Travelers
Credits
Much of the content have been borrowed from the Genesys Core Rulebook. The rest has been either created by me or by the community. This document is not for sale, has no monetary value, and does not hold any business link with Fantasy Flight Games. It is a fan-made document crafted to play with friends and made public so the RPG community can share in it.
Design and Development
Jonathan Pay
Playtesting
London RPG Community
Cover Art
Contents
Introduction
3
-
Tropes
4
Traveler Creation
5
-
Team Roles
5
-
Host Archetypes
6
-
Host Backgrounds
9
Gear and Vehicles
5
Adversaries
5
Document Version 1.0
Genesys is a trademark of Fantasy Flight Games. Copyright 2017. Travelers is owned and produced by Netflix.
GENESYS
Introduction
Thousands of special operatives, sent back in time from the future, are tasked with preventing the collapse of society. These operatives, known as "travelers", take over the body of a 21st century individual via a transfer of consciousness; to minimize impact on the timeline, it is performed moments before the person's recorded time of death.
The transfer requires the exact location of the target; smart phones and GPS have made this possible only from the early 21st century onward. Prepared using social media and public records concerning their targets, small teams of travelers must maintain their hosts' pre-existing lives as cover while carrying out missions, dictated by their director in the future, aimed at saving the world from a series of catastrophic events.
The Director communicates with travelers via pre-pubescent children used as messengers; unlike adults, any child can safely be taken over for a few minutes and then released from control.
PCs as a Team of Travelers
This setting focuses on a team of Travelers, the Player Characters (PCs). Using this campaign setting, you can start from their transfers of consciousness, like the pilot episode of the TV series, or as an established Traveler team.
The Director
The Director is a highly advanced quantum AI program that created the Grand Plan and calculates the T.E.L.L.s which make the consciousness transfers possible.
A man named Robert Fraser discovered a new element in 2068. This element proved vital to the creation of room-temperature superconductors - equipment used to create the Director. Subsequent leaps in quantum computing eventually lead to the creation of artificial superintelligence.
The Director was built in a mountain range along the United States-Canada border at an unspecified point in the future.
Traveler Program
The Director is programmed to ensure the survival of humanity by any means necessary. This primarily involves sending humans backwards through time to correct the mistakes made by their ancestors "at peril of [their] own birth." This is known as the Traveler program. Travelers are responsible for enacting the Grand Plan, a list of changes to the past that are intended to mitigate humankind's near-extinction.
The first mission ordered by the Director was proof of concept. Traveler 001 was sent into a host who worked in the World Trade Center on September 11, 2001, minutes before the attack. He was ordered to send a message indicating he had arrived safely, then die to prevent being traced. When the Traveler in question failed to send the message and escaped the building unscathed, the Director dedicated vast resources and personnel to tracking him - even killing two people via messenger just to order 001 to "self-terminate."
The Traveler program may have been put on hold in the future after the defection of 001. Simon - himself Traveler 004 - claims to have spent years searching for Vincent Ingram's voice. Simon's own mission from the Director was to set up the deep web communication network used by the Travelers.
According to the original historical record, Earth is struck by asteroid Helios-685 in 2016, an event that kills over 63 million people. One iteration of the Grand Plan centered around deflecting this asteroid. This proved insufficient; the future did not change substantially after the Travelers prevented the impact.
The entirety of the Grand Plan is not know to any Traveler; teams are separated and assigned their own missions, and Protocol 6 forbids inter-team communication except in emergencies.
GENESYS
The Grand Plan
The Director, a Quantum AI, has calculated a series of actions both large and small that will mitigate the destruction of the earth and the near extinction of humankind. This is known as the Grand Plan, also referred to as the Master Plan or The Director's Plan.
Some of these actions are quite large, such as in the season 1 episode titled “Helios-685” where the core traveler team deflects an asteroid that would have hit the earth and caused a chain reaction leading to an ice age. Some are not as large, such as protecting a person who will play a pivotal role in the future.
Some missions require an entire team, and some only one or two people, and there is the rare mission that requires teams to work together. On some combo missions, each team's ultimate mission goal is not the same, but they have to work in concert for the overall success.
No mission is unimportant, as each is a key element in the Grand Plan that affects the ultimate outcome.
Tropes
The list of tropes provided in both the Modern Day setting and the Science Fiction setting of the Genesys Core Rulebook exemplify the basic tropes of Travelers. It’s not a definitive list, but it does give you a good place to start and is mostly presented as a way to give you some examples so you can kick-start your own campaign.
Movie Realism
While modern settings are heavily based in the modern real world, they are not intended to be entirely real. “Verisimilitude” is the watchword of the modern setting, and the best example of that is movie realism. In the movies, shotguns blast people through heavy wood doors, and spies leap from rooftop to rooftop or jump out of airplanes without messing up their perfectly coiffed hair. Heroes survive numerous gunshot wounds or falls through plate-glass windows and villains concoct convoluted schemes that would make Machiavelli jealous.
Grounded Tech
The technology in travelers is rarely, if ever, more advanced than what we might see next month or next year in the real world. Cars are still cars, guns are still guns, though Travelers do engineer several advanced technological MacGuffins with modern technology throughout the series.
The MacGuffin
A MacGuffin is (quite literally, you could say) a plot device. It’s an object that serves the primary, if not sole, purpose of getting the protagonists engaged with the plot and, likely, of keeping it moving. Player characters might or might not be able to actually use a MacGuffin, and they might not ever even lay eyes on it. Regardless of the form it takes, a MacGuffin gets the PCs embroiled in the events that really constitute the adventure.
Agents of the State
Having your players take on the role of soldiers, secret agents, police officers, or members of some other government-sanctioned organization gives them both a believable motivation for their actions and at least some authority. In the real world, you can’t just take up a shotgun and become a vigilante, at least not without incurring some serious legal trouble.
Climate Science
The core motivation behind the Traveler Program is to alter history to prevent catastrophy for the human race. While it is not a technology, climate science is a topical issue that lets you look at how humans can affect the world around them. How humanity handles this issue can also set the tone for your setting—whether more optimistic or more pessimistic.
GENESYS
Traveler Creation
Character creation for Travelers is made up of two distinct parts; the traveler's consciousness and team role from the future, and the host body and background. The traveler has studied the host's past as much as was made available through historical record, but often has to do some juggling when it comes to protocol 5.
Travelers spend years training in preparation for their time in the 21st. Trained for specific roles, which replace the 'career' option for Genesys.
Team Roles
Teams of Travelers are trained together before being sent back, each member has a specific role to play in the maintenance of their team, as well as in cases of inter-traveler team co-operations.
Host Archetypes
The kind of body that the traveler's conscience inhabits after the transfer. As in the TV show, it could be a High School student, College dropout, FBI Agent, or single mom.
Host Backgrounds
What kind of life did the host lead? What job will the PC have to assume when not on mission with the team? These are the considerations of the Host Background and the role it plays in the PCs life.
Team Roles
Leader
The role of the leader is to organize, manage, and lead the team and other travelers who serve the Director to accomplish truly great things.
The Leader counts the following skills as career skills: Charm, Coercion, Cool, Discipline, Leadership, Melee, Negotiation, and Perception. Before spending experience during character creation, a Leader may choose four of their career skills and gain one rank in each of them, and receives a discount when spending experience to purchase ranks in any of these skills.
Medic
The Medic focuses their efforts on keeping themselves and their team alive under dire circumstances. Medics are good at keeping cool under pressure, maintaining focus, and—of course—medicine.
The Medic counts the following skills as career skills: Cool, Discipline, Knowledge, Medicine, Melee, Resilience, Survival, and Vigilance. Before spending experience during character creation, a Medic may choose four of their career skills and gain one rank in each of them, and receives a discount when spending experience to purchase ranks in any of these skills.
Historian
The Historian counts the following skills as career skills: Computers, Streetwise, Knowledge. Before spending experience during character creation, a Historian may choose four of their career skills and gain one rank in each of them, and receives a discount when spending experience to purchase ranks in any of these skills.
Tactician
When all is going well, a Tactician tends to be the person the rest of the team grouses about over too much work, monotonous duties, and repeated training. When planning a mission the team looks to the Tactician to assess the situation for the best way to accomplish the mission.
The Tactician counts the following skills as career skills: Athletics, Brawl, Coercion, Melee, Perception, Ranged, Survival, and Vigilance. Before spending experience during character creation, a Tactician may choose four of their career skills and gain one rank in
each of them, and receives a discount when spending experience to purchase ranks in any of these skills.
GENESYS
Engineer
Pretty much anything to do with technology or mechanical devices lies within the Engineer's purview. He knows how to operate, maintain, repair, and upgrade just about anything with power or gears. Most Engineers would rather deal with machines than people; the latter are just too unpredictable.
The Engineer counts the following skills as career skills: Athletics, Brawl, Discipline, Mechanics, Negotiation, Perception, Resilience, and Streetwise. Before spending experience during character creation, an Engineer may choose four of their career skills and gain one rank in each of them, and receives a discount when spending experience to purchase ranks in any of these skills.
Hacker
A computer operator who can do things with computers that are well beyond modern reality. They can use their affinity for computers to gain access to remote servers, control and override robotic drones, and engage in virtual duels on the Internet or its equivalent.
The Hacker counts the following skills as career skills: Computers, Discipline, Knowledge, Mechanics, Perception, Piloting, Streetwise, and Vigilance. Before spending experience during character creation, an Engineer may choose four of their career skills and gain one rank in each of them, and receives a discount when spending experience to purchase ranks in any of these skills.
Host Archetypes
Athlete
The Athlete represents a character who has a background where their ability to move quickly and nimbly was of utmost importance. You should choose this archetype if you’re going to make a character that focuses on moving their body fast and accurately or is steady with their hands.
Archetype Abilities
- Starting Wound Threshold: 8 + Brawn
- Starting Strain Threshold: 12 + Willpower
- Starting Experience: 100
- Starting Skills: An Athlete starts with one rank in Coordination during character creation. They obtain this rank before spending experience points, and may not increase Coordination above rank 2 during character creation.
- Evasion: Once per session, your character may spend a Story Point as an out-of-turn incidental when they are the target of a Combat check. If they do so, they may add f equal to their Coordination rank to the roll. This may be spent before or after the Combat check is made.
Aristocrat
The Aristocrat is a character that has learned best how to navigate social structures to achieve their goals. A player that wishes to have a character that charms or manipulates should choose the Aristocrat.
Archetype Abilities
- Starting Wound Threshold: 10 + Brawn
- Starting Strain Threshold: 10 + Willpower
- Starting Experience: 100
- Starting Skills: An aristocrat starts with one rank in Cool during character creation. They obtain this rank before spending experience points, and may not increase Cool above rank 2 during character creation.
- Forceful Personality: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check).
GENESYS
Average Human
The Average human is the generalist baseline for customization. Not bad at anything, but not great either, the Average person is a good starting point for players that don’t know exactly what they want to do or for players that want to be a little good at a lot of things.
Archetype Abilities
- Starting Wound Threshold: 10 + Braw
- Starting Strain Threshold: 10 + Willpower
- Starting Experience: 110
- Starting Skills: An average human starts with one rank in each of two different non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
- Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master’s pool to the players’ pool.
Dedicated
The Dedicated is a character that has a strong sense of their self and keeps themselves disciplined in all aspects of their life. A player should choose this archetype if they wish to play a character with a strong personality or is especially faithful.
Archetype Abilities
- Starting Wound Threshold: 9 + Brawn
- Starting Strain Threshold: 11 + Willpower
- Starting Experience: 100
- Starting Skills: A Dedicated character starts with one rank in Discipline during character creation. They obtain this rank before spending experience points, and may not increase this above rank 2 during character creation.
- Focus: Once per session, your character may spend a Story Point as an incidental. If they do so, they may heal strain up to their Willpower rating.
Intellectual
The Intellectual is a character that has dedicated their life to honing their mental prowess through constant study. Players should choose this archetype if they wish to have a character that is good at science or medicine.
Archetype Abilities
- Starting Wound Threshold: 8 + Brawn
- Starting Strain Threshold: 12 + Willpower
- Starting Experience: 100
- Starting Skills: An intellectual starts with one rank in Knowledge during character creation. They obtain this rank before spending experience points, and may not increase Knowledge above rank 2 during character creation.
- Brilliant!: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect.
Laborer
The Laborer is a character that has spent much of their time developing their physical form. Either through concerted effort or through circumstance. This archetype is good for players that want a character that will be good in hand-to-hand combat.
Archetype Abilities
- Starting Wound Threshold: 12 + Brawn
- Starting Strain Threshold: 8 + Willpower
- Starting Experience: 100
- Starting Skills: A laborer starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
- Tough as Nails: Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.”
GENESYS
Savvy
The Savvy are characters that think quickly out side of the box. They can see the paths around and through far before others can.
Archetype Abilities
- Starting Wound Threshold: 10 + Brawn
- Starting Strain Threshold: 10 + Willpower
- Starting Experience: 100
- Starting Skills: A Savvy character starts with one rank in Perception during character creation. They obtain this rank before spending experience points, and may not increase this above rank 2 during character creation.
- Insight: Once per session, your character may spend a Story Point as an incidental. If they do so, they learn the Fear, Strength, Flaw, or Desire (GM choice) from a target within Short range.
GENESYS
Host Backgrounds
Charmer
Charmers are adept at manipulation, making the best of their talents to make victims do their biddings, and convince them it was their idea.
Charmers can be the street prostitute, the classy escort or even a con.
Their skills are oriented toward getting into the intimacy of its victims, with complementary skills for stealing, infiltrating and should their cover is blown, unarmed combat to subdue their foes.
The Charmer counts the following skills as career skills: Brawl, Charm, Cool, Coordination, Deception, Perception, Skulduggery, and Stealth.
Before spending experience during character creation, a Charmer may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Charmer characters start with $200 and the following: Fine Clothing, Thieves Tools, and Brass Knuckles
Driver
If it has a seat and some mechanical way of moving it, then your character can make it move. The master of all means of transportation. The Driver understands how to make machines do the impossible and maintain their cool while doing it.
The Driver counts the following skills as career skills: Cool, Coordination, Driving, Mechanics, Operating, Piloting, Ranged [Light], and Vigilance.
Before spending experience during character creation, a Driver may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Driver characters start with $300 and the following items: A mid-range sports car, A leather jacket, A Tire Iron
Doctor
The Doctor focuses their efforts on keeping themselves and their friends alive under dire circumstances. Doctors are good at keeping cool under pressure, maintaining focus, and—of course—healing. However, these aren’t their only capabilities.
Depending on their background and personality, Doctors can also be good negotiators, tough and durable medics, or even morally depraved surgeons with a penchant for experimenting on their patients.
The Doctor counts the following skills as career skills: Cool, Discipline, Knowledge, Medicine, Melee, Resilience, Survival, and Vigilance. Before spending experience during character creation, a Healer may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Doctor characters start with $500 and the following items: Medical kit, A pocket knife
Entertainer
For the Entertainer, the whole world really is a stage. Whatever their chosen medium, these artists, actors, and musicians make their living brightening the days of others. However, there can be a lot more to these individuals than meets the eye, as some Entertainers use their acting skills to cover more serious agendas.
The Entertainer counts the following skills as career skills: Charm, Coordination, Deception, Discipline, Leadership, Melee, Skulduggery, and Stealth. Before spending experience during character creation, an Entertainer may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Entertainer characters start with $400 and the following items: A musical instrument, A leather jacket, A boot knife
GENESYS
Ex-con
Through questionable decisions, poor upbringing, or just bad luck the Ex-con has been through some extraordinary circumstances that put them on the wrong side of the law. The street has taught them how to survive in the most hostile situations.
The Ex-con counts the following skills as career skills: Athletics, Brawl, Coercion, Cool, Deception, Ranged [Light], Skulduggery, and Streetwise. Before spending experience during character creation, an Ex-con may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Ex-con characters start with $100 and the following items: Brass knuckles
Explorer
The Explorer is at home in the wild, able to handle any-thing the wilderness throws at them. Explorers tend to excel at surviving in the wilderness, and they often are pretty good with ranged weapons. Explorers may be military scouts, gruff and unsociable hunters, or people who just prefer living in the wild.
The Explorer counts the following skills as career skills: Athletics, Brawl, Coordination, Deception, Perception, Ranged [Heavy], Stealth, and Survival. Before spending experience during character creation, an Explorer may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Explorer characters start with $400 and the following items: Camping gear (tent, backpack, fishing rod, sleeping bag), hunting rifle
Investigator
Current or previous law enforcement, private investigator, or amateur sleuthing enthusiast, the Investigator is the person looking for clues to build a scene of what happened. Part science and part psychology, they find the tracks that people thought they had covered up.
The Investigator counts the following skills as career skills: Charm, Cool, Deception, Driving, Knowledge (Science), Perception, Ranged (Light), and Skulduggery. Before spending experience during character creation, a Investigator may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Investigator characters start with $500 and the following items: Crime scene kit, SLR Camera, Heavy pistol
Holy Person
Not just your run-of-mill person that believes in a higher power and works for a religious organization. A true Holy Person has dedicated their life to their Power and that Power has granted them insight and abilities beyond that of normal folk.
The Holy Person counts the following skills as career skills: Cool, Deception, Divine, Discipline, Knowledge (Religion), Leadership, Melee, and Resilience. Before spending experience during character creation, a Holy Person may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Holy Person characters start with $500 and the following items: Simple clothing, A book detailing the intricacies of their belief system.
Leader
The Leader focuses on leading and directing their fellows, as well as interacting with others. Leaders have a knack for taking charge and overseeing a situation, but their methods of leadership can vary wildly. A Leader can be a kind and caring boss, a soft-spoken politician, or a military commander who believes in absolute discipline.
The Leader counts the following skills as career skills: Charm, Coercion, Cool, Discipline, Leadership, Melee, Negotiation, and Perception. Before spending experience during character creation, a Leader may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Leader characters start with $500 and the following items: Collection of fine clothing, Stun gun
GENESYS
Scientist
The acquisition of knowledge and the pursuit of truth are the goals of every Scientist. Logic guides discovery for the Scientist. The world is filled with clues to unearth the secret inner workings of the universe.
The Scientist counts the following skills as career skills: Computers, Discipline, Knowledge (Science), Knowledge (Occult), Mechanics, Operating, Perception, and Negotiation. Before spending experience during character creation, a Scientist may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Scientist characters start with $600 and the following items: Measuring equipment, Laptop computer
Security Specialist
A master of the theatre of security, the Security Specialist knows how every deterrence is just a way to keep honest people honest and make people feel safe. They have learned how delicate applications of the right kinds of force can open doors literally and figuratively.
The Security Specialist counts the following skills as career skills: Charm, Computers, Cool, Deception, Melee, Skulduggery, Stealth, and Streetwise. Before spending experience during character creation, a Security Specialist may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Security Specialist characters start with $600 and the following items: Lockpick set, Laptop computer, Pocket knife
Soldier
Soldiers are warriors through and through. At home on the battlefield, they know everything there is to know about surviving the horrors of combat—and making sure the opposition doesn’t. Your Soldier could have served their country in the Army or Marines, or learned warfare while defending their home from foreign governments.
The Soldier counts the following skills as career skills: Athletics, Brawl, Coercion, Melee, Perception, Ranged [Heavy], Survival, and Vigilance. Before spending experience during character creation, a Soldier may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Soldier characters start with $300 and the following items: Flak vest, hunting rifle
Student
Tradesperson
A Tradesperson can be anyone who has skills in a job that requires special training and some manual labor. Your Tradesperson could be a blacksmith, auto mechanic, or a fighter jet crew chief. They could also be a no-nonsense worker who has no time for anything but the job at hand, or a creative craftsperson who delights in building something innovative.
The Tradesperson counts the following skills as career skills: Athletics, Discipline, Mechanics, Melee, Negotiation, Perception, Resilience, and Streetwise. Before spending experience during character creation, a Tradesperson may choose four of their career skills and gain one rank in each of them.
- Starting Gear: Tradesperson characters start with $500 and the following items: Tool set, A leather jacket, A large wrench
GENESYS
Adversaries
Street Tough (Minion)
The street tough is one of the go-to villains of any setting. These belligerent petty criminals are a reasonable first opponent for your PCs to beat up without your having to worry that they may kill the group by accident. If you’re worried they may be too tough, however, have them use their studded gloves and deal damage to your PCs’ strain threshold.
Skills (group only): Brawl, Coercion, Melee.
Talents: None.
Abilities: None.
Equipment: Studded gloves (Brawl; Damage 4; Criti- cal 4; Range [Engaged]; Disorient 2, Knockdown), club (Melee; Damage 5; Critical 3; Range [Engaged]), heavy clothing (+1 soak).
Gang Leader (Rival)
Your groups of street toughs can be led by the gang leader, another go-to opponent who fits into all settings. The gang leader is a tough individual who runs small- time criminal operations with an iron fist. This can be a good opponent for a group to face off with at the climax of their first or second session, especially if the gang leader is backed up by a minion group of street toughs.
Skills: Coercion 1, Cool 1, Leadership 1, Melee 2, Streetwise 3, Vigilance 1.
Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once).
Abilities: None.
Equipment: Really big and sharp knife (Melee; Damage 5; Critical 3; Range [Engaged]; Pierce 2), heavy leather clothing (+2 soak).
GENESYS
Local Official (Nemesis)
This generic local official could be the mayor of a small town, the councilmember representing a borough, or any other government official low-ranking enough to encounter your players’ characters but powerful enough to be a problem. The local official is primarily a threat in social encounters, not combat encounters, so use them accordingly (or accept that they’ll be a pretty minor threat in a fight).
Skills: Charm 2, Cool 1, Coercion 3, Deception 1, Leadership 2, Negotiation 1, Vigilance 3.
Talents: Improved Scathing Tirade (use this talent to make an Average [dd] Coercion check; for each s, one opponent within short range suffers 1 strain; for each a, one affected opponent suffers 1 additional strain; all opponents affected add b to all skill checks they make for the following three rounds).
Abilities: Good at Needling (if this character knows an opponent’s Flaw Motivation, when this character inflicts strain on the opponent, the opponent suffers 4 additional strain).
Equipment: Fine clothing, official credentials or badge of office.
Corrupt Official (Rival)
Wherever there is a bureaucracy, corrupt officials flourish. Whether a crooked politician, a bent cop, or a corrupt small-town sheriff, these opponents can make life exceedingly difficult for anyone who crosses them.
Skills: Charm 2, Cool 2, Deception 2, Knowledge 2, Negotiation 2, Vigilance 1.
Talents: Natural (once per session, use this talent to reroll any one Negotiation or Skulduggery check).
Abilities: Local Politics (once per session, may choose one character operating in their area of influence [community, precinct, or county, for example]; until the end of the session, the target must upgrade the difficulty of any social skill checks they make to interact with inhabitants of this area once).
Equipment: Cell phone, tablet.
GENESYS
Militia (Minion)
Militia are irregular fighters driven by a political or religious cause. They are typically undisciplined, poorly trained, and poorly equipped individuals who, although not a match for professionals, are dangerous in groups.
Skills (group only): Brawl, Coercion, Ranged (Heavy). Talents: None.
Abilities: None.
Equipment: Assault rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Auto-fire), fatigues (+1 soak).
Infantry (minion)
This profile presents the kind of basic infantry soldier found on the front lines of all sides, even in weird wars.
222222 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE WOUND THRESHOLD M/R DEFENSE 3500
Skills (group only): Discipline, Melee, Ranged (Heavy). Talents: None. Abilities: None. Equipment: Battle rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]), bayonet (Melee; Damage 4; Critical 3; Range [Engaged]; if attached to the end of a rifle, gains the Defensive 1 quality), armor vest (+1 soak).
royal marine (rival)
Royal Marines are the elite soldiers of the Royal Navy. They train to fight in any environment, and the Navy’s airships allow them to deploy anywhere they are needed.
332232 BRAWN AGILITY INTELLECT CUNNING WILLPOWER SOAK VALUE WOUND THRESHOLD M/R DEFENSE 4 12 00 PRESENCE
Skills: Discipline 2, Melee 2, Perception 2, Piloting 2, Ranged (Heavy) 2, Vigilance 2. Talents: Eagle Eyes (once per encounter before making a ranged combat check, the Royal Marine may increase their weapon’s range by one range band [to a maxi- mum of extreme range]; this lasts for the duration of the combat check). Abilities: Honor and Grit (when a Royal Marine exceeds their wound threshold, they can immediately attempt a Hard [ ] Discipline check as an out-of- turn incidental, healing 1 wound per ; if this reduces their current wounds below their wound threshold, the Marine gets back on their feet to continue fighting). Equipment: Fusil (Ranged [Heavy]; Damage 7; Criti- cal 3; Range [Medium]; Accurate 1), saber (Melee; Damage 5; Critical 3; Range [Engaged]), armored uni- form (+1 soak).
GENESYS
Intelligence Agent (Nemesis)
Intelligence agents—or spies, if you prefer—are some of the most cunning and elusive opponents encountered in modern day settings. Our spy is a jack-of-all-trades; they’re not an overly dangerous combatant, but their Adversary talent and One Step Ahead ability should make them a frustrating foe.
Skills: Charm 2, Coercion 2, Deception 2, Ranged (Light) 2, Brawl 2, Skulduggery 3, Stealth 3, Streetwise 3, Vigilance 2.
Talents: Adversary 2 (upgrade difficulty of all combat checks against this target twice), Natural (once per session, reroll any one Skulduggery or Stealth check).
Abilities: One Step Ahead (once per round, after an opponent performs an action or maneuver, may spend one Story Point to perform an action or a maneuver as an out-of-turn incidental).
Equipment: Silenced pistol (Ranged [Light]; Damage 5; Critical 4; Range [Short]), encrypted cell phone.
Hacker (Nemesis)
Since computers and hacking often are a large part of a hard sci-fi setting, we’ve included one hacker profile. You can use this adversary as a sysop employed by a government or corporation, or as a criminal hacker. In all cases, this is a dangerous adversary in the electronic realm.
Skills: Cool 3, Computers 2, Mechanics 1, Piloting 2.
Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once), Defensive Sysops (when defending a computer system against intrusion, add b b to opponents’ checks), Distinctive Style (before making a Computers check to hack a system, use this talent to add sshh to the results).
Abilities: None.
Equipment: Custom computer terminal, energy drinks.
GENESYS
Genesys GM Binder Theme
Header 1 should be used to create chapter titles (like above). The first letter of the next text block will be capitalized just like this automatically! Headline 1 and Headline 2 both also span both columns. If you separate your text above a Headline 1 or Headline 2 with a blank line in the editor it will automatically shift the contents of everything after the blank line to the second size.
If you reach the end of a column it will roll over to the next column automatically, but this will not always create an attractive spacing at the bottom. You can force GM binder to start a new column like this by using the \columnbreak command. To indent a paragraph (they should be after the first under each header) just use about 5 before the text.
Headline 2
Headline 2 denotes major sections of the chapter. Whenever you need a header inside a chapter, this should be your go to!
Headline 3
Headline 3 is simply a 2nd layer of denotation you can use. Any time you need to separate out different ideas underneath an H2, use this.
Headline 4
This is to be used inside the "Notes" with the bottom row underlined. More information on this later.
Headline 5
Headline 5 is simply a 3rd layer of denotation you can use. Any time you need to separate out different ideas underneath an H3, use this. Note, that this is usually the deepest level of denotation you should use. If you are doing a considerable list, consider using Headline 6 instead.
Headline 6
Headline 6 is used to create lists that require significant detail. It is most notably used to list talents. This is a bottom tier header, meaning there should never be any headers "underneath" it in the document.
Type Faces
There are many different type faces. Underlines can be created with the HTML <u></u> tag, while the rest can be done with markdown.
- Bold
- Italics
Strikethrough- Underline
- Super
- SuperScript
- SubScript
- Internal Link
- External Link
- Item 1
- Item 2
- Item 3
- Item 1
- Item 2
- Item 3
To create the dice and their symbols, use:
<span class='symbols'>a, h, f, s, t, d </span>
<span class='setback'>b</span>
<span class='boost'>b</span
<span class='difficulty'>d</span>
<span class='ability'>d</span>
<span class='challenge'>c</span>
<span class='proficiency'>c</span>
Index
A
- Apple32
- Angry25
Change Log
2/8/18
- Updated sheet to use the "Crimson Text" font in leiu of Minion. This will keep the document more uniform as all fonts can now be hosted.
- Adjusted font sizes/weights to more accurately represent the book.
- Added "Minion" statblock
- Updated "Adversary" statblock - the characteristics are now applied separately with an "archetype" statblock. * Resized statblocks to prevent background clipping *Sswapped position of "Handling" and "speed" in vehicle stat block - Note: PREVIOUSLY MADE STAT BLOCKS NEED TO SWAP THESE SPANS AS WELL, OR FORMATTING WILL BE BROKEN
- Corrected a bug that prevented subheaders on certain table rows.
- Added spacing between paragraphs.
- Provided instructions to indent subsequent paragraphs - cannot be done automaticaly as forced paragraph breaks are neccessary for breaking columns sometimes.
- Removed image sizing from the non-blended image - image sizing should be done in the image tag.
- Made some improvements to the Style Guide
- General cleaning of CSS code
B
- Bangarang42
- Batman33, 126
GENESYS