is rather complex, such as tracking or combat training. Teaching  mounts and other animals to not be frightened 
  by combat (see "Control Mount" on page 65).
  TABLE I.17–6: HANDLE ANIMAL SPENDING SYMBOLS
  Modifier
  Description
  s
  The animal successfully learns the trick or command. 
  f
  The animal fails to learn the trick or command.
  a
  Any:
  The bond between the animal and the trainer has improved, adding b on the next Handle Animal check.
  Success:
  Reduce the time required to train the animal by one day.
  t
  Success:
  The character taught the animal two tricks or commands at once. The animal thus learns another trick of the character's 
  choosing.
  The animal masters the trick or command. They either add b to checks related to performing this trick, or remove flaws 
  generated by negative symbols (either from that check or previous Handle Animal checks).
  h
  Any:
  The bond between the animal has decreased, adding b on the next Handle Animal check.
  Success:
  The animal only understands the basics of the trick. They can accomplish the task but lack efficiency. They add b to 
  checks related to the performed trick. The character can offset that flaw by teaching the same trick again, hoping for a 
  better result.
  Increase the time required to train the animal by one day.
  d
  Any:
  The animal is wounded in the process of learning the trick, suffering a Critical Injury. If they are a minion, their current 
  wounds equal their Wound Threshold.
  Success:
  The animal Does not understand or is reticent to perform the trick or command. It takes the character an action, rather 
  than a maneuver, to direct the animal. The character can offset that flaw by teaching the same trick again, hoping for a 
  better result.
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  Survival
  88
  diFFiCulty
  The difficulty of teaching an animal a trick is based on 
  the animal's Intellect or Cunning Score, whichever is 
  higher.
  triCkS
  Animals can follow a vast array of commands. Here are 
  a few suggestions, but players and GMs are welcome to 
  invent their own.
  Attack: The animal will attack the indicated target.
  Deliver: The animal will deliver an object they can 
  carry to a designated spot or person. Each destination 
  is a different trick.
  Fetch: The animal will go fetch a designated item.
  Follow: The animal will follow the character, even if 
  they have to go through dangerous terrain.
  Guard: The animal will stay at the designated spot or 
  character and alert if anyone trying to trespass.
  Sneak: The animal will move as sneakily as they can.
  Track: The animal will try to track someone or some-
  thing using scent.
  HaNdle aNiMal aNd aNiMal CoMpaNioN
  Teaching many tricks to an animal grants benefits 
  similar to the Animal Companion talent (see page 
  77 Genesys Core Rulebook). Yet, the talent has 
  its own advantages. First, the talent description 
  states that the character can spend a maneuver to 
  have the companion perform both an action and a 
  maneuver. The Handle Animal subskill only allows 
  for either a maneuver or an action, but not both. 
  Also, the bond between the character and the com-
  panion is the equivalent of having already taught all 
  tricks to an animal without having to make a single 
  check, saving a lot of training time.
  The way the Animal Companion talent is written, 
  the animal does not contribute to an encounter 
  unless the character spends a maneuver directing 
  it to do so. 
  "Otherwise, the animal does not contribute to the 
  encounter."
  Trained animals are not meant to substitute an ani-
  mal companion. While the bond between a charac-
  ter and his animal companion allows for the animal 
  to go against its natural instincts to help its mas-
  ter, an animal trained through the Handle Animal 
  subskill won't go as far. Teaching a dog to attack 
  on command won’t make it attack a dragon, but it 
  might just attack a wolf or a human. The behavior 
  of a trained animal in dangerous situations is up to 
  the GM.
  EXAMPLE OF A HANDLE ANIMAL CHECK
  Julius is a renowned animal trainer. He was recently 
  hired to train a dog to come when called, fetch, 
  guard, and track prey. 
  The dog has a Cunning score of 3, setting the dif-
  ficulty at Easy (d). The first trick to be taught is 
  "track", which is a complex one, adding b to the 
  pool.
  The check generates ssaaat. The animal 
  successfully learns the trick. Julius' player spends the 
  aaa to reduce the time required to teach the trick 
  by three days. The t is spent to have the dog work-
  ing on the "guard" trick at the same time.
  Once the training is completed, 4 days later, Julius 
  will attempt to teach the remaining two tricks. The 
  shorter than expected time will earn him a bonus 
  from his employer
  pusH aN aNiMal
  You can push an animal to perform a trick they 
  have not been taught. When doing so, make a Han-
  dle Animal check with the same difficulty for teach-
  ing tricks, but increase the difficulty by one. On a 
  success, the animal will perform the trick. Yet, they 
  still have not learned it and the check must be made 
  each time they are tasked to perform it.
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  SKILLS GUIDE
  Survival
  89
  traCkiNg
  Tracking is a great way to find someone once they left 
  or have hidden themselves. Following a trail can lead 
  a hunter to their prey, and a bounty hunter to their 
  quarry.
  diFFiCulty
  The difficulty is based on the type of terrain where the 
  target left their trail, and the type of target the character 
  is trying to track adds modifiers. 
  TABLE I.17–7: TRACKING DIFFICULTIES
  Difficulty
  Type of Ground
  Easy (d)
  Soft ground, walking upon which would leave an obvious trail, such as snow, sand, or mud.
  Average (dd)
  Relatively soft ground such as dirt, or grass.
  Daunting (dddd)
  Firm ground, such as gravel, cobblestones, rocks.
  TABLE I.17–8: TRACKING MODIFIERS
  Modifier
  Description
  + b
  The character is tracking a group of targets. The number of b depends on how many targets the group includes.
  2-5 targets: + b
  6-15 targets: + bb
  16-50 targets: + bbb
  51+ targets: + bbbb
  The target is larger than silhouette 1. Add b per silhouette.
  The target left a distinctive trail, such as dripping blood, or trailing mud as they walk on dry grass
  + b
  The target has a silhouette of 0.
  For each hour of rain since the tracks were made.
  The target tried to fool potential pursuers by leaving false trails.
  Increase Difficulty
  It has snowed since the trail was made.
  The wind moved sand or foliage since the target left their trail. 
  Per day passed since the target left their trail.
  TABLE I.17–9: TRACKING SPENDING SYMBOLS
  Modifier
  Description
  s
  The character can follow the trail up to their destination.
  f
  The character loses the trail or fails to find any tracks.
  a
  The character can tell since when the target left the tracks.
  The character learns approximate details from the tracks — the target is injured, for instance, or has stopped to rest. 
  If looking for any tracks rather than following a specific trail, the character finds tracks from an animal of a different 
  silhouette. 
  t
  Any:
  The character learns precise information about the target, like the kind of armor they were wearing, their state of fatigue 
  (strain level), if they are likely to have heavy soak, the kind of load they were carrying, etc.
  Success:
  The character Quickly catch up with them target, maybe even surprising them.
  If looking for non-specific tracks, those found are from a rare animal or someone that could benefit the character.
  h
  The character loses the trail after following it for a while. They cannot tell exactly where their target went, but can still get 
  clues from the tracks they followed so far.
  d
  The character mixes up trails, ending up following someone's else trail, leading them in the wrong direction.
  The target took a break and then noticed the character following them, allowing them to set an ambush.
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  SKILLS GUIDE
  Survival
  90
  EXAMPLE #1 OF TRACKING CHECK
  Drar is a young boy who is about to be recognized as 
  a man by his people. Like all young people passing 
  from childhood to adulthood, he must undergo an 
  initiation. One week before his 14th birthday, they 
  must leave the village for a week, survive alone in the 
  wilderness, and return home with a gift — usually, 
  an animal they hunted and killed in the meanwhile.
  Drar has been in the wilds for 6 days already. Tomor-
  row, he has to come back with his offering. Drar goes 
  to the pond he found a few days before, expecting to 
  see a few animals quenching their thirsts. Sadly, he 
  finds none. Drar is looking at animal tracks so he 
  can bring home his offering.
  The region currently has a thin layer of snow cover-
  ing the ground, with patches of grass here and there. 
  The GM decides that there is not enough snow to 
  make the difficulty drop to Easy (d). So they set the 
  difficulty to Average (dd) but add a b for the layer 
  of snow on the ground. Since he is not looking for a 
  specific animal, the GM decides to not apply modifi-
  ers, considering he is tracking one animal that went 
  to the pond earlier today.
  The roll generates saat. Drar is looking for a 
  big game so he spends a to find tracks from a Sil-
  houette 2 animal. Drar's player spends the a to 
  obtain details about the animal. The GM tells him 
  the tracks are from a large deer. Drar's people have 
  a legend about a white stag that watches over the 
  forest and shows himself only to those destined for 
  greatness. The player asks the GM if the t could 
  make the deer that legendary deer, to which the 
  GM agrees. Drar follows the tracks until he catches 
  up with the deer later as it was resting. Since it is a 
  sacred animal, Drar has no intention of killing it, but 
  he will try to befriend it and bring it back to the vil-
  lage, showing his people that he is fated to be a hero. 
  EXAMPLE #2 OF TRACKING CHECK
  Guthakug is an orc marauder, transporting two hal-
  fling prisoners to his corrupted wizard overlord. As 
  they were ambushed during the night by knights, 
  the halflings escaped and ran into a dark forest. 
  Guthakug breaks from the battle, trying to catch the 
  halflings. He looks for tracks to follow.
  The forest's ground makes this an Average (dd) 
  Survival check. The halflings are Silhouette 0 so the 
  GM adds b to the pool. Since there are two of them, 
  Guthakug adds b to the pool. Finally, the darkness 
  of the night adds bbb. Yet, the orc's Darkvision 
  removes bb from darkness.
  The roll generates sshhhh. Guthakug finds 
  their trail and follow them. The GM spends hh 
  to have the orc lose the trail at some point, as if the 
  halflings simply vanished. The GM spends the other 
  hh to have the orc lose his way in the woods. The 
  GM will have him make a Survival check to find his 
  way back.
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  Survival
  91
  traveliNg
  Traveling in the wilderness can prove dangerous if the 
  character is not prepared and does not know their way 
  around the common obstacles of the region. In addi-
  tion to wild animals, harsh weather, and other natural 
  hazards, there is also the possibility of getting lost in 
  the wilds.
  This subskill should be used when Traveling is 
  intended to contribute to the adventure rather than 
  simply a transition between scenes.
  When Traveling in group, a single character should 
  make the Traveling check, as the party is all going the 
  same way and thus will be facing the same obstacles. 
  A Traveling check can be assisted (see page 26-27 of 
  the Genesys Core Rulebook) but this author recom-
  mends limiting the number of people assisting to one 
  or two, as too many people trying to point out facts or 
  suggest courses or action will only slow down the party 
  as they debate different options.
  A successful check means that the journey is 
  uneventful and the characters reach their destination 
  unharmed. A failed check could mean that the party 
  has encountered difficulties, or gotten lost.
  Traveling checks can happen as often as the GM sees 
  fit. A journey could require a single check per day of 
  travel, or any time the party is going through a different 
  kind of terrain. It could be as few as a single check per 
  journey. The key is to avoid needlessly slowing down 
  the game due to these rolls. These checks should feel 
  significant and engaging, and not tedious and obliga-
  tory.
  ForAging
  Foraging while Traveling allows characters to obtain 
  food or provisions in the wild to avoid dehydration 
  and starvation (see "Dehydration/Starvation" on page 
  59). This option covers gathering edible plants, hunt-
  ing game, and looking for water. Depending on your 
  game, the GM might handwave what your character 
  eats or drinks as that adds an additional layer of book-
  keeping. When that is the case though, foraging is an 
  alternative to characters encumbering themselves with 
  rations, or a solution when characters running out of 
  provisions. Traveling while foraging takes half again 
  as much time, so a two day trip will take three If the 
  characters forage for their meals. The character must 
  declare if they are foraging while Traveling prior to 
  making the check.
  diFFiCulty
  The difficulty based on how treacherous the terrain is. 
  If making a single check for a whole journey, use the 
  most prominent terrain type to set the difficulty.
  TABLE I.17–10: TRAVELING DIFFICULTIES
  Difficulty
  Type of Terrain
  Easy (d)
  Grasslands
  Average (dd)
  Forests, Mountains
  Hard (ddd)
  Deserts, Swamps
  TABLE I.17–11: TRAVELING MODIFIERS
  Modifier
  Description
  + b
  The path the character walks is commonly travelled by potentially friendly strangers, such as merchants or other benevolent 
  people.
  The path has a visible landmark that the character can use to assess their position, such as a road, river, high rock, or 
  something similar.
  The character forages as they travel and has a weapon suited for hunting, such as a bow or rifle.
  + b
  The path the character walks is plagued by bandits and other ill-intentioned people.
  The path the character walks includes natural hazards or obstacles, such as cliffs, River crossings with strong currents, 
  volcanic activity, etc.
  The character is Traveling in harsh weather.
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  Survival
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  TABLE I.17–12: TRAVELING SPENDING SYMBOLS
  Modifier
  Description
  s
  The character arrives at their intended destination, or finds a path back if they were lost.
  f
  The character encounters an obstacle over the course of the journey. After resolving that obstacle or encounter, they should 
  either arrive at the intended destination or have to make an additional Traveling check, at the GM's discretion.
  a
  The character travelled the distance faster than initially expected. Reduce the travel time by 10%.
  In the event of a journey that lasts more than one check, some positive circumstances will affect the next check. Perhaps the 
  weather will be more favorable or they will find a road to follow.
  If foraging, the character can find enough water and food for one additional person per a.
  t
  The character encounters something that will greatly help them in their journey, such as an oasis in the middle of the desert, 
  a home or shelter to protect them from weather and attacks, a Traveling merchant selling provisions, or an adventurer going 
  the same way and offering to join them.
  h
  Any:
  The character travels the distance slower than initially expected. Increase the travel time by 10%.
  The journey proves to be exhausting, and the character arrives at the destination with strain equal to the number of h 
  generated.
  If foraging, the character can find food and water for one person per h. The provisions were spoiled though, inflicting 2 
  strain on the characters that consumed it. The strain is suffered at a time to disadvantage the character, either the start of 
  a Traveling encounter, or at the end of the journey.
  Failure:
  The character is ambushed. Perhaps they are even surprised in their sleep, making them more vulnerable as they are not 
  ready for battle.
  d
  The character encounters a major setback. This could be a dangerous environmental hazard such as landslide, or 
  thunderstorm. Maybe the character is wounded or critically injured during their travels. 
  EXAMPLE OF A TRAVELING CHECK
  Sir Cowen is tasked with an important mission to 
  deliver orders to the king's army, which is three days 
  away from the castle where Cowen currently stands. 
  He packs his provisions and departs.
  The terrain he will travel is mostly grasslands, set-
  ting the difficulty at Easy (d). There is a road that 
  connects the two locations so Cowen adds b to 
  the pool. Over the last week, bandits activity in the 
  region has been increasing, adding a b to the pool. 
  Finally, the GM upgrades the difficulty through the 
  use of a Story Point.
  The check generates ssaad. Cowen arrives at 
  the destination. Yet, the GM spends the d so when 
  he crosses the old bridge crossing the river, a plank 
  breaks and critically wounds his horse. This setback 
  would normally slow him down. Yet, Cowen spends 
  the a to be near a village that offers to exchange the 
  horse for a healthy one for a fee. Therefore, Cowen 
  will arrive in time to deliver the orders.
  traveliNg tiMe
  How many hours or days it takes exactly to travel 
  between two points depends on the means of travel 
  and the type of terrain.
  When Traveling, a character spends about 8 hours  
  on the move. The rest of the time is spent to resting, 
  eating, setting up and breaking down camp, etc.
  When walking, a person is moving at a average 
  pace of 3 miles per hour. Therefore, a day of walk-
  ing allows a character to travel up to 24 miles.
  An average horse has a walking speed of 4 miles 
  her hour, and a trotting speed of 8 miles per hour. 
  Therefore, somewhere between 30 and 40 miles  a 
  day seems like a reasonable distance a character can 
  expect to cover when Traveling on horseback.
  Traveling speed is greatly influenced by the type 
  of terrain. Desert, swamps, hills, and mountains 
  make Traveling more tedious and could force the 
  character to occasionally backtrack. When Travel-
  ing through difficult terrain, the Traveling speed 
  can drop from 50% to 75%.
  Some especially quick species of riding beasts can 
  achieve greater speeds. What distance a character 
  can actually travel in one day is up to the GM.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Vigilance
  93
  VIGILANCE
  Vigilance is a reaction skill. No character will volun-
  tarily ask for a Vigilance check. Instead, the GM will 
  either have the player make the check as a reaction to 
  an occurrence, or use the character's Vigilance skill to 
  set the difficulty for someone else's check. There are 
  three examples of what Vigilance is used for on page 66 
  of the Genesys Core Rulebook. This author has cho-
  sen to rephrase these examples as, respectively: Initia-
  tive, Nobody’s Fool, and Awareness.
  initiAtivE
  When characters find themselves in an unexpected 
  combat situation, Vigilance is used to determine initia-
  tive. This is explained in detail in the sidebar on page 95 
  of the Genesys Core Rulebook.
  bEttEr At bEing SurPriSEd
  A character better at Vigilance than Cool means they 
  are likely to act first, or at least generate a higher slot 
  on the initiative track, even if they were surprised and 
  were not expecting combat. While this might sound 
  odd, keep in mind than Vigilance is about staying alert 
  and being ready for whatever may occur. It is mostly 
  about reflexes and natural instincts. On the other hand, 
  being in a tense situation, such as talking to a hostile 
  individual can stress out and distract the character to 
  the point where they won’t draw their weapon as fast as 
  their opponent. 
  nobody'S Fool
  The second example in the skill description is about 
  how Vigilance sets the difficulty for Deception skill 
  checks. As a reminder, this is explained in the sidebar 
  on page 55 of the Genesys Core Rulebook. Since the 
  roll is made by the character attempting to deceive 
  another, there are no suggestions for how you spend 
  symbols. You should simply use the suggested symbols 
  for the social subskills starting page 117.
  AWArEnESS
  To a some extent, Vigilance is passive Perception. One 
  can perceive the details of one’s environment without 
  actually looking for them. For this reason, you can use 
  all the tables from the Perception skill on "Perception" 
  on page 53 to establish the difficulty of checks, modi-
  fiers to apply, and how symbols can be spent.
  PASSivE PErCEPtion ComPArEd to ACtivE PErCEPtion
  As with the initiative, some characters are better at per-
  ceiving things without looking directly at them.  While 
  this might not make sense for some people, keep in 
  mind that Vigilance is not the same as Perception on 
  a narrative level.
  Imagine that a character is being tracked by a preda-
  tor lurking in the thicket beside the road. If the char-
  acter is trying to spot the predator, they are looking at 
  the foliage and the shadows for the predator's eyes or 
  fur, and their ears are trying to pick up the predator’s 
  low growl and the sound of its steps. Vigilance is more 
  about realizing that there might be predators nearby, 
  how the birds went silent a few minutes ago, and how 
  leaves and twigs seem to be strewn about by the wind 
  even though the air has been still all day. 
  A character inspecting a chest prior to opening it 
  might detect a trap, while a vigilant character might 
  come to the conclusion that this chest is probably 
  trapped due to the fact that it is protecting the infa-
  mous pirate's booty.
  Depending on the narrative, a successful Vigilance 
  check could lead to a character passively learning the 
  same information about the environment as a more 
  actively searching character might. This last character 
  who succeeds on the check can realize that the chest 
  must be trapped and that it would be best to keep look-
  ing until they find the mechanism.  In the previous 
  case, the character could simply tell that the birds have 
  gone silent, and that they feel they are being watched. 
  Spending extra s or a is a great way to have the char-
  acter perceive more detail beyond what their intuition 
  tells them. 
  In the end, Vigilance does not replace the Perception 
  skill and a failed Perception check should not prevent 
  the character from remaining alert. 
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  SKILLS GUIDE
  Combat Skills
  94
  COMBAT SKILLS
  Combat is one of the core elements of Genesys, as it 
  is for many role playing games. The core rules present a 
  selection of combat skills, as well as indicate which skill 
  is paired with which weapon. The tables on page 104 of 
  the Genesys Core Rulebook already cover how sym-
  bols can be used when generating symbols on a combat 
  check. Therefore, the Skills Guide adds nothing more 
  to the player’s perspective. However, when a GM cre-
  ates a new setting, they have to choose which combat 
  skills will be available and may be tempted to either 
  alter existing combat skills, or add new ones. This sec-
  tion addresses GMs creating their own settings and 
  guide them through the process of laying out the avail-
  able combat skills.
  explaiNiNg CoMbat skills
  Before selecting, altering, or creating combat skills, it 
  is important to understand where the existing skills 
  come from. There are three core combat skills pre-
  sented in the Genesys Core Rulebook: Brawl, Melee, 
  and Ranged, that you should find in every setting. They 
  cover the basics which are, simply put, punching some-
  one, hitting them with a stick, and throwing a stone at 
  them.
  PurPoSE oF diFFErEnt CombAt SkillS
  There are two reasons to split combat into multiple 
  skills instead of having a single Combat skill.
  First, not all weapons benefit from the same charac-
  teristic. While a muscular person will hit harder with 
  their hands or a melee weapon, they will not shoot 
  harder with a gun. Therefore, combat skills are associ-
  ated with weapons that share this concept.
  The second reason is character diversity. While any-
  one is capable a wielding a weapon, mastering one is 
  a different matter and nobody excels at every weapon. 
  Some types of characters are known to wield certain 
  array of weapons, to the soldier wielding a rifle to the 
  samurai fighting with their katana, the knight swinging 
  their sword and the archer firing their bow. Associating 
  careers with specific combat skills adds a thematic layer 
  to a character, representing their training, profession, 
  and even customs.
  Players tend to invest XP mostly in career skills as 
  they are less expensive. This reinforces the concept that 
  a hunter is more likely to wield a bow than a great-
  sword. Therefore, when selecting combat skills for your 
  careers, keep in mind you are basically choosing what 
  kind of weapons a character will wield.
  light vErSuS hEAvy
  The core rules suggest that, depending on the type of 
  setting, you should either split Melee or Ranged into 
  two separate skills; Heavy and Light. Again, this is to 
  reinforce the iconic concept of career as they are gen-
  erally represented. The fantasy rogue is most often 
  known for fighting with a pair of daggers or a short 
  swords rather than a greataxe. Technically, the GM 
  could ignore that suggestion, counting on the fact that 
  the rogue is going to use these weapons even though 
  they could use anything else. Yet many players love 
  when game rules reinforce their ideas of what a charac-
  ter should be able to do.
  Now if splitting these two combat skills into two 
  groups works, why not do this in all settings? Viabil-
  ity. To be useful, a combat skill must have a reasonable 
  amount of weapon options. If you pick up the fantasy 
  setting gear table on page 144 of the Genesys Core 
  Rulebook, you will find an array of eight melee weap-
  ons. Five are Light while three are Heavy. However, 
  the modern day setting (page 166) only has two melee 
  weapons. Splitting Melee into two different skills in 
  Modern setting is thus not a great idea as there are just 
  not enough weapons to sustain its usefulness. The goal 
  here is to make combat skills diverse enough to have 
  various fighting styles while not restricting options to a 
  tiny choice of weapons.
  For this same reason, some weapons were merged 
  with others even though they do not function the same 
  way. For example, the Clockwork Grenade (Genesys 
  Core Rulebook page 154) uses the Ranged (Light) 
  skill, even though throwing a grenade is really differ-
  ent from shooting a pistol. Because the Steampunk 
  setting only has a single grenade, a Ranged (Thrown) 
  skill would not have been that useful as no character 
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  SKILLS GUIDE
  Combat Skills
  95
  would rely solely on relying on grenades. In this case, it 
  was included within the Ranged (Light) skill as the its 
  description on page 68 of the Genesys Core Rulebook 
  states that this skill is used when fighting with ranged 
  weapons fired (or thrown) with one hand. 
  If by splitting them into Light and Heavy, one takes 
  into consideration that Light are one handed weapons 
  while Heavy are two-handed weapons, you end up with 
  about as many Light and Heavy weapons, and you have 
  at least 3 weapons for each of these skills, then splitting 
  those is probably a good idea. Otherwise, you might 
  want to keep them merged as Melee or Ranged skills.
  gunnEry
  Gunnery is a variant of the Ranged skill. Used for 
  cumbersome and powerful weapons, vehicle mounted 
  weapons, and siege weapons, the choice whether to use 
  that skill in a setting depends on the same factors that 
  determine whether or not to split a skill into two. If you 
  have enough of these weapons present in your setting, 
  they are worthy of being set apart using the Gunnery 
  skill.
  If your setting includes armed vehicles, Gunnery 
  should definitely be used in your setting. Some settings, 
  mostly modern and sci-fi, will have large personal 
  weapons such as missile launchers. If your setting has a 
  few of these weapons, you should also use the Gunnery 
  combat skill. If your setting includes a single weapon of 
  that type and no armed vehicles, you should merge it 
  into the Ranged (Heavy) or Ranged skill.
  alteriNg CoMbat skills
  Now that we have covered the combat skills and their 
  variants, here are additional options you can use when 
  selecting which combat skills are available in your set-
  ting.
  CrEAting nEW CombAt SkillS
  When creating an original setting, it might be tempt-
  ing to add new and exotic combat skills. Here are a few 
  guidelines you need to follow when adding new com-
  bat skills.
  Most settings will have around four to five different 
  combat skills, including the core three: Brawl, Melee, 
  Ranged. One of them will probably be split into Heavy 
  and Light, and you might use the Gunnery in your set-
  ting.
  Before coming up with new combat skills, make sure 
  you have enough weapons to support them. If you have 
  at least three weapons that would be used with that new 
  skill, creating a new skill is justified.
  Some weapons are exotic in their concept and avail-
  ability, setting them apart from all the other weapons. 
  If you look at the iconic lightsaber from the Star Wars 
  franchise, it is more than just a powerful weapon, but 
  an important piece of lore that is accessible by only to 
  a few select individuals in the galaxy. Even though it 
  feels unique in its genre, there were many models of 
  such weapons, with different handles and crystals to 
  provide the character with different options. If your 
  setting includes such an iconic weapon, make sure it 
  includes some variants as to not have the skill represent 
  a specific unique weapon.
  In the event your setting has a unique variety of 
  weapons, here are a few suggestions as an alternate 
  solution to creating a new skill.
  • Merge it with an existing skill but include a penalty 
  that can be offset. For example, a character using a 
  magic ring that shoots lasers could use the Ranged 
  (Light) skill, but would add the Inaccurate 3 quality 
  to the weapon as it functions very differently from 
  the pistols and grenades this skill usually cover in 
  this setting. This could be offset by obtaining a cer-
  tain form of training, acquiring a talent or wielding 
  other pieces of gear that negate that penalty.
  • Do not use a combat skill at all. The weapon might 
  work so differently than anything else present in 
  the setting that there is just no training the charac-
  ter can get to become used to it. In this case, they 
  only roll based on the characteristic linked to the 
  weapon, whether it is Brawn, Agility or something 
  else.
  What you want to avoid in bloating your setting with 
  too many of combat skills. Keep in mind that a career 
  only has eight career skills, and even the more combat 
  oriented careers will need non-combat skills to works 
  properly. Also, most players will only invest in one 
  or two combat skills so there is no use in making too 
  many of them.
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  SKILLS GUIDE
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  96
  bASing WEAPonS oFF thEir ShAPE rAthEr thAn uSE
  Rather than classifying weapons by how they are used 
  (Brawl, Melee, Ranged), it is possible, while not rec-
  ommended, to group them by their shape and con-
  cept, such as swords, axes, bows, pistols, etc. This is 
  the equivalent of further breaking down the Melee 
  and Ranged (Light) and (Heavy) into further catego-
  ries. You could even mix these two concepts together 
  by coming up with skills such as Swords (Heavy). This 
  author suggests not using this way of classifying skills 
  and weapons as it creates two major problems. 
  First, it is too restricting. How many swords, whether 
  you include the light and heavy variants or not, can 
  your setting have? Genesys is not granular enough to 
  make a distinction between a short sword, a longsword, 
  a scimitar, and a rapier. That is why the weapon table 
  simply includes a sword and a greatsword. Now if you 
  have a combat skill called Swords, you would basically 
  further restrict the character in the choice of weapons 
  they can use. If the warrior spent their XP on swords, 
  they will likely never use an axe or a mace, even if they 
  found a superior one.
  Secondly, a career only has eight skills associated 
  with it. Breaking down skills into multiple categories, a 
  warrior career will not have many career skills left after 
  they had been assigned separate skills for swords, axes, 
  maces, and polearms. Plus, they are unlikely to invest 
  in every combat skill they have since they would also 
  want to spend XP on talents and other skills, making 
  some of their combat skills useless. A solution would be 
  to have the career offer a choice of combat skill rather 
  than assigning one yourself. Yet, this does not solve the 
  problem of being restricted.
  grouPing WEAPonS by tECh lEvEl
  This method is interesting when the characters are 
  confronted with multiple technology levels. This is the 
  kind of situation you will face in a setting where there is 
  a civilization more advanced than another one. If using 
  a bow is not so different from firing a crossbow, this 
  justifies the two sharing a single skill; however, a laser 
  gun would have to use an entirely different skill.
  Therefore, you can decide to make different skills 
  based on this difference. To avoid adding up too many 
  skills, you should either split either the Melee or the 
  Ranged skill, both not both. Depending on the number 
  of available weapons, you might also want to refrain 
  from splitting every skill into Light and Heavy variants. 
  Before grouping skills this way, make sure it adds to 
  the setting and that the difference is important enough. 
  Even though maintaining a laser rifle is different than 
  an old musket, both remain long firearms and could 
  use the same skill for combat use.
  saMple CoMbat skills seleCtioNs
  Here are some common selection of combat skills 
  ready to use.
  mEdiEvAl
  This fits settings where most characters are using melee 
  weaponry while the array of ranged weapons is limited.
  Brawl, Melee (Heavy), Melee (Light), and Ranged.
  modErn
  Firearms have developed to the point where they are 
  easily accessible and most combat is made at a distance, 
  using cover. There are a few heavy weapons and some 
  armed vehicles. The options for melee weapons are 
  present yet limited.
  Brawl, Melee, Ranged (Light), Ranged (Heavy), 
  and Ranged (Light).
  EClECtiC tEChnology
  There is a moderate array of melee weapons available 
  from different tech levels, but are comparable in their 
  way of wielding them. The setting has a reasonable 
  amount of crude ranged weapons such as bows and 
  slings, while featuring advanced energy weapons. The 
  setting also features high tech armed vehicles.
  Brawl, 
  Melee, 
  Ranged (Advanced), 
  Ranged 
  (Archaic), and Gunnery.
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  SKILLS GUIDE
  Knowledge Skills
  97
  KNOWLEDGE SKILLS
  The Knowledge skill represents a character's education, 
  expertise in a field of study, and life experiences. The 
  Knowledge skill on page 66-67 of the Genesys Core 
  Rulebook describes a single skill for all knowledge. Yet, 
  the sidebar on page 67 also provides advice on creating 
  your own diverse Knowledge skills. This section offers 
  more guidance regarding using and creating Knowl-
  edge skills.
  A uniquE knoWlEdgE Skill to rulE thEm All
  The first sourcebook published after the Genesys 
  Core Rulebook, Realms of Terrinoth, featured four 
  Knowledge skills — Adventuring, Forbidden, Geogra-
  phy and Lore — which set the pattern of having multi-
  ple Knowledge skills for following Genesys products. 
  Yet at the same time, a single Knowledge skill is 
  more than sufficient for a variety of games. No char-
  acter is going to be knowledgeable about everything in 
  the universe. When a player comes up with a charac-
  ter concept, they and the GM can decide the charac-
  ter’s fields of expertise, and only apply the Knowledge 
  skill to these specific topics. When an historian with 3 
  ranks in Knowledge makes a check to recall a piece of 
  old lore, they will benefit from these three ranks. Still, 
  when making a check to determine if two astral bod-
  ies will collide given certain speed, rotation, trajectory, 
  and mass, they will only use their Intellect pool, ignor-
  ing their ranks in Knowledge since it is not part of their 
  expertise.
  There are some benefits to using a single Knowledge 
  skill. First, the GM does not have to go through the 
  process of creating different Knowledge skills. Plus, it 
  allows the more learned characters have a vast array 
  of skills rather than reserving half of their 8 starting 
  skills for different Knowledge ones. Still, such a learned 
  character is likely going to benefit from their ranks in a 
  greater array of topics.
  vAriouS knoWlEdgE SkillS
  Another way to handle Knowledge is by making differ-
  ent Knowledge skills that cover specific topics. There-
  fore, a character can be skilled in given field while 
  being less proficient in others. Using multiple Knowl-
  edge skills makes it easier to understand which fields of 
  expertise a character is proficient with, as opposed to a 
  single skill which the player and the GM have to agree 
  beforehand on what it includes.
  Coming up with a variety of Knowledge skills is 
  mostly the GM's responsibility. The setting itself dic-
  tates what kind of Knowledge skills one can expect 
  — Knowledge about solar systems is more useful in a 
  space opera setting than in a fantasy one. Here are a few 
  tips when creating Knowledge skills for your setting.
  numErouS SkillS
  Adding multiple Knowledge skills has two impacts on 
  the game.
  The first one is career skills. A character only has 8 
  career skills. Even though many careers might possess 
  none or only one Knowledge skill, the more scholastic 
  careers will need two if not more to fill their role. If 
  a scholar has four or more Knowledge skills as career 
  skills, that leaves them less room for other skills such as 
  Mechanics, Alchemy, Astrocartography and other use-
  ful skills. A character whose career skills are all Knowl-
  edge skills loses a great deal of versatility.
  Then comes the XP investment. Having more skills 
  means that a character will need to invest more to be 
  good at everything. While it won't impact all charac-
  ters, the scholastic careers are again the ones that will 
  suffer the more from a vast array of different Knowl-
  edge skills.
  Three or four seems to be the right number of 
  Knowledge skills to introduce in a setting.  Note that 
  Realms of Terrinoth introduced four of such skills 
  while Shadow of the Beanstalk introduced three.
  uSEFulnESS
  When creating Knowledge skills, it might be tempting 
  to make skills specific to a single topic. While Knowl-
  edge (Dragons) seems like a great idea in a setting in 
  which there are dragons from time to time, how much 
  is this skill actually going to be used? If this check is 
  unlikely to be made at least once per session, it might 
  be too specific. Plus, with such specific skills, the GM 
  will have to come up with dozens of Knowledge skills 
  to cover everything.
  Therefore, combining multiple related topics to form 
  a broader range of expertise is the right way make a 
  skill. If dragons are linked to arcane magic, this topic 
  could be part of the Knowledge (Arcane), which also 
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  98
  includes spells, spellbooks, magic items and such. Or 
  maybe the setting includes many fantastical creatures 
  and dragons could be included within the Knowledge 
  (Magical Beasts) skill. Now if these beasts are super-
  natural beings, such as the magic, this could be Knowl-
  edge (Supernatural). In any case, the best guideline is 
  looking at how often such skill will prove useful. If not 
  enough opportunities are given to make a check, then 
  the skill is too specific.
  thE knoWlEdgE (gEnErAl) Skill
  After you came up with few specifics knowledge, you 
  might want to make a knowledge skill that includes 
  more general knowledge. Let's say you have a world 
  war modern setting with horror elements. You came 
  with few Knowledge skills such as Culture, Occult, and 
  Warfare. But what about a scholastic character who is 
  not well-versed in these three topics? Maybe they are 
  well-versed in poetry, or anthropology, or some other 
  less setting-specific topic. This is where the Knowledge 
  (General) skill comes in.
  This general knowledge skill will get different names 
  from setting to setting: Education, Lore, and Scholar 
  are perfect examples. This skill includes all topics not 
  included in the more specific ones, like Supernatural or 
  Arcane. Basically, it covers the overall education of the 
  character, measuring Their level of education and gen-
  eral knowledge. You can expect a character investing 
  in the general knowledge to be a bookworm or having 
  gone to university.
  While making such a general Knowledge skill works, 
  it is not necessarily a good thing either. When adding 
  this skill, make sure to follow the tips on usefulness 
  detailed on page 97. Will that skill be used often? 
  If everything important the character might need is 
  covered by the other knowledge skills you created, you 
  might not even need this one. And if situation ever 
  comes up that is not covered by any existing knowledge 
  skill, you can simply have the player roll an Intellect 
  check. Integrating a useless Knowledge (General) skill 
  will simply take one of the eight available career skills 
  from the most scholastic careers and the players will 
  not invest XP in it.
  knoWlEdgE AS An invEStmEnt
  Like other skills a character possesses, knowledge skills 
  should be an interesting choice when the player has 
  to spend their character's XP. While they are excep-
  tions, careers with the most knowledge skills tend to 
  be focused on Intellect. The Scholar (page 72, Realms 
  of Terrinoth), for example, has 3 Knowledge skills in 
  addition to four other skills that are based on Intellect. 
  With seven out of eight skills linked to that character-
  istic, it makes them the most Intellect focused career 
  released at the time of writing this document. We can 
  assume this character will start with a high Intellect 
  score, from 3 to 5. At 4 Intellect, this character starts 
  with a decent dice pool when rolling all their knowl-
  edge checks. Even without investing in ranks, they 
  will succeed on most Average (dd) and Hard (ddd) 
  checks. With a character already capable of succeeding 
  on these checks, it is easy for a player to invest in skills 
  they are more likely to use often, and that benefit from 
  extra symbols. After all, a melee-oriented character, 
  even with 4 Brawn, will still invest in Combat skills. It 
  should be the same with Knowledge. Keep this in mind 
  when creating your Knowledge skills and distributing 
  them across your available careers.
  If a knowledge skill is not worth investing in, it might 
  be best to either remove it or include it in your Knowl-
  edge (General) skill. And if you realize it is the case 
  of all your Knowledge skills, you should consider the 
  "Unique skill to rule them all" way on page 97. This 
  way, players will feel more inclined to invest knowing it 
  potentially covers a vast array of topics, all while freeing 
  precious career skill slots to get access to other skills.
  EXAMPLE OF CREATING KNOWLEDGE SKILLS
  Alex is creating a fictional setting. It consists of 
  a tropical archipelago rife with commerce and 
  piracy alike. In addition, there are supernatural 
  element such as mythical creatures, and magic — 
  a phenomenon unknown to outsiders who have 
  come to the islands to make their fortune. 
  He comes up with five different knowledge skills: 
  Isles, Supernatural Creatures, Witches, Mainland, 
  and Education. This makes for a lot of knowledge 
  skills. He decides to merge knowledge of every-
  thing supernatural into a single skill. Since the set-
  ting is focused on the colonies, he doubts that the 
  Mainland will be that much used. He thus decides 
  to merge it with Education, which will cover most 
  scholastic topics, history and politics. Since dif-
  ferent nations are still present, and history might 
  be referred here and then, this becomes a general 
  knowledge skill, which he renames as Lore as he 
  thinks it fits its use best. Looking back at his skills, 
  he ends up with Isles, Supernatural, and Lore, each 
  of them useful and worthy of XP investment.
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  99
  mAking A knoWlEdgE ChECk
  Knowledge skills serve a single purpose: acquiring 
  information through the character's studies, life expe-
  riences or external mediums, such as a library or data-
  base. Therefore, the Knowledge skill has no subskill. 
  There are still two distinct ways to obtain information.
  They will have different check modifiers but have the 
  same goal. Therefore, they use the same tables.
  rECAlling knoWlEdgE
  The first way to get information about a topic is simply 
  having the character know it. Making a successful check 
  means that the character studied or learned about that 
  topic prior to the adventure while a failed check means 
  that they either never studied that specific topic, or that 
  they forgot any information they could use.
  rESEArCh
  Researching information also counts as a knowledge 
  check. This is done through browsing through librar-
  ies, newpapers, the internet, or other databases. While 
  inspecting something is generally governed by the Per-
  ception skill, it is tied to the Knowledge skill when the 
  character is researching topic covered by one of the 
  Knowledge skills. After all, it is easier for a character 
  to go through an old library with hundreds of books to 
  find where a specific Egyptian tomb is located if they 
  are a skilled archeologist rather than a barber.
  Some mediums will not allow a character to research 
  certain topics. For example, a character will not be able 
  to find information about a scientist's personal project 
  at the local library.
  Even with the proper medium, researching a topic 
  takes time, based on how elusive it is. The table below 
  gives the average time it takes to find relevant informa-
  tion about a topic when conducting researches.
  rEtrying knoWlEdgE ChECkS
  When recalling knowledge, a character should not 
  be able to retry unless some time has passed. Failing 
  the check means that in their current state of mind, 
  they cannot remember anything relevant. This author 
  recommends that a character should only be allowed 
  to retry a failed Knowledge check to recall a piece of 
  information once per session, or per in-game day. If 
  obtaining the knowledge is mandatory for the story, 
  you can use the rules for "Story Roll" on page 6.
  Conducting research takes time and the character 
  might retry as long as they want, going through  the 
  available pieces of lore over and over. Of course, the 
  information might simply not be there. No library, no 
  matter how big, will hold the whole world's knowledge.
  diFFiCulty
  The difficulty is based on how elusive the lore is. There-
  fore, the more accessible the lore, the lower the diffi-
  culty. Getting the exact dates about a world war should 
  be an easy check, whereas learning the name of a spe-
  cific company that fought a small-scale battle in a spe-
  cific location might be a Daunting  (dddd) check.
  While it might sounds fitting to add a b on Knowl-
  edge check due to the character's familiarity with the 
  topic, keep in mind that skill ranks already represent 
  that familiarity. A character should not add a b on his 
  Knowledge (Occult) to identify what a magic circle was 
  used for. Their ranks in Knowledge (Occult) already 
  serve that purpose. Yet, if the character personally wit-
  nessed something very similar to what they are experi-
  encing or inspecting, such as another magic circle from 
  that same cult, then adding a b or two is fine.
  boonS And bAnES
  Boons is a new rule that can make investing XP in 
  Knowledge skills more interesting.
  TABLE III.1–1: KNOWLEDGE DIFFICULTIES
  Difficulty
  Time
  Description
  Easy (d)
  Minutes
  Common: Easily available for anyone looking for it. Even people not versed in the specific topic might have 
  learned that piece of information, such as the World War dates.
  Average (dd)
  Hours
  Standard: Information that most people versed in this topic will be able to recall, such as which religion is 
  worshiped by which culture in the world.
  Hard (ddd)
  Days
  Advanced: Information that would generally require university education or equivalent mastery to properly 
  understand, such as specific pharaonic dynasties and their related characters.
  Daunting (dddd)
  Weeks
  Obscure: Highly confidential or controlled information. A powerful individual or organization might put a 
  great deal of efforts to make sure this information remains unknown. This could be about a hidden cult or 
  sprawling faction that would control the world's politics and economy.
  Formidable (ddddd)
  Months
  Forbidden: Finding the right ritual to disable an archangel, in a low fantasy setting, in which to most people, 
  supernatural is not even a real thing.
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  SKILLS GUIDE
  Knowledge Skills
  100
  Using this rule, all the information a character will 
  recall or obtained though s are purely narrative. They 
  will allow the character to move on with the story or to 
  prepare themself for what to come. For example, a suc-
  cessful check could indicate that werewolves are vul-
  nerable to silver. This is already a big advantage since 
  the character will make sure to have such weapon prior 
  to engaging in hostilities.
  When a character generates a on a successful knowl-
  edge check, the character may receive a boon; likewise, 
  when they generate a h on a check they receive a Bane. 
  Boons are mechanical advantages, while banes are dis-
  advantages. It should be related to the acquired piece 
  of information. The number of a or h generated and 
  spent to obtain boon or bane will determine its effect. 
  The most basic boon or bane will add a b or b to all 
  checks related to that specific piece of knowledge. This 
  is obtained by spending a a or h. For aa or hh, 
  the character can add a a or h on all checks related to 
  that piece of lore. Finally, aaa or hhh will add a 
  s or f instead.
  Boons last for the remainder of the session. In the 
  previous example, if the character obtained a boon 
  related to werewolves being weak to silver, they could 
  add b to all checks related to this until the rest of the 
  session, which in this case is likely to be combat checks. 
  An alternative would be that when a werewolf attacks 
  that character while they are wearing a silver weapon, 
  the werewolf would add b to the check.
  Boons should be specific enough as to not compete 
  with talents. Making a dragon add b on their check 
  when targeting a character with their fiery breath is 
  fine, while having them add b to all checks targeting 
  the character is not.
  TABLE III.1–2: KNOWLEDGE MODIFIERS
  Modifier
  Description
  + b
  The character has references, such as remembering a fact about a cult while having access to relics related to them.
  + b
  Research:
  The character has to discern between facts and falsehoods.
  The library or database the character is using to make their research is badly organized, ransacked or corrupted.
  Decrease Difficulty
  Research:
  The medium through which the character is conducting their research is directly oriented toward the topic. Like 
  researching information about a certain relic in the database of the museum that used to hold it before it was stolen.
  TABLE III.1–3: KNOWLEDGE SPENDING SYMBOLS
  Modifier
  Description
  s
  The character obtains or recalls a piece of information regarding the topic. The more s generated, the more info is obtained 
  or recalled.
  f
  The character fails to obtain or recall any information.
  a
  Success:
  The character receives a positive boon. See "Boons and Banes"  on the previous page.
  Any:
  Research Only: The character is becoming more organized in their research, setting aside a number of relevant sources 
  or documents. They add b on their next Research check concerning that topic, using the same medium.
  Research Only: The research took less time than expected. The character decreases the research time to match the 
  previous difficulty. Therefore, researching advanced lore would take hours rather than days.
  The character finds or recalls a piece of information that is not directly related to the topic but still proves useful to them.
  t
  The character obtains a major boon or a makes a boon permanent. See "Boons and Banes"  on the previous page.
  h
  Part of the information recalled or obtained is misleading or incorrect.
  The character receives a bane. See "Boons and Banes"  on the previous page.
  Research Only: The character did not work efficiently. They add b on their next Research check concerning that topic, 
  using the same medium.
  Research Only: The research took more time than expected. The character increases the research time to match the next 
  difficulty. Therefore, researching an advanced lore would take weeks rather than days.
  d
  The character obtains a major bane or a make a bane permanent. See "Boons and Banes" on the previous page.
  Research Only: The character drew the attention of someone that would rather have no one researching the topic. Some 
  data might be stolen or destroyed. Maybe the character will be approach and asked to mind their own business, or be 
  ambushed.
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  PErmAnEnt boonS And bAnES
  When generating a t or d on a successful check, the 
  character can turn a boon or bane — either one they 
  already had or one that they just acquired on that same 
  roll — into a permanent boon or bane. A permanent 
  boon or bane becomes part of the character rather than 
  a temporary modifier. A permanent boon or bane is 
  added to the character's sheet, under the "Talents and 
  Special Abilities" section. Permanent boons and banes 
  can only grant b or b though. In the werewolf exam-
  ple, the character could write the boon on their sheet, 
  give it a catchy name such as "Werewolf Hunter" that 
  would provide a b on all combat checks when using 
  silver weapons against werewolves.
  Should a player generate enough a to gain a tempo-
  rary boon that adds s on checks until the rest of the 
  session but in addition spend a t to turn this into a 
  permanent boon, the character will benefit from the 
  better effect for the rest of the session, which means 
  they will add s to related checks, but from the next 
  session and on, it will simply add b.
  mAjor boonS
  Sometimes there is no use for making a boon or bane 
  permanent as chances of reusing the piece of lore fur-
  ther in the campaign is unlikely if not impossible. This 
  is the case when researching a unique monster or loca-
  tion that the character will not visit ever again. Instead, 
  they may gain a major boon instead. This works the 
  same way as a normal boon but the bonus is that they 
  upgrade the checks rather than adding a b, b or sym-
  bols to them. Like normal boons, majors boons are 
  temporary, lasting until the end of the session.
  EXAMPLE OF KNOWLEDGE (RECALL FROM MEMORY) CHECK
  Dwayne is a space marine on this way to a space 
  station where a distress beacon was triggered. His 
  squad has no idea what happened but their orders 
  are clear: seek the threat and destroy it. Once they 
  have docked and began to explore the station, 
  they found a death scientist. Their face is partially 
  burned. Even the surrounding environment, floor, 
  walls and furniture, seems to have partially melted. 
  The deceased's clothes also show tears, so does their 
  flesh, as if they were attacked by something vicious 
  and clawed. Dwayne had his share of alien encoun-
  ters in his military service and there might be some-
  thing in his memories that can help him in identify-
  ing the threat.
  The GM all for a Hard (ddd) Knowledge check 
  as this alien species is not common. No modifiers 
  are applied. The check generates shh. Dwayne 
  successfully identifies the alien species as a Xenor, 
  a humanoid shaped alien capable of spitting acid. 
  Dwayne remembers a fact about how prior to spit-
  ting, the alien has to take a deep breath, during 
  which its tail straightens up. Sadly, Dwayne mixed 
  up information with another acid spitting species, 
  thank to the GM spending hh. The alien will add 
  b on its combat check against Dwayne when spit-
  ting acid. This modifier will last for the duration 
  of the first encounter with a Xenor, after which, 
  Dwayne will realize he was incorrect.
  sHariNg kNowledge
  When a character finds a piece of information, they 
  may share it with their companions. For narrative 
  elements, this is easy enough. The character can 
  simply say that "In this district, it is better to not 
  wear red as the local crime organization will think 
  we come from a rival gang."
  Yet, when the check generates a result that will 
  grant the character a mechanical modifier, such as 
  a boon or bane, it is possible to share this informa-
  tion with their companions so they can benefit, or 
  suffer, from the obtained knowledge as well.
  This author recommends to limit sharing so modi-
  fiers do not get out of hand, making Knowledge an 
  unbalanced skill. For each a, the character can 
  share the mechanical benefit from acquired knowl-
  edge. Therefore, if the player spent a to have their 
  character add a b on combat checks against were-
  wolves while using silver weapons they may share 
  that benefit with one person per a spent to this 
  effect. In the case of misleading information, the 
  GM can spend h to force the character to spread 
  wrong information, making an additional charac-
  ter from suffering this modifier per h generated. 
  In any case, permanent boons and banes cannot be 
  shared.
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  MAGIC SKILLS
  Magic is the main component of most fantasy settings, 
  whether is it medieval, modern, or futuristic fantasy. 
  Presented as a set of alternate rules, starting on page 
  210 of the Genesys Core Rulebook, the book provides 
  resources such as tables regarding additional effects 
  and symbol usage when spellcasting. This section will 
  cover how to incorporate magic in a setting, creat-
  ing new magic skills and spells, as well as incorporat-
  ing a new subskill of a concept that was mentioned in 
  Realms of Terrinoth: Enchanting.
  speNdiNg syMbols
  On page 211 of the Genesys Core Rulebook, you 
  can find the Table III�2—4: Spending h and d on 
  Magic Skill Checks. As the title says, this only covers 
  the use of negative symbols. When a spell check gen-
  erates positive symbols, such as a and t, there are 
  two ways to spend these. The first one is like any other 
  check — a character would roll during a structured 
  encounter, using Table I�6 — Spending a and t in 
  Combat on page 104 of the Genesys Core Rulebook. 
  The second one is dependant on the spell’s additional 
  effects selected when casting. The spell might offer spe-
  cific options to spend these symbols. The Additional 
  Target and Additional Summon are two effects that 
  Allow directly spending a. Of course, most effects 
  from the Attack magic action will add an Item Quality, 
  whose are triggered by spending aa. Yet, not all qual-
  ities require aa to trigger. Knockdown, for example, 
  is triggered on a, + 1 a per silhouette beyond 1, and 
  the Blast quality can be triggered on a miss for aaa.
  In addition, players and the GM can work together 
  to come up with new talents or even magic implements 
  that would add options to a character generating a 
  and t when casting a spell.
  iNCorporatiNg MagiC iN a settiNg
  lEArning mAgiC
  The Magic rules focus mainly on how to cast spells, 
  both in narrative scenes and structured encounters. 
  The sidebar on page 210 of the Genesys Core Rule-
  book gives a hint at how a character might be limited 
  in learning magic but does not give much detail about 
  how to integrate the idea in your setting. Here are a few 
  suggestions to make learning magic more dynamic.
  StArting SPEllS
  When a character is starting their career, they know all 
  the magic actions allowed by their magic skill. Yet, they 
  may only chose a single additional effect per spell they 
  know.
  lEArning AdditionAl EFFECtS
  Unlocking additional effects should feel rewarding, 
  and the GM should not penalize players who want to 
  make use of this alternate rule. Therefore, this author 
  recommends to not attach XP requirements to learning 
  additional effects. Here are a few reasonable options to 
  unlock additional effects.
  • Personal Research: New effects can be discovered 
  by the character themself by spending time casting 
  spells and experimenting with gestures, formulae, 
  and magical reagents. Once per session, a charac-
  ter can spend a story point to attempt a Magic skill 
  check, with a difficulty equal to the spell's base dif-
  ficulty, increased by Difficulty modifier of the spell 
  effect (taken from the spell’s Additional Effects 
  table) the character is trying to learn.  If the check 
  is successful, the additional effect is learned. In 
  order to attempt such a discovery, the character has 
  to dedicate a few hours of uninterrupted practice.
  • Mentorship: A character can learn new additional 
  effects with the help of someone who already knows 
  that effect for that same magic skill. Teaching 
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  requires time from both parties, which can take 
  between a few hours to a few days, as per the GM's 
  discretion. Once per session, after completing the 
  lesson, the character makes a Knowledge check, 
  using the Knowledge skill linked to the magic skill, 
  with a difficulty equal to the base difficulty of the 
  magic action, increased a number of times equal to 
  that specific additional effect, based on that spell's 
  Additional Effects table. If the check succeeds, the 
  character has learned that new magical effect. Note 
  that characters rarely offer such lessons for free. 
  While some might sell their services, others like to 
  exchange knowledge amongst themselves, teach-
  ing each other magical effects.
  • Magic Writings: Some spellcasters keep journals 
  and research tomes containing information a char-
  acter can use to master a specific magic effect. 
  Studying such tomes can be attempted once per 
  session, after which the character makes a Knowl-
  edge check using a knowledge skill linked to the 
  magic skill with a difficulty equal to the base dif-
  ficulty of the magic action, increased a number of 
  times equal to that specific additional effect based 
  of that spell's Additional Effects table. If the check 
  succeeds, the character has learned the new spell 
  effect. Spellcasters tend to hold these tomes and 
  not sell them. Depending on the setting, maybe 
  they can be bought or borrowed at magical col-
  leges. They also make great rewards for quests, as 
  well as a nice addition to a treasure the party is 
  looting.
  CrEAting nEW SPEllS
  At the time of writing this document, the Genesys 
  rules have eleven spells: Attack, Augment, Barrier, 
  Conjure, Curse, Dispel, Heal, Mask, Predict, Trans-
  form, and Utility. Nothing prevents the GM from com-
  ing up with new spells of their own. Here are some tips 
  he GM should follow when creating a new spell.
  intEnt
  Over the years, many games have exposed us to specific 
  spell effects. Everyone more or less knows what a light-
  ning spell does, even without knowing the game sys-
  tem. There might be variants such as possible rebound 
  effects, number of targets, and origin of the spell, but 
  overall the core of the spell remains the same: harming 
  people with magical lightning.
  In Genesys, magic works differently, focusing on 
  the intent of the spell instead of what the spell looks 
  like. Therefore, a mind thrust, lightning bolt, fireball or 
  ray of disintegration will all be part of the Attack spell. 
  When creating a new spell, the GM should ask themself 
  if another spell fulfills the same role. A common mis-
  take is assuming a spell one would want to create does 
  not fit an existing one because of the name the game 
  system gave it.
  For example, the Curse spell is about inflicting pen-
  alties without harming the target. Now think of a spell 
  that creates a violent earthquake. The target is strug-
  gling to keep their balance. This would make a fine 
  Curse spell. The spell's basic effects represent the target 
  having a hard time properly performing actions. The 
  Additional Target effect could represent the scale of the 
  earthquake. The Paralyzed additional effect could make 
  the earthquake is so violent that the target becomes 
  staggered.  Therefore, creating an earthquake spell is 
  not necessary since the Curse spell can fill that role, 
  even though an earthquake is not a curse per se and the 
  character is not paralyzed by the magic itself but by the 
  violent tremor. Yet if a spell fills a role that none of the 
  existing spells have, then creating it is justified.
  There are no established rules for creating spells, 
  establishing how powerful those spells are, or setting 
  their difficulty. The best way to balance a spell is to 
  compare how powerful it would be in relation to exist-
  ing spells. Note that aside from Dispel, all spells have a 
  difficulty of either Easy (d) or Average (dd).
  Finally, a spell must have a structured encounter ver-
  sion, along with an Additional Effects table. If the spell 
  is not usable in a structured encounter, it is part of the 
  Utility spell, that covers every narrative magic effects 
  that are not already covered by the other existing spells.
  CrEAting nEW AdditionAl EFFECtS
  Creating new additional effects is a great way to add 
  more customization options to a spell, whether it is 
  an existing spells or a newly created one. Here are a 
  few guidelines to help players create additional magic 
  effects.
  • Difficulty: When setting the associated difficulty 
  increase, look back at the spell's base difficulty. 
  Keep in mind that a spell has a maximum difficulty 
  of Formidable (ddddd). While a character 
  could technically cast a spell with a higher diffi-
  culty through the use of talents or magic imple-
  ments, a single effect should not bring the difficulty 
  beyond that difficulty.
  • Effect: Make sure the effect fits the spell's intent. 
  While an additional effect that inflicts wounds is 
  a great match for the Attack spell, it does not fit 
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  the intent of the Curse Spell. Also, make sure the 
  existing effects do not fill the same purpose as 
  other ones. It is easy to assume what a spell looks 
  like because of the names of the added effects. For 
  example, a character casting the Attack spell and 
  adding the Ice additional effect, thus granting the 
  spell the Ensnare property, does not need to fea-
  ture actual ice. This could be a blast of vicious gel 
  that glues the target to the ground, roots uprooting 
  themselves to entangle, skeleton arms sprouting 
  from the ground to grab the target's ankles, or a 
  rock formation preventing the target from moving 
  around the battlefield. There is no need to come up 
  with a "Roots" effect to add the Ensnare quality as 
  Ice does the job already.
  • Scaling: Some additional effects will have a vari-
  able effect. There are two ways to make an effect 
  scalable. The first one is by allowing to spend sym-
  bols to trigger it. A good example is the Additional 
  Target effect, allowing a spellcaster to target an 
  additional target plus one per a generated. The 
  second way is having the effect depends on the 
  number of ranks purchased in the Knowledge 
  skill. The former is useful for powerful effects as 
  the character will likely generate small amount of 
  a at best while still succeeding on the check. As 
  for the later, since a character can purchase up to 
  five ranks in the Knowledge skill, this should be 
  reserved to effects five occurrences of which will 
  not break the spell by making it too powerful.
  uSing SPEll in nArrAtivE SCEnES
  When browsing the magic section of the Genesys 
  Core Rulebook, it is easy to overook the spells' narra-
  tive use as they are detailed separately from their struc-
  tured encounters variant, featuring a basic effect and 
  Additional Effects tables. When using a spell in a nar-
  rative scene, look back at pages 212 to 214 to determine 
  what a spell can achieve.
  rEPliCAtE A Skill
  While many spells allow a character to perform feats 
  that would not be possible otherwise, many spells pro-
  vide the ability to do something that could have been 
  done through mundane means, such as the Heal spell 
  offering a substitute to a Medicine check, or unlock-
  ing a chest with the Utility spell rather than using the 
  Skulduggery skill.
  At first glance, this could lead to thinking that magic 
  is a better option because it is a single skill that can 
  accomplish the same things as a dozen different skills. 
  Yet there are a few things one should keep in mind 
  about using magic as a substitute to a mundane skill.
  First, page 210 of the Genesys Core Rulebook states 
  that using magic to replicate a skill's effect should not 
  be as easy, and suggests to increase the check difficulty 
  by one.
  In addition to being more difficult, using magic pre-
  vents a character from using mundane gear to help in 
  accomplishing the task. For example, if a character is 
  trying to levitate themself to cross over a chasm so they 
  would not have to make the Hard (ddd) Athletics 
  check required, not only do they have to succeed on a 
  Daunting (dddd) Magic check, but they would not 
  be able to benefit from the b from taking a running 
  start, nor their magical boots that would have provided 
  them with a a on Athletics checks made to jump.
  Contrary to using a spell, casting a spell has a strain 
  cost associated with it, and it cannot be mitigated by 
  generating a as the character suffers this strain after 
  resolving the check. Plus, the increased difficulty 
  makes generating advantages to recover strain less 
  likely. While a scoundrel might attempt to pick a chest’s 
  lock virtually an infinite number of times, a spellcaster 
  will drain themself if they cannot succeed at the task 
  quickly.
  Finally, the consequences of generating negative 
  symbols on magic checks are severe, ranging from suf-
  fering a great amount of strain, wounds, or even Criti-
  cal Injuries.  See Table III�2-4: Spending h and d on 
  Magic Skill Checks on page 211 of the Genesys Core 
  Rulebook.
  utility
  Every magical effect that cannot be achieved by any 
  other spell falls under the Utility spell. As the spell's 
  description on page 214 of the Genesys Core Rule-
  book, the Utility spell should have a difficulty of Easy 
  (d) and mentions that if the spell calls for a higher 
  difficulty check, it might be beyond the scope of the 
  spell. While this is true for most of Utility's effects, rep-
  licating a skill that is not associated with another spell 
  should use the difficulty of the task at hand. A charac-
  ter trying to unlock a chest with an average lock (see 
  "Lockpicking" on page 72) using magic will do so by 
  casting a Utility spell. Yet the difficulty will be based on 
  the lock, which is Hard (ddd) in this case and since 
  the character is using magic rather than the Skuldug-
  gery skill, the difficulty will increase by one, making 
  this a Daunting (dddd) Magic check.
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  eNCHaNtiNg
  Enchanting items is a popular trope in many fantasy 
  games. Page 112 from Realms of Terrinoth intro-
  duces rules for crafting items. In the sidebar, the book 
  gives a hint at the possibility of crafting magic items 
  yet does not provide full guidelines on how to do so 
  beside suggested difficulties. This subskill fully covers 
  the steps of creating Magic Items.
  lEvEl oF FAntASy
  Depending on the setting, magic items may be so com-
  mon that they are sold by merchants and shopkeepers, 
  or incredibly rare. The rules in this section will refer 
  to the former settings as high fantasy, and the latter as 
  low fantasy. 
  PrErEquiSitES
  The sidebar mentioning magic item creation in 
  Realms of Terrinoth suggests that only items with 
  the Superior  item quality may be enchanted (see page 
  88 of the Genesys Core Rulebook). There are four 
  ways for a character to get their hands on such an item:
  • The character finds one during their adventures.
  • The character crafted the item themself, generated 
  a t on the crafting check and spent it to obtain the 
  Superior item quality.
  • For weapons, the character can acquire the Supe-
  rior Weapon Customization attachment (see page 
  208 of the Genesys Core Rulebook). Note that 
  since armor cannot benefit from Superior Weapon 
  Customization, this authors recommends to sub-
  stitute it with either Rare Metals or Reinforced 
  Plating.
  • The character buys an item that already having has 
  that property, either from a crafting check made 
  behind the scenes, or by having the attachment 
  already equipped. There are no guidelines on how 
  much a crafted items with the Superior Quality 
  will be worth. This author recommends raising 
  the item's Rarity by 2 and its price by 10% or 1,000 
  whichever is lower. Since Superior Weapon Cus-
  tomization is worth 750 and takes up a hard point,  
  1,000 seems reasonable since crafting a Superior 
  weapon does not use any of the weapon’s hard 
  points. 
  AltErnAtE PrErEquiSitES
  The stated prerequisites support what Realms of Ter-
  rinoth is suggesting. Yet, you can tweak this to make 
  items even more or less enchantable. In a high fantasy 
  setting, you could either drop the Superior quality 
  requirement or allow a type of Craftmanship to act as a 
  substitute (see "Craftsmanship" on page 97 of Realms 
  of Terrinoth).
  In a low fantasy setting, the GM could have the item 
  require both the Superior item quality and a specific 
  type of Craftsmanship to be enchanted.  Maybe the 
  item would have to be crafted using a specific type of 
  craftmanship, offering no bonus beside the possibility 
  of enchanting. This would prevent an item from ben-
  efiting from the Superior item quality, craftsmanship, 
  and attachments in addition to the enchantment.
  AttAChmEnt
  If your setting features weapons and armor attach-
  ments, enchanting adds an additional layer of benefits 
  to an already potent item. Therefore, it is important 
  to decide how an item's enchantments interact with 
  attachments.
  In high fantasy settings, the GM could allow items 
  to be modified by both attachments and enchantments.
  In low fantasy, this author recommends that enchant-
  ing an item burns all the item's Hard Points, rendering 
  existing attachment useless.
  The GM can find a middle ground by having enchant-
  ment take up Hard Points or by making it possible to 
  burn Hard Points by generating negative symbols on 
  the Enchanting check.
  ChooSing An EnChAntmEnt
  A character must decide the kind of enchantment they 
  want as the first step of the enchanting process.
  When enchanting a piece of weaponry or armor, 
  the character can enchant it so it will alter its numeric 
  values, such as damage, critical, range, encumbrance, 
  soak, defense, or add any item quality such as Burn and 
  Blast.
  When enchanting another piece of gear, the charac-
  ter can enchant it so it so they will provide a free b, s 
  or a when using them.
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  Beyond enchantments altering or replicating game 
  concepts, players and GMs can, and are encouraged, 
  to come up with exotic effects beyond increasing vari-
  ables. You could have a torch that never consumes itself 
  entirely and would remain lit even if it was submerged 
  in water, or a ring that allows the wearer to speak with 
  the dead, animals, or plants. There are basically no lim-
  its for what an item can achieve beyond what the GM 
  applies their veto to.
  ComPonEntS
  Enchanting an item should be expensive as to not make 
  magic items too common. Even in high fantasy set-
  tings, magic items should not be common to the point 
  everyone is carrying a magic weapon or armor. Com-
  ponents are as diverse as the available enchantments, 
  from herbs, oils, gems, holy water, sacred texts, and the 
  body parts of magical creatures.
  The price of these components depends on the actual 
  enchantment. The item creation rules starting on page 
  197 of the Genesys Core Rulebook are great for deter-
  mining the price of an enchantment. For example, if a 
  character wants to enchant a suit of armor to grant +2 
  defense so its defense bonus would increase to +3, it 
  will cost them 1,500, which is the difference between 
  the +2 and +3 defense values.
  To add a level of risk, this author recommends to have 
  the character spend as much as they wish to upgrade, 
  but still have to succeed on the check with extra symbols 
  to create more powerful enchantments. In the previous 
  example, the character could have used 4,500 instead of 
  1,500. This is the price difference between their mun-
  dane armor with +2 defense and the enhanced +4 they 
  wish to obtain. Yet, to obtain that powerful enchant-
  ment, they will have to generate enough a or t to 
  obtain it. Failing to spend these symbols would result 
  in a +3 defense result, considering they still succeeded 
  on the check. In any case, the components are con-
  sumed upon completing the enchantment process.
  The components' Rarity value will depend on the 
  kind of enchantment the character is attempting to 
  imbue but this author recommends a value between 6 
  to 10.
  mAking thE ChECk
  Once the character has decided on the enchantment 
  they are imbuing the item with, and gathered the com-
  ponents, they need to perform the ritual that will, if 
  successful, bestow magic properties upon an item. The 
  ritual takes place over the course of a few hours during 
  which the character has to be uninterrupted and in a 
  calm environment.
  Enchanting requires a magic skill. As per the spell's 
  description, enchanting would have to be accomplished 
  by the Augment spell. If the GM feels this is too limit-
  ing, they might allow characters to use the Utility spell 
  instead, opening the possibility of using the Arcane 
  skill to enchant.
  Realms of Terrinoth suggests to use difficulties 
  ranging from Hard (ddd) to Formidable (ddddd) 
  when enchanting items. Here are difficulty suggestions 
  based on the enchantments.
  minor EnChAntmEntS
  When enchanting items to give an item a minor nar-
  rative enchantment, such as a beer mug that refills 
  automatically, a headband that always keeps hair well 
  coiffed, the difficulty should be Hard (ddd).
  Reducing an item's Encumbrance value should also 
  be a Hard (ddd) Magic check. 
  mEdium EnChAntmEntS
  If the character is adding or improving item qualities, 
  as well as adding some effects not present in the estab-
  lished rules to a weapon or a suit of armor, the difficulty 
  should be Daunting (dddd) unless the character is 
  adding more than one rank, in which case the difficulty 
  should be Formidable (ddddd). An exception to 
  this rule is the Blast quality. Since Blast is not a par-
  ticularly powerful quality unless the item in question 
  has several ranks of it, this author recommends that a 
  Blast enchantment placed on a weapon that does not 
  already have that item quality grant at least 3 ranks in 
  it, which is the lowest Blast rating in the Genesys Core 
  Rulebook (see Particle Grenade on page 184).
  mAjor EnChAntmEntS
  If the character is trying to add or improve the Concus-
  sive item quality, the difficulty should be Formidable 
  (ddddd). The same goes for adding powerful magic 
  effects not present in the established rules, such as a 
  ring that turns the wearer invisible. Altering a weapon's 
  base damage, range, critical values, as well as an armor's 
  defense and soak values should also use this difficulty. 
  This author does not recommend allowing characters 
  to increase the range of a melee weapon. While a blade 
  that can reach an additional range band is acceptable, a 
  dagger capable of cutting targets at Long range may not 
  make sense, even if it is a magic item.
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  multiPlE EnChAntmEntS
  If the character is trying to add multiple effects, such 
  as adding Burn and reducing the Critical value of a 
  sword, they should take use the highest difficulty of the 
  two enchantments, then add b per additional enchant-
  ment. 
  limiting AttAChmEntS
  If you want to limit the possibility of mixing attach-
  ments and enchantments, you can have the enchant-
  ment take up a number of hard points equal to the 
  check's difficulty, minus three. Therefore, adding the 
  Burn 1 property on a weapon, which requires a Daunt-
  ing (dddd) check, will require 1 hard point.
  FlAWEd itEmS
  Generating negative symbols, or not rolling as many 
  good symbols as the player intended might result in an 
  unwanted item. This might frustrate some players due 
  to the costly nature of enchantment considering it had 
  the Superior quality and maybe even a craftsmanship 
  quality. Depending on the setting, here are three sug-
  gestions when dealing with flawed items.
  • The item is permanently flawed. The character has 
  to either use it this way or discard it and try again 
  with a new item.
  • The item can be disenchanted with a Hard (ddd) 
  Dispel check. h and d could be used to damage 
  the item or even alter one of the item's basic values, 
  such as reducing a weapon's base damage by 1.
  • The enchantment can be tried again, the new 
  enchantments replacing the existing ones. The 
  character still have to provide the components for 
  each attempts.
  Through negative symbols, it is technically possible 
  to have an item with both the Accurate and the Inaccu-
  rate qualities. In this case, they just cancel each others' 
  ranks. Therefore, an item with Accurate 2 and Inaccu-
  rate 1 will end up being an Accurate 1 item.
  TABLE IV.1–1: ENCHANTING SPENDING SYMBOLS
  Modifier
  Description
  s
  The character successfully enchants the item, adding one rank of the desired item quality, altering one of the item's numeric 
  values by 1, or adding an effect not listed in established rules. For each ss beyond the first, the character may add an 
  enchantment if they were imbuing the item with multiple enchantments at once.
  f
  The character fails to enchant the item, wasting the components.
  a or t
  Decrease the item's Encumbrance value by 1, to a minimum of 1.
  Decrease the item's Cumbersome or Unwieldy rank by 1, to a minimum of 0.
  Reduce the components cost by 10%. This can be used regardless of the intended enchantment.
  aa or t
  Increase the armor's defense or soak value by 1.
  Increase the weapon's, Accurate, Blast, Burn, Defensive, Deflection, Disorient, Ensnare, Guided, Linked, Pierce, or Vicious 
  rank by 1.
  Increase the weapon's range value by one range band, to a maximum of Extreme.
  Reduce the number of hard points the enchantment takes by 1, to a minimum of 1. This can be used regardless of the 
  intended enchantment.
  aaa or t
  Increase the weapon's Damage value by 1.
  Reduce the weapon's Critical value by 1, to a minimum of 1.
  t
  Increase the weapon's Breach or Concussive rank by 1.
  Imbue the item with an additional enchantment, whether it was planned or not.
  h or d
  The item's Encumbrance value increases by 1.
  The enchantment is corrupted and presents the character with drawbacks at the GM’s discretion. 
  hh or d
  The item gains either the Cumbersome 2 or the Unwieldy 2 item qualities, or has its existing Cumbersome or Unwieldy rank 
  increased by 1.
  The item gains the Inaccurate 1 quality or has its Inaccurate quality increased by 1 rank.
  Increase the number of hard points the enchantment uses by 1.
  hhh or d
  The item is damaged by one step upon the completion of the enchantment
  The item has one of its numeric values, such as damage, defense, soak, modified by 1 in disfavor of the character.
  The item gains the Inferior quality. In effect, this negates the Superior quality. This does not remove existing enchantments 
  due to not fulfilling the prerequisite of having the Superior item quality to enchant it. Yet, it will prevent further 
  enchantment attempts.
  The Enchantment burns a hard point that may not be recovered even is the enchantment is dispelled.
  d
  The item is damaged by two steps. Should it reach the unusable state (see page 89 of the Genesys Core Rulebook), the item 
  shatters, violently releasing the magical energies, and the enchanter suffers 5 wounds.
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  versatile eNCHaNtiNg
  Enchanting is meant to be goal-oriented. When 
  a character wants to reduce the critical value of a 
  weapon, they proceed with the specific ritual for 
  that enchantment. Therefore, that character would 
  not be able to spend a or t to alter the weapon's 
  properties beside the critical value. The only way to 
  spend symbols on multiple effects is by stating from 
  the start which enchantments the character is try-
  ing to imbue in the item.
  If you want enchanting to be more versatile, you 
  can allow a and t to add ranks in other qualities 
  that were not part of the intended enchantments. 
  This will tend to produce powerful enchantment 
  more easily as the character will not have to add 
  b to the check and will be able to spend all their 
  symbols on improving the item's qualities.
  EXAMPLE #1 OF AN ENCHANTING CHECK
  Sokar wants to enchant his longbow in hopes of 
  increasing its range and granting it the Accurate 
  quality. The Accurate quality is a medium enchant-
  ment with a difficulty of Daunting (dddd), but 
  he is hoping to get at least Accurate 2, thus setting 
  the difficulty at Formidable (ddddd). Since he is 
  attempting to imbue two enchantments, he adds b 
  to the check. Accurate is a quality that costs 50 per 
  rank and he hopes to get two ranks for the price of 
  of 100. The difference between the weapon's current 
  range and the next range band is 300. Therefore, the 
  enchanting ritual will cost him 400.
  The check generates ssshhh. Since the check 
  is successful, one of the enchantments is successful. 
  By generating an additional ss, he can imbue a 
  second enchantment. Since he only intended to add 
  two, they are both applied. The weapon gains the 
  Accurate 1 quality and has its range increased from 
  Long to Extreme. The GM spends h to have the 
  bow's Encumbrance value increase by one, and hh 
  to have its Unwieldy rank increase by one. Since he 
  failed to generate enough a or t to increase the 
  Accurate rank, the additional 50 he spent to that 
  effect is wasted.
  Considering the bow had the Superior quality from 
  an attachment, the bow now has that profile: Dam-
  age 7; Critical 3; Ranged (Extreme); Accurate 1, 
  Superior.
  EXAMPLE #2 OF AN ENCHANTING CHECK
  Elania has a suit of plate armor, with the rare met-
  als attachment that she would like to enchant. She 
  would like to have the armor’s soak value increase 
  by 1, as well as add an illusion effect that makes 
  the armor invisible when it is worn, making the 
  wearer look as if they were wearing normal clothing. 
  Altering the soak value is a major enchantment so 
  the difficulty is set at Formidable (ddddd). She 
  adds b to the check since she is attempting to add 
  two enchantments. The cost difference between her 
  armor's soak value of 2 and soak 3 is 500. The GM 
  decides that the illusion effect is worth 250 so the 
  ritual will cost her 750.
  The check generates saaa. Since she generated 
  a single success, she can only add a single enchant-
  ment. She decides to go with the illusion effect as 
  wearing a plate armor everywhere in this setting is 
  not as accepted as she would have wanted. Elania's 
  player asks the GM if they can spend the a to have 
  her character be able to switch the armor's appear-
  ance with a thought, such as making it appear as 
  another type or color of garment, including camou-
  flage. Camouflage would add b to Stealth checks. 
  Since adding a b is a similar effect to the Accurate 
  quality in terms of modifiers, the GM says it would 
  take aa to alter the enchantment to this effect. The 
  remaining a is used to reduce the ritual's cost by 
  10%, making her save 75.
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  SKILLS GUIDE
  Social Skills
  109
  SOCIAL SKILLS
  Social skills are different from others skills as they 
  sometimes serve the same purpose, and only differ in 
  the means through which the character is attempting 
  to reach their goal.
  Let's imagine your character is a police investigator. 
  A suspect has been arrested for drug possession and is 
  now being interrogated. Because the suspect is only a 
  minor player in the whole organization, your character 
  is trying to get information that could lead to arresting 
  someone higher in the organization's hierarchy. Your 
  character is now sitting in the interrogation room and 
  has multiple ways to get that information, each using a 
  different skill.
  • Charm: Your character knows the suspect as they 
  are an acquaintance of your character's child. Your 
  character is genuinely concerned about the sus-
  pect's future. They are trying to convince them that 
  they should help the police and then bring them 
  back on the good side of the law.
  • Coercion: Your character is threatening the sus-
  pect with a harsher sentence if they do not cooper-
  ate with the interrogators.
  • Deception: Your character is telling the suspect 
  how the other person they arrested at the same 
  time is about to start cooperating with the interro-
  gators, which is not true.  Yet your character is tell-
  ing the suspect that only the first one to talk could 
  benefit from it while the other is not getting any 
  preferential treatment.
  • Leadership: Your character plays on the fact that 
  as a police agent, they are trying to protect the pop-
  ulation and even though it's profitable, participat-
  ing in drug distribution is harmful to people.
  • Negotiation: Your character is trying to strike a 
  deal with the suspect. In exchange for their coop-
  eration, the prosecutor could obtain a reduction of 
  sentence.
  ChooSing thE right Skill
  Some players, and GMs, might get confused at which 
  social skill should be used during a social encounter. 
  Let’s imagine your character is an attractive individ-
  ual who wants to gain access to a wealthy man’s suite 
  at a hotel. The plan was that your character will flirt 
  with the man at the bar, buying him drinks in hopes of 
  being invited up to his suite. Your character’s compan-
  ions would then enter the room, subdue the man, and 
  proceed to do whatever it is they wanted to do to him 
  or his belongings.
  Since your character is flirting, giving compliments 
  and sending signals to attract the man's attention and 
  getting him to drink with you, it is easy to take to think 
  that this would be a Charm check. This would be incor-
  rect though as even though the character has used their 
  charms to pursue her objective, she is acting, deceiving 
  the man that they are genuinely interested in him, or at 
  least wanting to actually have a good time. Therefore, 
  the skill to use would be Deception as Charm is used 
  for sincere attempts to ingratiate oneself to another. 
  When a situation requires a social skill, keep in mind 
  that the skill to use depends on the intent rather than 
  actual words spoken.
  orgAnizAtion oF SkillS
  Since different social skills can be used to achieve a 
  common goal, this part of the document is organized 
  differently than the previous ones.
  Subskills that can only be used through a unique 
  social skill, such as Barter, are placed within their own 
  parent social skill section. As for social subskills that 
  can be used through multiple social skills, they are 
  grouped within the "Other Social Skills" section, start-
  ing on page 117.
  StruCturEd SoCiAl EnCountErS
  The following subskills are intended to be used as 
  simple social encounters, generally resolved by a social 
  check or two, rather than structured social encoun-
  ters, such as described on page 118 of the Genesys 
  Core Rulebook. The structured social encounters rules 
  already detail how they work, along with tables for 
  spending symbols. Therefore, this document will add 
  nothing to it.
  diFFiCulty
  Unless otherwise noted in the subskill's description, a 
  social skill is opposed by the other person's skill. Which 
  social skill is opposed by which other skill is described 
  on page 55 of the Genesys Core Rulebook. Later in 
  the book, on page 120, you find a table that gives the 
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  SKILLS GUIDE
  Social Skills
  110
  difficulty for when a character is trying to use a social 
  skill to affect a whole group.
  motivAtionS
  In every social encounter, it is possible to exploit the 
  targeted character's Motivations (Strength, Flaw, 
  Desire, and Fear). Even though they are generally 
  used in encounters that last more than a single check, 
  it is possible that a character obtains such informa-
  tion beforehand and makes use of it even during short 
  encounters. How to use Motivations in social encoun-
  ters is described on page 123 of the Genesys Core 
  Rulebook. Knowing another's motivations can benefit 
  a character regardless of the used skill. For example, 
  knowing that the targeted has a fear of being branded 
  as heretic by the parish can help in charming, deceiv-
  ing, or coercing them
  modiFiErS
  Beside motivations, there are other elements that can 
  affect the difficulty. The following table will give sug-
  gestions for modifiers that can be used with all social 
  skills and subskills.
  AttitudE
  This document introduces Attitude as an optional rule 
  that adds modifiers to every social check the character 
  makes. This even includes making checks to exchange 
  favors (see page 81 of Shadow of the Beanstalk). 
  For more details about the Attitude rule, see "Improve 
  Attitude" on page 117.
  TABLE V.1–1: SOCIAL SKILLS MODIFIERS
  Modifier
  Description
  + b
  The character makes use of the targeted character's Strength or Flaw.
  + bb
  The character makes use of the targeted character's Desire or Fear.
  + b
  There is a language barrier, whereas the character has difficulties communicating with the targeted character.
  The character is an outsider, or from a culture or faction that is not appreciated by the targeted character.
  The character goes against the targeted character's Strength or Flaw.
  + bb
  The character goes against the targeted character's Desire or Fear.
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  SKILLS GUIDE
  Leadership
  111
  LEADERSHIP
  rally
  When characters are in stressful or frightening situa-
  tions, they can be overwhelmed by panic. A capable 
  leader can rally their companions despite the situation 
  they are facing, overcoming the penalties associated 
  with losing their cool or succumbing to fear (see "Keep 
  your Cool" on page 30 and "Fear" on page 38).
  Rally can only benefit allies who can hear the char-
  acter's speech. A character cannot Rally themself. A 
  character suffering from fear or stress can still try to 
  rally their allies, but suffers the appropriate penalties 
  on the check when doing so.
  diFFiCulty
  The difficulty of the Rally check is the same as the one 
  for which allied character had to make either a Fear or 
  Keep your Cool check.
  TABLE V.2–1: RALLY MODIFIERS
  Modifier
  Description
  + b
  The character has the Inspiring Rhetoric talent. For each subsequent version of that talent (Improved and Supreme), the 
  character adds another b.
  + b
  The targeted character is beyond Short range.
  The character is not actually there and tries to rally others through a remote device, such as a radio emitter.
  TABLE V.2–2: RALLY SPENDING SYMBOLS
  Modifier
  Description
  s
  The character rallies the targeted character. They no longer suffer from Fear or Stress.
  f
  The character fails to rally their ally. The penalties remain.
  a
  Success:
  You can affect an additional ally suffering from stress or fear. Additional a can be spent to affect additional targets.
  Failure:
  One targeted character is allowed to repeat the Fear or Keep you Cool check on their next round.
  t
  All affected allies heal 2 strain. If the character has the Inspiring Rhetoric talent, they heal one additional strain.
  h
  Any:
  Your character's frustration or stress can be perceived by the targeted character they are attempting to rally, making them 
  suffer 1 strain.
  Success:
  Rallying is temporary and the targeted character might succumb to fear or stress again. Should the situation has not 
  change, they have to repeat a Fear or Keep your Cool check at the end of their next turn. This author suggests that his 
  effect to require at least hhh to trigger, as a h or two is not that uncommon, even for skilled characters, and you want 
  to avoid rolling each round on most checks.
  d
  As they attempt to rally their allies, the character realizes how desperate the situation is, and suffer from the ill effects as well, 
  as if they had failed the check themself. Symbols generated by this Rally check can be spent the same way they would be if 
  they had failed the Fear/Keep your Cool check themself.
  EXAMPLE OF A RALLY CHECK
  Nerguil and his party are facing a horrific aberra-
  tion. Nerguil's ally, Saelrin, has succumbed to fear 
  and is frozen in terror. Nerguil knows his friend's 
  magic is the best weapon against this foe and tries to 
  shake her out of it. The difficulty is the creature's fear 
  ability's difficulty, which is Hard (ddd). Thanks to 
  his Inspiring Rhetoric talent, he adds b to the check.
  The check generates sh. By succeeding on the 
  check, his encouraging words bring Saelrin back to 
  her senses allowing her to act normally. Yet, at the 
  end of her next round, a wave of fear will overcome 
  her, and she will have to make a new Hard (ddd) 
  fear check to avoid succumbing back to it.
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  SKILLS GUIDE
  Negotiation
  112
  NEGOTIATION
  barter
  The Genesys Core Rulebook already covers the basic 
  of bartering on page 82, explaining how the find the 
  difficulty based off the item's rarity, modified by the 
  community size. This subskill expands these rules.
  Note that Negotiation is the only social skill that can 
  be used to barter. Still, when dealing on the black mar-
  ket, the character should use the Streetwise skill rather 
  than Negotiation (see "Black Market" on page 81).
  ContACt
  Through the use of symbols, a character can make a 
  Contact out of the NPC they deal with. A Contact is 
  specific NPC with whom the character establishes a 
  privileged relation. When selling or buying from a 
  contact, the rarity of bartered items is reduced by 2. In 
  addition, it affects the effects of certain symbols.
  A contact is generally specialized in a certain type of 
  items. When acquiring a contact, it has to match the 
  kind of item the character was dealing at that time. 
  Therefore you cannot make a contact who special-
  izes in firearms when negotiating over cars. Also, you 
  cannot use a contact's benefits when buying or selling 
  another type of item, nor can you do so when dealing 
  with another NPC. In certain settings or locations, the 
  GM can determine that a certain NPC deals in multiple 
  types of gear and therefore provides the contact bonus 
  on various kind of equipment.
  TABLE V.3–1: BARTER SPENDING SYMBOLS
  Modifier
  Description
  s
  Buying: The character finds a someone willing to sell the wanted item.
  Selling: The character finds a someone willing to buy the item at 25% of its value. If the check generated ss, they sell the 
  item at 50% of its value. If they generated sss, they sell the item at 75% of its value.
  f
  The character fails to find someone that is willing to sell/buy the item.
  a
  Any:
  The character makes a contact within that settlement. This author suggests that this effect requires at least aaa to be 
  used.
  Success:
  The character is able to adjust the price in their favor by 5%, or by 10% if bartering with a contact.
  Failure:
  Contact: The character can have their contact work their network to find a buyer/seller. The character should be able to 
  complete the transaction at a later point during the session, adding b to their check.
  The character obtains information about where or when the item could be bought or sold. Maybe a shipment is due 
  tomorrow, or the city is about to get the visit from a merchant. The character should be able to try again after a reasonable 
  amount of time, like an in-game day.
  Selling: If selling multiple items as part of the check (see "Bartering Multiple Items" on page 114, the character can still 
  sell one item per a generated, at 25% of its value.
  t
  The settlement currently has a high demand for the item the character is selling, or A vast supply of the item the character is 
  trying to buy. Adjust the base price for that kind of item by 20% in favor of the character until the end of the session.
  h
  Success:
  The item's price is modified by 5% in the character's disfavor.
  Buying: The only item available that the character wanted to buy is actually damaged one step. The item's price is 
  adjusted to 75% of its value. Additional h can make the item moderately damaged, with its price dropping to 50%.
  Failure:
  Trade is slow right now, and the character will not be able to try to buy or sell this item again within the same location for 
  the rest of the game session.
  d
  The settlement currently has a low demand in the item the character is selling, or shortage of the item the character is trying 
  to buy. Adjust the base price of that kind of item by 20% against the character of the character until the end of the session.
  The item is actually a stolen one, and at some point this should cause trouble to the character.
  An existing contact is lost. Maybe they moved away, closed shop or somehow lost their way.
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  SKILLS GUIDE
  Negotiation
  113
  EXAMPLE #1 OF BARTER CHECK
  Flyx is a crew member of the Horizon, a spaceship 
  whose mission is to survey new planets in search 
  of suitable ones for colonization and exploitation. 
  During their last mission, they ended up flying away 
  from space pirates, which left their ship damaged. 
  Because Flyx is a social character, he is tasked with 
  negotiating for replacement parts for their ship.
  Their ship has a rarity of 5, thus Setting the rarity of 
  the parts at 5 as well (see "Acquiring Spare Parts" on 
  page 44). They need 400 worth of spare parts to 
  fully repair the ship.
  The spaceport where they are currently docked has a 
  rarity modifier of +1, raising the rarity to 6 and set-
  ting the difficulty to Hard (ddd).
  Flyx makes the Negotiation check and generates 
  shht. Since Flyx succeeded on the check, he 
  finds the parts he is looking for. The GM spends 
  the hh to have the price rise by 10% as the local 
  shops currently have few parts that would fit their 
  ship in stock. Flyx spends the t to make a contact 
  in this spaceport. One of the shop owners was curi-
  ous about the parts Flyx was seeking and asked a 
  few questions about his ship. The conversation led 
  to Flyx and the owner sharing a few travel stories 
  until Flyx informs him of his intent to scout out the 
  region and lets him know that he might need ship 
  parts later. The owner replies that they will try to 
  maintain a stock for Flyx crew to repair their ship.
  From that point, Flyx will reduce the rarity of spare 
  parts for this ship type when buying from that 
  spaceport.
  barter goods
  Depending on the setting, the character or even the 
  merchant, might not have the money available to 
  complete the transaction. In this case, the transac-
  tion could be supported by trade goods rather than 
  currency. This is mostly frequent in post apocalyp-
  tic settings and even in medieval ones, as coinage, 
  paper money, or credit is not as accessible.
  When dealing with trade goods, use the items' value 
  to support the transaction. The downside of barter-
  ing goods is that the character might have to carry 
  cumbersome pieces of gear as valuables rather than 
  light money. Also, a merchant might not have a 
  need for what the character is trying to sell. Still, 
  in large settlements, a merchant is likely going to 
  buy anything, knowing they can pass these items in 
  further transactions.
  Normally, extra s do not provide benefits when 
  buying items. When bartering for goods, s serves 
  both to confirm the transaction is possible as well 
  as determining how much the character's items 
  weight in the transaction. When selling goods, a 
  character's items are worth 25% of their price when 
  bartering. If the character generated ss, their 
  items are worth 50% of their value while sss 
  will make them be worth 75% of their value.
  EXAMPLE #2 OF BARTER (BARTER GOODS) CHECK
  Sarea's friend has been shot by raiders during their 
  journey through the wastelands and is now suffer-
  ing from multiple wounds. Now back in town, Sarea 
  looks for some painkillers since their stock has 
  depleted over the time. Painkillers have a rarity of 
  2 and the settlement they are currently in has a rar-
  ity modifier of +0, setting the difficulty at Easy (d). 
  Sarea is hoping to buy at least 4 doses, which would 
  cost her 100. Without any form of currency, she will 
  have to barter with her own goods.
  The check generates ssaa. Thanks to the ss, 
  Sarea finds someone interested to barter for the 
  painkillers and Sarea's items will be exchanged at 
  50% of their value. Sarea's player spends the aa to 
  reduce the price by 10%, making it 90. In exchange 
  for the medicine, she gives a spare revolver she had 
  been carrying for a while. The weapon is normally 
  worth 350 but its value here will be set at 175. Since 
  it is worth more than what she is buying, she has the 
  merchant add extra clips and provisions for their 
  next run until the deal is fair.
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  SKILLS GUIDE
  Negotiation
  114
  ClieNt versus MerCHaNt
  The relationship between a merchant and a client 
  is based on need. While the merchant is in busi-
  ness to make money, they mostly provide a service 
  for the clients, whether they are selling them items 
  they need, or buying back the ones the clients want 
  to let go. This need gives them an advantage in the 
  transaction. This is why when dealing with mer-
  chants, the starting price to buy is at 100% of the 
  item's value while only 25% when selling an item 
  to a merchant.
  Generally, player characters are adventurers, mer-
  cenaries — not merchants — and they rarely find 
  themselves in the position of merchants. Yet, 
  sometimes two characters can meet under circum-
  stances in which they both need what the other has. 
  An example would be an encounter on the road 
  where a starving doctor would meet a wounded 
  person carrying provisions. In this case, the char-
  acters could engage in barter, both using the item's 
  actual value when determining if a deal is fair.
  Situations as describe above are uncommon at best. 
  Yet, players can find themselves playing the mer-
  chant by engaging in trading, in which they carry 
  qualities of items between settlements to get a profit 
  (see "Trade" on page 115).
  barteriNg Multiple iteMs
  Sometimes a character will want to buy or sell mul-
  tiple items at once. To speed things up and avoid 
  spending several minutes rolling checks, the char-
  acter may make a single roll, using the average Rar-
  ity value of all items being traded. Should the items 
  have a vast array of rarity, this author recommends 
  that the GM should make separate rolls for the 
  items whose rarity are more than 2 apart. There-
  fore, an item with a rarity of 6 should not be traded 
  on the same check as items with rarity lower than 4 
  or higher than 8.
  EXAMPLE #3 OF BARTER (BARTERNG MULTIPLE ITEMS) CHECK
  Tanyth is an adventurer. Coming back from a peril-
  ous adventure in some faraway dungeon, he wants 
  to sell his loot, which comprises multiple valuables, 
  with rarity going from 3 to 8. To speed things up, 
  the GM calls for two separate rolls. The first one will 
  include all the items he is trying to sell from rarity 3 
  to 5. These items together have an average rarity of 4 
  and are worth 450. With  rarity of 4, this set the dif-
  ficulty at Average (dd). The settlement has a rarity 
  modifier of +0 so it does not affect the check. The 
  check generates faa. The check fails, which nor-
  mally means Tanyth would not have been able to sell 
  the items. Yet, they generated aa, which Tanyth's 
  player uses to be able to sell two of the items from 
  that lot. These items will be sold at 25% of their nor-
  mal value.
  Even though the check failed, Tanyth still can attempt 
  to sell the items from Rarity 6 to 8 on another check.
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  SKILLS GUIDE
  Negotiation
  115
  trade
  Trading is introduced on page 83 of the Genesys Core 
  Rulebook. It implies buying multiple items at a location 
  and selling them elsewhere to make a profit. This sub-
  skill introduces a revised version of the trading rules.
  Why rEviSEd trAding rulES?
  The trading rules from the book had a few flaws that 
  this subskill addresses.
  First, the price when selling items was multiplied by 
  a number based on the difference between the Rarity 
  from the settlement where the items were bought and 
  where the character is selling them. This means that the 
  same wares sold at the same place will be worth more if 
  they were bought at a place where they were more com-
  mon. Let's imagine the character is selling provisions' 
  in an isolated outpost. The GM decided that the provi-
  sions Rarity modifier in this settlement is +3. Now if 
  the character bought the provisions at a location where 
  they were fairly common (at Rarity modifier +0), the 
  price of the provisions would be multiplied by 3. Yet, 
  if the character was selling the exact same provisions, 
  but were bought at another settlement where the Rarity 
  modifier was +1, then the price would have been mul-
  tiplied by 2 instead of 3. How rare the provisions were 
  at the settlement where they were bought should not 
  influence their price.
  Rarity directly influences the difficulty of the Negoti-
  ation check. The harder the difficulty, the less likely the 
  character is going to find a buyer and get a good price. 
  While this makes sense as selling a diamond neck-
  lace in a small village is more difficult than in town, it 
  should be easier to find a buyer to purchase provisions 
  and water in a desert location and get a better profit out 
  of it than selling these in a flourishing farming commu-
  nity, even though their Rarity modifier is more advan-
  tageous.
  SuPPly And dEmAnd
  Every settlement has its own economy. They produce 
  goods and export them to other locations where they 
  cannot be produced, and import resources they them-
  selves cannot produce. A farming community in the 
  grasslands is likely to export food and livestock and 
  import ore and wood.
  The GM should decide what resources and goods 
  a settlement can produce and export and which they 
  import. Some resources might not be produced in 
  high enough quantities to support exports, while some 
  resources, even when not being produced, do not pro-
  vide an import economy simply because the settlement 
  has no use for them. For example, jewelry is not pro-
  duced by a poor farming community yet they do not 
  have a demand for it either.
  imPort And ExPort
  Resources that are being imported and exported have a 
  special rarity modifier, depending on whether the char-
  acter buys or sell the items.
  When buying a product being imported, the rarity 
  increases by 2. When selling an item being imported, 
  the rarity decreases by 2. On the other hand, buying an 
  export decreases its rarity by 2 when selling an export 
  raises its rarity by 2.
  At the GM's discretion, this could affect the value of 
  goods produced by imported or exported resources. 
  For example, metal armor are going to be more expen-
  sive in a settlement that imports iron.
  These modifiers support the fact that it is easier to 
  sell resources in a settlement that needs them, despite 
  its rarity modifier, than anywhere else. Even a remote 
  frontier town with a Rarity modifier of +2 will buy 
  resources they normally import at Rarity +0, while they 
  would buy resources they normally export at Rarity +4.
  PArtiCiPAting in trAdE
  Even with a modified Rarity value due to import/
  export, a character would be unlikely to make a profit 
  as the default selling price is 25% (see "Barter" on page 
  112).
  Yet, when selling resource of goods in a settlement 
  that imports them, its base price is multiplied by 3. 
  Finally, when buying resources in a settlement in which 
  they export them, reduce their base price by 20%.
  Engaging in trade implies that the character is trad-
  ing items in great quantity, generally more than they 
  can carry themself. They would need to use a means of 
  transport, such as a carriage, ship, or truck. If the char-
  acter is purchasing or selling only a few items, use the 
  Barter subskill on page 112, and its "Bartering Mul-
  tiple Items" variant in the sidebar on page 114.
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  SKILLS GUIDE
  Negotiation
  116
  diFFiCulty
  The difficulty of engaging in trade depends on the 
  items' Rarity value, including the special modifier from 
  import/export.
  TABLE V.3–2: BARTER SPENDING SYMBOLS
  Modifier
  Description
  s
  Buying: The character finds someone willing to sell the wanted items. If the items are being exported, reduce their price by 
  20%.
  Selling: The character finds a someone willing to buy the items at 25% of it heir value. If the character generated ss, they 
  sell the items at 50% of their value. If they generated sss, they sell the items at 75% of their value. If the items are being 
  imported, multiply the base price (prior to determining the % at which they will be sold) by 3.
  f
  The character fails to find someone willing to sell/buy the items.
  a
  Any:
  The character makes a contact within that settlement. This author suggests that this effect requires at least aaa to be 
  used. See "Contact" on page 112.
  Contact: The character can have their contact work their network to provide a buyer/seller. The character should be able 
  to do the transaction at a later point during the session, adding b to their check. See "Contact" on page 112.
  Success:
  The character is able to adjust the price in their favor by 5%, or by 10% if they are trading with a contact. See "Contact" on 
  page 112.
  t
  The settlement currently has a high demand for the items the character is selling, or overstock of the items the character 
  is buying. Adjust the base price of that kind of item by 20% until the end of the session. This stacks with the bonus from 
  import/export.
  h
  Success:
  The items' price is modified by 5% in the character's disfavor.
  Buying: The only items available that the character wants to buy are of inferior quality. The items' price is reduced by 25% 
  of its normal value. Additional h can drop the quality even more, dropping to 50%.
  d
  The settlement's supply and demand is currently unusual. For this transaction, treat the items as if neither an imported nor 
  exported.
  An existing contact is lost. Maybe they moved away, closed shop or somehow lost their way.
  EXAMPLE OF A TRADE CHECK
  Draskha is a travelling merchant. She finds herself 
  in a small community bordering a dense forest, she 
  wants to export lumber to a city in the grasslands, 
  days away. Her current location has a Rarity modi-
  fier of +1. The GM sets the lumber's Rarity value 
  to 1. Yet, the community's main activity is produc-
  ing wood and exporting it. Therefore, its Rarity is 
  decreased by 2, for a final Rarity of 0, setting the 
  difficulty at Simple (-). In addition, the value of the 
  wood she buys is reduced by 20%. She decides to 
  buy 500 worth of wood, which will have an adjusted 
  value of 400 thanks to that reduction.
  The check generates sssaa. Draskha finds a 
  seller for the wood and spends aa to have its price 
  drop by 10% of its adjusted value. Therefore, she 
  spends 360 to obtain the wood shipment.
  She then travels to the destination city and tries to 
  find a buyer. The city has a Rarity modifier of +0. 
  Since they import wood, the Rarity value of the 
  wood decreases by 2, setting the wood's Rarity value 
  to -1. Since the minimum value is 0, the check will 
  be Simple (-).
  The check generates ssaaa. Thanks to ss, 
  she will sell her wares at 50% of their value. Since 
  she is selling an imported resource, its base value 
  of 500 is multiplied by 3, for a total of 1,500. Sell-
  ing it at 50%, she gets 750 for it. Considering that 
  she originally bought the wood at 360, she makes a 
  profit of 390. Draskha's player spends the aaa to 
  have their character make a contact within the city. 
  Further deals on wood will allow her to make a bet-
  ter profit of a generated.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Other Social Subskills
  117
  OTHER SOCIAL SUBSKILLS
  iMprove attitude
  Over the course of their career, a character will meet 
  different people, all unique in their personality, moti-
  vations, and behaviors. The way they interact with the 
  character and their demands depends on their percep-
  tion of them.
  The best way to influence someone's perception of 
  another is actions. Saving's one life or helping them 
  solve a problem they have is a great way to make them 
  like you. Sometimes, the character uses words to get 
  into people's good graces. This subskill covers improv-
  ing someone's attitude toward the character by talking 
  to them.
  Attempting to improve someone's attitude takes 
  between several minutes to few hours. Only one 
  attempt to improve someone's attitude can be made 
  per session.
  Charm is the primary skill used to improve some-
  one's attitude toward the character. Deception is an 
  alternative if the character's motivation is not genuine 
  and they only wish fool the person.
  lEArning motivAtionS
  While this document normally does not indicate how 
  many symbols are to be spent to trigger an effect, learn-
  ing Motivations is already part of the Social Rules on 
  page 121 of the Genesys Core Rulebook. Therefore, 
  the cost of learning these are included in the Table V�4–
  2: Improve Attitude Spending Symbols.
  AttitudE SCAlE
  This subskill uses a scale that defines the different levels 
  of attitude and how it affects interactions based on dif-
  ferent social skills. 
  For the sake the game balance, PCs are not affected 
  by the Attitude rules when targeted by social skills.
  TABLE V.4–1: IMPROVE ATTITUDE MODIFIERS
  Modifier
  Description
  + b
  The character invests money in the process, such as buying drinks or supporting a cause important to the targeted person.
  TABLE V.4–2: IMPROVE ATTITUDE SPENDING SYMBOLS
  Modifier
  Description
  s
  The targeted character's attitude toward the character increases by one.
  f
  The character fails to raise the targeted character's attitude toward them.
  a
  aa: Learn the Strength or Flaw of the targeted character.
  aaa: Learn the Desire or Fear of the targeted character.
  t
  Success:
  The targeted character's attitude toward the character increases by one additional step.
  If the targeted character is at least friendly, the character can ask a favor of them as part of this check. See "Getting a 
  Favor" on page 119.
  Failure:
  If the person's attitude is to get worse, the change in attitude only changes after the end of the current encounter.
  h
  hh: The character reveals their own Strength or Flaw.
  hhh: The character reveals their own Desire or Fear.
  Deception: The targeted character catches the fact that the flattery is not genuine. The targeted character's attitude either 
  drops to Unfriendly, or by one step, whichever is lower.
  d
  The attempt bothers the person, decreasing their attitude toward the character by one step.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Other Social Subskills
  118
  TABLE V.4–3: IMPROVE ATTITUDE MODIFIERS
  Attitude
  Modifier On Social Checks
  Description
  Benevolent
  Upgrade Ability check once.
  The person wants the best for the character and goes out of their way to help them. 
  Helpful
  +a
  The person wants the character to succeed and is likely to offer their aid whenever 
  they can.
  Friendly
  +b
  The person has a slight disposition toward the character, appreciating their company.
  Indifferent
  -
  This is the default attitude of most people the character will meet.
  Unfriendly
  +b
  The person despises the character and would rather avoid interactions whenever 
  possible but otherwise does not wish the character harm.
  Hostile
  Upgrade Difficulty once.
  The person hates the character and is even likely to attack them.
  Malevolent
  Upgrade Difficulty twice.
  The person actively seeks ways to harm the character, putting great efforts to achieve 
  that goal.
  EXAMPLE OF AN IMPROVE ATTITUDE CHECK
  Hagen is a ranger that recently moved to a new 
  settlement. As a newcomer, he wants to get to know 
  the local and make friends. He knows than having 
  a good relationship with the town's constable is an 
  asset. He goes to them and presents himself as an 
  adventurer willing to offer his aid to the villagers. He 
  invites the constable to join him at the local tavern 
  and have a chat around a pint of beer, exchanging 
  stories, getting the feel of the settlement, as well as 
  surveying how he can be of assistance.
  Hagen is sincere in his intention to befriend the 
  constable so he will make a Charm check opposed 
  by the constable's Cool. The constable has a Cool 
  dice pool of cdd, which is translated to a difficulty 
  of cdd. Since Hagen's interest benefits the villag-
  ers' well-being, the GM adds b to the pool. Thanks 
  to his invitation and the money Hagen spends, he 
  adds another b. He also adds b as the constable is 
  wary of an outsider involving himself in his settle-
  ment’s affairs. Finally, the constable's attitude toward 
  Hagen is Indifferent.
  The check generates saaa. By succeeding on 
  the check, the constable's attitude rises to Friendly. 
  Hagen's player spends aa to learn the constable's 
  Flaw, a piece of information he could use later on. He 
  spends to the other a to have to constable currently 
  face a situation that they cannot seem to solve on 
  their own. During their chat, they share the details 
  with Hagen, who will attempt to solve the situation 
  by himself, proving to the constable that he can be of 
  help to the community, raising their attitude toward 
  him even more.
  Now that the constable's attitude toward Hagen is 
  Friendly, Hagen will add a b on every social check 
  targeting them.
  iMproved attitude toward soMeoNe else
  It is possible for a character to increase the target 
  character's attitude toward someone else rather 
  than themself. When they do so, they add modifiers 
  from both characters. For example, if Hagen from 
  the situation above is trying to raise the constable's 
  attitude toward someone else towards who the con-
  stable is Unfriendly, Hagen would add both the b 
  for having the constable being Friendly with him, 
  while adding the b from the Unfriendly toward 
  Hagen's friend.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Other Social Subskills
  119
  gettiNg a favor
  This subskill is used when attempting to have someone 
  do something the character wants. This might be put-
  ting in a good word for the character with the king’s 
  court, having them lend their car to the character, or 
  share confidential information. Despite this subskill's 
  name, Getting a Favor is used whenever the charac-
  ter is attempting to get something out of the targeted 
  character, whether the character is politely asking to 
  let them enter, deceiving them into Divulging sensitive 
  information, or threatening the targeted character to 
  torture them should they not disclose the wanted infor-
  mation.
  Making a check is only required when the character's 
  demands carry a level of risk for the target or go against 
  what the target would normally do. If the request is rea-
  sonable, no check is needed and the targeted character 
  helps.
  Getting a favor can be achieved through Charm, 
  Coercion, Deception, and Leadership.
  TABLE V.4–4: GETTING A FAVOR MODIFIERS
  Modifier
  Description
  + b
  The character invests money in the process, such as buying drinks or supporting a cause important to the targeted person.
  Despite the risk, the targeted character has an interest in helping the character. This could be because the request is 
  supporting their own values or goals.
  Coercion: The targeted character is physically bound or restrained.
  + b
  The favor implies moderate risk for the targeted character. The riskier, the more b can be added.
  TABLE V.4–5: GETTING A FAVOR SPENDING SYMBOLS
  Modifier
  Description
  s
  The targeted character agrees to help the character.
  f
  The targeted character refuses to help the character.
  a
  Success:
  As the targeted character accomplishes their task, they add b to their checks as confidence and determination empowers 
  them.
  If the favor Was providing a piece of information, the information provided is either more precise or more useful to the 
  character than it would have been otherwise. 
  Failure:
  Even though they could not get the help from the targeted character, the character either gets information about how to 
  perform the task themself or who could help them in accomplishing it.
  t
  Success:
  The character obtains more than they expected from the request. Maybe they were provided crucial or confidential 
  information, or maybe accomplishing the task had unexpected positive consequences.
  Failure:
  The target will not be able to help with this particular task for some reason but would like to help the character anyway.  
  Maybe they will own them a favor or get privileged information either regarding the request, or another topic of interest 
  for the character.
  h
  Any:
  The targeted character's attitude toward the character decreases by one step.
  Success:
  If the targeted character gave information, it was either incomplete or incorrect. This might be on purpose or a mistake.
  As the targeted character accomplishes their tasks, they add b to their checks as stress and doubt fills them.
  Something bad will happen as the target helps the character. Maybe they were not able to carry the task to completion or 
  it will have negative unforeseen consequences. 
  Failure:
  Deception: The targeted character realizes they have been deceived, and their attitude will drop to Unfriendly or lower, 
  depending on the request. They might even feign cooperation but will sabotage the request.
  d
  The targeted character realizes they have been deceived but will play along. They will either give false information, not going 
  o through with the request, sabotage it or even double-cross the character.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Other Social Subskills
  120
  EXAMPLE #1 OF GETTING A FAVOR CHECK
  Newman is an amateur hacker who successfully 
  found his way into a corporation's private server. 
  He Did not notice that as soon as he gained access, 
  the system operator detected the intrusion, tracked 
  down his location, and dispatched a security force to 
  deal with him. When his proximity alarms triggered, 
  Newman realized he was in trouble. He got out of 
  his apartment moments before the security forces 
  bust in. As he leaves the building through a second-
  ary exit, he finds himself in a back alley. One of the 
  security personnel spots him from the sidewalk and 
  calls out to him. Newman starts running, pursued by 
  the man not far behind. He leaves the back alley, and 
  enters the computer store right around the corner. 
  Running between the displays, he jumps over the 
  counter and ducks. The owner of the store — one 
  of Newton’s friends — is confused and startled by 
  this and Newton barely has the time to ask him to 
  act casual when he hears the store’s front door open. 
  One of the security agents walks in and questions 
  the owner if they saw a man matching Newman's 
  description.
  While the owner is generally happy to lend a hand 
  to Newman, this situation is risky and requires a 
  check.  Since Newman is not acting deceptively 
  and is counting on their friendship, the GM calls 
  for a Charm check, which is opposed by the own-
  er's Cool. In this  case, the difficulty will be Hard 
  (ddd). The owner has a friendly attitude toward 
  Newman, granting him a b on the check. Lying to 
  a corporation's security agents can lead to charges if 
  caught. Plus, the agent could literally decide to peek 
  behind the counter and see the hiding man. This 
  risky situation adds b to the pool.
  The check generates shhh. Thanks to the s, 
  the owner decides to play along and tell the agent 
  that he has not seen Newman. The GM spends h 
  to have the owner add b on his Deception check 
  against the agent. The other hh are spent to have 
  the owner's attitude drop one step, from friendly to 
  Indifferent. When the agent will be gone, the owner 
  will be angry at Newman, cursing him for dragging 
  him into lying to a corporate agent.
  EXAMPLE #2 OF GETTING A FAVOR CHECK
  Zaya is the head of the town guards. Earlier that 
  day, a group of individuals broke into and robbed 
  one of the nobles’ manor. The guards were able to 
  catch one of them, who currently sits in front of 
  Zaya in the town's dungeon. Zaya hopes to force the 
  suspect to give out the names of their accomplices 
  and their locations. The noble has put some pressure 
  to recover their belongings and Zaya has no time 
  to lose. Being the authority inside the dungeon, as 
  the town has no firm laws regarding sentences, Zaya 
  threatens the suspect with cutting off one of their 
  hands as punishment for theft. Yet, she could change 
  her mind if the suspect would help her in getting the 
  stolen goods back.
  Threatening the prisoner calls for a Coercion check 
  opposed by Discipline. The suspect's Discipline 
  makes it an Average check (dd) check. Because the 
  target is her prisoner, Zaya adds b to the pool.
  The check generates faa. Because the check 
  failed, the suspect will not give names nor any useful 
  information. Yet, one of her guards present during 
  the interrogation remembers that he saw the suspect 
  loitering at the docks prior to the theft. Zaya comes 
  to the conclusion that the rest of the group may try 
  to flee by boat. She will go investigate the port. This 
  information was obtained through the use of aa.
  Jordan Hensley (Order #28576337)
  
  SKILLS GUIDE
  Korlall's Store
  121
  KORLALL'S STORE
  Find more Genesys Foundry products from Guillaume Tardif (Korlall) on DriveThruRPG.
  Inquisition: Dark Fantasy Campaign Setting
  Inquisition
  Campaign Setting
  Dying Light
  Adventure Module
  Inquisition is a dark low-fantasy setting that puts the players in a world where the main religious organiza-
  tion is conducting a witch hunt. The people are oppressed by their lords and the ChurchAs they try to survive 
  without being branded as heretics or worse.
  This setting has a number of horror themes, including supernatural creatures that lurk in the dark corners 
  of the world. In Inquisition, players may create characters who stand with the Church, practice the dark art 
  of witchcraft, hunt monsters, or those who are monsters themselves — vampires, werewolves, and the living 
  dead only known as Grave Walkers. 
  Jordan Hensley (Order #28576337)
  
  Inquisition Campaign Setting
   
  122
  More Options. More Excitement.
  Expand your options with the Skills Guide. Inside these 
  pages, you will find lots of new options to add narrative effects 
  to skills checks, while respecting the core rules of Genesys.
  This document includes:
  • New Types of Checks: Skills Guide introduces two new 
  types of checks: Skill Challenges and the Story checks. 
  • Subskills: An easy way to differentiate usages of the same 
  skills, adding up to 50 unique ways of using skills, each 
  with their own suggested difficulties, modifiers and symbol 
  usage.
  • New Rules: This document presents new rules to incorpo-
  rate into your adventures, such as Enchanting, Starvation, 
  and more.
  • Guidelines to Altering Skills: Tools for setting up Combat, 
  Knowledge, and Magic skills for your own setting.
  Dice App 
  available where 
  apps are sold.
  Genesys Core Rulebook and either the 
  Genesys Dice or Dice App are required to 
  use this supplement.
  Jordan Hensley (Order #28576337)
  
SOURCE: textdata/thevault/Genesys/Genesys - Skills Guide - Skills Supplement for Genesys.pdf