Miami By Night

by saethone

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Chapter 1: Setting

Dreaming Dark and Waking Light

The setting of this game will be divided into to major areas - The Waking Light (the real world - specifically a fictional version of the city of Miami, FL), and the Dreaming Dark (the realm of the supernatural). Humans are divided into two broad groups - Sleepers, who know nothing of the supernatural world - and Awoken, who are aware of the supernatural. The supernatural includes wizards and magic wielding priest, vampires, werewolves, fairies, and all sorts of other monsters and creatures from our mythologies and many that are nearly entirely unknown to humankind.

The Veil

Sleepers subconsciously disbelieve the supernatural - they will reason away any strange things they see as people in costumes, special effects, tricks of light, misremembered events, or just blackouts. Those that may think something is going on will likely be afraid to say anything for fear of being called crazy. This effected is known as The Veil - while much of it is human nature, it is not entirely so - the Fae collect the dreams of mankind and use them to magically power a spell over all humanity that empowers this effect.

Miami

The game takes place in a fictional version of Miami, FL in the early-mid 1980s. Consider this more of a stylized re-telling rather than a historically accurate rendition. Songs may come out a little sooner or later, buildings may exist that really didn't at the time,

technology may not line up perfectly, and the people in the city will be vastly different. Consider taking the real world, and upping the tension, violence, crime, and supernatural elements. Imagine Miami Vice, Grand Theft Auto, and the Dresden Files all mixed together.

The Dreaming Dark

The dreaming dark is a morphic place - a map would be useless as the same paths between places will never exist twice. Travel in the Dreaming Dark is about direction and intent. On the topic of directions, the concept of North, South, East, and West are useless here - it is not a world in the same sense as Earth. Instead, directions are based on the realms of the Seelie Courts. The four cardinal directions of the Dreaming Dark are Glow, Frost, Gloom, and Flame. The sun sits between Flame and Glow at all times, and the moon sits between Frost and Gloom.

Society

Most of the Dreaming Dark is controlled by the Fae - though neutral factions do exist as well.

The economy is based on the trade of spheres filled with the dreams of mankind. These glass spheres, with a jewel inside, will glow when they hold the dreams of man. To fill a sphere, it must spend a night in the mortal world collecting dreams. Drained spheres are generally worth the same as infused, as everybody knows they can just go get one infused if its needed.

The Fae Courts

Most denizens of the Dreaming Dark ally themselves in one way or another with the major Courts of the Fae - the Seelie (or Summer), and Unseelie (or Winter) courts. Lesser courts and factions do exist, and not all of them ally with the two big players, but most do, at least to an extent.

Table 1-1: Sphere Value (In Dreams)
Gem Chip Mark Broam
Garnet 1 2 3
Sapphire 2 5 10
Emerald 5 10 15
Ruby 10 20 25
Diamond 25 50 75
CHAPTER 1: SETTING

GENESYS

Hecate and the Accords

Hecate was a powerful mage in the classical age who bartered an agreement yadda yadda.

Creatures

Fae

Seelie
Unseelie
Other
CHAPTER 1: SETTING

GENESYS

Chapter 2: Creating characters

Step 1: Determine Background

Your characters can come from a wide variety of backgrounds, but relative power levels and cooperation should be considered when deciding what to play. Most characters should start at the power level of an exceptional human, so playing an ancient dragon or powerful vampire right off the bat would be a difficult sell. In addition, remember that you do need to interact with the general population of the world without alarming them to the reality of what's happening in the supernatural world. Just as being a dragon would make it difficult to explain your weak power level, it would make it difficult to move about the world with the party, interact with NPCs, and just act in the world in general. It may seem like a fun idea, but try to predict the consequences of something like that. With that said, this setting is designed to be very flexible in what type of beings exist. Dragons do exist in the world, and somehow they have managed to hide it from humanity fairly well in the modern age. If you have an idea for a character you believe would be fun and interesting to play, feel free to work with the group to find a way to make it available. Remember also that species' strengths don't have to extend to all members of the species, and thus can be made as talents instead of Archetype abilities.

Step 2: Select a Character Archetype or Species

Archetypes in this setting can cover a number of various things. Most characters will likely be awoken humans, and using any of the 4 base archetypes in the Genesys Core Rulebook will work perfectly fine for those. For those looking to play non-humans, though, you may need a new archetype. Any archetypes we create will be listed here.

Attributes

In Miami By Night your attributes are disassociated from your archetype in order to encourage a wider array of character types. Not all werewolves will be brawny and not all changelings will be charasmatic, like you often see in other games or settings. You can either choose to take six "2" attributes, or four "2s", a "1", and a "3", each of which can be assigned to any attribute you wish. For Wound and Strain thresholds, choose one of 3 options: two "10s", a "9" and an "11", or an "8" and a "12".

These can be assigned to either threshold, and add your Brawn to your Wound threshold, and your Willpower to your Strain threshold.

Starting Skills

Ignore any listed starting skills when you select an Archetype. All skills are obtained from Careers and Talents in the Miami By Night setting.

Archetype 1: Revenant

Revenants are human corpses brought back to a semblance of life through strange magic. They often have a supernatural strengh and an uncanny ability to terrify mortals. The means by which an revenant is created is a closely guarded secret, and many revenants do not know how or why they were created.

CHAPTER 2: CREATING CHARACTERS

GENESYS

Archtype Abilities
  • Starting Experience: 100
  • Reanimated: As a reanimated corpse, Revenants have several quirks, some beneficial and some detrimental. Your character does not recover wounds through natural rest, but they add bb to any medical check to heal them (they don't flinch). Your character also doesn't need to eat, breathe, or sleep.
  • Dead Nerves: Your character removes bb added to any checks they make due to fatigue or injuries (including Critical Injuries)

Archetype 2: Werewolf

Werewolves yadda yadda.

Archtype Abilities
  • Starting Experience: 100
  • The Best Within: Werewolves generally look just like any other human. However, when your character is incapacitated due to exceeding their strain threshold while in human form, they undergo the following change as an out-of-turn incidental. They heal all strain; increase their Brawn and Agility by one, to a maximum of 5; and reduce their Intellect and Willpower by one to a minimum of 1. They deal +1 damage when making unarmed attacks, and their unarmed attacks have a Crit rating of 3. In addition, their jaws elongate into muzzles, their hair thickens and they grow more all over their bodies, and their eyes become those of a hunting wolf. Your GM should ensure that NPCs react appropriately to this (at the very least, upgrading the difficulty of all social skill checks twice). Your character reverts to human form after eight hours, or if they are incapacitated (by exceeding either their wound threshold or their strain threshold).
  • The Human Spirit: Once per session, your character may make a Hard (ddd) Discipline check as an out-of-turn incidental. If they succeed, they may either trigger The Beast Within or avoid triggering it when they exceed their strain threshold.

Step 3: Choose a Career

Choosing your career is a bit different than the core rule book. In the core book, they attempt to consider what careers may exist and assign them skills. In the real world though, a person learns a multitude of various skills in their lifetime, and have natural tendencies for certain types of learning. To model this effectively, there will be no predefined careers for this setting. Instead, each character's career will be created with the rules outlined here.

First, select 8 Career Skills. No more than 4 of these skills can utilize a single Characteristic, and no more than 3 may be combat and/or magic skills. Choose 4 different skills from the Career skills you chose to gain a free rank in. Note, just as in the core rules, you cannot have any skill start above rank 2. Finally, you can choose a name for your Career representative of your background or profession.

Steps 4, 5 and 6: Experience, Attributes, and Motivation

There is no change to these steps - you may spend experience just as in the core rule books (though you are encouraged to look at all the new talents available Genesys Talents Expanded - please just check with me before choosing one, though most will be fine.)

Derived attributes are still calculated the same way, and each character should determine all of their Motivations. You are free to create your own motivations using the existing ones as a guideline.

Step 7: Choose Gear, Apperance, and Personality

In addition to the normal steps of choosing your starting gear, appearance, and personality here, you should also assign your Wealth Points. For more information about Wealth Points, refer to chapter 8. This is also the stage where you should select your character's ** Heroic Ability ** and Theme Music (see Chapter 9).

I have attempted to make a fairly extensive list of gear and equipment, but its impossible to list out everything you might buy. If there is some tool, weapon, armor, equipment, etc that you want but is not listed, please just let me know and I will create the stats for you.

CHAPTER 2: CREATING CHARACTERS

GENESYS

CHAPTER 3: SKILLS

This setting will use its own custom skills list, drawing most skills from among those in the core rule books.

It is recommended that your Character Sheet reflect the skills available in the setting to prevent confusion during play.

New Skills

Arcana (Intellect)

The Arcana skill represents your ability to manipulate magical energies, whether they are the fundamental forces of nature or power drawn from an unnatural source. Arcana is used to cast spells and identify sources of magic in the world. It also includes your general knowledge of magic and its function. The Arcana skill is not, however, used for magic derived from the gods or similar divine sources; that would be the Faith skill.

Your character should use this skill if…
  • Your character wants to throw a fireball at a group of enemies.
  • Your character attempts to erect a magical barrier to block a passage.
Your character should not use this skill if…
  • Your character attempts to invoke the power of a deity to smite their foes.
  • Your character attempts to heal an ally.

Crossroads (Cunning)

Crossroads covers the understanding of the relationship between places in the Waking Light and the Dreaming Dark, and traveling inside the Dreaming Dark. Those proficient in it know the best ways to get around by using common transfer points, and are able to deduce what type of environment can be reached on the other side, and how to navigate the shifting landscape of the Dreaming Dark.

Your character should use this skill if...
  • You need to determine the route to a location not regularly traveled
  • You want to find your way back from the Dreaming Dark
Your character should not use this skill if...
  • You want to open a portal to the Dreaming Dark. That would be Magic instead
  • You want to navigate inside the real world. That would be Survival instead
  • You travel a well known Crossroads under normal conditions. That would require no check

Traveling the Crossroads and Dreaming Dark


When a character wants to travel using The Crossroads or inside the Dreaming Dark they will make a Crossroads skill check. Use the chart below to determine the difficulty.
Modifier Effect
+dd You are attempting to reach a location in the Dreaming Dark.
+ddd You are attempting to reach a location in the real world.
-d You are traveling a familiar route.
-dd You are traveling a well known, regularly traveled route.
+d You want to circumvent a specific faction or entity's territory.
+d You are deciding the route under duress.
+d You must use your current location as the origin point.
Varies Specific Dreaming Dark locations may be easier or more difficult to reach.

As the relationship between locations in the Waking Light and the Dreaming Dark is fluid and variable, travel times are nearly impossible to determine before making your Crossroads check. The base travel time from one location to another is 10 hours. Each success beyond the first on the check reduces this time by 30 minutes. Advantage from the check can be spent to further reduce this by 30 minutes each. Additionally, advantage can be used similarly to other checks. A triumph can be spent to reduce the time by 2 hours, in addition to its usual benefits. Threat and Despair can increase the travel time by hours or days, in addition to its usual drawbacks. It could even lead to a dangerous encounter!

CHAPTER 3: SKILLS

GENESYS

Dreaming (Cunning)

The Dreaming skill represents the ability to tap into the natural energies that infuse most worlds and the Fae. Often viewed as primitive yet elegant, dangerous yet beautiful. Dreaming magic can be incredibly powerful, as it draws on the life-force of every living thing around you, and on the Dreaming Dark itself.

Your character should use this skill if…
  • Your character ensnare a foe in thick thorny vines.
  • Your character attempts to communicate with plants or animals or gain the cooperation of natural forces.
  • Your character wishes to manipulate or control the weather, including summoning storms or throwing lighting at foes.
Your character should not use this skill if…
  • Your character attempts to fire a magic bolt at an enemy or group of enemies.
  • Your character tries to raise or reanimate the dead.

Faith (Willpower)

So-called "faith magic” is the ability of priests, holy warriors, and their like to produce miraculous effects by invoking or channeling the power of their deity or faith. For many practitioners, this is completely different from magic, but many others see little practical distinction between the alleged sources of the wondrous effects worked by mages and priests.

Your character should use this skill if…
  • Your character lays hands on someone to heal their wounds or disease.
  • Your character calls on the strength of their faith to bolster an ally.
  • Your character presents their holy symbol in an effort to turn back the undead.
Your character should not use this skill if…
  • Your character wants to fling arcane energy at a living enemy.
  • Your character recites scripture in an attempt to sway a crowd. This would require the Charm or Leadership skill.

Lore (Intellect)

Lore covers knowledge of things that are not taught in school, things that only the Woken would understand. It is the knowledge of all things supernatural.

Your character should use this skill if...
  • You need to find out the weakness of a supernatural creature
  • You need to know the formalities of the Fae Courts
Your character should not use this skill if...
  • You need to know something academic. This is Knowledge instead.
TABLE 2.1-1: SKILL LIST
Skill Page
Alchemy GCR 57
Arcana MBN X
Athletics GCR 58
Brawl GCR 67
Charm GCR 54
Coercion GCR 55
Computers GCR 58
Cool GCR 59
Coordination GCR 59
Crossroads MBN X
Deception GCR 56
Discipline GCR 60
Dreaming MBN X
Driving GCR 60
Faith MBN X
Gunnery GCR 69
Knowledge GCR 66
Leadership GCR 56
Lore MBN X
Mechanics GCR 60
Medicine GCR 61
Melee GCR 67
Negotiation GCR 56
Operating GCR 62
Perception GCR 62
Piloting GCR 62
Ranged (Heavy) GCR 69
Ranged (Light) GCR 68
Resilience GCR 63
Skulduggery GCR 64
Stealth GCR 64
Streetwise GCR 65
Survival GCR 65
Vigilance GCR 65
CHAPTER 3: SKILLS

GENESYS

CHAPTER 4: EQUIPMENT

Item Qualities

Illegal (Passive)

Illegal items are not legal to own in the US. If caught by law enforcement in possession of an illegal item, the character may suffer narrative effects related to the item.

Silvered (Passive)

Silvered weapons or ammunition have the blade edge, projectile, or other damaging part coated or included with silver in some way. This bypasses the extra soak provided by "Were Resistance"

Craftsmanship

The quality of materials that go into an item and the skill of the crafter contribute greatly to its effectiveness and durability. Most weapons and suits of armor aren’t particularly remarkable; the standard item profiles presented in this book represent items crafted by a competent creator using the standard materials. This section includes rules for representing items of truly exceptional craftsmanship, constructed with rare and potent - or subpar - materials.

An item can only have one type of craftsmanship, which your GM determines when the item is bought or obtained. The type of craftsmanship can never change after the item is created or obtained.

Ancient

Ancient weapons and armor back date to the time of the ancient kings, when magic was more potent and widespread in the world. Ancient weaponry and armor is remarkably tough, resistant to corrosion, and able to hold a sharp edge despite heavy use.
Armor: Increase the armor’s soak and defense by 1. The armor gains the Reinforced item quality. Reduce the armor’s hard points by 1 (to a minimum of 0).
Weapon: Increase the weapon’s damage by 1 and reduce its Critical rating by 1. The weapon gains the Reinforced item quality. Reduce the weapon’s hard points by 1 (to a minimum of 0).
Price: Cost x 20
Rarity: 10.

Dark Iron

Made of a special Iron mined from deep within the bowls of Frost and Gloom mountains from the Dreaming Dark, armor and weapons made from are superior to those made from simple steel.
Armor: Increase the armor’s encumbrance value by 1 and add 1 hard point.
Weapon: Increase the weapon’s damage by 1 and encumbrance value by 1.
Price: Cost x 2.
Rarity: +6.

Fae

Fae craft weaves wood harvested from the Deepwoods of the The Dreaming Dark with iridescent moonstone and inlays of gleaming silver. The resulting items are as beautiful as they are light and durable, and blades crafted from moonstone are said to be as sharp as starlight on the coldest winter nights.
Armor: Reduce the armor’s encumbrance value by 2, to a minimum of 0. In addition, your character removes b from Stealth checks they make.
Weapon: Reduce the weapon’s damage by 1 and Critical rating by 1, to a minimum of 1.
Price: Cost x 3.
Rarity: +5.

CHAPTER 4: EQUIPMENT

GENESYS

Iron

Iron is not as strong or workable as steel, but it is cheaper to make. In addition, iron weapons are rumored to have special effects on certain otherwordly foes, such as the Fae.

Armor: Increase the armor’s encumbrance value by 2. In addition, your character adds b to Athletics, Coordination, Riding, and Stealth checks they make while wearing this armor.
Weapon: Increase the weapon’s Critical rating by 1.
Price: Cost x ½.
Rarity: –1.

Weapons

TABLE 4-1: BRAWL WEAPONS
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Brass Knuckles/Cestus Brawl +1 4 Engaged 1 40 1 Disorient 3
TABLE 4-2: MELEE WEAPONS
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Axe Melee +2 4 Engaged 2 25 1
Baseball Bat/Mace Melee +4 3 Engaged 4 70 2
Battleaxe Melee +3 3 Engaged 2 150 4 Vicious 1
Blackjack Melee +1 5 Engaged 1 5 1 Disorient 2, Stun 3, No Finesse
Buckler Melee +0 6 Engaged 1 60 4 Defensive 1, Inaccurate 1, No Finesse
Greataxe Melee +4 3 Engaged 4 300 6 Cumbersome 3, Pierce 2, Vicious 1
Greathammer Melee +5 4 Engaged 4 700 6 Cumbersome 4, Disorient 3, Pierce 2, Inaccurate 1, Sunder
Greatsword Melee +4 3 Engaged 3 300 5 Defensive 1, Pierce 1, Unwieldy 3
Halberd Melee +3 3 Engaged 5 250 6 Defensive 1, Pierce 3
Knife/Dagger Melee +1 3 Engaged 1 25 1
Lance Melee +3 2 Engaged 4 200 6 Cumbersome 3 (dismounted), Pierce 1, Unwieldy 3
Longsword Melee +3 3 Engaged 2 200 4 Defesnive 1
Parrying Dirk Melee +1 4 Engaged 1 75 3 Defesnive 1
Police Baton Melee +3 3 Engaged 3 70 2
Rapier Melee +2 2 Engaged 1 200 5 Accurate 1, Defensive 1, Pierce 1
Scimitar Melee +3 2 Engaged 1 250 5 Vicious 1, No Finesse
Shield Melee +0 6 Engaged 2 80 5 Defensive 1, Deflection 1, Inaccurate 1, Knockdown
Short Sword Melee +2 3 Engaged 1 150 4 Accurate 1
Spear Melee +2 4 Engaged 2 90 5 Accurate 1, Defensive 1
Warhammer Melee +3 3 Engaged 2 300 6 Pierce 1, Sunder
War Spear Melee +3 2 Engaged 3 300 6 Defensive 2, Pierce 2
Staff Melee +2 5 Engaged 2 80 2 Defensive 1
CHAPTER 4: EQUIPMENT

GENESYS

TABLE 4-3: RANGED WEAPONS
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Assault Rifle Ranged (Heavy) 8 3 Long 4 1000 7 Auto-fire, Illegal
Axe (Thrown) Ranged (Light) +2 4 Short 2 25 1 Limited Ammo 1
Dagger/Knife (Thrown) Ranged (Light) +1 4 Short 1 20 1 Limited Ammo 1
Crossbow Ranged (Heavy) 6 2 Medium 4 600 6 Pierce 2, Prepare 1
Hand Crossbow Ranged (Light) 5 3 Short 2 800 6 Pierce 1, Accurate 1
Heavy Pistol Ranged (Light) 6 3 Medium 1 300 3
Hunting Bow Ranged (Heavy) 7 3 Medium 4 275 4 Unwieldy 2
Hunting Rifle Ranged (Heavy) 8 3 Long 4 750 4 Accurate 1, Limited Ammo 2
Javelin Ranged (Light) +2 3 Short 1 60 4 Accurate 1, Limited Ammo 1
Light Pistol Ranged (Light) 5 4 Short 1 100 3
Longbow Ranged (Heavy) 8 3 Long 4 450 6 Unwieldy 3
Machine Gun Gunnery 10 3 Long 6 1500 6 Auto-fire, Cumbersome 2, Illegal, Pierce 2, Vicious 2
RPG Gunnery 12 2 Long 8 2000* 8 Blast 8, Breach 2, Cumbersome 3, Illegal, Limited Ammo 1, Prepare 1
Revolver Ranged (Light) 6 4 Medium 2 350 4 Accurate 1
Shotgun Ranged (Heavy) 8 3 Short 3 500 3 Blast 4, Knockdown, Vicious 2
Spear (Thrown) Ranged (Light) +3 4 Short 2 90 5 Pierce 1, Limited Ammo 1
Submachine Gun Ranged (Light) 5 3 Medium 2 400 6 Auto-fire, Illegal
Sniper Rifle Ranged (Heavy) 9 2 Extreme 4 1200 6 Accurate 2, Illegal, Limited Ammo 4, Pierce 2
CHAPTER 4: EQUIPMENT

GENESYS

TABLE 4-4: GRENADES
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Smoke Ranged (Light) 0 3 Short 1 25 2 Disorient 1, Illegal, Limited Ammo 1
CS Gas Ranged (Light) 0 3 Short 1 35 5 Disorient 3, Illegal, Limited Ammo 1
Flashbang Ranged (Light) 1 3 Short 1 40 5 Blast 2, Concussive 2, Illegal, Limited Ammo 1, Stun 3,
Frag Grenade Ranged (Light) 8 3 Short 1 50 6 Blast 5, Burn 1, Illegal, Limited Ammo 1
Molotov Coctail Ranged (Light) 4 3 Short 1 50 6 Blast 1, Burn 4, Illegal, Limited Ammo 1

Armor

TABLE 4-5: ARMOR
NAME DEFENSE SOAK ENCUM PRICE RARITY SPECIAL
Heavy Jacket 0 +1 1 50 1
Flak Vest 0 +2 3 475 5 It's illegal to commit a crime wearing a flak vest. Not illegal to purchase or own
Ghillie Suit or Appropriate Camo 1 +0 1 95 4 Upgrade difficulty of checks to spot wearer once.
Riot Armor* 2 +1 5 675 6 Illegal, Remove 1 Defense without shield. Add 1 Setback to stealth checks while wearing
Chainmail 0 +2 3 550 4 Add 1 Setback to stealth checks while wearing.
Heavy Robes 1 +0 1 45 0
Leather 0 +1 2 50 3
Plate Armor 1 +2 4 1250 6 Add 2 Setback to stealth checks while wearing.
TABLE 4-6: GEAR
NAME ENCUM PRICE RARITY SPECIAL
Backpack +4 50 3 +4 Encumberance Threshold
Basic 35mm Camera 1 50 2 Can take highly detailed images at a short distance. Requires film development
Binoculars 1 50 2 Removes bb from Perception checks due to distance.
Climbing Gear 1 50 2 Remove b from any Athletics checks they make to climb something.
Dice 0 5 1
Dice (Loaded) 0 100 5 b to Deception checks when cheating
Disguise Kit 2 100 4 Might be the Right Tool for the Job
Extra Clip/Quiver 0 25 2 Spend a maneuver to reload (after Out of Ammo despair)
Fine Suit 1 (0 when worn) 250 2 Remove b from Leadership and Negotiation checks while wearing.
Fine Outfit 1 (0 when worn) 250 2 Remove b from Charm and Deception checks while wearing.
CHAPTER 4: EQUIPMENT

GENESYS

TABLE 4-6: GEAR
NAME ENCUM PRICE RARITY SPECIAL
Flashlight 1 10 1 Remove b due to darkness within Short range.
Gas Mask 1 50 2 Protects wearer from harmful gasses.
Handcuffs 0 25 2 Requires a Daunting (dddd) Skullduggery (b if cuffed, bb if cuffed behind back) to pick, or a Formidable (ddddd) Coordination check to escape.
Handheld Casette Recorder 1 75 2 Records and plays back up to 2 hours of audio.
Healing Poultice 0 50 6 When making Medicine check to heal, use to add s a. Consumed when used.
Marked Playing Cards 0 50 5 b to Deception checks when cheating
Military Field Manual 1 25 2 Consulting the Manual may give b to an applicable skill check if the GM approves
Night Vision Goggles 1 500 5 Remove bb due to darkness.
Painkillers 0 25 2 As manuever, use on self or engaged. Immediately recovers 5 wounds. Diminishing effect each day (4, 3 etc)
Personal Computer - 500-4000 3 Allows user to write programs, analyze data, and record information. High end models can network to mainframes.
Playing Cards 0 1 0
Polaroid Camera 1 100 2 Can take low detailed images at a short distance. Image is printed directly from the camera
Portable Medkit 2 500 4 Allows medicine checks to heal wounds/Critical Injuries. Adds a to results.
Portable Police Scanner 1 100 3 Allows listening in on plice, fire, railyway, and weather broadcasts.
Rope 1 5 1 Might be the Right Tool for the Job
SLR 35mm camera 1 600 3 Can take highly detailed images at a great distance. Requires film development
Thieve's Tools 1 75 5 Right tool for the job for several Skullduggery uses.
Toolbox 2 200 1 Contains an assortment of tools needed, counts as right tool for the job for most Mechanics checks
Video Camera 2 3000 4 Records up to 30 minutes of video on a VHS tape.
Walkie Talkie 1 200 2 Communicate within extreme range (2-4 miles, open channels)

Potions and Elixers

Unless stated otherwise, consuming a potion or elixir (or administering one to an engaged character) is a maneuver and consumes the item in the process. The effects of multiple doses of the same potion do not stack.

Some alchemists and herbalists produce highly specialized potions for sale, and such items vary greatly in quality, potency, and safety. Some potions are simply too rare to be purchased like ordinary goods.

Acid Flask

As an action, your character can throw an acid flask at a point within short range, where it releases a cloud of acidic mist large enough to encompass a single character and other characters engaged with the target. The cloud is a corrosive atmosphere with a rating of 4 (see Fire, Acid, and Corrosive Atmospheres on page 111 of the Genesys Core Rulebook). The cloud remains for the duration of the encounter, unless the GM determines that circumstances (such as an outdoor location or a strong draft) cause it to dissipate faster.

CHAPTER 4: EQUIPMENT

GENESYS

Table 4-7: POTIONS AND ELIXERS
NAME ENCUM PRICE RARITY
Acid Flask 0 200 6
Bottled Courage 1 25 5
Health Elixer 0 25 3
Immunity Elixir 1 100 4
Invisibility Potion 1 1,000 9
Poison 0 200 5
Power Potion 1 250 6
Protective Tonic 1 125 6
Regeneration Elixir 1 50 4
Smokebomb Vial 0 25 4
Speed Potion 1 200 7
Stamina Elixir 0 50 3
Bottled Courage

Bottled courage is usually nothing more than a stiff measure of alcohol mixed with a concoction of stimulating herbs and mushrooms. The imbiber becomes heedless of danger and immune to sights and experiences that might otherwise leave them traumatized.

When your character uses bottled courage, they upgrade Discipline checks made to resist fear and Coercion once until the end of the scene or encounter.

Health Elixer

Health elixirs are the most common potions created by apothecaries. They imbue the taker with feelings of warmth and nourishment and are used to ward off illness. They do not actually heal injuries, although they can help comfort and stabilize an injured individual.

A health elixir is a painkiller, as described on page 116 of the Genesys Core Rulebook.

Immunity Elixer

Immunity elixirs are concocted to act as antidotes to a wide variety of common poisons and diseases. Once a person has imbibed an immunity elixir, they will not as easily succumb to the disease or poison it is designed to counteract for a short period of time thereafter.

Using an immunity elixir immediately nullifies any mundane poisons or toxins currently afflicting your character (some magical or otherwise extraordinary poisons might not be affected, at the GM’s discretion).

In addition, for the rest of the encounter or scene, your character upgrades Resilience checks made to resist poisons and toxins twice.

Invisibility Potion

Potions such as the fabled invisibility potion blur the line between the scientific craft of the alchemist and true magic. In this case, the ingredients (razor-sharp strands of silk from shadowlurker spiders, the crystalline herb avathian, and a puff of elemental air) are certainly magical, even if the process of combining them is not. In any case, consuming the potion renders the user completely invisible to the unaided eye.

When your character imbibes an invisibility potion they become invisible for 3 rounds. During this time, your character cannot be seen and casts no reflection or shadow. They produce noise, smells, and so on as usual, and they have a physical presence. An invisible character may also be detected through magical means. An invisible character benefits from concealment worth +4 dice (see the Concealment section on page 110 of the Genesys Core Rulebook).

Poison

Every culture in the world and Dreaming Dark has its own poisons, ranging from abundant botanical extracts to refined alchemical potions. Most are easy to use, if not easy to obtain.

Your character can apply poison to a target’s food or drink, in which case the target suffers the effects when they ingest it. Poison can also be applied to smokebombs or other items at your GM’s discretion. As a maneuver, it can also be applied to a weapon with a sharp point or edge, such as a dagger or arrow, that can induce the poison into the target’s bloodstream. If applied to a weapon, the first successful hit that deals at least one wound causes the target to suffer the effects of the poison. Once the poison has affected one target, it is depleted and another dose must be applied.

Characters affected by poison or within a poison cloud must make a Hard (ddd) Resilience check as an out-of turn incidental or suffer 4 wounds (not reduced by soak) plus 1 strain per h. You or your GM can spend d on the check to inflict a Critical Injury or to force the target to repeat the check at the beginning of their next turn, as the poison continues to wrack their body.

CHAPTER 4: EQUIPMENT

GENESYS

Power Potion

Power potions are similar to speed potions, save that they increase upper body and core strength in particular. Those who imbibe power potions are better able to strike and block blows. Feats of strength, such as hefting weights and shifting objects, are also facilitated through the use of a power potion.

When your character uses a power potion they increase their Brawn by 1. This effect lasts until the end of the encounter or scene. If your character’s Brawn is already 5, they instead add bb to all checks using Brawn. When the potion wears off, your character suffers 6 strain.

Protective Tonic

Protective tonics imbue the drinker with reserves of physical and psychological resilience. They do this through mildly soporific effects that deaden pain and increase feelings of well-being. They also have an effect on the body, shrinking the capillaries near the skin’s surface to reduce bruising and bleeding, and speeding the clotting process.

When your character imbibes a protective tonic they gain +1 soak for your character's next three turns.

Regeneration Elixer

Regeneration elixirs help heal injuries. They take the form of a drink to be taken orally or a poultice to be applied to the wounded area. The elixir causes torn flesh to knit back together and broken bones to fuse. Even internal wounds can be cured by regeneration elixirs.

When your character uses a regeneration elixir they make a Simple (–) Resilience check, healing 1 wound for each s and 1 strain for each a. You may spend t to repeat the check at the start of your character's next turn, as the elixir continues to accelerate their healing.

Smokebomb Vial

Smokebomb vials contain yet smaller vials that each hold different concoctions. When the vials are broken the various chemicals mix to produce a cloud of thick, choking fog. The fog is not harmful (unless treated with poison), though it is unpleasant to be caught within and is impossible to see through.

As a maneuver, a character can throw a smokebomb vial at a point within short range. Upon impact, the vial shatters to create a thick smoke screen large enough to conceal a single character and other characters engaged with the target. The smoke screen provides concealment worth +2 dice (see the Concealment section on page 110 of the Genesys Core Rulebook).

Speed Potion

Speed potions affect the muscles of the drinker, especially those used for running and other forms of movement. Once a speed potion is taken, the imbiber is better able to sprint for a short period. Speed potions allow for short and immediate bursts of top performance. Some people have been known to combine stamina elixirs and speed potions for longer periods of high performance. The morning after can only be described as truly nightmarish.

When your character imbibes a speed potion they gain one additional maneuver during their turn. While under the effects of a speed potion, your character can perform a maximum of three maneuvers in a turn, rather than two. A speed potion lasts for your character's next three turns, after which your character suffers 6 strain.

Stamina Elixer

Stamina elixirs can be taken to provide the patient with a feeling of improved vitality. When a stamina elixir is drunk, the imbiber benefits from increased reserves of energy over a lengthy period. It ought to be mentioned that hangovers from stamina elixirs can be particularly dire.

When your character uses a stamina elixir they immediately heal 5 strain. Each subsequent elixir used in the same day heals 1 less strain, so that the sixth elixir (and further) has no effect. After one day, the lingering effects of the stamina elixir wear off, and your character may again use a stamina elixir to full effect.

Magic Implements

Magic, as with any other skill, can be augmented and enhanced by various items. You may recognize them as magical staples such as staffs, wands, and orbs. We call them magic implements, and they’re a type of equipment.

The each have various effects on spells, increasing the range of a spell, or reducing the difficulty of certain types. Most increase the damage of Attack spells as well.

There are two hard-and-fast rules when it comes to using magic implements, however. The first is that your character can only benefit from one implement at a time. So, if your character has an orb and a wand, for example, they choose which one to use when casting a spell. The second is that holding an implement does not impose b on your character’s magic skill check for not having their hands free.

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GENESYS

Table 4-8: Magic Implements
Characteristic Additional Cost
Base Cost 100
+Damage 100 per +1, Max +4
Add Crit Rating 3 to Attack 150
Add Crit Rating 2 to Attack 300
Encumberance of 0 500
Encumberance of 1 0
Encumberance of 2 -100
Reduce difficulty of 1 Additional Effect by 1* 150
Other Positive Qualities Varies, usually 100 per rank (or 250)
Other Negative Qualities Varies, usually –75 per rank (or –100)

*=Can only be selected once

Aquiring an Implement

Magic Implements can almost never be purchased. When creating a character, you may use your starting XP to purchase one like normal, but once play begins they must normally be crafted using the rules in Chapter 7. Magic Implements have a base rarity of 3, and this is increased by 2 for each characteristic selected, up to 10 though each negative qualitie reduces the rarity by 1 instead.

Each Arcane Tradition uses its own type of Implements, and so if you aquire a foe's Implement in the course of play it may or may not be useful to you (or anybody else). See Chapter 6: Magic for more info.

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GENESYS

TABLE 4-7: DRUGS
NAME ENCUM PRICE RARITY SPECIAL
Alchohol (beer, 1 dose) 1 2 1 Adds b per 2 doses to any Agility and Cunning based checks
Alcohol (liqour, 25 dose) 1 20 1 Adds b per 2 doses to any Agility and Cunning based checks
Tobacco (12 doses) 0 5 1 Add b to Vigilance checks, add b to Cool checks.
Marijuana (5 doses) 0 30 5 Illegal, Add b to Vigilance checks, and one boost to Cool checks.
Cocaine (5 doses) 0 50 4 Illegal, Add b to Cool checks, and one boost to Vigilance checks.
Heroin (5 doses) 0 50 6 Illegal
Psilocybin Mushroom (5 doses) 0 35 5 Illegal, Target suffers minor hallucinations
LSD (1 dose) 0 25 6 Illegal, Target suffers extreme hallucinations
Anesthetic (1 dose) 0 55 5 Illegal, Once injected, a single dose has an Average (dd) Resilience check (2 or more doses increases to Hard )). Failure inflicts 5 strain. If the check generates uncancelled h or hh, the target must also give up his free maneuver during his next turn (he may still take two maneuvers; they just each cost 2 strain). If it generates hhh or more, he's Staggered during his next turn. Finally, the GM can spend d to make the target test against the drug again during the next round, as the drug remains in his system.
Paralytic (1 dose) 0 75 7 Illegal, This drug paralyzes the target but leaves higher cognitive functions intact. Once injected, the target makes a Hard (ddd) Resilience check. Failure immobilizes the target for 3 rounds. In addition, each threat generated inflicts 1 strain on the target. the GM can spend d to make the target test against the drug next round as it remains in their system.
Neurotoxin (1 dose) 0 100 9 Illegal, A single dose requires an Average (dd) Resilience check, while two or more doeses increase this to Hard (ddd). Failure inflicts 5 wounds. Each h generated inflicts one strain on the target as the effort of fighting the drug overwhelms him. Finally, the GM can spend d to make the target test against the drug during the next round as it remains in his system.

Armor and Weapon Enchantments

Item attachments follow the rules on page 206 of the Genesys Core Rulebook. Enchantments are attachments that are magical in nature. Enchantments follow the normal rules for attachments but are generally much harder to obtain, as they can only be “installed” by someone with magic ability. Additionally, characters with magic skills may be able to detect the presence of enchanted items. The following new attachments are available to characters in the Miami by Night setting. Appropriate attachments from the Genesys Core Rulebook are available as well.

TABLE 4-8: ARMOR ATTACHMENTS
NAME HP REQUIRED PRICE RARITY
Gilded 0 1,500 4
Ironbound 2 - 10
Spikes 2 600 4
Twilight 1 - 10
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GENESYS

Armor Enchantments
Gilded

Though it serves no practical purpose, many fae like to adorn their armor with gold leaf. It certainly makes the wearer seem impressive, but acts as a lure for every bandit within eyesight.
Use With: This attachment can be applied to any armor.
Modifiers: While wearing this armor, your character adds b to Charm, Negotiation, and Leadership checks.
Hard Points Required: 0.

Ironbound

Ironbound enchantments are highly desirable for military efforts. These shards work only with metal armor, though, and have no effect on padded armor made from leather or textiles.
Use With: This attachment can be applied to any metal armor.
Modifiers: The armor increases its defense by 1 and soak by 1.
Hard Points Required: 2.

Spikes

Particularly unscrupulous warriors sometimes add sharp spikes or barbs to their armor, especially to gauntlets, vambraces, and pauldrons. In the press of a melee, they can use a shoulder check or a wild swing to slash or even impale an opponent.
Use With: This attachment can be applied to plate armor.
Modifiers: If your character is targeted by a melee combat check while wearing this armor, you may spend hhh or d to cause the attacker to suffer 3 wounds.
Hard Points Required: 1.

Twilight

Armor with this enchantment always seems to be tucked into a dark corner, along with its wearer, even when worn in the brightest sunlight. In actual darkness, the wearer becomes a akin to a wraith, able to slip past the most alert sentries.
Use With: This attachment can be applied to any armor.
Modifiers: While wearing this armor your character adds bb to Stealth checks they make and gains +2 ranged defense.
Hard Points Required: 1.

TABLE 4-8: WEAPON ATTACHMENTS
NAME HP REQUIRED PRICE RARITY
Explosive Missile 1 1,250 7
Vorpal 1 - 10
Flame 1 2,000 8
Frost 1 1,750 8
Thunder 2 2,000 8
Severing 2 - 10
Corrupted 1 - 8
Explosive Missile

Whether through means of runic inscription on the weapon or by alchemical agents applied to each arrow or bolt, a weapon with this attachment launches projectiles that explode on impact.
Use With: Any Ranged weapon.
Modifiers: The weapon gains the Blast 5 item quality.
Hard Points Required: 1.

Vorpal

The Vorpal enchantment is legendary, magically honing the blade to a point so sharp it can easily slice through armor and flesh.
Use With: This attachment can be applied to any bladed weapon.
Modifiers: When this weapon inflicts a Critical Injury, it inflicts the Bleeding Out Critical Injury instead of one determined through rolling for the result.
Hard Points Required: 1.

Flame

The flame enchantment is designed to be used in conjunction with a close combat weapon. Swords with apertures in the pommel or the guard for such runic attachments are not uncommon in the armories of wealthy members of the Summer Fae.
Use With: This attachment can be applied to any melee weapon.
Modifiers: The weapon gains the Burn 1 item quality.
Hard Points Required: 1.

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Frost

This runic inscription coats the weapon with icy chill that saps strength from those it strikes.
Use With: This attachment can be applied to any melee weapon.
Modifiers: The weapon gains the Ensnare 1 and Stun 4 item qualities.
Hard Points Required: 1.

Thunder

When its weapon strikes a foe, this rune carving flashes white like a bolt of lightning. The deafening boom of thunder comes a half-second later, staggering the foe with concussive force.
Use With: This attachment can be applied to any weapon.
Modifiers: The weapon gains the Concussive 1 item quality.
Hard Points Required: 2.

Severing

A sword or knife with this rune inscription unerringly seeks out a foe’s vitals for a killing blow. When an enemy falls gasping to the floor, the rune glows faintly with a deep crimson hue.
Use With: This attachment can be applied to any bladed melee weapon.
Modifiers: The weapon gains the Vicious 5 item quality.
Hard Points Required: 2.

Corrupted

Pacts with dark powers may confer baleful powers unto otherwise mundane weaponry. Demons can infuse nearly any weapon with a measure of their unnatural strength…for a price.
Use With: This attachment can be applied to any weapon.
Modifiers: The weapon increases its base damage by 2; whenever your character suffers strain while wielding or wearing this weapon, they increase the strain suffered by 1.
Hard Points Required: 1.

Woundrous Magic Items

A woundrous magic item is one of those rare objects that possess magical properties, whether as the result of a Fae spell worked into the item, a runic inscription, or some other form of enchantment. Some magic items are the intentional creation of a wizard or other crafter, while others might have developed their power through exposure to arcane energies, proximity to great events, or even stranger ways. No matter their origins, magic items—even those that produce similar effects—are each a unique wonder of the world. Magic items are almost never offered for sale and cannot be crafted except through exceptional narrative events.

None Yet

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GENESYS

Chapter 5: VEHICLES

Vehicles will play an important role in this setting. Car chases, shootouts, and back-of-limo meetings are all likely to be common occurances in the game. Instead of creating a comprehnsive list of all vehicles, though, we'll have a list of "base models" - then upgrades to these models are made to emulate more expensive and higher class vehicles. There will be more info on that in the "Wealth" chapter.

EXAMPLE VEHICLES

Two- or Four-Door Automobile

A regular car.

2 4 0 0 0 4 5

Control Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 3 (5 uncomfortably).
Consumables: None.
Encumberance Capacity: 20.
Price/Rarity: 2,000-50,000/3.
Weapons: None.
Hard Points: 2

SUV or Van

Jeep, SUV, Soccor mom van, carpet van.

2 4 -1 0 0 4 5

Control Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 6 (7 uncomfortably).
Consumables: None.
Encumberance Capacity: 20.
Price/Rarity: 2,000-50,000/3.
Weapons: None.
Hard Points: 2

Pickup Truck

With or without a cap on the bed.

2 4 0 0 0 4 5

Control Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 2 (3 uncomfortably).
Consumables: None.
Encumberance Capacity: 35.
Price/Rarity: 2,000-50,000/3.
Weapons: None.
Hard Points: 2

Motorcycle

Harley, crotch rocket, etc.

1 5 0 0 0 2 5

Control Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 0 (1 uncomfortably).
Consumables: None.
Encumberance Capacity: 5.
Price/Rarity: 2,000-50,000/3.
Weapons: None.
Hard Points: 2

ANIMALS

Inside the Dreaming Dark riding mounts are the preferred method of traveling over long distances.

CHAPTER 5: VEHICLES

GENESYS

Beast of Burden (Minion)

Mules, oxen, draft horses, and other strong, hearty animals are put to many working uses, such as pulling wagons and carts.

4 2 1 1 1 1
4 7 - 0 0

Skills (Group only): Athletics, Resilience.
Talents: None.
Abilities: Encumberance Capacity 18, Silhouette 2.
Equipment: Harness.
Price/Rarity: 200/1.

Flying Mount (Rival)

Throughout the Dreaming Dark, a number of flying creatures have been bred and trained as mounts, including rocs and griffons. Such animals are always rarer than more typical riding beasts, and those trained for war are rarer still. Due to the obvious dangers involved, only the most skilled and courageous riders seek out flying mounts.

3 4 1 2 2 2
3 12 - 1 2

Skills: Athletics 3, Coordination 3, Discipline 2, Resilience 2, Survival 2.
Talents: Dodge 2.
Abilities: Encumberance Capacity 12, Flyer (can fly; see the Flying sidebar on page 100 of the Genesys Core Rulebook), Silhouette 2.
Equipment: Hooves or talons (Brawl; Damage 5; Critical 4; Range [Engaged]; Knockdown).
Price/Rarity: 2000/8.

Riding Beast (Minion)

Although they can carry riders over great distances, most horses, ponies, and other such steeds are neither bred nor trained for the violence of battlefield conditions. A Riding check is required to maintain control of a riding beast in combat or a similarly stressful situation.

4 3 1 1 1 1
4 5 - 0 0

Skills (Group only): Athletics, Resilience.
Talents: None.
Abilities: Encumberance Capacity 18, Silhouette 2.
Equipment: Riding tack.
Price/Rarity: 400/2.

War Mount (Rival)

War mounts are those steeds bred and trained for war, such as the destriers of the Daqan Baronies. Just like their riders, such mounts do not shy away when facing combat and can use their stomping feet, grasping talons, or other natural weapons to aid in battle.

4 3 1 2 3 1
4 14 - 0 0

Skills: Athletics 3, Brawl 1, Discipline 2, Resilience 3, Survival 2.
Talents: None.
Abilities: Encumberance Capacity 13, Silhouette 2.
Equipment: Hooves or talons (Brawl; Damage 6; Critical 4; Range [Engaged]; Knockdown).
Price/Rarity: 1500/6.

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GENESYS

Vehicle Attachemnts

By tinkering with existing parts or installing new, upgraded, or modified parts a mechanic can make changes and improvments to a vehicle beyond what was originally inteneded by the vehicle's engineers.

To make an upgrade, a character must purchase the parts and or tools needed to perform the upgrade. Then, the character (or another character) can make an Average (dd) Mechanics check to apply the upgrade.

TABLE 4-8: Vehicle Attachments
NAME HP / *Encum PRICE RARITY SPECIAL
Bulletproof Glass 1 2,000 8 Adds one point of Armor
Smuggling Compartment 1 1,200 5 Transfers 5 of the encumberance capacity into a hidden compartment. Increase difficulty to find items hidden here by 2.
High Octane Engine 1 5,300 4 Increase vehicles speed by 1, reduce System Strain threshold by 1.
Gun Rack 1 325 4 Easy access to two weapons. Weapons mounted here can be drawn as an Incidental.
Divider Fence 0 250 2 A fence to seperate the front seats from the back.
Radio Console 1 300 3 A powerful 2 way radio capable of communicating long distances (up to ~15 miles to a Base system, or ~8 miles to another mobile system). Also includes a PA speaker.
Onboard Amenities 1 750 2 Upgrades the ability of Charm, Deception, and Negotiation checks made while in the vehicle.
All Terrain Tires 1 500 2 Add b to Driving checks on off-road, but add one setback to Driving checks on streets.
Turbocharger 1 2,100 3 Increase the speed of the vehicle by 1.
Racing Tires 1 500 3 Add b to Driving checks on streets, but add one setback to Driving checks off-road.
Vehicle Security System 1 200 3 Adds b b b to checks to break into the vehicle. Spend hh or d to sound an alarm.
Barding 5* 900 4 Increase the mounts Soak by 2.
Saddlebags +4* 75 3 Increases a mount's encumberance threshold by four.
CHAPTER 5: VEHICLES

GENESYS

CHAPTER 6: MAGIC

In this setting, most of the ideas and guidance in the Genesys Core Rules for magic stays true. There are some differences, notably with the way magic is learned between different characters. The default "Arcana", "Divine", and "Primal" distinctions are removed, as is any reference and restriction based upon them. Instead, there are Arcana, Faith, and Dreaming - they are similar in many ways, but there are differences.. There have also been changes to existing Magic Actions and new Magic Actions have been added. If you have an idea for a new Magic Action, discuss it with the group, and we will determine if it should qualify as a new action, or as an additional effect of another action.

Spellcasters

Spellcasters, or individuals who can use magic, are anyone who has at least one rank in a magic skill. If your character does not have at least one rank in a magic skill, they cannot attempt to use magic. This includes performing any of the magic actions and maneuvers listed later in this section.

All spellcasters, no matter what type of magic they use, also need to have a certain amount of knowledge concerning magic and its possibilities. For this reason, your character is going to benefit greatly from having a couple of ranks in the Lore skill if they want to be a spellcaster.

Murphy's Law

It is a side-effect of magic that it interferes with the operation of electrical or electronic devices; its severity depending on the complexity of the device and the amount of ambient magic. Although the term "interference" suggests that the effect is temporary, exposure to magic can and often does produce permanent damage to affected devices. Spellcasters are often distrustful of technology due to this, and often avoid dangerous technology such as planes and elevators. The effect can be as minor as flickering lights or static on the radio, but it can be as severe as completley shorting out an electronic device.

In game terms, these effects are usually cosmetic and ambient - such as the flickering lights and staticy radios, however by using a story point the GM or player can short out an electronic device within short range of the spell caster.

Traversing the Crossroads


The Crossroads is what we call the places where the Dreaming Dark is close to the Waking Light, where denizens of one reality can traverse to the other. To travel from one world to the other requires an Average Magic check. If a character is not trained in Magic, they must take the Crossroads Traveler talent, and use an Average Discipline check instead. Refer to the following chart for a list of modifiers to the check. When Traversing, characters can bring equipment with them only up to their Encumberance.

Modifier Effect
+d Additional Target: You may bring one other engaged being through the portal with you.
+dd Gate: You open a gate to the other world instead. The gate remains open for as long as you maintain Concentration (see the Concetration maneuver). Beings can freely travel both directions through the gate.
+ddd Portal: You open a portal to the other world instead. The portal remains open for as long as you maintain Concentration (see the Concentration maneuver). Beings can freely travel in one direction through the portal.

Magic Tradition

Each spellcaster - whether they use Arcana, Dreaming, or Faith - belongs to a Magic Tradition. These Magic Traditions determine the flavor of their spellcasting, what magic implements they can use, and possibly what spells they can cast. For example, though they would both use Arcana as a skill, a spellcaster versed in Norse Runes may use runestones as implements, while a spellcaster trained in the tradition of Merlin may use staves. In addition, when choosing your magic tradition, you choose which 5 magic actions you can use along with it. Each type of magic has 9 actions so this means not every spellcaster shares the same spells. A listing of magic traditions are at the end of the chapter, however you are free to create your own - look into history and mythology for inspiration!

CHAPTER 6: MAGIC

GENESYS

TABLE 6-1: MAGIC ATTACK ADDITIONAL EFFECTS
Effects Difficulty Mod
Non-Lethal is no longer restricted to Primal.
Holy/Unholy is no longer restricted to Faith instead of Divine.

Magic in Narrative Encounters

Divination

This ability represents the characters ability to reach out to what is simply beyond their own senses, be it through their deity, the spirits of the departed, or the creatures of nature itself, and to gain insight and wisdom from a larger consciousness than just themselves.

Enchantment

This ability represents the characters ability to empower their words with magical energy in order to effect their targets emotional state in order to attempt to compel, terrify, and beguile their targets in numerous ways.

TABLE 6-2: AUGMENT ADDITIONAL EFFECTS
Effects Difficulty Mod
Flight: Targets affected by the spell gain the ability to fly and hover (GCR 100). +dd
Water Breathing: Targets affected by this spell can breathe underwater. +d
Darkvision: Targets affected by the spell remove 2 setback added due to darkness. +d
Divine Health is restricted to Faith instead of Divine.
Primal Fury is removed from Augment.
Illusion

This ability represents the characters ability to use magical forces to alter the perceptions of targets, to make them see, hear, or even smell things that are not really there. Or in the reverse, make them not see, hear, or smell something that is there.

Shapechange

This ability allows the caster to alter the size and shape of his physical body in many ways. It is very much based on the "Wildshape" ability druids in D&D have.

Magic in Structured Encounters

Interspersed through this chapter are tables showing changes to the Additional Effects of existing spells, along

with the new additional effects from the new spells presented in this chapter. You'll find that all "School" restrictions have been removed to accommodate the new system for choosing your magic tradition, and some abilities effects have been moved to new spells. Additionally, there are some entirely new effects.

DIVINATION

The default difficulty of the check is Average (dd). If the check is successful, the character has gained some sense of what lies ahead (even if not fully aware of its full nature). The character gains Story Point that they can use, separate from either existing pool. This story point is only given the first time Divination is used each game session, and when it is used it does not transfer to the GM's pool - it is removed from the game instead.

TABLE 6-3: BARRIER ADDITIONAL EFFECTS
Effects Difficulty Mod
No Changes
CHAPTER 6: MAGIC

GENESYS

TABLE 6-4: CURSE ADDITIONAL EFFECTS
Effects Difficulty Mod
Polymorph (Dreaming only): You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, you can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. For example, they could move a dragon's wings but not fly, They could see with eyes but not its darkvision. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual's features in this way - they are their own individual in each form. +ddd
Fear: The target must immediately make an Easy (d) Fear check. Spend aa to increase the difficulty of the check to a maximum of Formidable. +d
TABLE 6-5: DISPEL ADDITIONAL EFFECTS
Effects Difficulty Mod
Supress: The character can select a single magical item within range instead of another character. If successful, the item loses all of its enhanced properties for 1 round per rank of Lore the character possesses. +dd
Self: You may select yourself as the target. +dd

Magic Skills and Actions

Magic in Miami by Night follows the Magic alternate rules in the Genesys Core Rulebook with a few noted exceptions. Below is a table listing the magical actions available to each skill.

Action Arcana Dreaming Faith
Attack X X X
Augment X X
Barrier X X X
Conjure X X X
Curse X X
Dispel X X
Divination X X
Enchantment X
Heal X X
Illusion X X
Shapechange X X
Utility X X X
ENCHANTMENT

The character targets a single creature or minion group within short range and makes a Magic skill check. The default difficulty of the check is Easy (d). If the check is

successful, the character may immediately make a Charm, Coercion, or Deception check against the target, upgrading the Ability dice once.

ILLUSION

The character targets a single creature or minion group within short range, and makes an Arcana or Divine skill check. The default difficulty of the check is Easy (d). If the check is successful, the target will see a single, stationary object or being up to silhouette 2 of the character's choice. The character may spend extra s and a on the check to increase the difficulty to disbelieve the illusion. Each ss increases the difficulty by 1 to a maximum of Daunting, and each aaa upgrades the difficulty once.

SHAPECHANGE

Choose yourself or an engaged willing ally as the target, and make an Easy (d) magic check. You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them, or a generic member of their own creature type. If the creature has the same basic body structure as them, they can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gains none of the other benefits. For example, they could move a dragon's wings but not fly, They could see with eyes but not its darkvision. You cannot replicate an individual's features in this way - they are their own individual in each form.

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GENESYS

TABLE 6-6: DIVINATION ADDITIONAL EFFECTS
Effects Difficulty Mod
Commune: The spell calls out to entities of greater power to provide information. The being contacted will answer any three questions the character asks to the best of their ability. The character may spend aa to learn the truthfulness of the answers given. +d
Advanced Commune (Faith only): The character can choose to contact a specific entity. +d
Farsight: The character will select a target person, creature, or object. If that target is within one mile per rank in Lore of the character, and the spell is successful, the spell will create a hazy image in mid-air of the target and it's current surroundings. If the target has any ranks in a magical skill, they will be aware they are being viewed, but not by who. The GM may spend a d to allow the target to determine who is viewing them. The character may spend aa to mitigate the targets awareness of the viewing. +d
Locate: The character will select a target person, creature, or object. If that target is within one mile per rank in Lore of the character, and the spell is successful, the spell will let the character sense the direction of the target. If the target is in motion, the character will know the direction and speed of it's travel. The character may spend two advantages to get an approximate distance that the target is currently at from them. +d
Extended Range: Increase the range of both Farsight and Locate effects to 3 miles per rank in Lore. +d
Clairvoyance: Instead of utilizing the Story Point gained from this spell in the usual way, the character can instead use it to re-roll a single check after seeing the results. They must use the new roll. +dd
Lingering Sense: The character can utilize the Concentrate Maneuver on the effects on either the Farsight or Locate upgrade. +dd
TABLE 6-7: ENCHANTMENT ADDITIONAL EFFECTS
Effects Difficulty Mod
Alter Emotions: The target is filled with a specific emotion or lack thereof of the caster's choice while under the effects. The emotion - such as anger, attraction, calm, disgust, fear, friendliness, peace, suspicion, etc - must reasonably follow from the social check made as part of the spell. All social checks the target makes are either upgraded or downgraded as appropriate to reflect this altered mental state. +d
Additional Target: The character can select an additional target with-in range of the spell, and spend a to affect an additional target with-in range for each additional a spent. +d
Compulsion: The character can select one non-nemesis target that, if successful, will believe any untruths that the character tells them while under the effects of the spell. In addition, they will also aid the character in anyway possible as long as it does not bring direct harm to it or it’s allies. Once the spell has expired, the target will immediately know that they were magically influenced. +dd
Modify Memory: The target will completely forget any memories of what transpired while under the effects of the spell, to include being put under the spell to begin with. +dd
Enduring Feelings: The target will continue to suffer the effects of the spell for 1 hour per rank of Lore that the character possesses (without the character needing to utilize the Concentrate Maneuver). +dd
TABLE 6-8: HEAL ADDITIONAL EFFECTS
Effects Difficulty Mod
Self: You may select yourself as the target. +dd

Disbelieving Illusions

Each time a character witnesses something that would shake his faith in the illusion (such as being stabbed by an illusory sword or watching someone walk through an illusory wall) the character may make a Perception or Vigilance check. The default difficulty of this check is Easy (d). If successful, the character recognizes the illusion for what it is. The image of the illusion becomes translucent, the sounds become distant and echoy, and the smells become faint.

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TABLE 6-9: ILLUSION ADDITIONAL EFFECTS
Effects Difficulty Mod
Sound Manipulation: The character is able to alter what sounds the target can hear, as well as creating from nothing sounds that aren’t really there. +d
Olfactory Manipulation: The character is able to alter what smells the target can perceive, as well as creating from nothing smells that aren’t really there. +d
Range: Increase the range of the spell by one range band. This may be added multiple times. +d
Additional Target: The character can select an additional target with-in range of the spell, and spend a to affect an additional target with-in range for each additional a spent. +d
Movement: The character is able to impart basic movements and gestures for its visual illusion. That will coincide with any sounds created due to the Sound Manipulation effect. +d
Increased Size: The character’s illusion can now effect and encompass the entire short range band area around the target. +dd
Invisibility: In place of the normal effects, targets affected by the spell turn invisible and are granted 4 levels of Concealment +dd
TABLE 6-10: SHAPECHANGE ADDITIONAL EFFECTS
Effects Difficulty Mod
Additional Target: The character can select an additional target with-in range of the spell, and spend a to affect an additional target with-in range for each additional a spent. +d
Range: Increase the range of the spell by one range band. This may be added multiple times. +d
Health: The target increases their wound threshold by a value equal to the character's ranks in Lore for the duration of the spell. +d
Increased Size: Reduce or increase the Silhouette by 1. +d
Water Breathing: Targets affected by this spell can breathe underwater. +d
Camoflauge: Targets affected by the spell blend into their environment and are granted 1 level of Concealment +d
Nightvision: Targets affected by the spell remove bb added due to darkness. +d
Primal Fury: The target adds damage equal to the character's ranks in Lore to unarmed combat checks, and their Critical rating for unarmed combat becomes 3. +d
Flight: Targets affected by the spell gain the ability to fly and hover (GCR 100). +dd
Skinwalker (Dreaming only): When using shapechange, you can replicate an individual's features. b or b should be applied based on the caster's knowledge of the subject they are imitating. +dd

Magic Traditions

Runemaster
  • Magic Type: Arcana
  • Implement: Runestones
  • Suggested Magic Actions: Attack, Barrier, Conjure, Divination Utility
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CHAPTER 7: CRAFTING

Characters may craft almost anything, from swords and guns to cars and homes, given sufficient time, resources, and skill. Regardless of the skill used, we call all skill checks to craft an item a crafting check. All crafting follows the same basic guidelines, although the process your character undertakes within the narrative of the game may vary greatly. Of course, your GM might modify these rules based on the situation and the specific item, and might impose additional requirements.

The Crafting Process

To craft an item, your character must have appropriate tools and components. For instance, to craft a sword, your character must have access to a forge, smiths’ tools, and a supply of iron or steel. Typically, the cost of raw materials to craft an item is equal to half of the cost of the item. These materials are consumed in the process, whether the crafting check succeeds or fails. Tools can generally be used multiple times before wearing out, but are often quite expensive.

The process of crafting an item takes one day, plus a number of days equal to the rarity of the item. This does not include any time spent gathering tools or supplies. Your GM may decide that some items take significantly more or less time, depending on the nature of the item and its construction.

To undertake the actual process crafting the item, your character makes a Mechanics check with a difficulty based on the rarity of the item; to determine the number of d in the pool, divide the rarity of the item by 2 and round up. For instance, a Metalworking check to craft a steel sword (rarity 2) is Easy (d). Your GM might further modify this difficulty or add b or b to represent the particular circumstances. If the crafting check is successful, your character creates the item. Additionally, you and the GM may spend dice symbols for additional effects, as shown in Table 7–1: Spending Symbols on Crafting Checks. Of course, these effects are only examples, and you and the GM might come up with additional results.

TABLE 7-1: Spending Symbols on Crafting Checks.
Cost Effect
a or t Reduce the time to craft the item by one day, to a minimum of one. (You may select this option multiple times.)
Your character adds b to their next check using the same skill.
aa or t Your character saves enough materials to reduce the cost of the next similar item they craft by half.
Decrease the item’s encumbrance by one, to a minimum of 0.
If the item has the Limited Ammo 1 quality or is otherwise limited to a single use, craft one additional identical item. (You may select this option multiple times.)
aaa or t Increase the item’s hard points by one.
Reduce the difficulty of future checks to craft the item by one (to a minimum of Simple (–).
t The item gains the Superior quality.
Increase the value of one numerical benefit of the item by one or increase the rating of one quality the item possesses by one, excluding damage, critical rating, soak, and defense (e.g., the extra encumbrance capacity a backpack adds).
Increase the narrative benefit of the item, or add a new narrative effect, as approved by your GM.
tt The item gains one other item quality, subject to your GM’s approval. (You may only select this option once.)
h or d Increase the time to craft the item by one day. (You may select this option multiple times.)
Add b to the next crafting check the character makes.
hh or d Increase the item’s encumbrance by one.
Your character must purchase additional materials worth half of the original component cost.
hhh or d If the item is a weapon, it gains the Inaccurate 1 quality.
Decrease the item’s hard points by one, to a minimum of 0.
Your character’s tools are ruined in the process and must be replaced.
d The item gains the Inferior quality.
Whenever the item is damaged, it is damaged one additional step.
dd There is a terrible accident, and your character suffers a Critical Injury or, at the GM's discretion, some related narrative event can occur of equal distress (your character's anvil explodes, the workshop catches on fire, poison gases spread into city etc.).
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TABLE 7-1: Spending Symbols on Alchemy Checks.
Cost Effect
a or t A character who uses the potion heals 1 strain or 1 wound (as determined by your character) in addition to its normal effects.
Your character adds b to their next Alchemy check.
aa or t Your character prepares one additional dose of the potion. (You may select this option multiple times.)
Reduce the time to prepare the potion by half.
aaa or t Your character has enough ingredients left to craft another batch of the potion.
Increase the duration of the potion’s effects by one round (if applicable).
t Upgrade the difficulty of checks to resist the poison’s effects once (poison only.)
The potion is more effective than normal, as determined by your GM, when a character uses the potion.
tt Choose one other potion of lower rarity and add its effects to this potion.
h or d If the potion is beneficial, a character suffers 2 strain after using the potion and benefiting from its effects.
The potion (or poison) has a strong smell that adds b to all checks made to detect its presence, including in food or drink.
hh or d When used, the potion doesn’t take effect for one minute, or one round in structured time.
Your character must purchase additional ingredients worth half of the original component cost.
hhh or d If the potion is beneficial, a character suffers 1 wound after using the potion and benefiting from its effects.
Reduce the duration of the potion’s effects by one round, to a minimum of one round (if applicable). If the effects would last until the end of the encounter, they last for two rounds instead.
d A character who uses the potion is disoriented for two rounds.
A character who uses the potion must succeed on an Average (dd) Resilience check; if they fail, their body rejects the potion and it doesn’t take effect.
dd If the potion is beneficial, the user also suffers the effects of poison (see page ROT 102 ) after resolving the normal effects of the potion.

Alchemy

Characters can use the Alchemy skill to prepare elixirs, poisons, salves, unguents, and other concoctions, including those listed in Chapter 4. For simplicity, these various concoctions are referred to as potions. Preparing a potion follows the normal rules for crafting, with the exceptions noted in this section.

The process of brewing a potion takes one hour, plus a number of hours equal to the rarity of the potion. If the check is successful, the character creates enough of the potion for a single dose or application. The player and GM may spend dice symbols for additional effects, as per the examples in Table 2–17: Spending Symbols on Alchemy Checks

Normally, an alchemist’s lab or kit is required in order to prepare a potion. In some cases, your GM might allow a character to make a check at an increased difficulty to prepare certain concoctions without access to the proper tools. Likewise, your character needs access to suitable ingredients.

Other Potions and Elixers

Your character is not restricted to those potions listed in chapter 4. If you wish to craft a new potion, talk to your GM about your idea and work with them to determine the potion’s effects. The potions in this book are a good guideline for the kinds of effects a potion might have, as well as an appropriate rarity (and therefore crafting difficulty). Your GM has the final say on the effects of the potion and the difficulty of the check to prepare it.

Most poisons should function similarly to the basic poison in chapter 4, requiring the target to make a Resilience check, with the result of the check determining the severity of the poison’s effects. For instance, a poison intended to render the target unconscious might function just like the basic poison, except that it inflicts strain instead of wounds if the target fails their check.

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ROUGHING IT

Your Game Master may allow characters to use the Survival skill to craft certain simple items, such as crude spears and traps. This follows the normal rules for crafting, but such items are not made to last, and generally wear out quickly. The GM may spend d on any check involving an item crafted using Survival to cause the item to break and become unusable.

Before your character can brew a potion or prepare another alchemical concoction, they must, of course, have suitable ingredients. For most potions, your character can either simply purchase the ingredients, or gather them personally.

As a guideline, the ingredients for a potion cost half the price of the final product, with a rarity half that of the desired potion or elixir (rounded up). Of course, things aren’t always so simple, and your GM may determine that certain key ingredients are not available for purchase, and require your character to track them down by other means. This is particularly appropriate for rare and fantastical potions, such as invisibility potions.

Alchemy Ingredients

Most ingredients, whether available for purchase or not, can be gathered in the wilderness or the Dreaming Dark. To gather the necessary ingredients for a potion, your character (or perhaps an ally) must travel to an appropriate location and spend some time — probably at least the better part of a day — finding and obtaining the ingredients. The character makes a Survival check, with a difficulty equal to half the rarity of the potion, rounded up. If the check is successful, the character gathers enough ingredients to prepare one batch of the potion.

Rare or singular ingredients, or those that by necessity are dangerous to acquire, may require more than a single Survival check to obtain. The acquisition of such components could become the basis of an encounter or even an entire adventure.

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CHAPTER 8: WEALTH

In order to reduce bookkeeping while still maintaining the feel and immersiveness of living in the 80s, the Wealth system was created to abstract much of the player's income.

Wealth Limit

Wealth Limit is the maximum number of "Wealth Points" a character can use at any given time. Wealth Points are spent to upgrade the characters on-hand cash (representing salary and other incomes), their car, and their home.

Each player starts with a Wealth Limit of 4. You must choose an option from each column of the Wealth Chart, adding the point value of that item to your total until you reach your Wealth Limit. The limit can be increased by purchasing the "Wealthy" talent. Your choices can never span more than 3 rows. For example, you cannot earn 50 Cash/Game, live in a shitty home, but drive a Supercar. The exception to this is anything earned through the narritive of the game. You can steal a Luxury car in game and its yours, however you could not upgrade it to a Supercar until your home was "Nice" and you earn 150 Cash/Game.

TABLE 8-1: WEALTH POINTS
Points Home VEHICLE Cash/Game
1 Shitty Beater $50
2 Decent Worn $100
3 Nice Reliable $150
4 Rich Luxury $200
5 Luxury Supercar $250

Home

Home represents the cleanliness, repair, age, and overall appearance of your home. It also includes decor, furniture, location and security.

Vehicle

Vehicle represents the condition of your car. It considers the age, type, repair, and prestige of your vehicle. A list of base vehicles is located in Chapter 5: Vehicles.

TABLE 8-2: HOME
Quality Description
Shitty A home in Shitty condition is likely to be dirty, roach infested, and in obvious disrepair. Holes in walls, lights and even appliances that don't work. It is outdated in it's decor. It may be a motel room or a studio apartment. It's really nothing more than a roof over your head. You have bb on all Charm checks inside your home. Anybody attempting to break into the home gets bb checks on their Skullduggery checks.
Decent A home in Decent condition is likely to be more or less clean and operable. You have working appliances and lights. Your decor is likely outdated, but at least any wall damage is patched up. It is likely a small apartment. You have b on all Charm checks inside your home. Anybody attempting to break into the home gets b die on their Skullduggery checks.
Nice A Nice home is modern in appearance and well maintained. It may be a large apartment or a small home. There are no modifiers to Charm or Skullduggery checks related to the home.
Rich A Rich home is modern and well maintained. It may have ammenities like its own pool, nice furniture, and some good art. It may be a large home or a condo You gain b to Charm checks made inside the home, and Skullduggery checks to break into the home have b.
Luxury A luxury home is a lavish display of wealth. It may be a mansion or a penthouse. It is filled with modern ammenities, luxurious furniture, fine art, and the like. You have bb die on Charm checks inside your home and Skullduggery checks to break into the home have bb.

Cash/Game

Cash/Game is how much money you receive at the beginning of each game session. Note, due to circumstances you may not have access to the cash right away. For example, if you are trapped in the Dreaming Dark. In these cases, keep track of the amount earned this way separately, and you gain it all when you would have access to it again.

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TABLE 8-2: VEHICLE
Quality Description
Beater All Driving and Mechanics checks add bb.
Worn All Driving and Mechanics checks add 1b.
Reliable As Base Vehicle.
Luxury Increase Speed, Handling, or HT and SS Thresholds by 1.
Supercar Increase Speed, Handling, Armor, by 1 or HT and SS Thresholds by 2. You may choose instead gain access to a Limousine with an accompanying driver. It uses the statistics of the Standard Vehicle, except that it's handling is -2, and has a Passenger Capacity of 10 (6 comfortably). Additionally, it adds bb to Charm and Negotiation checks in it's presence. The driver's Driving skill is cd.
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CHAPTER 9: Other Rules

Heroic Abilities

Player characters are heroes, with unique capabilities that set them apart from the ordinary inhabitants of the world. When you create your Genesys character for the Miami By Night setting, you also choose a Heroic Ability for your character during Step 4 of character creation (see page 44 of the Genesys Core Rulebook). Each player character has only one Heroic Ability, which helps set them apart as a hero. As your character grows in experience, they receive ability points, which you spend on upgrades that further customize your character’s Heroic Ability.

Using Heroic Ability

Heroic Abilities are quite powerful, so there are some pretty significant limitations on when you can use them. However one of the ways you can customize your Heroic Ability is by spending ability points to reduce these restrictions. By default, activating a Heroic Ability requires you to spend 2 Story Points. The effects of the Heroic Ability last until the end of your character’s next turn, and you can only activate it once per session. Unless stated otherwise in the description of a specific effect, activating a Heroic Ability is an incidental.

Theme Music

Because we're trying to capture the feel of an 80's TV show, your character should also select an appropriate Theme Song. It can be a song from the 80s, or a cover of a song from the 80s that invokes the feel of your character, or a song that maybe sounds like its from the 80s. Either way, when you activate your Heroic Ability, your theme song will play!

Creating a Heroic Ability

To create your Heroic Ability, you'll need to follow a series of simple steps. Once you finish, you will have a Heroic Ability tailored to your character.

  1. Choose Primary Ability Effect: The primary effect is the core of your Heroic Ability. It defines what the ability does when you activate it. Even at the base level, these effects are potent.
  2. Determine Your Ability’s Origin: How does your character come by their extraordinary abilities? You can make something up or roll randomly to determine the origin of your Heroic Ability.
  3. Name Your Ability: Every Heroic Ability needs a unique, evocative name!

GM Advice: Resisting Heroic Abilities

Many Heroic Abilities directly affect NPCs, and the impact can be significant. For the most part, NPCs targeted by a character using a Heroic Ability do not have an opportunity to try to resist or avoid the Heroic Ability’s effects. Usually, this is a good thing; the PCs are the heroes of the story, and Heroic Abilities exist to showcase this.

However, you might want to allow some important NPCs, particularly nemeses, to attempt to avoid the full effects of a Heroic Ability. Rather than simply having the NPC roll a skill check to resist a Heroic Ability’s effect, you might consider having the PC who is using the Heroic Ability make an opposed check, even if the ability does not usually require one. The adversary resists with Discipline if they are using force of will or intellect, or Resilience if they are using physical strength (the GM should feel free to choose another skill if they think it makes more sense).

Choose a Primary Ability Effect

A primary ability effect is the core of a Heroic Ability. The effect tells you what your ability does—the benefit your character from activating it. A Heroic Ability gets only one primary ability effect, so choose carefully! Your character receives the benefits for the base ability, unless you spend ability points to upgrade to the improved or supreme version. Unless stated otherwise, the benefits of each level of the effect are cumulative, so if you spend ability points for the improved effect, your character still get all the benefits of the base effect. When deciding on a primary ability effect, look to your character’s concept and what you know about them already. Their Heroic Ability is central to who your character is, and why they adventure. It helps define your character.

ALL THE FACTS

Your character has a knack for knowing vital information when it is needed. They might pick up on significant clues others missed at the scene of a crime, or recall an ancient

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or recall an ancient Fae song that sheds light on a situation. Whether your character remembers important information they already know or discovers something in the moment, their ability to do so is extraordinary. It could be thanks to an eidetic memory, years of study, magic, alchemically enhanced senses, or anything else.

Base: While this ability is active, during each of their turns your character learns (or remembers) an important fact about a situation, person, creature, place, or object of their choice. The subject of the information must be either observable by your character or directly relevant to the situation.

Improved: Additionally, while this ability is active your character upgrades the ability of all checks they make once if the check relates to the new information.

Supreme: For each fact you learn using the ability, you gain a temporary Story Point that you or another player may spend before the end of the session. A temporary Story Point is removed from the pool when it is used, but it is not converted to a GM Story Point. When you use these temporary Story Points, describe how the information your character learned or provided benefits the group.

Heroic Abilities in the Narrative

Although Heroic Abilities have to be activated and last only for a short time, at the GM’s discretion, characters may receive some small, narrative benefit from an ability at all times, not only when it is activated. After all, a character’s Heroic Ability says something important about who they are, and is likely to have an impact on much of what they do. However, it’s important that these minor considerations don’t duplicate or rival the benefits provided by activating a Heroic Ability.

The Sixth Sense effect is a good example. If a character can speak with animals, they might be able to do so at any time—although there is no guarantee they will receive useful information without activating their ability! On the other hand, if a character can read thoughts, the GM might decide that it requires a high degree of focus, or even that external circumstances have to be just right. Similarly, if a character’s primary ability effect is Connected, the player and GM might decide that the character already knows many of the NPCs encountered in the game, even though they don’t all owe the character a significant favor.

Connected

Your character seems to know everyone — or at least everyone who’s worth knowing. Many people who are highly placed or just plain powerful owe you favors, and you can call these in when the time is right. Alternatively, your character might have blackmail information or other leverage over such NPCs.

Base: When your character activates this ability, choose one NPC and reveal that they owe your character a favor. Work with the GM to establish the relevant details of the existing relationship between your character and the NPC. In some cases, the GM might determine that there is just no way you could know the NPC in question, in which case your Heroic Ability does not activate (you don’t spend any Story Points, and you can still activate it later in the session). The NPC won’t risk their life or kill anyone as the favor. They also won’t do something that’s obviously going to ruin their social standing, finances, or so on. However, your character might be able to convince them there is no such risk!

Improved: While this ability is active, your character downgrades the difficulty of all social skill checks they make once.

Supreme: While this ability is active, when an intelligent adversary declares your character the target of an attack, as an out-of-turn incidental you may force the adversary to choose a different target instead.

Foretelling

Your character possesses mystical means of predicting future events, or lives their life in pursuit of an ancient prophecy — of which they might even be the subject. Whether through interpreting others’ dreams, seeing omens in the movement of animals, scrying in a crystal ball, or interpreting the words of ancient prophets, your character has access to useful information about events in progress and those yet to happen.

Base: Each round while this ability remains active, each round you may ask the GM one yes-or-no question about knowledge your character doesn’t have any mundane or logical reason to possess, which the GM must answer truthfully. Your character gains this information through whatever esoteric means are appropriate. (Acting on this information is another matter entirely, of course. You can’t go around accusing people of crimes without evidence just because some spirit told you!)

Improved: While this ability is active, you may reroll one skill check relevant to a question you asked the GM.

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Supreme: Once, while this ability is active, when an NPC makes a skill check you can roll an identical dice pool and choose to substitute its results for the NPC’s check.

Hard to Kill

When your character steels their resolve and tightens their grip on weapon or staff, they can shrug off the worst the enemy throws at them. In moments of dire import, they face down overwhelming opposition without taking a scratch. This might represent raw toughness and the will to power through, or it might be an effect of magic.

Base: While this ability is active, your character gains +4 soak.

Improved: While this ability is active, your character also increases the difficulty of combat checks targeting them by one.

Supreme: While their Heroic Ability is active, your character becomes immune to damage; reduce all damage the character suffers to 0.

GM Advice: Adjudicating Heroic Abilities

While all Heroic Abilities have an important narrative impact, some abilities have a stronger or entirely narrative effect. While it’s simple to resolve the use of abilities that directly interact with the mechanics of the game, primary ability effects like Foretelling and Connected can leave a lot up to the GM. As the GM, you should resolve these abilities in much the same way as any other activity the PCs undertake that doesn’t call for a skill check, or any other question the players might ask about the setting.

While these effects do place certain restrictions on your response, they also allow plenty of freedom to resolve the use of an ability in the way that works best for your game and campaign. The favor a PC gains by using Connected or the knowledge they gain through All the Facts provide opportunities for you to keep the action on track by providing the PCs with the information or opportunity they need to progress the adventure. However you choose to resolve the ability, just make sure the player gains the benefit they expect from their chosen ability and that it has a suitably heroic impact on the game!

Influential

Your character is an unparalleled orator, impossibly charming, or even possessed of a supernatural ability to influence others. Whether through lying, impassioned speeches, moving poetry recitations, or any number of methods, your character gets people to do what they want.

Base: While this ability is active, when your character uses a social skill to inflict strain during a social encounter (see page 118 of the Genesys Core Rulebook), they inflict additional strain equal to their characteristic linked to the skill. If the social encounter is resolved with a single skill check, your character instead adds a number of s equal to their characteristic linked to the skill.

Improved: While this ability is active, your character only needs to spend aa to trigger a “critical remark” (see the sidebar on page 123 of the Genesys Core Rulebook) and inflict 5 strain on the target. Your character can inflict multiple critical remarks with a single check.

Supreme: While this ability is active during a social encounter, your character also reduces any strain they suffer by an amount equal to their Presence or their ranks in Cool (whichever is higher). This reduction applies to skill checks, talents, and abilities that inflict strain, but it applies only during a social encounter and does not apply to strain your character suffers voluntarily.

Miraculous Recovery

Your character’s injuries often turn out to be not as bad as they look, or perhaps your character actually heals physical wounds so rapidly as to defy explanation. In any case, they have a tendency to walk away from bloody fights with nothing more than scratches.

Base: When your character activates this ability, and at the beginning of their turn each round while it remains active, your character heals 3 wounds.

Improved: When you activate this ability, your character heals all current wounds they are suffering.

Supreme: When you activate this ability, your character heals one Critical Injury they are suffering.

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Paragon

When it comes to a particular skill, your character is simply the best. Whether their abilities really are supernatural (or just seem that way), your character always achieves the check they want when it really counts. More importantly, even when things could go disastrously wrong, they never do.

Base: When you select this primary ability effect, choose one skill. While this ability is active, after rolling the dice for a check using that skill but before resolving the results, you may remove d of your choice from the pool. (Ignore the symbols shown on that die when resolving the check.)

Improved: While this ability is active, you may remove b of your choice from the results of checks using your chosen skill.

Supreme: While this ability is active, you may remove c instead of d from the results of checks you make using the chosen skill.

Sixth Sense

Your character possesses a rare, maybe even unique, capacity to perceive that goes beyond the five senses that limit most mortals. They might be able to understand the language of animals, sense the thoughts of others, or even communicate with the spirits of the recently dead.

Base: When you choose this Heroic Ability, you and the GM decide what type of entity your character’s extrasensory perception applies to, such as animals, the dead, others’ minds, and so on. While this ability is active, your character can communicate in a limited fashion with this type of entity, receiving emotions and vague impressions. In addition, when you activate this ability, your character uses this method of communication to automatically gain one important piece of information relevant to the current encounter.

Improved: While this ability is active, your character can understand and exchange simple ideas through their unusual method of perception and communication. In addition, they automatically gain another important piece of information that is relevant to the current session.

Supreme: While this ability is active, your character can engage in complex conversations through their unusual method of perception and communication; it is just as effective and efficient as ordinary speech, if not better. In addition, they automatically gain another important piece of information that is relevant to the adventure or campaign.

Signature Weapon

Some heroes (and their reputations) are inseparable from their chosen weapon. These weapons are often just as famous as the heroes who wield them. Your character’s signature weapon may be enchanted, or even intelligent. It could instead simply be a well-crafted weapon that your character wields effortlessly. The full capabilities of such a singular weapon, particularly one of magical or unknown provenance, sometimes only become apparent in the crucible of battle, in moments of true hardship and heroism.

Base: Your character has a signature weapon, which is chosen from Table 9–1: Signature Weapons which can be of Dark Iron or Fae craftsmanship if you choose. You and the GM should work together to determine what form the weapon takes and how it came to your character’s possession. The appearance of the weapon does not affect its profile, but may dictate what attachments are available. (For instance, if you describe your Signature Weapon as a halberd, you can’t add the weighted head attachment.) In addition, choose one attachment that the signature weapon does not possess. When you activate this ability, your signature weapon gains the effects of that attachment while the ability remains active (this does not have a cost or require any hard points). Other attachments can be added to the signature weapon in the standard way.

If your character’s signature weapon is ever lost or destroyed, it either finds its way back to your character against all odds, or your character obtains a new signature weapon. Work with the GM to decide how this happens, based on the ongoing story. Your character should obtain their new weapon (or reacquire it) at the start of the next session, if not sooner. Conversely, your character can never possess more than one signature weapon at a time. If this ever occurs (as a result of finding a lost signature weapon after obtaining a replacement, for instance), work with the GM to remove all but one signature weapon from your character’s possession in a suitably dramatic fashion.

Improved: Your character’s signature weapon gains either the Reinforced quality or can be revealed to actually be of Ancient craftsmanship and thus gain that benefit.

Supreme: Your character’s signature weapon gains 2 hard points and an attachment of your choice of rarity 9 or less at no cost (subject to the limits of its new total hard points).

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TABLE 9-1: Signature Weapons
Name Skill Dam Crit Range Encum HP Special
Brawl Weapon Brawl +2 4 Engaged 1 2 Disorient 3, Superior
Melee Weapon (One Handed) Melee +3 3 Engaged 1 2 Superior
Melee Weapon (Two Handed) Melee +5 3 Engaged 3 2 Knockdown, Superior
Ranged Ranged (Light or Heavy) 8 3 Long 2 2 Superior
Unbowed

Your character can fight on despite having the most horrendous injuries. It might be sheer willpower that lets them accomplish this feat, or perhaps they are something more than mortal. In any case, even the most grievous wounds do not slow them down in the heat of battle.

Base: When you activate this Heroic Ability, choose one Critical Injury your character is suffering (except for “dead’). As long as this ability is active, do not suffer any effects of that Critical Injury, including adding +10 to further rolls on the Critical Injury Result table. You can also activate this Heroic Ability as an out-of-turn incidental when your character suffers a Critical Injury.

Improved: While this ability is active, your character does not suffer the effects of any Critical Injuries they are suffering (except for the “dead” Critical Injury).

Supreme: While this ability is active, your character also ignores the effects of the “dead” result. They still die when the ability ends, unless the Critical Injury is somehow removed first.

Unleash

When pushed to the breaking point—or maybe just when they want to show off—your character unleashes their full abilities, laying low any who oppose them. This might be achieved in a flurry of blows as your character lays about with weapon strikes, or in a sudden surge of magical energy that blasts away whatever monsters and foes stand too close. This effect could even represent your character calling down the wrath of a deity or other supernatural being.

Base: While this ability is active, your character may perform a maneuver once per round on their turn to immediately defeat one minion group within short range.

Improved: While this ability is active, your character may instead perform an incidental once per round on their turn to immediately defeat one minion group within short range. (This replaces the base effect.)

Supreme: When you activate this ability, your character immediately defeats all minions within short range.

Heroic Ability Upgrades

As your character grows in experience, they gain ability points to spend on upgrades for their Heroic Ability. Obviously, upgrades improve the ability, but more importantly, they help to differentiate it. Even if two player characters have the same primary ability effect for their Heroic Abilities, different choices of upgrades can result in very different abilities.

Your character receives ability points based on the XP they gain through play. Every time your character’s XP total increases by 50, they gain one ability point to spend. Your character does not gain ability points based on their starting XP determined by their species, but if you are creating a character with additional XP (see the Experienced Characters sidebar on page 44 of the Genesys Core Rulebook), your character does gain an ability point for each additional 50 XP.

When your character gains ability points, you decide how to spend them. Each upgrade includes a cost, and spending the required ability points on an upgrade permanently adds the benefit of that upgrade to your Heroic Ability. Some upgrades have a cumulative effect if you purchase that upgrade multiple times.

Duration

Cost: 1 Ability Point
Your character's Heroic Ability effect lasts for one additional turn for each purchase of Duraiton.

Frequency

Cost: 2 Ability Points
Your character can activate their Heroic Ability one additional time per session for each purchase of Frequency.

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Power

Cost: Special
The first time you purchase this upgrade, it costs one ability point and your character's primary ability gains the improved effect. You may purchase this upgrade a second time at a cost of another two ability points to gain the supreme effect.

Secondary Effect

Cost: 1 Ability Point
Add a secondary effect to your character’s Heroic Ability. When you purchase this upgrade, select one of the following secondary effects. You may purchase this upgrade a second time to choose a different effect, for a total of two secondary effects. As with the primary ability effect, you should work with the GM to come up with an exciting narrative explanation for each secondary effect.

Even if the primary effect is instantaneous, the duration of the Heroic Ability matters for many secondary effects. Remember, a Heroic Ability lasts until the end of your character’s next turn, or longer if you take the Duration upgrade.

Devastating

While the ability is active, your character adds +2 damage to one hit of each of their attacks.

Diminish

While the ability is active, enemies within short range add b to their skill checks.

Drain

When your character activates their Heroic Ability and at the beginning of each of their turns it remains active, enemies within short range suffer 2 strain.

Empowered

While the ability is active, your character adds b to their skill checks.

Empower Allies

While the ability is active, allies within short range add b to their skill checks.

Rejuvenation

When your character activates the ability and at the beginning of each turn they take while it remains active, your character heals 2 strain.

Rejuvenate Allies

When your character activates the ability and at the beginning of each turn they take while it remains active, all allies within short range heal 2 strain.

Renewal

When your character activates the ability, you may choose to generate a new PC Initiative slot. You may choose to use Cool or Vigilance for this roll. The new result remains for the duration of the encounter. The new Initiative slot is immediately available for use, but it does not allow any PC to take an extra turn during a round.

Story

Cost: 1 Ability Point
Your character only needs to spend one Story Point to activate the ability. You can only purchase this upgrade once.

Heroic Ability Origins

Your character’s Heroic Ability is an important part of who they are, so you’ll want to decide how they came by such an impressive ability. It’s likely that during this process you’ve already thought about the explanation for your character’s ability and how they first obtained it, in which case you should discuss your ideas with the GM and make sure you both agree on what it means for the campaign.

If you don’t have an idea yet, or just want to leave it to fate, you can roll on Table 9-2: Heroic Ability Origins to find out how your character obtained their ability.

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TABLE 9-2: Heroic Ability Origins
D10 Roll Origin
1 In Your Blood: Heroism runs in the character’s family. Perhaps their ancestor was a mighty hero or powerful mage, or the blood of a magical creature runs in their veins.
2 Chosen One: The character has been chosen for a great destiny. They might be blissfully unaware of this, but sooner or later, others will take an interest. There is likely a prophecy involved.
3 Artifact of Power: The character’s Heroic Ability doesn’t come naturally, but from an enchanted object in the character’s possession. Whether the object was a chance find, a gift, or an inheritance, the character’s life changed forever when they obtained this item.
4 Favored by Unseen Forces: The character is watched over and protected by powerful supernatural forces. These might be fae, spirits, the character’s deity, or even demons.
5 Driven: The character’s Heroic Ability is a manifestation of their powerful drive to excel and succeed. This drive could stem from a sense of duty, a sacred oath, or even an obsession with vengeance.
6 Life-Changing Experience: The character’s ability is the result of a singular experience that changed their life. Perhaps a great hero saved them from monsters, or the character stumbled upon a powerful source of magic.
7 Blessed/Cursed: The character’s ability is the result of a blessing or a curse. Perhaps the character hopes to find a way to lift the curse, or must abide by a code of behavior in order to retain the benefits of their blessing.
8 Peerless Training: The character’s Heroic Ability is the result of long hours of intensive and unique training. The character’s teacher might have been a legendary master in their field, a mysterious stranger, or even a supernatural entity.
9 Magical Exposure: The character’s Heroic Ability developed as a result of exposure to uncontrolled magical energies. Perhaps they were a witness to a duel between wizards, or they stumbled upon a natural source of magic or a powerful artifact in a hidden location.
0 Roll again, ignoring duplicates of this result, and apply both origins.

Mounted Combat

In the Dreaming Dark you may find yourself riding a bewildering array of creatures ranging from common steeds to flying reptiles to gain speed and maneuverability in combat. A skilled rider also has numerous advantages over opponents on foot.

Mounting or dismounting from a riding animal requires a maneuver. Once mounted, a rider and steed should be treated as one character in most situations (attacks target the rider, the steed does not act independently in structured encounters, and both act when a player chooses an initiative slot for their mounted character).

A mounted character can perform a maneuver to direct their mount to move. The rider and mount immediately move as if they had performed two maneuvers to do so. In certain situations, such as controlling a mount not trained for combat in the midst of a large battle, your GM may instead require the character to make a Riding check as an action to direct and control the mount.

Generally, a mounted character has an advantage in melee against opponents on foot and should add b to melee combat checks targeting them, while opponents on foot add b to melee attacks against mounted characters. Conversely, firing a ranged weapon or casting a spell from the back of a galloping horse is more difficult, and a mounted character should add b to ranged attack checks and magic skill checks. Your GM will make the final call on adding b and b to checks performed while mounted, as with any check.

Since we treat a mount and rider as one character, the only way to target a mount is by using the aim maneuver to target specific "parts" of an opponent, as per page 98 of the Genesys Core Rulebook). (In certain circumstances, your GM may allow characters to attack a particularly large mount such as a dragon without penalty.)

A character whose mount is slain or incapacitated is knocked prone and suffers 3 strain. Depending on the situation and the results of any related check, the character might suffer additional damage or become trapped under the fallen mount.

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