Morrow Project - Genesys Conversion

by TCArknight

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The Morrow Project




Version 1.02

Introduction

What is the Morrow Project RPG?

The Morrow Project RPG (hereafter abbreviated TMP) was originally published back in the 1980’s, and recently had it’s 4th Edition published through a kickstarter by Timeline, Ltd.

From the book:
One hundred and fifty years after the fall of civilization, the members of the Morrow Project woke to a changed world. Without the modern transit and communications infrastructures, distances that once took hours, now take weeks, and news that once traveled in milliseconds now takes months to arrive, if ever. This new world is characterized by tiny hamlets of simple daily existence awash in a sea of barbarism and anarchy. 

The Morrow Project could not prevent the coming catastrophe, nor did they have the resources to help everyone immediately. It was possible to help with the rebuilding, but even this was a massive undertaking. Plan became action and over the years many well-trained teams were cryogenically frozen in hidden bunkers to emerge at the time when their resources and help could do the most good. 

Intended to be part of an organized plan to rebuild America, your team finds that they have missed the 3-5 year expected wake-up call. Now, far outside the original time frame and unable to contact the rest of the project, they must start alone the process that was intended for thousands. 

Isolated in a world where the war is only a distant legend, your team must rely on their ingenuity, training and each other to carry out the general orders of the project:
1. Assist the population in rebuilding America whenever possible.
2. Reunite with the bulk of the Morrow Project forces.
3. Survive!



Why a Genesys Conversion?

From its inception, The Morrow Project RPG (TMP hereafter) has been a “numbers-heavy” system, dealing in percentages, “energy values”, and other factors that, I feel, tend to put players off because of the complications and difficulty simply getting a character made (to say nothing for all the effort it has always taken for a TMP GM to set things up for a campaign. By having this conversion guide available, a group could make use of the wealth of information available for TMP, while using the Genesys rules for the meat and potatoes of their game.

Tropes

The Morrow Project centers around a post-apocalyptic future America which suffered through World War III. Into this time, come members of an organization, cryogenically frozen before the war, in order to restore some resemblance of order and civilization to the world.

Shades of Grey

There are very few angels and only slightly fewer devils. Most people will do whatever they think is right for them, or their tribe, or their friends - and this might involve anything from kindness to cruelty. Not many people or groups have a fundamentally good’ orevil’ approach. It’s a world of haves’ andhave-nots’; some people have wealth, power, technology, information and security. Unfortunately, they usually use these assets just to maintain their position. Most people live in poverty, ignorance and squalor - and in constant fear that things might get worse.

Apocalyptic Aftermath

These themes carry through 150 years later, when civilization is trying to claw its way back from the brink of extinction. The environment is littered with the artifacts of pre-war America, some useful, but mostly junk. Ramshackle settlements try to make a living in blasted out buildings that somehow have survived 150 years of war, weather, and even mutated creatures. Few animals survived unchanged; two-headed cattle and giant mutant insects thrive in vast numbers. Even once-small lizards have grown into apex predators with razor claws and deadly radioactive venom.

Radiation

The wasteland is still reeling from the effects of the world-encompassing nuclear war, even 200 years later. Lakes, streams, and even the oceans have a small amount of radiation in them; more so if they contain radioactive waste or fallout. In some cases, Mother Nature has managed to reduce if not eliminate residual radiation, but in others simply passing through an area could result in enough radiation to kill, slowly and painfully.

Fanatical Groups

Many people in the remnants of the world have banded together to increase their odds of survival. Several of these groups form settlements or small towns, relying on each other for defense, production, and companionship. Some form raider gangs and eke out a living raiding settlements and the merchants traveling the ruins of America’s roadways.

A few survivors have even formed paramilitary organizations, or groups that could be considered cults. They may keep to themselves, work for the benefit of others, or actively try to rule or simply kill anyone not belonging to their group. Big or small, these groups represent mankind's ability to work together to survive, as well as man’s ability to hurt or help their fellow man.

Survival

Throughout TMP, a main recurring theme is simply surviving in the ruins so the player’s group can help restore civilization and what made America great. With so few resources left, and truly safe havens nowhere to be found, trying to survive against the hazards of weather, radiation, mutants, and even fellow man is a daunting task. A settler in the wilderness is just as likely to die from being shot by a raider as they are from radiation poisoning, a bite from a rat, or by simply catching a disease.

Hope

Myths, legends, and even factual historical records show that the world was once a better place. The characters are a link to that era – and the only chance to recreate it. Let them bring hope to the people!

Character Options

Archetypes

In The Morrow Project, characters can take the Average Human archetype, as detailed in the Genesys Core Rulebook. In addition, as the Project enlists all kinds of individuals, several other archetypes are available (some of which are slightly reworked versions of the Core Rulebook Archetypes).

Tough

The tough archetype represents a character who has a background in some form of manual labor, and who is generally strong and tough. You should choose this archetype if you’re planning on making a character who focuses on fighting, especially fighting in melee combat. You should also choose this archetype if your character has a background of manual labor and hard work.

3 2 2 2 1 2
  • Wound Threshold: 12 + Brawn
  • Strain Threshold: 8 + Willpower
  • Starting Experience: 100
  • Starting Skills: A tough starts with one rank in Resilience during character creation. They obtain this rank before spending experience points, and may not increase Resilience above rank 2 during character creation.
  • Tough As Nails: Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.”

Athlete

The athlete archetype represents a character who has a background in some form of athletic endeavor such as Running, Cycling, or Gymnastics, or who is generally limber and agile. You should choose this archetype if you’re planning on making a character who focuses on moving around quietly or ranged combat.

2 3 2 1 2 2
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 100
  • Starting Skills: An athlete starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
  • Surprisingly Agile: Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering damage in combat and determining the result. The character suffers 2 points of damage instead which may not be reduced by Soak.

Brain

The brain archetype represents a character who has a background grounded in some sort of intellectual pursuit. This pursuit could be science, medicine, or even teaching. You should choose this archetype if you want to make a character who focuses on one of those intellectual pursuits. You should also choose this archetype if your character comes from a highly educated background.

2 1 3 2 2 2
  • Wound Threshold: 8 + Brawn
  • Strain Threshold: 12 + Willpower
  • Starting Experience: 100
  • Starting Skills: A brain starts with one rank in any single Knowledge skill during character creation. They obtain this rank before spending experience points, and may not increase Knowledge above rank 2 during character creation.
  • Brilliant!: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect.

Strategist

The strategist archetype represents a character who has a background in strategy, planning or other decision-making functions.

You should choose this archetype if you want to make a character who doesn't like to do anything without knowing what the next move is or what te overall plan is. You should also choose this archetype if your character makes a living because of their planning ability.

2 2 2 3 2 1
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 100
  • Starting Skills: A strategist starts with one rank of Discipline during character creation. They obtain this rank before spending experience points, and may not increase Discipline above rank 2 during character creation.
  • Plan Comes Together: Once per session, your chaacter may spend a Story Pont as an incidental (either in or out-of-turn). They gain an automatic s and an a to their next roll (or add a f and a h to an opponent’s next roll) when prior planning could have helped/hurt.

Determined

The determined archetype represents a character who is focused, single-minded or driven to succeed at some goal, all at the cost of sometimes ignoring common sense or rational thought (or perhaps being just a bit absent-minded at times). You should choose this archetype if your character tends to get the job done no matter what.

2 2 1 2 3 2
  • Wound Threshold: 8 + Brawn
  • Strain Threshold: 12 + Willpower
  • Starting Experience: 100
  • Starting Skills: A determined starts with one rank of Cool during character creation. They obtain this rank before spending experience points, and may not increase Cool above rank 2 during character creation.
  • Force Of Will: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Willpower.

Face

The face archetype represents any character who has the gift of a silver tongue. This could be a politician of some sort, an actor or musician, or even a salesperson.

You should use this archetype if you want to build a character who fits one of these molds. You should also choose this archetype if your character is good at communicating.

1 2 2 2 2 3
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 100
  • Starting Skills: A face starts with one rank in Charm during character creation. They obtain this rank before spending experience points, and may not increase Charm above rank 2 during character creation.
  • Forceful Personality: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check).

Teams

The project is organized into a variety of team types. While each is specialized for its role, they all have received basic project training and are expected and equipped to turn their hands to whatever problem they might encounter, as a specialist team may not be available.

Recon

The general purpose teams of the Project and the most numerous, Recon teams are equipped with varying types of weapons and equipment ranging from V-150 armored cars to SK-5 hovercraft. Recon teams are the project’s generalists.

While they do not have the resources or depth of training of the specialists, they receive at least some training in a very wide range of skills, and can therefore tackle a wide variety of tasks.

They are also the most heavily armed units apart from MARS, and are expected to deal with low-level security and tactical problems if no MARS team is available.

Most recon teams consist of 5-6 personnel, though some have as many as 8. Most are generalists, with limited training in a range of skills spread across the group.

M.A.R.S. (Military Assistance, Rescue and Security)

These teams make up the military arm of the Project—they are extremely formidable and heavily armed. In addition to conventional weapons, some of these teams have man-portable laser rifles, and some have an early generation of no-nonsense, minimalist powered armor. The purpose of the MARS teams is to support and defend civilians and other teams.

Most personnel with prior military experience go into these teams. Each includes a medic, a mechanic and a negotiator as well as weapons specialists. They are equipped with specialized military hardware, including sniper rifles and antitank weapons.

Some MARS teams have heavy vehicles such as the Mars One. The Mars One is a large custom-built articulated vehicle with very heavy armor and powerful weapons. It is able to carry troops, employ onboard sensors, provide early warning, and serve as a command post.

Science

The Science teams are broadly cross-trained scientific and technical units that can cope with a wide range of situations—from complex medical care and epidemiology to understanding unusual hazards and dangerous creatures.

A typical science team can consist of a mix of physicists, chemists, medical doctors, zoologists, botanists, civil engineers, computer specialists, mechanics and generalists.

The team’s vehicles are usually a pair of XR311s or humvees, plus a pair of 2 ½ ton trucks with equipment shelters on the back, one confi gured as a medical laboratory and the other as a physics and chemistry lab. At least two cargo trailers are issued, loaded with additional equipment and supplies. However, they are sometimes equipped with a second type of versatile custom-built articulated vehicle, called the Science One, and have armament second only to that of the MARS teams.

Specialty

This is a broad term applied to Project groups that have a non-standard function in regard to their equipment and personnel. Specialty groups generally consist of assets frozen with orders to meet at a predesignated point. Most Specialty teams are not as heavily armed as Recon or MARS teams, because the Project's planners felt that those teams could not operate to their full extent if survivors felt threatened by them. Specialty groups assigned to the Project include:

  • Engineering: Building, construction, repair and maintenance of Project and civilian equipment.
  • Agricultural: Farming and livestock preserved by using frozen embryos. Equipped to build and assist farming communities.
  • Psychological: Formed to handle extremist groups, riots, negotiation challenges, and other serious problems caused by stress.
  • Aviation: Air survey reconnaissance, fire support, and air mobility support for other teams. These missions are done with fixed-wing aircraft including cargo planes, as well as light helicopters, early types of unmanned aerial vehicles, and custom-built autogyros that are modular and man-portable.
  • Command: Oversight of Combined Group assets, both mobile field teams and fixed installations, generally for a city or limited geographical area such as. Combined Group Seattle.
  • Frozen Watch: Casualty replacement personnel for the field teams, as well as Morrow Project field police, internal security, and counterintelligence functions.
  • Power Reception: Reception of electrical power which is scheduled to be transmitted via microwaves, once Morrow Project power satellites have been lofted.
  • Support: Logistical support such as supply, repair, and replacement operations.
  • Communications: Restore radio frequency, laser microwave, and eventually even satellite communications. They also maintain the project's clandestine extremely low frequency systems that very slowly accumulate Prime Base's messages, such as briefings, for teams to read when they awaken—thus counterbalancing the minuscule data rate. For security reasons, ELF systems were not for use until after the war.
  • Medical: Health care for the general population and for project assets. Generally equipped with a fixed installation.
  • Decontamination: Render safe personnel, vehicles and structures contaminated by radiological, biological, or chemical hazards. Also assist in the salvage of equipment and materials recovered from unsafe areas.

Roles (Careers)

Members of the Project come from many different backgrounds. To represent this diversity, the Roles below provide 6 of the 8 potential career skills for a character. Each chaaracter should choose any two additional skills to be considered career skills. (Typically, at least one of the chosen skills should be some Knowledge skill, but this is not mandatory.)

Custom Role

If non of the roles below fit the concept for the character, then the character can choose any six skills as career skills with the limitations listed.

Career skills: Choose any two Combat Skills and any four other skills.

Team Leader

Career skills: Charm, Cool, Discipline, Leadership, Negotiation, Perception.

Driver

Career skills: Cool, Driving, Gunnery, Mechanics, Perception, Vigilance.

Gunner

Career skills: Athletics, Brawl, Gunnery, Perception, Ranged (Heavy), Vigilance.

Medic

Career skills: Cool, Discipline, Knowledge (General), Medicine, Resilience, Vigilance

Mechanic

Career skills: Discipline, Mechanics, Negotiation, Perception, Resilience, Streetwise

Scout

Career skills: Athletics, Coordination, Perception, Ranged (Light), Stealth, Survival

Soldier

Career skills: Athletics, Brawl, Coercion, Melee, Perception, Ranged (Heavy), Vigilance

Contact Specialist

Career skills: Charm, Cool, Deception, Knowledge, Negotiation, Vigilance

Skills

As the premise of The Morrow Project is about modern-day individuals existing in this post-war world, any of the skills in the Genesys Core Rulebook as being available in a Modern Setting are available, with the exception of the generic Knowledge skill.

Table 2: Skills in The Morrow Project Setting
SkillSkill
Athletics
Leadership
Brawl
Mechanics
Charm
Medicine
Coercion
Melee
Computers
Negotiation
Cool
Operating
Coordination
Perception
Deception
Piloting
Discipline
Ranged (Heavy)
Driving
Ranged (Light)
Gunnery
Resilience
Knowledge (General)^
Skulduggery
Knowledge (Humanities)^
Stealth
Knowledge (Physical Sciences)^
Streetwise
Knowledge (Social Sciences)^
Survival
Knowledge (Warfare)^
Vigilance
^ = New Skill

Knowledge Skills

In The Morrow Project setting, there are several specific versions of Knowledge.

Knowledge (General)

A measure of general education level. This can represent 'Book Learning' or 'School Of Hard Knocks' (or a combination of the two) depending on the character. It can be used for anything that the other specific skills don't cover.

Knowledge (Humanities)

Character has specialized knowledge in an area of Humanities studies. This includes fields such as Anthropology, Archaeology, History, Linguistics and languages, Law and politics, Literature, Performing arts, Philosophy, Religion, Visual arts.

Knowledge (Physical Sciences)

Character has specialized knowledge in an area of Humanities studies. This includes fields such as Physics, Chemistry, Astronomy, and Earth sciences such as Geology, Hyrdology or Meterology.

Knowledge (Social Sciences)

Character has specialized knowledge in an area of Humanities studies. This includes fields such as Anthropology, Economics, Business, Geography, Education, etc.

Knowledge (Warfare)

This skill covers a character's knowledge of conflict, both on the ground and in the air. Many things factor into this, from training and insight on the strategies and tactics of modern warfare, to an awareness of the personnel and technology of the factions involved in the conflict, to knowledge gained from studying the other great wars throughout history. Havrng a broad awareness of the workings and history of conflict allows a character to not only to survive. but to thrive in military situations.

Talents

This section introduces new talents for use in the Morrow Project setting. These are in addition to any of the talents in the Genesys Core Rulebook which would be appropriate for a Modern setting. Many of the talents listed here are adapted from the Realms of Terrinoth sourcebook for Genesys.

Tier 1

Bullrush

Tier: 1
Activation: Active (Incidental)
Ranked: No

When your character makes a Brawl or Melee combat check after using a maneuver to engage a target, you may spend aaa or t to use this talent to knock the target prone and move them up to one range band away from your character.

Finesse

Tier: 1
Activation: Active (Incidental)
Ranked: No

When making a Brawl or Melee check, your character may use Agility instead of Brawn.

Painful Blow

Tier: 1
Activation: Active (Incidental)
Ranked: No

When your character makes a combat check, you may voluntarily increase the difficulty by one to use this talent. If the target suffers one or more wounds from the combat check, the target suffers 2 strain each time they perform a maneuver until the end of the encounter.

Precision

Tier: 1
Activation: Active (Incidental)
Ranked: No

When making a Brawl, Ranged (Light) or Ranged (Heavy) check, your character may use Cunning instead of Brawn or Agility.

Rough and Rowdy

Tier: 1
Activation: Passive
Ranked: No

Your character adds a to Brawl checks and combat checks using improvised weapons.

Tumble

Tier: 1
Activation: Active (Incidental)
Ranked: No

Once per round on your character's turn, they may suffer 2 strain to disengage from all engaged adversaries.

Tier 2

Basic Military Training

Tier: 2
Activation: Passive
Ranked: No

Athletics, Ranged (Heavy), and Resilience are now career skills for your character.

Daring Wheelman

Tier: 2
Activation: Active (Incidental)
Ranked: Yes

Before your character makes a Driving check, they may add a number of h to the results to use this talent to add an equal number of s . The number may not exceed your character’s ranks in Daring Wheelman.

Dirty Tricks

Tier: 2
Activation: Active (Incidental)
Ranked: No

After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary’s next check.

Grapple

Tier: 2
Activation: Active (Incidental)
Ranked: No

Your character may suffer 2 strain to use this talent. Until the start of your character's next turn, enemies must spend two maneuvers to disengage from your character.

Hunter

Tier: 2
Activation: Passive
Ranked: No

Ranged (Heavy), Survival and Stealth are now career skills for your character.

Military Analyst

Tier: 2
Activation: Passive
Ranked: No

Deception, Knowledge (Warfare) and Vigilance are now career skills for your character.

Reckless Charge

Tier: 2
Activation: Active (Incidental)
Ranked: No

After using a maneuver to move engage an adversary, your character may suffer 2 strain to use this talent. They then add sshh to the results of the next Brawl, orMelee combat check they make this turn.

Scholar

Tier: 2
Activation: Passive
Ranked: No

Choose two Knowledge skills. The chosen skills are now career skills for your character.

Well-Traveled

Tier: 2
Activation: Passive
Ranked: No

Knowledge (General), Negotiation and Vigilance are now career skills for your character.

Tier 3

Backstab

Tier: 3
Activation: Active (Action)
Ranked: No

Your character may use this talent to attack an unaware adversary using a Melee (Light) weapon. A Backstab is a melee attack, and follows the normal rules for performing a combat check (see page 101 of the Genesys Core Rulebook), using the character’s Skulduggery skill instead of Melee. If the check succeeds, each uncanceled s adds +2 damage (instead of the normal +1).

Bodyguard

Tier: 3
Activation: Active (Maneuver)
Ranked: Yes

Once per round, your character may suffer a number of strain no greater than their ranks in Body Guard to use this talent. Choose one ally engaged with your character; until the end of your character’s next turn, upgrade the difficulty of all combat checks targeting that ally a number of times equal to the strain suffered.

Precise Shot

Tier: 3
Activation: Passive
Ranked: No

When making a Ranged (Light) or Ranged (Heavy) combat check targeting a character engaged with one of your character's allies, downgrade the difficulty of the check once (thus negating the penalty for shooting at engaged targets).

Pressure Point

Tier: 3
Activation: Active (Incidental)
Ranked: No

When your character makes an unarmed Brawl check targeting a living opponent, they may use this talent to deal strain damage instead of wound damage, and inflict additional strain damage equal to their ranks in Medicine.

Tier 4

Unrelenting

Tier: 4
Activation: Active (Incidental)
Ranked: Yes

Once per round after resolving a successful Brawl or combat check, your character may suffer 4 strain to use this talent to make an additional melee attack as an incidental against the same target. Increase the difficulty of the combat check by one if this attack uses a second weapon, or by two if the attack uses the same weapon.

Tier 5

Dedication

Tier: 5
Activation: Passive
Ranked: Yes
Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You may increase the same characteristic with Dedication twice.

This replaces the Dedication talent from the Genesys CRB

Let's Talk This Over

Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No

Once per game session, when a combat encounter against one or more sentient beings is about to begin, the character make a Daunting (dddd) Charm check. If successful, the combat encounter instead becomes a social encounter, with the PCs attempting to convince their opposition to back down, come around to their viewpoint, or accept a compromise. The GM is the final arbiter of how the situation resolves without violence (or how the combat encounter continues if the character’s check is unsuccessful).

Gear

The Morrow Project Setting is a post-apocalyptic one, set after the Modern Age. As such, it needs several new weapon and item qualities to help represent the capabilities of gear in this setting.

Regarding Personal Belongings

Morrow Project Personnel have an allowance for personal effects that can occupy a space no greater than 30 cm x 20 cm x 20 cm. Weight is also a factor, usually limited to 10kg. Although there is plenty of space within the bolt-hole for the team member to store a large amount of personal effects, the bolt-hole is not intended for long term storage once the team awakes. Any personal effects must be capable of being carried by each team member, or stored on a team issued vehicle. Project coordinators also have the right to veto any effects that may hinder the success of the project; this includes controlled substances, certain firearms and weaponry, and offensive material.

Cosmetics and personal toiletry supplies are permitted, although spray-on canisters are discouraged.

New Item Qualities

Rad (Active)

When Rad is triggered, the target's radiation level increases by an amount equal to the weapon's Rad rating. When a character's radiation level is increased by the Rad item quality, they do not make a Resilience check to try and mitigate the increase, but any Rad Resistance they have is still applied.

Rad Shield (Passive)

While wearing armor with this quality, reduce the Radiation damage from all radioactive sources by an amount equal to the armor's Rad rating.

New Weapon Qualities

Click-Click

The GM may spend hhh to have this weapon run out of ammo.

Indirect

This weapon fires in an arc over intervening terrain. This allows the weapon to ignore up to bb imposed on it due to concealment/cover of the target.

Reliable

This weapon ignores any b imposed on it due to being damaged. Any repairs attempted on this weapon apply b to the check.

Suppressive [Passive]

The target, and each character (friend of foe) engaged with them, suffers an amount of strain damage equal to value of this quality.

Versatile [Passive]

This weapon may be used one handed, although when it is used in such a way, it gains the Cumbersome 3 quality.

Weapons

Firearms

Much of the information listed in this section is gleaned from GM Huzz's Sci-Fi Armoury. There is some adjustment of the information from that document to better fit the setting.

Small Arms

Concealable / Improvised

A Holdout pistol is a pistol that is easily concealed or hidden.

Improvised firearms (sometimes called zip guns or pipe guns) are firearms manufactured other than by a firearms manufacturer or a gunsmith, and are typically constructed by adapting existing materials to the purpose. They range in quality from crude weapons that are as much a danger to the user as the target to high-quality arms produced by cottage industries using salvaged and repurposed materials

"Zip Gun" / Holdout

Example Caliber: .22, .32

Automatic Handgun

A semi-automatic pistol is a type of pistol that is semi-automatic, meaning it uses the energy of the fired cartridge to cycle the action of the firearm and advance the next available cartridge into position for firing. One cartridge is fired each time the trigger of a semi-automatic pistol is pulled; the pistol's "disconnector" ensures this behavior.

A semi-automatic pistol harnesses the energy of one shot to reload the chamber for the next. After a round is fired, the spent casing is ejected and a new round from the magazine is loaded into the chamber, allowing another shot to be fired as soon as the trigger is pulled again

Light Automatic

Example Caliber: .22, .32

Medium Automatic

Example Caliber: .38, 9mm

Heavy Automatic

Example Caliber: 10mm, .50

Revolver

A revolver is a repeating handgun that has a revolving cylinder containing multiple chambers and at least one barrel for firing. Revolvers are a subset of handguns, distinct from pistols, which are defined as handguns with an integral chamber-barrel assembly. The revolver allows the user to fire multiple rounds without reloading after every shot, unlike older single shot firearms.

Light Revolver

Example Caliber: .22, .32

Medium Revolver

Example Caliber: .38, 9mm

Heavy Revolver

Example Caliber: .357, .44 Magnum

Submachinegun

Light SMG

Example: Uzi

Heavy SMG

Example: MAC 10

Longarms

Hunting Rifle

Example Caliber: .30-30, .30-06

Assault Rifle

Example: M16, AK-47

Sniper Rifle

Example: M21, Barrett M82A1A

Heavy Weapons

Machineguns

Light Machinegun

Example: M60, M240

Heavy Machinegun

Example: M60, M240

Launchers

Disposable Rocket Launcher

Example: LAW, XXX

Portable Missile Launcher Launcher

Example: XXX, YYY

Table 3: Firearms
Weapon Name Skill Damage Crit Range Encum Price Rarity Special
Small Arms
"Zip Gun" / Holdout Ranged (Light) 3 6 Engaged - 50 1 Inferior, Inaccurate 1
Light Revolver Ranged (Light) 4 5 Short 1 75 2 Accurate 1, Click-Click, Reliable
Medium Revolver Ranged (Light) 5 4 Short 1 100 3 Click-Click, Reliable
Heavy Revolver Ranged (Light) 6 3 Medium 1 300 3 Pierce 1, Click-Click, Reliable
Light Automatic Ranged (Light) 4 5 Short 1 75 2 Accurate 1
Medium Automatic Ranged (Light) 5 4 Short 1 100 3
Heavy Automatic Ranged (Light) 6 3 Medium 1 300 3 Pierce 1
Light SMG Ranged (Light) 5 3 Medium 2 400 6 Auto-fire
Heavy SMG Ranged (Light) 6 2 Short 2 750 7 Auto-Fire
Longarms
Hunting Rifle Ranged (Heavy) 8 3 Long 4 750 4 Accurate 1, Limited Ammo 2
Name Gunnery Damage Crit Range Encum Price Rarity Special
Assault Rifle Ranged (Heavy) 8 3 Long 4 1000 7 Auto-fire
Assault Rifle (Carbine) Ranged (Heavy) 8 3 Medium 3 1000 7 Auto-fire
Sniper Rifle Ranged (Heavy) 9 2 Extreme 4 1200 6 Accurate 2, Limited Ammo 4, Pierce 2
Heavy Weapons
Light Machinegun Gunnery 8 3 Long 6 1500 6 Auto-fire, Cumbersome 3, Pierce 2, Suppressive 2, Vicious 2
Heavy Machinegun Gunnery 10 2 Long 8 5000 7 Auto-fire, Cumbersome 5, Pierce 3, Suppressive 3, Vicious 2
Disposable Rocket Launcher Gunnery 15 3 Long 3 600 8 Blast 5, Breach 4, Cumbersome 2, Limited Ammo 1, Prepare 1
Portable Missile Launcher Gunnery 20 2 Extreme 8 10000 8 Blast 10, Breach 2, Cumbersome 3, Guided 3, Limited Ammo 1, Prepare 1
Name Gunnery Damage Crit Range Encum Price Rarity Special

Armor

Table 4: Armor
Name Soak Defense Price Encum HP Rarity Special
Armored Clothing
Hazmat Suit +0 0 250 4 1 5 Rad 8
Body Armor
Road Warrior 1 0 50 4 2 2
Name Soak Defense Price Encum HP Rarity Special

Armored Clothing

Hazmat Suit

Hazmat Suits, while not typically armored, provide exceptional protection against almost all forms of radiation. This makes them invaluable for investigating potentially irradiated zones or environments.

Body Armor

"Road Warrior"

Armor that is made up of junk lying around. Tires, old roadsigns, lengths of rebar, frying pans, metal frames, all held together with rope and leather belts. It doesn't look pretty, but it's better than nothing when a wild boar starts trying to gnaw on your leg.

Equipment

Medicine

Potassium Iodine

Used to treat Radiation sickness, this medicine comes in both liquid and pill form, making it's use fairly simple. Use of this medicine removes two points of Radiation from a character. One dose of this medicine can be taken every 24 hours, multiple doses in that time have no benefit.

Vehicles (Project)

As most of the vehicles in this section were designed for military use, the HT and SS ratings are lower than would be expected based on the examples from the Genesys Core Rulebook. However, this is due to the fact that against vehicle-scale targets, it takes 10 points of damage to cause 1 point of damage to the vehicle. However, vehicle-scale weapons do 1-1 damage.

Any weapons listed for a particular vehicle, unless they are labeled personal scale, are considered vehicle-scale weapons and do normal damage to other vehicles, and x10 damage to personnel.

New Vehicle Qualities

Off-Road

Remove b when performing a Driving Skill check in off-road conditions.

Hummvee

The successor to the Jeep, the ‘Humvee’ is a 4x4 light truck with multiple configurations, two of which are Project issue; a variety of weapons can be mounted on the roof (machine guns, grenade and TOW launchers). The M1025 seats four; the ambulance variant has two front seats and can transport four stretchers or eight walking wounded in the rear. The ambulance also contains two large medical kits, a surgical kit and two drug kits in its inventory. Both variants have a recovery winch rated at 2700kg.

2 3 -1 1 0 2 4

(General Purpose)

Humvee

Control Skill: Driving.
Complement: 1 (1 driver)
Passenger Capacity: 3.
Consumables: 1 day.
Encumbrance Capacity: 20.
Price/Rarity: ###/8.
Weapons: Typically none.

Special Qualities: Off-Road

Typically unarmed, the standard armed version is equipped with a Heavy Machinegun (Fire Arc All; Damage 12; Critical 3; Range [Long]; Personal Scale, Auto-fire, Pierce 3, Suppressive 3, Vicious 2). In this case, the Complement becomes 2 (1 driver, 1 gunner) and the Passenger Capacity becomes 1 (sitting beside the driver).

There is also an Up Armored version of the Humvee which increases the Armor rating to 2.

(Ambulance Variant)

Humvee Ambulance

Control Skill: Driving.
Complement: 2 (1 driver, 1 medic)
Passenger Capacity: 4 Stretchers or 8 Walking wounded
Consumables: 1 day.
Encumbrance Capacity: 20.
Price/Rarity: ###/9.
Weapons: None

Special Qualities: Off-Road

Commando V-150

The workhorse of the Project is a 4x4 armored car with bulletproof tires. The APC version can carry 10 people besides its crew of two. There is also a special version that mounts a TOW missile launcher. It has a crew of 4 and 9 missiles. It is also armed with a MAG-58 with 2000 rounds of 7.62x51 mm ammunition. The V is fully amphibious without special modification or preparation.

The Armored Recovery Vehicle (ARV) variant has an A-frame, winch and hydraulic jacks. It can lift up to 4500kg when the frame and jacks are deployed. The vehicle can’t move while lifting. The ARV also carries a Mk. 2 laser for cutting and welding purposes.

3 3 -1 2 0 5 5

(APC)

V-150 APC

Control Skill: Driving.
Complement: 2 (1 driver, 1 commander/gunner)
Passenger Capacity: 10.
Consumables: 1 day.
Encumbrance Capacity: 25.
Price/Rarity: ###/9.
Weapons: Heavy Machine Gun (Fire Arc All; Damage 10; Critical 3; Range [Long]; Personal Scale, Auto-fire, Pierce 3, Suppressive 3, Vicious 2).

Special Qualities: Off-Road

(20mm Turret)

V-150 20mm

Control Skill: Driving.
Complement: 4 (1 driver, 1 commander/gunner, 2 gunner)
Passenger Capacity: 0.
Consumables: 1 day.
Encumbrance Capacity: 25.
Price/Rarity: ###/9.
Weapons: 20mm Cannon (Fire Arc All; Damage 1; Critical 3; Range [Long]; Auto-fire, Breach 1, Pierce 2), 2x Light Machinegun (Fire Arc Left/Right; Damage 8; Critical 3; Range [Long]; Personal Scale, Auto-fire. Pierce 2, Suppressive 2, Vicious 2)

Special Qualities: Off-Road

(81mm Mortar)

V-150 Mortar

Control Skill: Driving.
Complement: 4 (1 driver/commander, 3 mortar crew)
Passenger Capacity: 0.
Consumables: 1 day.
Encumbrance Capacity: 25.
Price/Rarity: ###/9.
Weapons: 81mm Mortar (Fire Arc Forward; Damage 2; Critical 4; Range [Long]; Auto-fire, Blast 3, Indirect, Vicious 2), Light Machinegun (Fire Arc Left/Right; Damage 8; Critical 3; Range [Long]; Personal Scale, Auto-fire. Pierce 2, Suppressive 2, Vicious 2)

Special Qualities: Off-Road

(TOW Missile)

V-150 TOW

Control Skill: Driving.
Complement: 4 (1 driver/commander, 3 TOW crew)
Passenger Capacity: 0.
Consumables: 1 day.
Encumbrance Capacity: 25.
Price/Rarity: ###/9.
Weapons: TOW Missile Launcher (Fire Arc Forward; Damage 2; Critical 2; Range [Extreme]; Vehicle Scale, Blast 10, Guided 3, Breach 3, Limited Ammo 7, Prepare 1), Light Machinegun (Fire Arc Rear; Damage 8; Critical 3; Range [Long]; Personal Scale, Auto-fire. Pierce 2, Suppressive 2, Vicious 2)

Special Qualities: Off-Road

(ARV)

V-150 ARV

Control Skill: Driving.
Complement: 2 (1 driver, 1 engineer)
Passenger Capacity: 0.
Consumables: 1 day.
Encumbrance Capacity: 25.
Price/Rarity: ###/9.
Weapons: Heavy Machine Gun (Fire Arc All; Damage 10; Critical 3; Range [Long]; Personal Scale, Auto-fire, Pierce 3, Suppressive 3, Vicious 2).

Special Qualities: Off-Road

SK-5 Hovercraft

The SK-5 proved its mettle on the rivers of Vietnam. This hovercraft can float when the skirts are deflated. Like any air-cushion vehicle it is amphibious.

The cabin area behind the cockpit can seat up to eighteen people on bench seats. This can be converted to bunks for six and seats for two. Other cabin confi gurations include an ambulance variant (up to four stretchers) and a laboratory.

SK-5
2 3 -1 1 0 5 5

Control Skill: Piloting.
Complement: 4 (1 pilot, 1 co-pilot/radio-operator, 2 waist gunners)
Passenger Capacity: 18 (Bench Seats) or 6+2 (Bunks+Seats)
Consumables: 1 day.
Encumbrance Capacity: 40.
Price/Rarity: ###/9.
Weapons: Xxxx

XR-311 FAV
XR-311
# # # # # # #

Control Skill: Skill.
Complement: # (# position)
Passenger Capacity: ## (How carried)
Consumables: # day.
Encumbrance Capacity: ##.
Price/Rarity: ###/#.
Weapons: Xxxx

Commando Scout
Commando Scout
# # # # # # #

Control Skill: Skill.
Complement: # (# position)
Passenger Capacity: ## (How carried)
Consumables: # day.
Encumbrance Capacity: ##.
Price/Rarity: ###/#.
Weapons: Xxxx

Landmaster
Landmaster
# # # # # # #

Control Skill: Skill.
Complement: # (# position)
Passenger Capacity: ## (How carried)
Consumables: # day.
Encumbrance Capacity: ##.
Price/Rarity: ###/#.
Weapons: Xxxx

Conceived as an alternative to the MARS One, the Landmaster (as it came to be called) quickly proved to be a valuable asset in the Morrow arsenal. The unique (at the time) trinary wheel system operates on three independent drive sources using semi truck parts in the drive train. This lets the vehicle operate with the front or rear wheel trinary out of commission and provides for an easier time finding parts in the post-war world.

For exit from nearly any angle, there are side and top hatches on the main unit as well as top hatches and a rear dooe on the after section. An external video camera is mounted on the forward pylon located just behind the front top hatch which also houses the long-range antenna.

Designed to be amphibious, the Landmaster can operate in water and will remain sealed when fully submerged. It can also float while half full of water.

MARS One
MARS One
# # # # # # #

Control Skill: Skill.
Complement: # (# position)
Passenger Capacity: ## (How carried)
Consumables: # day.
Encumbrance Capacity: ##.
Price/Rarity: ###/#.
Weapons: Xxxx

The MARS-ONE vehicles are the culmination of Morrow military technology and comprise the primary power around which the rest of the MARS forces are centered. There are only three of these vehicles stored around the country with a fourth at Prime Base. Each of them is the focus of several support teams frozen in the same area close enough so that they can link up should this prove necessary.

Each MARS-ONE vehicle consists of two heavily-armored sections, joined by a flexible armored bellows connection. Each section has four electrically-powered wheels (the variable-pressure tires are 2.5 meters in diameter) and an active suspension; each section has a Mk 2 Fusion Generator to provide power, and can feed power to the other section in case of damage. In an emergency, the two sections can be uncoupled, and driven independently; either of the rear gunners can act as driver for that section. A large ramp at the rear of the aft section allows cargo or troops to be rapidly loaded and unloaded.

The vehicle is operated by an 8-man crew: commander, driver, radio/computer/sensors operator, loader, and four gunners.

A complete computer system is fitted, and the medical equipment includes a bio-comp and two med units. The vehicle has a complete NBC filter and decontamination system, and can support its crew while sealed for at least a couple of months with the supplies and equipment on board (including 480 LRP meals and 3000 liters of drinking water). A sensor platform on an extensible mast carries cameras, radar, antennae, and other equipment about 5 meters above the upper deck of the forward section.

The weapons systems are mounted as follows, from front to back:

  • forward section: turret with 40mm grenade launcher; two turrets each with a .50 cal M2HB machinegun and a Mk 3 laser
  • rear section: turret with 40mm grenade launcher; two turrets each with with a 20mm Rh202 autocannon; and a retractable weapons pod.

The turrets are all "remotely" fired, they do not have space or fittings for gunners.

In addition, there are external attachment points for six M18A1 Claymore mines, one each on the front and rear, and one on each side of each vehicle section, along with four nozzles for spraying riot control agents (normally CS gas). The machineguns and autocannon in all four turrets can be removed and replaced with Mk 3 lasers, if needed (these extra lasers are not part of the normal vehicle equipment, however).

There are two types of MARS-ONE vehicles, based on the weapons in their pod. The "A" model mounts a 4-tube TOW missile launcher and two M159C rocket pods; the "B" model mounts three Maverick missiles, two Chaparral missiles, and two M159C rocket pods. The MARS-ONE unit at Prime Base (for team M-Ø) is an "A" model, and in fact is the prototype MARS-ONE -- it has some modifications.

Also carried by the vehicle is a Mk 2 HAAM suit and 2 electric motorcycles, as well as the following supplies, small arms and ammunition

Science One
Science One
# # # # # # #

Control Skill: Skill.
Complement: # (# position)
Passenger Capacity: ## (How carried)
Consumables: # day.
Encumbrance Capacity: ##.
Price/Rarity: ###/#.
Weapons: Xxxx

The Scientific One vehicles are mobile laboratories on wheels and tracks. The front tractor is detachable and can leave the trailers behind as it explores on its own. Both the tractor and the trailer have their own fusion power source. Designed primarily for scientific exploration the vehicles are not, at first glance, armed. All external weapon systems are retractable into housings on the outside of the vehicle.

The mounted weapon systems on the tractor consist of the following:

  • Twin machine guns in turrets and a Mk-3 Laser mounted on the tractor top.
  • One machine gun on each side
  • Seven Claymore mines spaced around the sides

The mounted weapon systems on the trailer consist of the following:

  • Retractable missile launcher
  • One machine gun in a turret on each side

Both the tractor and the trailer also have retractable gas jets that can dispense any available gasses. There is also a small towed trailer holding a 6-wheeled ATV and a dismantled Airscout gyrocopter. In addition, there is a Mk-2 HAAM suit and various supplies in storage lockers.

HAAM Suit
HAAM Suit
# # # # # # #

Control Skill: Skill.
Complement: # (# position)
Passenger Capacity: ## (How carried)
Consumables: # day.
Encumbrance Capacity: ##.
Price/Rarity: ###/#.
Weapons: Xxxx Special: Radiation Shielding (Rad 10)

The Mk 1 HAM suit (Hydraulically Assisted Man) was originally designed to allow an individual to do work that would otherwise call for heavy equipment. This, the second model of the suit, is a complete integrated and articulated suit of powered armor (hence the second "A" in the name), using electrical power from a Fusion Reactor Mk 1 to produce magnetohydrodynamic flexion of the joints as compared to the original's use of batteries and hydraulics. It can carry about 500 kilograms of payload while moving; a 'dead lift' of about a ton is possible. While still useful for engineering tasks, the suit's military applications are now emphasized by the Project.

Even though no hydraulics are incorporated in the Mk 2 suit, the "H" was kept in the name.

The suit is not commonly issued due to its power and expense; the Project only possesses a few dozen of them. One is in each of the major MARS and Scientific vehicles and one or more is found in each of the major supply bases. There was at least one "flying squad" of eight men frozen with each man outfitted with a HAAM suit. This a specially trained combat group for use in cities and is part of the MARS forces.

Adversaries

Post-War Future

Radiation

Table X: Radiation
RatingResilience
Difficulty
Example
1 - 2
Average (dd)
An open barrel of radioactive waste, irradiated plantlife, immersion in most large bodies of natural water, consuming lightly irradiated food or water
3 - 5
Hard (ddd)
Area near a recent detonation of a small reactor (Silhouette 1-2), multiple open barrels of radioactive waste, consuming heavily irradiated food or water
6 - 9
Daunting (dddd)
A vast toxic spill covering a wide area, the area near a recent detonation of a large reactor (Silhouette 3-4).
10+
Formidible (ddddd)
Area after a nuclear detonation (atomic weapon or Silhouette 5+ reactor), being in a nuclear reactor, being immersed in radioactive waste

Radiation is a constant threat in the post-apocalyptic world. As a need for clean energy came to light, nearly every state had at least one nuclear reactor. With all those reactors came the nasty by-product of radioactive waste, which had to be stored somewhere (and not always where appropriate or safe location). Over time, many of those storage facilities failed, leaking radiation into the surrounding area and compounding an already existing problem. The war of 2017 resulted in large numbers of nuclear warheads being exchanged and devastating their targets. Radioactive dust and debris filled the air, settling down throughout the surroundings. Additionally, some creatures that survive in the Wilderness have mutated to exude radiation, poisoning and weakening any other living thing that gets close to them.

Radiation damage can also be caused by certain attacks by radioactive creatures or weapons. In these cases, the character increases their Radiation Level by the Radiation Rating listed for that attack; no Resilience roll is made.

Upon being exposed to radiation, the character increases their radiation level by an amount equal to the radiation rating. However, the character must make a Resilience check to attempt to mitigate this increase. The difficulty of the check is determined by the severity of the source of radiation (see Table X: Radiation).

If successful, the character reduces the radiation level increase by 1, and reduces it by a further 1 per additional s, to a minimum of 0. hhh or d on the roll can result in the character suffering from Radiation Poisoning; they add b to every skill check until their Radiation Level is reduced to zero. This effect is cumulative, so failing three Radiation checks results in bbb on all checks until the Radiation level is reduced to zero. Certain attacks made by radioactive creatures or weapons can also increase a character’s radiation rating. This is denoted by the Rad item quality (see page XX).

Radiation Level
Every character or creature in TMP has an additional quality; Radiation Level. This represents how much radiation a creature has absorbed and is suffering effects from. A character decreases their wound and strain threshold by an amount equal to their radiation level, to a minimum of 1.

Curing Radiation

With all the ways for someone to contract radiation, survival in the wasteland can come down to removing the radioactive poison from their body. The easiest and fastest way is to use Potassium Iodide (see Gear).

In addition, radiation can be treated with a variety of chemicals, herbs, and vitamins administered by a trained medical professional. The process requires an average cost of $100 in materials which are administered to the radiation sickened character. The administering character makes an Average (dd) Medicine check, each net s removes one point of Radiation from the character.

Optional Rules

More Deadly

The post-War world is a place where dying is common, whether from conflict with the various flora and fauna, direct conflict with other survivors, or just sickness. To represent that, as the Genesys core rules are a bit less-deadly in that aspect, the following rules should help imply a bit of mortality to the characters.

Death From Wounds

A character dies if their current wounds exceed double their wound threshold. For example, if a character with a wound total of 15 has a total of 31 or more wounds at any time, that character dies. This is in addition to any Critical Injuries or other effects that can cause character death per the Genesys rules.

Dying State

When a character’s total wounds exceed their wound threshold and the character becomes incapacitated, the character also starts dying, suffering 1 additional wound at the end of each round (this is not damage and ignores soak).

Stabilizing

Certain effects can stabilize a dying character, canceling the dying state and causing them to no longer suffer 1 wound per turn. Some effects that can stabilize a dying character are as follows:

  • If a dying character recovers any wounds, they immediately stabilize.
  • A dying character can attempt a Resilience check once at the end of each round (before suffering a wound due to dying), with a difficulty equal to the difficulty of their most severe Critical Injury (wound penalties apply). If successful, they immediately stabilize.
  • Another character can attempt a Medicine check as an action, with a difficulty equal to the difficulty of the dying character’s most severe Critical Injury. If successful, the dying character immediately stabilizes.

If a stabilized character whose wounds exceed their wound threshold suffers any more wounds, they begin dying again.

These rules should make death more possible, but don't make semi-random the-dice-decided-you-should-get-one-shot-by-a-mook deaths particularly likely. They also make incapacitation more of a threat, and add some drama for incapacitated characters who might otherwise just sit out the encounter.

Psionics

Sometimes a person exhibits extraordinary intuition, which manifests as extra-sensory perception. On occasion, a person is able to move small objects across a table just by thinking about it. There have even been instances of people being able to exhibit almost supernatural levels of self-healing or mind-over-body (or mind-over-matter) abilities. Collectively, these abilities are referred to as Psionics. Those who have the capability to exhibit such abilities are referred to as Psionicists.

Psychic abilities themselves consist of three new skills (Mentalism, Kinetic, and Psionic) a Knowledge skill (Knowledge (Psionics)) and several talents which serve to expand the power and usefulness of psychic abilities.

The Morrow Project made special efforts to recruit people with such talents, referring to them as ‘Espers’. Some disappear into the depths of the organization, seemingly never seen again. Others are trained to enhance these abilities, and are often frozen with regular team members.

Psionic Skills

For those who wish to include psychic abilities in their setting, these skills are used to drive those abilities (much like how Arcana / Divine / Primal do for magic in the core Genesys rules). Each skill also includes the overall knowledge about that particular facet of Psionics. (For example, a researcher might have ranks in one or more of the skills, but no Talents which allow him to implement any Psionic powers.)

Knowledge (Psionics)

Psionics is a character’s understanding of the mind, its potential and its different capabilities. Psionics includes the comprehension of the theories, suppositions and facts surrounding the various types of psychic phenomenon. This also gives the character a bit of understanding as to how the mind operates, but not to the extent of a scientist.

Kinesis (Intellect)

The Kinesis skill represents the ability to move an object from one point to another. This can be hurling a rock, lifting a boulder, or even teleporting from one place to another.

Your character should choose this skill if:

  • Your character wants to create a barrier to deflect bullets.
  • Your character wants to lift from a distance a large tree or boulder blocking a roadway.
  • Your character wants to throw a distant object at an opponent from a different direction.

Mentalism (Willpower)

The Mentalism skill represents the ability to draw on mental energies to read minds, send thoughts to another, or even sense that there is danger lurking nearby.

Your character should choose this skill if:

  • Your character wants to read the thoughts of a prisoner.
  • Your character wants to invade a person's mind to attempt to control them.
  • Your character wants to cause an opponent pain without leaving marks.

Psi (Cunning)

The Psi skill represents the overall mastery of mental energies to do things not covered by the other two skills. Rapidly healing wounds, boosting physical abilities, or even causing an opponent to have a "run of bad luck".

Your character should choose this skill if:

  • Your character wants to tap into the collective unconsciousness to use a skill they do not possess.
  • Your character wants to gain a quick boost to their physical abilities.
  • Your character wants to recovers from wounds quicker than normal.

PENALTIES WHEN USING PSIONICS
CONDITION PENALTY
The character has taken strain damage.+ b
The character has taken a critical injury. + b b
The character is in circumstances that interfere with their ability to concentrate, such as trying to implement a power while swimming or hanging from a rope, being buffeted by a sandstorm, or implementing a power that doesn't target the person they're fighting in hand-to-hand combat. Upgrade the difficulty once (or more at your GM's discretion).
SPENDING THREAT OR DESPAIR ON PSIONICS
COST RESULT
h or dThe effort of implementing exhausts the character, and they suffer 2 strain or 1 wound (player's choice).

This character and all allied psionicists in the encounter add b to any attempts to implement powers until the end of the controlling player's next turn.
hh or dThe power doesn’t take effect until the start of the next round, or after a minute in narrative gameplay.

Until the end of the encounter, enemy psionicists add b when implementing a power that targets this character.
hhh or dThe power is slightly more powerful than expected. One character of the GM's choice is targeted or otherwise affected by the power as well.

All other psionicists and creatures attuned to psychic energies within a day's travel become aware of the character (and depending on their disposition, may be very interested in finding them and doing them harm).
dThe character overexerts themself or loses their psychic connection and is unable to implement powers for the rest of the encounter or scene.

The GM picks the target of the character's power. If the caster is an NPC, the controlling player picks the target of the power instead.
ddThe character completely lose control of their psychic energies, suffering one Critical Injury (at the GM's discretion, this may instead take the form of some of terrible or hilarious misfortune, such as being struck by lightning on a clear day, swapping bodies with someone else in the encounter for the remainder of the day, etc.).

For these optional rules, psionic abilities are handled much like the Magic Rules from the Genesys Core Rulebook. Some terminology is different though. Where a character might "cast a spell" with Magic, a character "implements a power" with Psionics.

The rules regarding Magic in the Genesys Core Rulebook are equally applicable to Psionics. Whenever there is reference to casting a spell, it applies to implementing a power. Psionics can be broken down into the same type of actions as Magic as well.

PSIONIC ACTIONS
ACTIONAPPLICABLE SKILL
AttackMentalism, Kinetics, Psionics
AugmentPsionics
BarrierKinetics, Mentalism
ConjurePsionics
CurseMentalism, Kinetics
DispelMentalism
HealPsionics
UtilityMentalism, Kinetics, Psionics
Attack

Psionicists are able to use the Attack action as described on page 215 of the Genesys Core Rulebook, with the following additional effects.

EFFECTSDIFFICULTY
MOD
Circular Logic (Kinetics Only): This attack gains Guided quality with a rating equal to the character's ranks in Knowledge. + d
Augment

Psionicists are able to use the Augment action as described on page 215-216 of the Genesys Core Rulebook, with the following additional effects.

EFFECTSDIFFICULTY
MOD
Psi-Blade: The target may make Melee checks unarmed and these attacks gain the Pierce rating equal to your character's ranks in Knowledge. + d
Barrier

Psionicists are able to use the Barrier action as described on page 216 of the Genesys Core Rulebook, with the following additional effects.

EFFECTSDIFFICULTY
MOD
Wall of Fear (Mentalism Only): Opponents must spend an additional maneuver to become engaged with targets of this spell. + dd
Conjure

Psionicists are able to use the Conjure action as described on page 216-217 of the Genesys Core Rulebook, with the following additional effects.

Psionicists have a tendency not to Summon an object or creature, but to send themselves or others elsewhere. Several of the effects below focus on this change.

EFFECTSDIFFICULTY
MOD
Basic Teleport: Move self or other through space rather than summoning. This requires the addition of at least one Distance effect in addition. + d
Distance: Target moves one additional range band (first effect allows for up to Close Range). This effect can be added multiple times for covering more range bands. + d
Burst: Deal damage equal to the character's rank in Knowledge skill to all engaged creatures at either the beginning or end of the teleport. Spend aa to deal damage at both points. + d
Forced Transport: The character may target an unwilling creature and move them some distance away. + dd
Baleful Transport: Target may be teleported into a hazardous location. Teleporting a target into a solid object makes the target immobilized until they choose to take damage equal to the character's Knowledge skill. + dd
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time). + dd
Curse

Psionicists are able to use the Curse action as described on page 217 of the Genesys Core Rulebook, with the following additional effects.

EFFECTSDIFFICULTY
MOD
Charm: The target will not attack the psionicist or their allied unless attacked by them. + d
Mind Control (Mentalism Only): The target obeys the characters commands. The character may spend a maneuver to direct the creature, allowing them to determine its actions and maneuvers. + ddd
Dispel

Psionicists are able to use the Dispel action as described on page 217-218 of the Genesys Core Rulebook, with the following additional effects.

EFFECTSDIFFICULTY
MOD
This is where the effect goes. + d
Heal

Psionicists are able to use the Heal action as described on page 217-218 of the Genesys Core Rulebook, with the following additional effects.

EFFECTSDIFFICULTY
MOD
Empathic Healing: You take strain damage equal to 1/2 (rounded up) total damage you heal. - d
Utility

Psionicists are able to use the Utility action as described on page 214 of the Genesys Core Rulebook.

Universal Effect

Psionicists are able to apply the following effect to any spell they cast in addition to the Action-specific effects.

EFFECTSDIFFICULTY
MOD
Backlash: You take 2 addiitonal strain for casting the spell. - d

Psionic Talents

The following Talents are all related to Psionic abilities. There are no Tier 1 Psionic Talents. This is due to the increased effort required for using Psionics in general.

Tier 2

Kinetic

Tier: 2
Activation: Active (Action)
Ranked: Yes
The Kinetics skill is now considered a career skill for your character.

Mentalist

Tier: 2
Activation: Passive
Ranked: No
The Mentalism skill is now considered a career skill for your character.

Psion

Tier: 2
Activation: Passive
Ranked: No
The Psionics skill is now considered a career skill for your character.

Tier 3

Tier 4

Tier 5

Change history

1/27/19

  • Revised Psionics optional rules
  • Hazmat Suit, "Road Warrior" armor
Vehicles:
  • HAAM Suit
  • Descriptions for various vehicles
  • Slight revisions to Humvee, V-150 stats

5/10/18

Vehicles:
  • Humvee
  • MARS One
  • Science One
  • Landmaster
  • XR-311
  • Commando Scout

5/09/18

  • Indirect weapon quality, revisions to V-150

From Wikipedia:

The Morrow Project is a science fiction role-playing game created by Kevin Dockery, Robert Sadler and Richard Tucholka and published by TimeLine Limited. It is set after a devastating nuclear war. It was first released in the 1980s, and it still has a loyal following. The fourth edition was released as of December 15, 2013 by Chris Garland, the head of Timeline Limited

Genesys Conversion

This is a fan work and not intended for publication or sale.

Any use of trademarks or copyright material in this document should not be viewed as a challenge to those trademarks/copyrights, and are used without authorization, endorsement, or specific permission. Under no circumstances will any of this material be made available for profit or compensation in any form.

Credits

Developed, written, and adapted for the Genesys Role Playing System by Thomas Clegg (with Tropes, Radiation entries included with permission from the Fallout conversion guide by Phil Maiewski).

No Rights Reserved and all trademarks are owned by their respective companies.

The Morrow Project 4th Edition is Copyright 2013 Timeline, Ltd.

Genesys is Copyright 2016 Fantasy Flight Games. Fantasy Flight Games is a registered trademark of Fantasy Flight Publishing, Inc.

Artwork

Cover Art: Skiorh
MARS One, Science One, Landmaster Art: Owen E Oulton

 

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