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Forgotten Realms

This document provides setting information for running a high fantasy campaign in the Forgotten Realms setting using the Genesys system. It includes: 1) Character creation steps and an example of play. 2) Details on species, classes, specializations, skills, equipment, magic, and other elements needed for character sheets and gameplay. 3) Rules for tracking favors, fame, character tiers, and other mechanics to enhance the campaign. The summary covers the main sections and purpose of the document, which is to compile rules from various sources to enable high fantasy gameplay in the Forgotten Realms setting using the Genesys system.

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xyliansnetwork
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0% found this document useful (0 votes)
1K views174 pages

Forgotten Realms

This document provides setting information for running a high fantasy campaign in the Forgotten Realms setting using the Genesys system. It includes: 1) Character creation steps and an example of play. 2) Details on species, classes, specializations, skills, equipment, magic, and other elements needed for character sheets and gameplay. 3) Rules for tracking favors, fame, character tiers, and other mechanics to enhance the campaign. The summary covers the main sections and purpose of the document, which is to compile rules from various sources to enable high fantasy gameplay in the Forgotten Realms setting using the Genesys system.

Uploaded by

xyliansnetwork
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A

Realm
Forgotten

High Fantasy
Setting for Genesys
HIGH FANTASY / D&D LITE CONVERSION
This was made to play in a High Fantasy, High Magic, D&D type game. Most things
in this document are not of my own creation and are compiled from various sources
with some modification.
The base setting this document uses is the Forgotten Realms, a Dungeons & Dragons
setting.
I would like to note that this is a fan work and not intended for publication or sale.
Any use of trademarks or copyright material in this document should not be viewed
as a challenge to those trademarks/copyrights, and are used without authorization,
endorsement, or specific permission. Under no circumstances will any of this material
be made available for profit or compensation in any form.

CONTENTS
Favors........................................................................... IV
Fame and Infamy........................................................VII
Tiers of Play...................................................................X
Interludes..................................................................... XI
Species............................................................................ 1
Classes and Specializations........................................... 26
Talents......................................................................... 44
New Skills.................................................................... 85
Dungeon Crawls.......................................................... 87
Disease......................................................................... 94
Weapons and Armor.................................................. 104
Magic Implements..................................................... 109
Miscellaneous Gear.................................................... 113
Potions....................................................................... 116
Transportation ........................................................... 119
Attachments............................................................... 122
Enchanting................................................................. 126
Crafting and Alchemy................................................ 131
Wondrous Items......................................................... 135
Magic Rules............................................................... 139
Magic Spells............................................................... 142
Character Sheet for Setting...................... END OF DOC

Document Version 2.2


This is a fan publication and is not
produced by Fantasy Flight Games.

Forgotten Realms
GENESYS i
Creating a Character
1. DETERMINE CHARACTER CONCEPT 8. DETERMINE FAVOR
AND BACKGROUND Favor is is a way of tracking and defining who owes your
Before you start looking at Species/Archetype and Classe character favors, and what favors your character owes other
s, start thinking about what kind of character you want to people.
be. The system is flexible enough to cover most concepts
through a combination of career and skill training. 9. CHOOSE EQUIPMENT AND
APPEARANCE
2. SELECT A SPECIES/ARCHETYPE Each starting character gets a set of items based on their
Select the Species/Archetype you will be playing. This career. If you would like, you can forgo this and get 1000
determines your base characteristics, as well as any special gold to purchase initial weapons, armor, and gear. See the
abilities you may have and how many experience points you Equipment section.
have to spend during character creation. See the Species/
Archetype section. 10. DETERMINE GROUP RESOURCE
Each group should get some kind of group resource to help
3. SELECT A CLASS tie them together. This can range from a base of operations,
Select your class. Your class determines your class skills, a mentor or benefactor, a cache of items, or a map leading
which are easier to advance in as you gain experience than to some ancient ruins or treasure.
non-class skills. Your class also gives you a class specific abil- The Gamemaster has final say on what this resource is.
ity. Lastly, your class also determines which specializations
you may pick from for your starting specialization.
You only ever get one class, but you will be able to get spe- EXAMPLE OF PLAY
cializations outside of that class if desired.
The Gamemaster (GM), Dennis, is running a game for the
4. SELECT A SPECIALIZATION four people, playing as the following characters:
Select your specialization from the ones available from Jordan, playing Liam, a Human Mercenary-Champion
within your class. Your specialization gives you four more Sean, playing Sister Lana, a Aasimar Crusader-Priest
class skills, and your a list of talents that you can obtain
with a discounted experience cost. Ingrith, playing Penny, a Gnome Rogue-Assassin

You will be able to purchase additional specializations later Ed, playing Milo, a Halfling Bard-Glamourer
with experience points, even those from another class. See
the Class section.

5. INVEST EXPERIENCE POINTS


You may spend the additional experience points to improve
the character as described in the above table. Any XP you
do not spend can be used at a later time, and you will gain
more experience points to spend at the end of each session
or adventure.

6. DETERMINE DERIVED ATTRIBUTES


Fill in the calculated values for Wound Threshold and
Strain Threshold as described by your Species/Archetype,
and calculate your Soak, which is equal to your Brawn, but
may be modified later by talents or armor.

7. DETERMINE MOTIVATION
Determine why your character adventures and what their
goals are. The random motivations from the tables in the
FFG books work well, or you can develop your own moti-
vation.

Forgotten Realms
ii GENESYS
Dennis (GM): “You follow the hooded figure into the range, the difficulty is one purple die, but he has some
alleyway. The buildings around here are fairly run down, armor, so you get one black setback die as well. Sister Lana,
two-story structures. You know you must be getting close go ahead and make your Divine check, and Liam, you see
to the docks as well, as you can smell the saltwater and that there is a small second story balcony directly above
hear the bells of ships coming into port. The alley seems to you, and there are some decent handholds to get up there,
be mostly filled with refuse, and turns to the right about so let’s say the difficulty is average- two purple dice.”
twenty feet ahead of you. You don’t see anyone in the alley, Jordan (Liam): ~rolls dice~ “It looks like I have two suc-
not even the one you followed here. What do you do?” cesses, but three threat. That’s not good. So, I scale the bal-
Ed (Milo): “Now where did he get off to? I give a quick cony without any problem, right?”
look around before moving in there. I don’t want to get Dennis (GM): ~Laughing~ “Nice try- you make it look
caught in an ambush.” easy getting up there, swinging off of a drainage pipe and
Dennis (GM): “OK then, make me a Perception check. using a couple other easy handholds. However, as you get
The difficulty is Average, so add two purple dice to your to the balcony, your rapier catches on the railing. You slip
pool. It’s pretty dark out, so also add a setback- one black going over the railing, and while you did successfully end
die.” up on the balcony, you are flat on your face and your rapier
Ed (Milo): “So, my dice are two yellow and one green plus slides out of your scabbard and hits the ground beneath
the two purples and one black…” ~rolls dice~ “...so after you with a clang.”
everything cancels, I have one Success and two Advantage Jordan (Liam): “Ouch…”
left. What do I see?” Ingrith (Penny): “So, I use Ranged to throw the axe, right?
Dennis (GM): “You see a figure huddled into a very dark My pool for that skill is one green and two yellow…add
alcove right around the bend in the alley, clearly trying to in the difficulty dice…” ~rolls dice~ “Ah hah! A Triumph!
stay out of sight. You can’t see him well enough to make Wait, though, I don’t hit- it’s a net failure…”
out any of his features, but you are pretty sure it’s the cut- Dennis (GM): “So your attack can’t damage him, but
purse you followed in here. “ something really good happens with that Triumph. What
Ed (Milo): “There he is! I point him out to the others.” happens?”
Dennis (GM): “No problem; they can now all see him. Ingrith (Penny): “I’ve got a good idea. The hatchet doesn’t
What about your two advantages?” hit him, but strikes the wall really close to his head, catch-
Ed (Milo): “Hmm. What about if I spot some cover ing the hood of his cloak. It pins him to the wall by the
between him and us that I could duck behind?” cloak, and we can now see his face.”

Dennis (GM): That will work. You luck out and spot some Dennis (GM): “Perfect. Your hatchet knocks his hood off
old, mostly broken crates that someone left here. They look and pins him to the wall, and completely surprised, he
like they might give just enough of a blind spot for you struggles to try and get out of the cloak. When his face is
to hide. You dive down behind there to take cover. The revealed, you see matted grey fur, a short snout, and long
hooded figure stands up and takes an aggressive stance, incisors- you realize it is a wererat!”
drawing a short sword from underneath his cloak. Ed (Milo): “Uh oh. I knew I should have bought that silver
Those of you still at the entry to the alley hear some heavy dagger…”
bootsteps coming up behind you, as well as what a cacoph- Sean (Sister Lana): “I rolled four success on my spell, so I
ony of high pitched, screeching sounds- it sounds like there suffer two strain and the spell goes off. Sister Lana closes
is company headed your way. her eyes for a moment, clasps her Holy Icon, and whis-
You have a few seconds before they get here- we’ll roll for pers a prayer to the Lathander to keep death from taking
initiative after the rest of you take one action. What are you her friends in this battle (Barrier + Empowered + Divine
each going to do?” Health). Liam now reduces the next damage he takes this
encounter by five.”
Jordan (Liam): “I’ll get the ones coming up behind us! I
want to see if I can get the high ground- maybe climb up Jordan (Liam): “Thanks, I have a feeling I’m going to need
to a second story landing or something to get the drop on it when we see what comes around that corner…”
them.” Dennis (GM): Speaking of that, you now see another were-
Ingrith (Penny): “I draw my hatchets and run forward, rat moving in from behind you, and you can now tell what
throwing one at the enemy in the alley.” was making that horrible noise- the pack of four giant rats
he is leading in your direction. Everyone please make Cool
Sean (Sister Lana): I’m going to move forward a little and checks for Initiative…”
get out of way. I also want to use my Divine magic to put
a protective ward on Liam.”
Dennis (GM): That all sounds good. Penny, you run for-
ward, gripping your hatchets comfortably. You move into
short range and throw one end over end. Since its short
Forgotten Realms
GENESYS iii
FAVORS FAVOR ECONOMY DURING
This setting uses the Favor Economy rules. At character CHARACTER CREATION
creation, players may choose to have their character owe a During this step of character creation, your character
Small, Regular, or Big favor to a faction of their choosing. may end up owing a favor. Nobody can get by in Faerun
The GM gets to decide the person within that faction without getting someone’s help at some point! However,
who you owe the favor to, creating possible plot hooks. how big a favor you owe is going to be up to you.

Taking a favor allows you to gain additional gold or XP During this step, you may (but you don’t have to) choose
at character creation. one faction. Your character owes a favor to someone in
that faction. You get to decide whether that favor is a
Your character interacts with factions and people who small favor, a big favor, or a regular favor, but your GM
are members of a faction through something we call the gets to decide the details about the person in that faction
favor economy. All you need to know right now is that whom your character owes.
the favor economy is a way of tracking and defining who
owes your character favors, and what favors your charac- The favor has not been called in as of the start of the
ter owes other people. game, and your GM can use that uncollected favor your
character owes as a plot hook, something to get their
A favor can be just about any service. We classify them as campaign rolling, or an unresolved bit of your character’s
small favors, regular favors, and big favors, depending on backstory that comes back to plague them at the worst
how momentous they are (see Table: Favor Examples for possible time! However, that favor has helped your char-
some examples of all three types of favors). Your character acter get ahead in the world. Depending on the size of
can perform favors for other people and probably already the favor, your character gets to start the game with some
has, whether they’ve helped a friend move to a new apart- additional XP or gold worth of gear. These are added
ment or hidden a member of the Thieves’ Guild during onto your character’s total starting XP or your total start-
a heist. These favors are based on who your character is, ing gold and can be spent before the game begins. Those
and what they can do. So a Thief can steal somethig as a additions are listed here:
favor, a Shepard could track down a missing animal, and
both of them could watch a friend’s dog for an afternoon. • Small Favor: Your character may start with an addi-
tional 500 gold of gear.
However, if someone is a part of a faction, they may be
able to perform favors that specifically link to that fac- • Regular Favor: Your character may start with an addi-
tion. tional 1000 gold of gear or an additional 10 starting XP.

For example, someone who works for the Zhentarim • Big Favor: Your character may start with an additional
may be able to procure illicit goods for a character. Mean- 2,500 gold of gear or an additional 20 starting XP.
while, a member of the City Guard could possibly get Although your character only starts the game owing
your character’s friend out of jail—or ensure patrols stay somebody a single favor, don’t worry! They will likely
well away from the location of an imminent gang hit. owe plenty of other people favors as the game progresses.
Each faction entry contains a list of example favors that Of course, if you’re lucky, maybe a few other people in
people who are a part of that faction can perform. Faerun will end up owing your character favors as well.
Your character doesn’t need to belong to any faction FAVOR ECONOMY DURING GAMEPLAY
in order to participate in the favor economy. However,
belonging to a faction does allow your character to per- Once the game begins, your character can offer favors
form favors for other people that your character other- and accept promises of future favors organically. Your
wise couldn’t. character can owe as many favors as you want, although
someone who constantly makes promises to do some-
thing for someone “in the future” is probably going to
get a reputation as glib and irresponsible, and they may
run into trouble with all the people they owe. Likewise,
your GM can always decide that an NPC has no interest

TABLE: SPENDING XP
Character Creation
Options Cost
Limits
Increase Characteristics (only available during character
10X the level to which the Characteristic is being raised. Maximum starting level is.4.
creation)
5X the ranks to which the Skill is being raised. Must be raised Max starting rank is 2. Max ranks
Purchase ranks in skills
sequentially. Non-career skills cost an additional 5 XP per rank. after character creation is 5.
Purchase Talents Based on Talent Tier and also Specialization discount. Limited only by available XP.
10X the number of specializations the character will have
Purchase new Specializations after gaining the new one. Noncareer specializations cost 10 Limited only by available XP.
Forgotten Realms additional XP.
iv GENESYS
in being owed a favor and is going to demand some other depending on who the target is), it may not consider killing
kind of recompense for services rendered, instead. someone to be such a big deal.
For gameplay purposes, however, we recommend that you These examples can help you figure out whether any favor
and your GM only use the favor economy for relatively you invent is a small favor, a favor, or a big favor.
important favors. Too many favors become a pain to track
and are hard for your GM to work into the ongoing story. EXCHANGING FAVORS
We suggest that each character should owe and be owed a Exchanging a favor for a favor is simple, and it generally
total of no more than six favors at any one time. doesn’t require a check. It’s simply a matter of saying “if you
do this thing for me, I’ll do this equivalent thing for you.”
THE FAVOR ECONOMY However, sometimes your character may want to exchange a
Once you get into the real world you quickly find that favors favor for a bigger favor or a smaller favor. In those cases, your
are every bit as valuable as a coinpurse. Surviving daily life in character is going to need to make a check.
the city is as much about who you owe as who you know, and EXCHANGING A BIGGER FAVOR FOR A
who owes you in return. For many disenfrancistos, daily life
SMALLER FAVOR (STRINGING THEM ALONG)
revolves around the informal and infernally complex web of
debts, promises, and IOUs that’s generally referred to as the Let’s say your character is owed a big favor, and they want
favor economy. to ask someone for a smaller favor in return. Normally, that
wouldn’t require a check, and the target would be more than
Trading favors allows people to get what they need to survive
happy to exchange something of theirs of lesser value for
when money is tight, and to stay off the grid and off record.
something of yours of greater value. However, your charac-
It can also be a lot more humane than deducting a price from
ter may want to extract the smaller favor and then say, “but
a coinpurse.
you still owe me!” In that case, your character must make an
FAVOR ECONOMY MECHANICS opposed Coercion versus Discipline check against the target.
If your character succeeds, the target continues owing your
The favor economy is, at its core, an exchange economy. character the same original favor after this smaller favor has
The core game mechanic of this economy is that a character been resolved. If you fail, the target considers the favor repaid
can exchange a favor for a favor of equal value with another once they perform the original smaller favor. They perform
character (as long as both characters are willing to make the
the favor requested and no longer owe the character.
trade). In our system, favors fall into three categories: small
favors, regular favors, and big favors. EXCHANGING A SMALLER FAVOR FOR A
• Small favors are the kinds of favors that don’t take too much BIGGER FAVOR (TRADING UP)
effort or too many resources. Watching someone’s pets for an
Now let’s say your character is owed a favor, and they ask for
afternoon, giving someone a ride in your carraige, or loaning
a favor of greater value than the favor they are owed. This
someone tools are all small favors. Chances are that characters
always requires a check, since your character is trying to get
owe and are owed plenty of small favors in their lives.
someone to give them something more valuable for some-
• Regular Favors are more serious: the kinds of things that thing less valuable. In this case, your character must make an
represent a substantial effort on someone’s part or that may opposed Charm versus Cool check against the target. If they
even put someone in danger. Lending someone your vehicle succeed, the target agrees to give them the “better” favor in
for a couple of days, loaning them a thousand gold, or saving exchange. If they fail, the target refuses, but still owes your
them from being beaten up in a bar fight are all examples of character a favor of the original value.
regular favors. Characters are likely going to remember the
regular favors they owe and are owed, and they often owe or FAILING WITH h OR d
are owed one or two regular favors. If your character attempts to make an unequal exchange of
• Big favors are just that: big. These are the kinds of favors favors and fails the check, your GM may spend hhh or d
that people remember years or even decades later, and they to have your character also anger the target. Not only does
are always going to feel comfortable cashing in on them, no your character fail to achieve the unequal exchange, but the
matter how long it’s been. Protecting someone’s family, loan- target also decides that they no longer owe your character
ing a vehicle to someone who engages in a violent chase, or anything!
saving someone’s life are all examples of big favors. A charac-
ter may or may not owe or be owed any big favors.
The types of favors one character could trade with another
are nearly endless. So, instead of trying to list them all, we
came up with a table of reasonable examples. Table: Example
Favors provides a general list of favors. Sometimes favors for
a specific faction may clash with the examples found here.
For instance, killing someone usually falls into the category
of a big favor. But if you’re dealing with a street gang (and
Forgotten Realms
GENESYS v
Favor Examples
Favor Size Examples
Small Watch someone’s pets or dependents for a day
Give someone an item worth 100 gold or less
Loan someone a vehicle for a couple of hours
Help someone clean up an apartment
Loan someone tools to do some work
Regular Watch someone’s pets or dependents for several days to a week
Give someone an item worth 1,000 gold or less
Loan someone a vehicle for a few days
Loan someone a legal weapon
Save someone from a bar fight
Big Watch someone’s dependents and agree to defend them against real danger
Give someone an item worth over 1,000 gold
Loan someone a vehicle while knowing it may never be returned or that it may be de-
stroyed
Loan someone an illegal weapon
Save someone’s life
Kill a person for someone else.
MOUNTED COMBAT Generally, a mounted character has an advantage in melee against
opponents and should add j to melee combat checks targeting
From the wolf riders of Orcish clans to the legendary knights of them, while opponents on foot add j to melee attacks against
the realm, warriors across Toril ride into battle atop fierce steeds mounted characters. Conversely, firing a ranged weapon from the
or savage beasts. These steeds give speed and maneuverability in back of a galloping horse is more difficult, and a mounted character
combat and a skilled rider has numerous advantages over oppo- should add j to ranged attack checks. Your GM will make the final
nents on foot. call on adding j and j to checks performed while mounted,
Mounting or dismounting from a riding animal requires a maneu- as with any check.
ver. Once mounted, a rider and steed should be treated as one char-
acter in most situations (attacks target the rider, the steed does not Since we treat a mount and rider as one character, the only way
act independantly in structured encounters, and both act when a to target a mount is by using the aim maneuver to target specific
player chooses an initiative slot for their mounted character). "parts" of an opponent, as per page 98 of the Genesys Core Rule-
book. (In certain circumstances, your GM may allow characters
A mounted character can perform a maneuver to direct their to attack a particularly large mount such as a Silhouette 3 animal
mount to move. The rider and mount immediately move as if without penalty.)
they had performed two maneuvers to do so (ex: instead of travel-
ing from engaged to short range, they can travel from engaged to A character whose mount is slain or incapacitated is knocked prone
medium range). In certain situations, such as controlling a mount and suffers 3 strain. Depending on the situation and the results of
not trained for combat in the midst of a large battle, your GM may any related check, the character might suffer additional damage or
istead require the character to make a Riding check as an action to become trapped under the fallen mount.
direct and control the mount.

Forgotten Realms
vi GENESYS
FAME & INFAMY than Infamy; people are more likely to remember bad
The Forgotten Realms is a setting that creates larger than deeds than good ones unless particularly noteworthy. If a
life characters from relatively humble beginnings. People character spends a notable amount of time without mak-
from mundane beginnings who earn themselves a place in ing their deeds known to the public, or without gaining
the history books through their great deeds. Others earn any new Fame, the GM may decide to drop their Fame
their place in history through their attempts at selfishly by 1 point. This is to represent a character fading into
gaining power at the expense of others. obscurity, becoming nothing more than a distant memory
to those that might remember them.
Fame and Infamy is a way of tracking a character’s accom-
plishments, as well as tracking the way the general public Infamy, however, is much easier to accrue and much hard-
views them. Characters with low scores are just another er to be rid of. History is filled with criminals, tyrants,
person to fit in with the crowds, while characters near the and villains whose deeds will not soon be forgotten. A
end of their scales are so well known in their exploits that significant amount of time must pass in which a char-
almost everyone they encounter knows who they are, and acter performs no ill deed before their Infamy begins to
may even know more about them than themselves. drop. Character can take steps in becoming less infamous,
rather than waiting for history to forget them. Whenever
Fame is earned by helping people, accomplishing heroic a character is awarded Fame, they may instead choose to
deeds, or otherwise contributing positively to society. lower their Infamy by an equal amount.
Something as simple as providing entertainment at a local
tavern will gain Fame, though not nearly as much as slay- Some suggestions for the values of Fame and Infamy
ing a terrifying beast that threatens many innocent lives. gained based on a character’s actions can be found on
Table: Gaining Fame and Infamy.
Infamy is earned for quite the opposite; acts that harm,
damage, or negatively impact people and society. Theft Players and game masters should keep in mind that as a
and verbal assault will generate minor amounts of Infamy, characters reputation increases, less mundane actions will
while act like murder or kidnapping will earn greater have a lesser effect as that behavior comes to be expected
amounts. of them. Apprehending a vegetable thief is not as note-
worthy if the character is already known for thwarting a
Fame and Infamy are tracked from 0 to 10. 0 being some- plot to destroy the world.
one without any reputation at all, and 10 being someone
that almost everybody has heard of in some way.

USING FAME AND INFAMY


Fame and Infamy both make up your character’s repu-
tation. Tracked separately, the GM awards reputation
based on the actions your character takes throughout the
course of the game. During each session, the player or the
GM may use the character’s reputation to their benefit or
hindrance. In addition to the suggested effects on Table:
Fame and Infamy Thresholds, the character’s reputation
can be used as a resource to make social checks easier or
harder, based on the character’s Fame and Infamy and
who they are interacting with.
When making social checks with reputable individuals,
such as upstanding citizens, law enforcement, or mer-
chants, a character may spend a point of Fame to add j
to the check. They may spend this as many times as they
have Fame points, but any one check may not benefit
from more than 3 j generated by Fame points. Once
Fame points have been spent, they are unavailable until
the start of the next game session.
Conversely, when making social checks with upstanding
individuals, the GM may spend Infamy points, following
the same restrictions, to instead add j to the check.
In general, Fame is much harder to gain and maintain

Forgotten Realms
GENESYS vii
TABLE: FAME AND INFAMY THRESHOLDS
Number Fame Effects Infamy Effects
0 The character is not noteworthy; just The character is not noteworthy; just another
another citizen. citizen.
1-2 A few locals may recognize and praise A few locals may jeer as the character passes
the character. by.
3-4 Business owners and low ranking no- Business owners and low ranking nobles know
bles know of this character’s exploits of this character’s exploits, acting extra cau-
and may ask them for help or offer tious around them and may charge them extra
them services at a discount. for their services.
5-7 Most citizens in villages and smaller Most citizens in villages and smaller towns
towns will recognize the character and will recognize the character and will jeer and
know of their exploits. Small crowds confront them. Some citizens may throw food
may gather, and gifts may be given. or attempt to start a fight.
8-9 The majority of citizens in large The majority of citizens in large towns and cit-
towns and cities know of this charac- ies know what this character is responsible for.
ter’s deeds. Business owners may give Businesses will shut as they approach, traders
free services, and nobles and officials will refuse to do business. Law enforcement
may ask the character for help in will almost certainly harass this character,
significantly important matters. Law looking for any excuse to arrest or even kill
enforcement may do small favors for them. Notable bounties may be posted for the
them, such as turning a blind eye in capture or killing of this character.
one instance.
10+ The character is essentially a hero. The character is widely regarded as a villain.
Almost everyone knows who they are Nearly everyone knows who they are and what
and will do nearly anything (within they are responsible for. Citizens may flee in
means and reason) for them. High terror, guards may not even come up with an
ranking nobles, leaders and officials excuse before attempting to kill them. Nobles,
may grant significant favors for them officials and organizations may post significant
as a sign of their gratitude. bounties to anyone willing to kill this charac-
ter.

Forgotten Realms
viii GENESYS
TABLE: GAINING FAME AND INFAMY
Example Result
The character spends an evening performing at a tavern. +1 Fame
The character returns a lost item or performs a similar small errand for +1 Fame
a citizen.
The character assists law enforcement in a small matter, such as appre- +1 Fame
hending a thief.
The character assists law enforcement in a significant matter, such as +2 Fame
solving a murder or thwarting a treasonous plot.
The character puts themselves at great risk or suffers significant harm +3 Fame
in the defense of the interests of the people (for example, fighting off a
great beast or pulling someone from a burning building).
The character plays a significant role in successfully preventing a grand +5 or more Fame
disaster in which hundreds or thousands of lives are at stake.
The character is regularly rude and abusive towards citizens. +1 Infamy
The character is regularly caught stealing items of minor value, such as +1 Infamy
food or clothing.
The character is caught deliberately damaging property without good +1 Infamy
reason.
The character is caught stealing items of significant value, such as +2 Infamy
weapons, armor or expensive jewelry.
The character is caught, or found responsible for the murder or griev- +3 Infamy
ous harm of a small number of people.
The character is caught, or found responsible for the deaths or griev- +5 or more Infamy
ous harm of several individuals.

Forgotten Realms
GENESYS ix
TIERS OF PLAY train any skills above rank 4 while building their He-
This page offers a few suggestions on how to provide roes-level PC.
players with the appropriate experience, gear and fame/ • Starting Gold: 16,000 gold worth, all of which must be
infamy to play as a more capable and advanced group of rarity 9 or lower. In addition, select one item with a rarity
Adventurers. of 11 or lower to acquire for free.
• Starting Fame or Infamy: 5
ADVENTURER
The standard level of play, the tier assumes the group are
still green - likely very early in their careers, possibly em- MASTERS OF THE REALM
barking on their first real mission. These are still skilled, This Warband are ready to take on some of the deadlier
exceptional individuals; set apart from the common peo- threats in the Realm. The fate of a nation or even the
ple by natural characteristics, learned skills, and the hint world depends on momentous quests that such characters
of a greater destiny that lies before them. undertake. At this tier, adventurers make their mark on
the world in a variety of ways, from the consequences of
• Bonus Experience Points: Zero. their adventures to the manner in which they spend their
• Starting Equipment: 1,500 gold worth, all of which hard-won treasure and exploit their well-deserved reputa-
must be rarity 6 or lower. tions. They take on apprentices or students of their own.
They broker peace between nations or lead them into war.
• Starting Fame or Infamy: 0 And their formidable reputations attract the attention of
very powerful foes.
LOCAL HEROES
• Bonus Experience Points: 500. These experience points
These individuals have established themselves as reliable
cannot be spent on characteristics, as they are intended
adventurers of the realm, having proven themselves on
to reflect the character’s training and worldly experiences
several occasions. These characters navigate dangerous
rather than inherent abilities. Characters also may not
terrain and explore haunted crypts, where they can expect
train any skills ASIDE FROM ONE above rank 4 while
to fight savage orcs, ferocious wolves, giant spiders, evil
building their Master-level PC.
cultists, bloodthirsty ghouls, and hired thugs.
• Starting Gold: 25,000 gold worth, all of which must
• Bonus Experience Points: 150. These experience points
be rarity 10 or lower. In addition, select two items with a
cannot be spent on characteristics, as they are intended
rarity of 12 or lower to acquire for free.
to reflect the character’s training and worldly experiences
rather than inherent abilities. Characters also may not • Starting Fame or Infamy: 8
train any skills ASIDE FROM ONE above rank 3 while
building their Local-level PC.
• Starting Gold: 9,000 gold worth, all of which must
be rarity 7 or lower. In addition, pick any single item of
rarity 8 or lower to acquire for free.
• Starting Fame or Infamy: 3

HEROES OF THE REALM


The fate of a region might depend on the adventures that
these characters undertake. These adventurers venture into
fearsome wilds and ancient ruins, where they confront
savage giants, ferocious hydras, fearless golems, evil yu-
an-ti, scheming devils, bloodthirsty demons, crafty mind
flayers, and drow assassins. They might have a chance
of defeating a young dragon that has established a lair
but not yet extended its reach far into the surrounding
territory.
• Bonus Experience Points: 300 These experience points
cannot be spent on characteristics, as they are intended
to reflect the character’s training and worldly experiences
rather than inherent abilities. Characters also may not

Forgotten Realms
x GENESYS
EARNING MONEY
INTERLUDES
An Adventurer can spend their time plying their trade of
Adventurers lead dangerous, exciting lives full of intrigue
choice, taking home some extra Gold. Make a Simple (-)
and action, but between harrowing combats, dramatic
skill check, using any non Combat or Magic skill of your
arguments, and intrepid exploration, there are often lulls
choice, so long as a narrative justification can be provided
in the action. Frequently, Adventurers must travel aboard a
for how it’s used to make money; Mechanics could be used
vehicle from one location to another in order for the next
to work as a smithy for hire, while Deception could be used
important encounter to occur. The story may also require
to earn a living in gambling rings.
the Adventurers to wait for a period of time, perhaps hav-
ing arranged a clandestine meeting with an informant, or For each s, the character earns 100 Gold. a and t
prepared an ambush for their enemies. may be spent to gain useful information or make valuable
contacts in the course of your work, which could assist in
Interludes occur whenever the GM decides to provide one;
future investigations.
typically this should represent at least one week during
which the Adventurers are not actively pursuing work. REST AND RECOVERY
During an Interlude, each character may choose one of the
following actions to dedicate their time and efforts towards, Loss of life and limb are common in the life of an Adven-
and gain the resulting benefits. Many of these options may turer, and often time needs to be dedicated to recovery.
seem quite powerful, but remember that whenever you If your character chooses this option, you may make two
choose to earn money, or hone your skills, you’re passing Resilience rolls to recover from Critical Injuries per week,
up another potential opportunity. One week consists of 1 rather than the usual one. These rolls add jj
jj.
downtime action. If an appropriately trained medic is available, be they a PC
During Interludes, characters should generally have the or an NPC, these may be made as Medicae rolls instead,
opportunity to perform basic tasks such as purchasing new still adding jj
jj.
items the standard way or adjusting their gear without this
counting as an action. REFLECTION
Unless stated, all actions listed below take 1 week, or down- You can spend your downtime relaxing and reflecting on
time action to complete. your skills and previous jobs. If you spend at least 1 down-
time action reflecting, you gain j that can be used one
MISCELLANEOUS time on a skill check, on the next job you go on.
You can only have one reflection j at a time.
UNCOVERING A BLACK MARKET
During your downtime, you can make a Hard kkk FINDING A WONDROUS ITEM
Streetwise skill check to uncover a Black Market in a town. During your downtime, you can spend time to make a
Once uncovered you will always have access to that Black Negotiation lkkk or Streetwise ll llkkkk skill check to
Market in that town. find or sell 1 item of greater rarity than 9 (or different up
Having plenty of time, the character adds a j to the skill to GM's discretion). Having plenty of time, the character
roll. adds j to skill rolls. The difficulty is one step higher for
each rarity above 10 (or different up to GM's discretion)
ILLEGAL TRADING and the check is upgraded in difficulty once for every rarity
During your downtime, you can make a Streetwise skill above 12.
check to buy or sell up to 5 Restricted items. You must have
access to the Black Market in town in order to buy or sell TRAINING
Restricted items. The difficulty equals the half the highest Dedicated adventurers will spend much of their time in
items rarity, (rounded up and minimum of 1 difficulty.) training, honing their skills to better carry out their noble
mission. When choosing to train, you may select any
CUT A DEAL skill; you could spend time on a shooting range and select
During your downtime, vou can make a Negotiation or Ranged, or spend time on physical conditioning, selecting
Deception skill check to buy or sell up to 6 items below Athletics.
rarity 10 (or different up to GM's discretion) for a different When your character trains, select any skill that they have
price then is offered. Having plenty of time, the character at least one rank in. Until the next Interlude, whenever you
adds a j skill rolls but if they decide to use Deception as spend a Story Point to upgrade a skill check for the skill
their skill check, one difficulty die upgrades to a l. your character trained in, you upgrade the dice pool twice.

Forgotten Realms
GENESYS xi
If your character dedicates 4 periods of downtime to train- This is 2 period downtime action
ing a skill without attempting any other actions, they also Skill Checks Required:
count their ranks in that skill as one higher until the next
Interlude. Stealth lk
Alternatively, a character could use 4 periods of downtime Ranged lkk
to train two separate skills. Supplies and Fuel Cost: 275
This is a 2 period downtime action. (Requires Thieves Guild, without membership a Daunting
lkkk is needed to find the job.)
CRAFTING
Rewards: 1650 gold
You can craft anything from weapons to armor and even
vehicles but the amount of downtime will vary greatly. KINGSLAYER
GAMBLING A Prince has killed his father and stolen his families crest
stone. The Local Court has placed a bounty on the way-
Streetwise k ward prince's head.
(Requires a 200 gold buy-in) This is a 3 period downtime action.
Cool kkkk or Deception ll
llkk
kk Skill Checks Required:
Rewards: Credits equal to twice how much you bet (Max Streetwise kk
bet of 500). Survival kk
ASSASSINATIONS AND BOUNTY Any Combat Skill llk or Coercion ll
llk llkk
kk
JOBS Supplies Cost: 500 gold
Unless stated, all below jobs cannot be taken more than (Requires Bounty Hunters Guild)
once per interlude. Certain jobs may not be available Rewards: 1700 gold
during interludes due to location, timing, etc. a and t
may be spent to gain useful information or make valuable BAIL JUMPER #1
contacts in the course of your work, which could assist in
Bail Bond agents are paying for a XXXX named YYYY.
future investigations.
He’s dodged bail and they want to see him in court soon.
A magic skill may be substituted in place of a skill, upgrad-
Skill Checks Required:
ing the difficulty of the check once or more, at GM's dis-
cretion. Streetwise k
If your character fails a check, they lose any supply cost of Coercion lk
the mission and are considered to waste their time spent Supplies and Fuel Cost: 50 gold
until that point.
(Requires Bounty Hunters Guild)
Multi downtime action jobs are considered to have one
week pass per skill check required, so if you fail the first Rewards: 500 gold
check of a 3 downtime action job, you lose any supply cost, BAIL JUMPER #2
one week of time, and do not gain any payment for the job.
Bail Bond agents are paying for a XXXX named YYYY.
DOUBLE TARGET He’s dodged bail several times and the courts would be fine
A hunt for 2 dangerous, escaped convicts could lead to a with him no longer being able to roam the streets.
big payout. This is a 2 period downtime action
Skill Checks Required: Skill Checks Required:
Any Combat Skill kkk Streetwise kk
Supplies Cost: 200 gold Any Combat Skill llk or Coercion lkkk
llk
(Requires Bounty Hunters Guild) (Requires Bounty Hunters Guild)
Rewards: 700 gold Rewards: 800 gold by killing the target using Any Com-
bat Skill; 1200 gold by bringing the target in alive with
HUNT FOR A CRIME LORD Coercion.
Rivalries can sometime become deadly. Assassinating a
local crime lord could be a risk worth taking.

Forgotten Realms
xii GENESYS
JOINING THE BOUNTY HUNTER’S GUILD Rewards: 200 gold
During your downtime, you can spend 3 downtime actions SMUGGLING AND THIEVING
and 800 gold to join the Bounty Hunters Guild. This
allows you to gain jobs from the guild.
JOBS
TOO MUCH FOR THIEVES
EXPLORATION AND HUNTING
JOBS A local thieves guild is looking for fresh faces due to his
current incompetent smugglers. They are is looking for
WIZARD SPECIMEN anyone with brains and a vehicle that can carry less than
A local mage is willing to pay for a healthy magical spec- legal cargo under the nose of the local government.
imen to train and experiment with. Head to the wilds to This is a 2 period downtime action.
find one of these creatures and capture it. Skill Checks Required:
This is a 3 period downtime action. Streetwise kk
(Requires a vehicle with an encumbrance of at least 20) Deception ll
llk
k
Skill Checks Required: (Requires Thieves Guild and a vehicle with minimum
Streetwise k encumbrance of 30)
Stealth l or Perception kk Supplies Cost: 200
Survival kkk Rewards: 1000 gold
Any Combat Skill lllk THE RUN
Supplies Cost: 500 gold A local crime lord is looking for a runner who can get
Rewards: 2200 gold and a Small Favor from a local mage "packages" in and out of the narrow alleys of the city
quickly while evading local law enforcement.
BODYGUARD AND MUSCLE JOBS
Streetwise lk
FIGHT CLUB Coordination lkkk
Below the many taverns around various cities, groups have (Requires Thieves Guild)
started underground fighting clubs. Always a chance to win
some coin from the fight as well. Rewards: 900 gold

(Requires 100 gold buy in) Brawl lll JOINING THE THIEVES' GUILD
Rewards: 600 gold During your downtime, you can spend 3 downtime actions
and 800 gold to join the Thieves' Guild. This allows you to
GUARD DUTY gain jobs from the guild.
Local crime lords is always looking for extra guards who are
willing to work temporary duties. VEHICLE RELATED JOBS
Thisis a repeatable downtime action EXCURSION
Skill Checks Required: A group of sailors need a new shiprunner to chart a daneg-
Vigilance lk erous area quickly.

(Requires Thieves Guild) This is a 3 period downtime action.

Rewards: 500 gold Skill Checks Required:


Knowledge (Geography) lkk
ESCORTING
Operating lkk
Caravans are in need of extra hands in protecting a ship-
ments on the road protecting from bandits and the like. Operating ll
llkk
kk

Skill Checks Required: Supplies and Fuel Cost: 600 gold

Vigalince or a Combat Skill lkk Rewards: 2000 gold

Forgotten Realms
GENESYS xiii
governments, libraries, and codes of law fix their traditions
CHARACTER SPECIES in the bedrock of history. Humans dream of immortality,
The following pages present the species options available
but (except for those few who seek undeath or divine ascen-
when creating a player character for the Runebound
sion to escape death’s clutches) they achieve it by ensuring
setting. Players should choose from these options instead
that they will be remembered when they are gone.
of those in the Genesys Core Rulebook.
Although some humans can be xenophobic, in general
HUMAN
their societies are inclusive. Human lands welcome large
In the reckonings of most worlds, humans are the
numbers of nonhumans compared to the proportion of
youngest of the common races, late to arrive on the world
humans who live in nonhuman lands.
scene and short-lived in comparison to dwarves, elves,
and dragons. Perhaps it is because of their shorter lives
that they strive to achieve as much as they can in the years
EXEMPLARS OF AMBITION
they are given. Or maybe they feel they have something Humans who seek adventure are the most daring and
to prove to the elder races, and that’s why they build their ambitious members of a daring and ambitious race. They
mighty empires on the foundation of conquest and trade. seek to earn glory in the eyes of their fellows by amassing
Whatever drives them, humans are the innovators, the power, wealth, and fame. More than other people, humans
achievers, and the pioneers of the worlds. champion causes rather than territories or groups.

A BROAD SPECTRUM HUMAN NAMES AND ETHNICITIES


With their penchant for migration and conquest, humans Having so much more variety than other cultures, humans
are more physically diverse than other common races. as a whole have no typical names. Some human parents
There is no typical human. An individual can stand from give their children names from other languages, such as
5 feet to a little over 6 feet tall and weigh from 125 to 250 Dwarvish or Elvish (pronounced more or less correctly),
pounds. Human skin shades range from nearly black to but most parents give names that are linked to their region’s
very pale, and hair colors from black to blond (curly, kinky, culture or to the naming traditions of their ancestors.
or straight); males might sport facial hair that is sparse or The material culture and physical characteristics of humans
thick. A lot of humans have a dash of nonhuman blood, can change wildly from region to region. In the Forgotten
revealing hints of elf, orc, or other lineages. Humans reach Realms, for example, the clothing, architecture, cuisine,
adulthood in their late teens and rarely live even a single music, and literature are different in the northwestern lands
century. of the Silver Marches than in distant Turmish or Impiltur
to the east — and even more distinctive in far-off Kara-Tur.
VARIETY IN ALL THINGS Human physical characteristics, though, vary according to
the ancient migrations of the earliest humans, so that the
Humans are the most adaptable and ambitious people
humans of the Silver Marches have every possible variation
among the common races. They have widely varying tastes,
of coloration and features.
morals, and customs in the many different lands where
they have settled. When they settle, though, they stay: 2 2 2 2 2 2
they build cities to last for the ages, and great kingdom s Brawn Agility Intellect Cunning Willpower Presence
that can persist for long centuries. An individual human
might have a relatively short life span, but a human nation • Wound Threshold: 10+Brawn
or culture preserves traditions with origins far beyond the • Strain Threshold: 10+Willpower
reach of any single human’s memory. They live fully in
the present—making them well suited to the adventuring • Starting Experience: 120 XP
life—but also plan for the future, striving to leave a lasting • Starting Skills: An average human starts with one rank in
legacy. Individually and as a group, humans are adaptable each of two different non-career skills at character creation.
opportunists, and they stay alert to changing political and They obtain this rank before spending experience points,
social dynamics. and these skills may not be increased higher than rank 2
during character creation.
LASTING INSTITUTIONS • Choose one of the following abilities to represent the type
Where a single elf or dwarf might take on the responsi- of Human you represent:
bility of guarding a special location or a powerful secret, • Ready for Anything: Once per session as an
humans found sacred orders and institutions for such pur- out-of-turn incidental, you may move one
poses. While dwarf clans and halfling elders pass on the Story Point from the Game Master’s pool to the
ancient traditions to each new generation, human temples,

Forgotten Realms
1 GENESYS
players’ pool. ELVES
• Deft Evasion: Once per encounter, your charac- Elves are a magical people of otherworldly grace, living in
ter may spend a Story Point as an out-of-turn the world but not entirely part of it. They live in places of
incidental when they are the target of a Com- ethereal beauty, in the midst of ancient forests or in silvery
bat check. If they do so, the base difficulty of spires glittering with faerie light, where soft music drifts
the combat check becomes an opposed check through the air and gentle fragrances waft on the breeze.
against their Coordination skill instead of the Elves love nature and magic, art and artistry, music and
normal difficulty. Other modifiers, such as cover poetry, and the good things of the world.
and defense still apply.
• Natural Instincts: Once per session, your char- SLENDER AND GRACEFUL
acter may spend a Story Point as an incidental With their unearthly grace and fine features, elves appear
after making a skill check. If they do so, they hauntingly beautiful to humans and members of many
may reroll any number of dice not showing a tri- other races. They are slightly shorter than humans on aver-
umph or despair, up to a number of dice equal age, ranging from well under 5 feet tall to just over 6 feet.
to their Cunning score. They are more slender than humans, weighing only 100 to
• Tough as Nails: Once per session, your charac- 145 pounds. Males and females are about the same height,
ter may spend a Story Point as an out-of-turn and males are only marginally heavier than females.
incidental immediately after suffering a Critical Elves’ coloration encompasses the normal human range
Injury and determining the result. If they do so, and also includes skin in shades of copper, bronze, and
they count the result rolled as “01.” almost bluish-white, hair of green or blue, and eyes like
• Brilliant!: Once per session, your character may pools of liquid gold or silver. Elves have no facial and little
spend a Story Point as an incidental. If they do body hair. They favor elegant clothing in bright colors, and
so, during the next check they make during that they enjoy simple yet lovely jewelry.
turn, you count their ranks in the skill being
used as equal to their Intellect. A TIMELESS PERSPECTIVE
• Forceful Personality: Once per session, your Elves can live well over 700 years, giving them a broad
character may spend a Story Point as an inciden- perspective on events that might trouble the shorter-lived
tal. If they do so, during the next skill check they races more deeply. They are more often amused than
make during that turn, your character doubles excited, and more likely to be curious than greedy. They
the strain they inflict or the strain they heal (you tend to remain aloof and unfazed by petty happenstance.
choose before making the check). When pursuing a goal, however, whether adventuring on a
• Intuitive Solution. Once per session when mission or learning a new skill or art, elves can be focused
making a check for which you character has and relentless. They are slow to make friends and enemies,
no skill ranks, she may spend a Story Point and even slower to forget them. They reply to petty insults
to use another characteristic in place of the skill’s with disdain and to serious insults with vengeance.
absent ranks. The second characteristic chosen Like the branches of a young tree, elves are flexible in the
for the check should affect how the players face of danger. They trust in diplomacy and compromise
and GM describe the resolution. to resolve differences before they escalate to violence. They
• Lucky Break. Once per session, your char- have been known to retreat from intrusions into their
acter may spend a Story Point after failing any woodland homes, confident that they can simply wait the
check to re-roll that check once, adding j to the invaders out. But when the need arises, elves reveal a stern
re-roll. martial side, demonstrating skill with sword, bow, and
strategy.

HIDDEN WOODLAND REALMS


Most elves dwell in small forest villages hidden among the
trees. Elves hunt game, gather food, and grow vegetables,
and their skill and magic allow them to support themselves
without the need for clearing and plowing land. They are
talented artisans, crafting finely worked clothes and art
objects. Their contact with outsiders is usually limited,

Forgotten Realms
GENESYS 2
though a few elves make a good living by trading crafted • Elvish Knowledge: High Elves gain Knowledge (Lore) as
items for metals (which they have no interest in mining). a career skill at character creation.
Elves encountered outside their own lands are commonly • Darkvision: When making skill checks, Wood Elves
traveling minstrels, artists, or sages. Human nobles com- remove up to jj imposed due to darkness.
pete for the services of elf instructors to teach swordplay or As a high elf, you have a keen mind and a mastery of at
magic to their children. least the basics of magic. There are two kinds of high elves.
One type, the Sun Elf, is haughty and reclusive, believing
EXPLORATION AND ADVENTURE themselves to be superior to non-elves and even other elves.
Elves take up adventuring out of wanderlust. Since they are The other type, the Moon Elf, are more common and more
so long-lived, they can enjoy centuries of exploration and friendly, and often encountered among humans and other
discovery. They dislike the pace of human society, which is races.
regimented from day to day but constantly changing over The sun elves of Faerûn (also called gold elves or sunrise
decades, so they find careers that let them travel freely and elves) have bronze skin and hair of copper, black, or golden
set their own pace. Elves also enjoy exercising their martial blond. Their eyes are golden, silver, or black. Moon elves
prowess or gaining greater magical power, and adventuring (also called silver elves or gray elves) are much paler, with
allows them to do so. Some might join with rebels fighting alabaster skin sometimes tinged with blue. They often have
against oppression, and others might become champions hair of silver-white, black, or blue, but various shades of
of moral causes. blond, brown, and red are not uncommon. Their eyes are
blue or green and flecked with gold.
ELF NAMES
WOOD ELF
Elves are considered children until they declare themselves
adults, some time after the hundredth birthday, and before 1 3 2 2 2 2
this period they are called by child names. Brawn Agility Intellect Cunning Willpower Presence

On declaring adulthood, an elf selects an adult name,


• Wound Threshold: 10 + Brawn
although those who knew him or their as a youngster might
continue to use the child name. Each elf ’s adult name is • Strain Threshold: 10 + Willpower
a unique creation, though it might reflect the names of • Starting Experience: 105 XP
respected individuals or other family members. Little dis-
tinction exists between male names and female names; the • Starting Skills: Wood Elves begin with one rank in Stealth
groupings here reflect only general tendencies. In addition, or Primal. They obtain this rank before spending experi-
every elf bears a family name, typically a combination of ence points, and may not increase the skill above rank 2
other Elvish words. Some elves traveling among humans during character creation.
translate their family names into Common, but others • Fey Ancestry: Elves cannot be put to sleep by magical
retain the Elvish version. means and add jj to checks to avoid being charmed.
Elves do not need sleep. Instead, they meditate deeply,
HIGH ELF remaining semiconscious, needing only need 4 hours to
1 2 3 2 heal all strain.
2 2
Brawn Agility Intellect Cunning Willpower Presence • Mask of the Wilds: Wood Elves gain a minimum bonus
of +2 from concealment.
• Wound Threshold: 8 + Brawn • Darkvision: When making skill checks, Wood Elves
• Strain Threshold: 11 + Willpower remove up to jj imposed due to darkness within medium
• Starting Experience: 105 XP range.

• Starting Skills: High Elves begin with one rank in Arcane As a wood elf, you have keen senses and intuition, and
or Knowledge (Lore). They obtain this rank before spend- your fleet feet carry you quickly and stealthily through your
ing experience points, and may not increase the skill above native forests. In Faerûn, wood elves (also called wild elves,
rank 2 during character creation green elves, or forest elves) are reclusive and distrusting of
non-elves.
• Fey Ancestry: Elves cannot be put to sleep by magical
means and add jj to checks to avoid being charmed. Wood elves’ skin tends to be copperish in hue, sometimes
Elves do not need sleep. Instead, they meditate deeply, with traces of green. Their hair tends toward browns and
remaining semiconscious, needing only need 4 hours to blacks, but it is occasionally blond or copper-colored. Their
heal all strain. eyes are green, brown, or hazel.

Forgotten Realms
3 GENESYS
DWARF highly value social standing. Even dwarves who live far
from their own kingdoms cherish their clan identities and
Kingdoms rich in ancient grandeur, halls carved into the
affiliations, recognize related dwarves, and invoke their
roots of mountains, the echoing of picks and hammers in
ancestors’ names in oaths and curses. To be clanless is the
deep mines and blazing forges, a commitment to clan and
worst fate that can befall a dwarf.
tradition, and a burning hatred of goblins and orcs — these
common threads unite all dwarves. Dwarves in other lands are typically artisans, especially
weaponsmiths, armorers, and jewelers. Some become mer-
SHORT AND STOUT cenaries or bodyguards, highly sought after for their cour-
age and loyalty.
Bold and hardy, dwarves are known as skilled warriors,
miners, and workers of stone and metal. Though they stand GODS, GOLD, AND CLAN
well under 5 feet tall, dwarves are so broad and compact
that they can weigh as much as a human standing nearly Dwarves who take up the adventuring life might be moti-
two feet taller. Their courage and endurance are also easily vated by a desire for treasure — for its own sake, for a
a match for any of the larger folk. specific purpose, or even out of an altruistic desire to help
others. Other dwarves are driven by the command or inspi-
Dwarven skin ranges from deep brown to a paler hue tinged
ration of a deity, a direct calling or simply a desire to bring
with red, but the most common shades are light brown
glory to one of the dwarf gods. Clan and ancestry are also
or deep tan, like certain tones of earth. Their hair, worn
important motivators. A dwarf might seek to restore a clan’s
long but in simple styles, is usually black, gray, or brown,
lost honor, avenge an ancient wrong the clan suffered, or
though paler dwarves often have red hair. Male dwarves
earn a new place within the clan after having been exiled.
value their beards highly and groom them carefully.
Or a dwarf might search for the axe wielded by a mighty
ancestor, lost on the field of battle centuries ago.
LONG MEMORY, LONG GRUDGES
Dwarves can live to be more than 400 years old, so the old- DWARF NAMES
est living dwarves often remember a very different world.
A dwarf ’s name is granted by a clan elder, in accordance
For example, some of the oldest dwarves living in Citadel
with tradition. Every proper dwarven name has been used
Felbarr (in the world of the Forgotten Realms) can recall
and reused down through the generations. A dwarf ’s name
the day, more than three centuries ago, when orcs con-
belongs to the clan, not to the individual. A dwarf who
quered the fortress and drove them into an exile that lasted
misuses or brings shame to a clan name is stripped of the
over 250 years. This longevity grants them a perspective
name and forbidden by law to use any dwarven name in
on the world that shorter-lived races such as humans and
its place.
halflings lack.
Dwarves are solid and enduring like the mountains they
2 1 2 2 3 2
Brawn Agility Intellect Cunning Willpower Presence
love, weathering the passage of centuries with stoic endur-
ance and little change. They respect the traditions of their
• Starting Wound Threshold: 11 + Brawn
clans, tracing their ancestry back to the founding of their
most ancient strongholds in the youth of the world, and • Starting Strain Threshold: 10 + Willpower
don’t abandon those traditions lightly. Part of those tradi- • Starting Experience: 100 xp
tions is devotion to the gods of the dwarves, who uphold
the dwarven ideals of industrious labor, skill in battle, and • Starting Skills: Dwarves begin with one rank in Resilience
devotion to the forge. or Mechanics. They obtain this rank before spending expe-
rience points, and may not increase the skill above rank 2
CLANS AND KINGDOMS during character creation.
• Born Crafter: Dwarves gain Mechanics as a career skill at
Dwarven kingdoms stretch deep beneath the mountains character creation.
where the dwarves mine gems and precious metals and
forge items of wonder. They love the beauty and artistry of • Dark Vision: When making skill checks, Dwarves remove
precious metals and fine jewelry, and in some dwarves this up to jj imposed due to darkness within medium range.
love festers into avarice. Whatever wealth they can’t find • Dwarven Resilience: Add sa to all checks to resist or
in their mountains, they gain through trade. Trustworthy recover from poisons, venoms, or toxins. Also Dwarves
members of other races are welcome in dwarf settlements, reduce the damage suffered from sources of poison by 3
though some areas are off limits even to them. before soak, and suffer one less strain and wounds from
The chief unit of dwarven society is the clan, and dwarves Resilience checks against poisons.

Forgotten Realms
GENESYS 4
DRAGONBORN commitment find it easy to earn the respect of a dragon-
born.
Born of dragons, as their name proclaims, the dragon-
born walk proudly through a world that greets them with Though all dragonborn strive to be self-sufficient, they rec-
fearful incomprehension. Shaped by draconic gods or the ognize that help is sometimes needed in difficult situations.
dragons themselves, dragonborn originally hatched from But the best source for such help is the clan, and when a
dragon eggs as a unique race, combining the best attributes clan needs help, it turns to another dragonborn clan before
of dragons and humanoids. Some dragonborn are faithful seeking aid from other races — or even from the gods.
servants to true dragons, others form the ranks of soldiers
in great wars, and still others find themselves adrift, with DRAGONBORN NAMES
no clear calling in life.
Dragonborn have personal names given at birth, but they
put their clan names first as a mark of honor. A childhood
PROUD DRAGON KIN name or nickname is often used among clutchmates as a
Dragonborn look very much like dragons standing erect descriptive term or a term of endearment. The name might
in humanoid form, though they lack wings or a tail. The recall an event or center on a habit.
first dragonborn had scales of vibrant hues matching the 3 2 2 1 2 2
colors of their dragon kin, but generations of interbreed-
Brawn Agility Intellect Cunning Willpower Presence
ing have created a more uniform appearance. Their small,
fine scales are usually brass or bronze in color, sometimes • Starting Wound Threshold: 12 + Brawn
ranging to scarlet, rust, gold, or copper-green. They are tall
and strongly built, often standing close to 6½ feet tall and • Starting Strain Threshold: 9 + Willpower
weighing 300 pounds or more. Their hands and feet are • Starting Experience: 100 xp
strong, talonlike claws with three fingers and a thumb on • Starting Skills: A Dragonborn starts with one rank in
each hand. Resilience or Negotiation during character creation. They
Those with chromatic ancestry claim the raw elemen- obtain this rank before spending experience points, and
tal power of the chromatic dragons. The vibrant colors may not increase the skill above rank 2 during character
of the chromatics—black, blue, green, red, and white— creation.
gleam in their scaled skin and in the deadly energy of their • Breath Weapon: Dragonborn have an innate weapon,
breath weapons. Those with metallic ancestry lay claim their powerful breath. It has the following weapon profile
to the unflinching tenacity of the metallic dragons—brass, (Resilience; Damage: +3; Critical 3; Range [Short]; Blast 6,
bronze, copper, gold, and silver—whose hues glint in their Slow-Firing 2, Special).
scales. Those with gem ancestry partake of the heritage of
all gem dragons, who claim to be heirs of the ruby dragon, • Draconic Lineage: Depending on the draconic ances-
Sardior—the firstborn of all creation, made by Bahamut try, Dragonborn have an innate resistance and quality to
and Tiamat in the first days of the First World. The colors your breath weapon, as shown on Table: Dragon Ancestry.
and mysterious powers of the gem dragons— amethyst, Dragonborns reduce the damage suffered from attacks of
crystal, emerald, sapphire, and topaz—gleam in their their element by half before soak.
scaled skin and course through their veins. TABLE: DRAGON ANCESTRY
SELF-SUFFICIENT CLANS ELEMENTAL
ANCESTRY BREATH QUALITIES
RESISTANCE
To any dragonborn, the clan is more important than Amethyst Air Elemental (Force), Sunder
life itself. Dragonborn owe their devotion and respect to Black Acid Elemental (Acid), Vicious 1
their clan above all else, even the gods. Each dragonborn’s
Blue Lightning Disorient 3, Elemental (Lightning)
conduct reflects on the honor of their or their clan, and
Brass Fire Burn 1, Elemental (Fire)
bringing dishonor to the clan can result in expulsion and
exile. Each dragonborn knows their or their station and Bronze Lightning Disorient 3, Elemental (Lightning)

duties within the clan, and honor demands maintaining Copper Acid Elemental (Acid), Vicious 1
the bounds of that position. Crystal Holy Elemental (Radiant), Stun 3

A continual drive for self-improvement reflects the self-suf- Emerald Psychic Elemental (Psychic), Stun 3

ficiency of the race as a whole. Dragonborn value skill and Gold Fire Burn 1, Elemental (Fire)
excellence in all endeavors. They hate to fail, and they push Green Poison Elemental (Poison), Stun 3
themselves to extreme efforts before they give up on some- Red Fire Burn 1, Elemental (Fire)
thing. A dragonborn holds mastery of a particular skill as a Sapphire Air Elemental (Air), Vicious 1
lifetime goal. Members of other races who share the same Silver Cold Elemental (Cold), Ensnare 1
Topaz Unholy Elemental (Necrotic), Vicious 1
White Cold Elemental (Cold), Ensnare 1
Forgotten Realms
5 GENESYS
GNOME they can. Their homes are well hidden by both clever con-
struction and simple illusions. Welcome visitors are quickly
A constant hum of busy activity pervades the warrens and ushered into the bright, warm burrows. Those who are not
neighborhoods where gnomes form their close-knit com- welcome are unlikely to find the burrows in the first place.
munities. Louder sounds punctuate the hum: a crunch of
grinding gears here, a minor explosion there, a yelp of sur- Gnomes who settle in human lands are commonly gem-
prise or triumph, and especially bursts of laughter. Gnomes cutters, engineers, sages, or tinkers. Some human families
take delight in life, enjoying every moment of invention, retain gnome tutors, ensuring that their pupils enjoy a mix
exploration, investigation, creation, and play. of serious learning and delighted enjoyment. A gnome
might tutor several generations of a single human family
VIBRANT EXPRESSION over the course of their or their long life.

A gnome’s energy and enthusiasm for living shines through GNOME NAMES
every inch of their or their tiny body. Gnomes average
slightly over 3 feet tall and weigh 40 to 45 pounds. Their Gnomes love names, and most have half a dozen or so. A
tan or brown faces are usually adorned with broad smiles gnome’s mother, father, clan elder, aunts, and uncles each
(beneath their prodigious noses), and their bright eyes give the gnome a name, and various nicknames from just
shine with excitement. Their fair hair has a tendency to about everyone else might or might not stick over time.
stick out in every direction, as if expressing the gnome’s Gnome names are typically variants on the names of ances-
insatiable interest in everything around. tors or distant relatives. When dealing with humans and
others who are “stuffy” about names, a gnome learns to use
A gnome’s personality is writ large in their or their appear-
no more than three names: a personal name, a clan name,
ance. A male gnome’s beard, in contrast to their wild hair, is
and a nickname, choosing the one in each category that’s
kept carefully trimmed but often styled into curious forks
the most fun to say.
or neat points. A gnome’s clothing, though usually made in
modest earth tones, is elaborately decorated with embroi- 1 2 3 2 2 2
dery, embossing, or gleaming jewels. Brawn Agility Intellect Cunning Willpower Presence

DELIGHTED DEDICATION • Starting Wound Threshold: 8 + Brawn

As far as gnomes are concerned, being alive is a wonderful • Starting Strain Threshold: 12 + Willpower
thing, and they squeeze every ounce of enjoyment out of • Starting Experience: 90 xp
their three to five centuries of life. Humans might wonder • Starting Skills: A Gnome starts with one rank in either
about getting bored over the course of such a long life, and Mechanics or Alchemy and one rank in Knowledge (Lore)
elves take plenty of time to savor the beauties of the world during character creation. They obtain these ranks before
in their long years, but gnomes seem to worry that even spending experience points, and may not increase the skills
with all that time, they can’t get in enough of the things above rank 2 during character creation.
they want to do and see.
• Small: Gnomes have a Silhouette of 0.
Gnomes speak as if they can’t get the thoughts out of their
heads fast enough. Even as they offer ideas and opinions on • Magic Resistance: Whenever a Gnome is being targeted
a range of subjects, they still manage to listen carefully to by a harmful magic effect, the caster adds j to the check.
others, adding the appropriate exclamations of surprise and When a Gnome makes a check to resist a magical effect,
appreciation along the way. add j to the check.
Though gnomes love jokes of all kinds, particularly puns • Gnomish Arcana: Gnomes gain Arcane as a career skill at
and pranks, they’re just as dedicated to the more serious character creation.
tasks they undertake. Many gnomes are skilled engineers,
alchemists, tinkers, and inventors. They’re willing to make
mistakes and laugh at themselves in the process of perfect-
ing what they do, taking bold (sometimes foolhardy) risks
and dreaming large.

BRIGHT BURROWS
Gnomes make their homes in hilly, wooded lands. They
live underground but get more fresh air than dwarves do,
enjoying the natural, living world on the surface whenever

Forgotten Realms
GENESYS 6
HALFLING attention.
The comforts of home are the goals of most halflings’ lives: Halflings work readily with others, and they are loyal to
a place to settle in peace and quiet, far from marauding their friends, whether halfling or otherwise. They can dis-
monsters and clashing armies; a blazing fire and a gener- play remarkable ferocity when their friends, families, or
ous meal; fine drink and fine conversation. Though some communities are threatened.
halflings live out their days in remote agricultural commu-
nities, others form nomadic bands that travel constantly, PASTORAL PLEASANTRIES
lured by the open road and the wide horizon to discover
Most halflings live in small, peaceful communities with
the wonders of new lands and peoples. But even these wan-
large farms and well-kept groves. They rarely build king-
derers love peace, food, hearth, and home, though home
doms of their own or even hold much land beyond their
might be a wagon jostling along an dirt road or a raft float-
quiet shires. They typically don’t recognize any sort of hal-
ing downriver.
fling nobility or royalty, instead looking to family elders to
guide them. Families preserve their traditional ways despite
SMALL AND PRACTICAL the rise and fall of empires.
The diminutive halflings survive in a world full of larger Many halflings live among other races, where the halflings’
creatures by avoiding notice or, barring that, avoiding hard work and loyal outlook offer them abundant rewards
offense. Standing about 3 feet tall, they appear relatively and creature comforts. Some halfling communities travel as
harmless and so have managed to survive for centuries in a way of life, driving wagons or guiding boats from place to
the shadow of empires and on the edges of wars and polit- place and maintaining no permanent home.
ical strife. They are inclined to be stout, weighing between
40 and 45 pounds. EXPLORING OPPORTUNITIES
Halflings’ skin ranges from tan to pale with a ruddy cast,
Halflings usually set out on the adventurer’s path to defend
and their hair is usually brown or sandy brown and wavy.
their communities, support their friends, or explore a wide
They have brown or hazel eyes. Halfling men often sport
and wonder-filled world. For them, adventuring is less a
long sideburns, but beards are rare among them and mus-
career than an opportunity or sometimes a necessity.
taches even more so. They like to wear simple, comfortable,
and practical clothes, favoring bright colors.
HALFLING NAMES
Halfling practicality extends beyond their clothing. They’re
concerned with basic needs and simple pleasures and have A halfling has a given name, a family name, and possibly a
little use for ostentation. Even the wealthiest of halflings nickname. Family names are often nicknames that stuck so
keep their treasures locked in a cellar rather than on dis- tenaciously they have been passed down through the gen-
play for all to see. They have a knack for finding the most erations.
straightforward solution to a problem, and have little 1 2 2 2 2 3
patience for dithering. Brawn Agility Intellect Cunning Willpower Presence

KIND AND CURIOUS • Starting Wound Threshold: 8 + Brawn


Halflings are an affable and cheerful people. They cherish • Starting Strain Threshold: 10 + Willpower
the bonds of family and friendship as well as the comforts • Starting Experience: 105 xp
of hearth and home, harboring few dreams of gold or glory.
Even adventurers among them usually venture into the • Starting Skills: A Halfling starts with one rank in Stealth
world for reasons of community, friendship, wanderlust, or Charm during character creation. They obtain this rank
or curiosity. They love discovering new things, even sim- before spending experience points, and may not increase
ple things, such as an exotic food or an unfamiliar style of the skill above rank 2 during character creation.
clothing. Halflings are easily moved to pity and hate to see • Small: Halflings have a Silhouette of 0.
any living thing suffer. They are generous, happily sharing
• Lucky: Once per session, whenever a halfling rolls a d on
what they have even in lean times.
a check, they may reroll the die by spending a Story Point
but must use the new result.
BLEND INTO THE CROWD
Halflings are adept at fitting into a community of humans,
dwarves, or elves, making themselves valuable and wel-
come. The combination of their inherent stealth and their
unassuming nature helps halflings to avoid unwanted

Forgotten Realms
7 GENESYS
TIEFLING others, it’s a grim destiny.
To be greeted with stares and whispers, to suffer violence 2 2 2 1 3 2
and insult on the street, to see mistrust and fear in every Brawn Agility Intellect Cunning Willpower Presence
eye: this is the lot of the tiefling. And to twist the knife,
tieflings know that this is because a pact struck generations • Starting Wound Threshold: 9 + Brawn
ago infused the essence of Asmodeus — overlord of the • Starting Strain Threshold: 10 + Willpower
Nine Hells — into their bloodline. Their appearance and
their nature are not their fault but the result of an ancient • Starting Experience: 100 xp
sin, for which they and their children and their children’s • Starting Skills: A Tiefling starts with one rank in Coer-
children will always be held accountable. cion or Negotiation during character creation. They obtain
this rank before spending experience points, and may not
INFERNAL BLOODLINE increase the skill above rank 2 during character creation.
Tieflings are derived from human bloodlines, and in the • Infernal Magic: Tieflings gain Arcane as a career skill and
broadest possible sense, they still look human. However, begin with one rank in Arcane. You still cannot train their
their infernal heritage has left a clear imprint on their Arcane above rank 2 during character creation.
appearance. Tieflings have large horns that take any of a • Infernal Resistance: Tieflings reduce the damage suffered
variety of shapes: some have curling horns like a ram, oth- from fire by half before soak.
ers have straight and tall horns like a gazelle’s, and some
• Dark Vision: When making skill checks, Tieflings remove
spiral upward like an antelopes’ horns. They have thick
up to jj imposed due to darkness.
tails, four to five feet long, which lash or coil around their
legs when they get upset or nervous. Their canine teeth are
sharply pointed, and their eyes are solid colors — black,
red, white, silver, or gold — with no visible sclera or pupil.
Their skin tones cover the full range of human coloration,
MUTUAL MISTRUST
but also include various shades of red. Their hair, cascading
down from behind their horns, is usually dark, from black People tend to be suspicious of tieflings,
or brown to dark red, blue, or purple. assuming that their infernal heritage has left
its mark on their personality and morality, not
SELF-RELIANT AND SUSPICIOUS just their appearance. Shopkeepers keep a close
eye on their goods when tieflings enter their
Tieflings subsist in small minorities found mostly in stores, the town watch might follow a tiefling
human cities or towns, often in the roughest quarters of around for a while, and demagogues blame
those places, where they grow up to be swindlers, thieves, tieflings for strange happenings.
or crime lords. Sometimes they live among other minority The reality, though, is that a tiefling’s bloodline
populations in enclaves where they are treated with more doesn’t affect their or their personality to any
respect. great degree. Years of dealing with mistrust
Lacking a homeland, tieflings know that they have to make does leave its mark on most tieflings, and they
their own way in the world and that they have to be strong respond to it in different ways. Some choose to
to survive. They are not quick to trust anyone who claims live up to the wicked stereotype, but others are
to be a friend, but when a tiefling’s companions demon- virtuous. Most are simply very aware of how
strate that they trust him or their, the tiefling learns to people respond to them. After dealing with
extend the same trust to them. And once a tiefling gives this mistrust throughout youth, a tiefling often
someone loyalty, the tiefling is a firm friend or ally for life. develops the ability to overcome prejudice
through charm or intimidation.
TIEFLING NAMES
Tiefling names fall into three broad categories. Tieflings
born into another culture typically have names reflective
of that culture. Some have names derived from the Infer-
nal language, passed down through generations, that reflect
their fiendish heritage. And some younger tieflings, striv-
ing to find a place in the world, adopt a name that signi-
fies a virtue or other concept and then try to embody that
concept. For some, the chosen name is a noble quest. For

Forgotten Realms
GENESYS 8
AASIMAR These disaffected aasimar are typically content to turn away
frorri the world, but a few become agents of evil. In their
Aasimar bear within their souls the light of the heavens.
minds, their exposure to celestial powers amounted to little
They are descended from a touch of the power of Mount
more than brainwashing.
Celestia, the divine realm of many lawful good deities.
Aasimar are born to serve as champions of the gods, their Evil aasimar make deadly foes. The radiant power they
births hailed as blessed events. They are a people of oth- once commanded becomes corrupted into a horrid, drain-
erworldly visages, with luminous features that reveal their ing magic. And their angelic guides abandon them.
celestial heritage. Even aasimar wholly dedicated to good sometimes feel torn
between two worlds. The angels that guide them see the
CELESTIAL CHAMPIONS world from a distant perch. An aasimar who wishes to stop
Aasimar are placed in the world to serve as guardians of law and help a town recover from a drought might be told by
and good. Their patrons expect them to strike at evil, lead an angelic guide to push forward on a greater quest. To a
by example, and further the cause of justice. distant angel, saving a few commoners might pale in com-
parison to defeating a cult of Orcus. An aasimar’s guide is
From an early age, an aasimar receives visions and guid- wise but not infallible.
ance from celestial entities via dreams. These dreams help
shape an aasimar, granting a sense of destiny and a desire AASIMAR NAMES
for righteousness.
Most aasimar are born from human parents, and they
Each aasimar can count a specific celestial agent of the gods
use the same naming conventions as their native culture.
as a guide. This entity is typically a deva, an angel who acts
as a messenger to the mortal world. 2 2 2 1 2 3
Brawn Agility Intellect Cunning Willpower Presence
HIDDEN WANDERERS
• Starting Wound Threshold: 9 + Brawn
While aasimar are strident foes of evil, they typically pre-
fer to keep a low profile. An aasimar inevitably draws the • Starting Strain Threshold: 12 + Willpower
attention of evil cultists, fiends, and other enemies of good, • Starting Experience: 100 xp
all of whom would be eager to strike down a celestial cham- • Starting Skills: An Aasimar starts with one rank in Disci-
pion if they had the chance. pline or Leadership during character creation. They obtain
When traveling, aasimar prefer hoods, closed helms, and this rank before spending experience points, and may not
other gear that allows them to conceal their identities. They increase the skill above rank 2 during character creation.
nevertheless have no compunction about striking openly • Dark Vision: When making skill checks, Aasimar remove
at evil. The secrecy they desire is never worth endangering up to jj imposed due to darkness.
the innocent.
• Angelic Ancestry: Aasimar gain Divine as a career skill at
AASIMAR GUIDES character creation and begin with one rank in Divine. You
still cannot train their Divine above rank 2 during charac-
An aasimar, except for one who has turned to evil, has a ter creation.
link to an angelic being. That being- usually a deva pro-
vides guidance to the aasimar, though this connection
functions only in dreams. As such, the guidance is not a
direct command or a simple spoken word. Instead, the
aasimar receives visions, prophecies, and feelings.
The angelic being is far from omniscient. Its guidance is
based on its understanding of the tenets of law and good,
and it might have insight into combating especially power-
ful evils that it knows about.

CONFLICTED SOULS
Despite its celestial origin, an aasimar is mortal and
possesses free will. Most aasimar follow their ordained
path, but some grow to see their abilities as a curse.

Forgotten Realms
9 GENESYS
HALF ORC TRIBES AND SLUMS
Whether united under the leadership of a mighty warlock Half-orcs most often live among orcs. Of the other races,
or having fought to a standstill after years of conflict, orc humans are most likely to accept half-orcs, and half-orcs
and human tribes sometimes form alliances, joining forces almost always live in human lands when not living among
into a larger horde to the terror of civilized lands nearby. orc tribes. Whether proving themselves among rough bar-
When these alliances are sealed by marriages, half-orcs are barian tribes or scrabbling to survive in the slums of larger
born. Some half-orcs rise to become proud chiefs of orc cities, half-orcs get by on their physical might, their endur-
tribes, their human blood giving them an edge over their ance, and the sheer determination they inherit from their
full-blooded orc rivals. Some venture into the world to human ancestry.
prove their worth among humans and other more civilized
races. Many of these become adventurers, achieving great- HALF-ORC NAMES
ness for their mighty deeds and notoriety for their barbaric
customs and savage fury. Half-orcs usually have names appropriate to the culture
in which they were raised. A half-orc who wants to fit in
SCARRED AND STRONG among humans might trade an orc name for a human
name. Some half-orcs with human names decide to adopt
Half-orcs’ grayish pigmentation, sloping foreheads, jutting a guttural orc name because they think it makes them more
jaws, prominent teeth, and towering builds make their intimidating.
orcish heritage plain for all to see. Half-orcs stand between
5 and 7 feet tall and usually weigh between 180 and 250
pounds. 3 2 2 2 1 2
Orcs regard battle scars as tokens of pride and ornamental Brawn Agility Intellect Cunning Willpower Presence
scars as things of beauty. Other scars, though, mark an orc
or half-orc as a former slave or a disgraced exile. Any half- • Starting Wound Threshold: 11 + Brawn
orc who has lived among or near orcs has scars, whether • Starting Strain Threshold: 9 + Willpower
they are marks of humiliation or of pride, recounting their
• Starting Experience: 100 xp
past exploits and injuries. Such a half-orc living among
humans might display these scars proudly or hide them in • Starting Skills: A Half-Orc starts with one rank in Resil-
shame. ience or Athletics during character creation. They obtain
this rank before spending experience points, and may not
THE MARK OF GRUUMSH increase the skill above rank 2 during character creation.

The one-eyed god Gruumsh created the orcs, and even • Tough as Nails: Once per session, your character may
those orcs who turn away from their worship can’t fully spend a Story Point as an out-of-turn incidental immedi-
escape their influence. The same is true of half-orcs, though ately after suffering a Critical Injury and determining the
their human blood moderates the impact of their orcish result. If they do so, they count the result rolled as “01.”
heritage. Some half-orcs hear the whispers of Gruumsh in • Orcish Ancestry (-5 xp): Half-Orcs may choose one of
their dreams, calling them to unleash the rage that sim- the following abilities.
mers within them. Others feel Gruumsh’s exultation when • Fearsome: This species is feared in societies
they join in melee combat — and either exult along with other than its own. Its members add j to Charm, Decep-
him or shiver with fear and loathing. Half-orcs are not evil tion, Leadership, and Negotiation checks they make, but
by nature, but evil does lurk within them, whether they they add j to Coercion checks they make. This does not
embrace it or rebel against it. apply when interacting with others of their own species.
Beyond the rage of Gruumsh, half-orcs feel emotion pow- • Natural Warriors: When making a Brawl
erfully. Rage doesn’t just quicken their pulse, it makes their or Melee check, Orcs add the Vicious 1 quality to their
bodies burn. An insult stings like acid, and sadness saps weapon. If the weapon already has the Vicious quality,
their strength. But they laugh loudly and heartily, and sim- increase the listed value by 1.
ple bodily pleasures — feasting, drinking, wrestling, drum-
ming, and wild dancing — fill their hearts with joy. They
tend to be short-tempered and sometimes sullen, more
inclined to action than contemplation and to fighting than
arguing. The most accomplished half-orcs are those with
enough self-control to get by in a civilized land.

Forgotten Realms
GENESYS 10
GOLIATHS concept of fair play.
At the highest mountain peaks-far above the slopes where A permanently injured goliath is still expected to pull their
trees grow and where the air is thin and the frigid winds or their weight in the tribe. Typically, such a goliath dies
howl-dwell the reclusive goliaths. Few folk can claim to attempting to keep up, or the goliath slips away in the
have seen a goliath, and fewer still can claim friendship night to seek the cold will of fate. In some ways, the goliath
with one. Goliaths wander a bleak realm of rock, wind, and drive to outdo themselves feeds into the grim inevitability
cold. Their bodies look as if they are carved from mountain of their decline and death. A goliath would much rather die
stone and give them great physical power. Their spirits take in battle, at the peak of strength and skill, than endure the
after the wandering wind, making them nomads who wan- slow decay of old age. Few folk have ever meet an elderly
der from peak to peak. Their hearts are infused with the goliath, and even those goliaths who have left their people
cold regard of their frigid realm, leaving each goliath with grapple with the urge to give up their lives as their physical
the responsibility to earn a place in the tribe or die trying. skills decay.

DRIVEN COMPETITORS GOLIATH NAMES


Every day brings a new challenge to a goliath. Food, water, Every goliath has three names: a birth name assigned by
and shelter are rare in the uppermost mountain reaches. the newborn’s mother and father, a nickname assigned by
A single mistake can bring doom to an entire tribe, while the tribal chief, and a family or clan name. A birth name is
an individual’s heroic effort can ensure the entire group’s up to three syllables long. Clan names are five syllables or
survival. Goliaths thus place a premium on self-sufficiency more and end in a vowel. Goliaths present all three names
and individual skill. They have a compulsion to keep score, when identifying themselves, in the order of birth name,
counting their deeds and tallying their accomplishments to nickname, and clan name.
compare to others. Goliaths love to win, but they see defeat Birth names are rarely linked to gender. Goliaths see
as a prod to improve their skills. females and males as equal in all things, and they find soci-
This dedication to competition has a dark side. Goliaths are eties with roles divided by gender to be puzzling or worthy
ferocious competitors, but above all else they are driven to of mockery. To a goliath, the person who is best at a job
outdo their past efforts. If a goliath slays a dragon, they or should be the one tasked with doing it.
they might seek out a larger, more powerful wyrm to battle. A goliath’s nickname is a description that can change on
Few goliath adventurers reach old age, as most die attempt- the whim of a chieftain or tribal elder. It refers to a notable
ing to surpass their past accomplishments. deed, either a success or failure, committed by the goli-
ath. Goliaths assign and use nicknames with their friends
FAIR PLAY of other races, and change them to refer to an individual’s
For goliaths, competition exists only when it is supported notable deeds.
by a level playing field. Competition measures talent, ded- 3 1 2 2 2 2
ication, and effort. Those factors determine survival in Brawn Agility Intellect Cunning Willpower Presence
their home territory, not reliance on magic items, money,
or other elements that can tip the balance one way or the • Starting Wound Threshold: 13 + Brawn
other. Goliaths happily rely on such benefits, but they are • Starting Strain Threshold: 9 + Willpower
careful to remember that such an advantage can always be
lost. This trait manifests most strongly when goliaths inter- • Starting Experience: 95 xp
act with other folk. The relationship between peasants and • Starting Skills: A Goliath starts with one rank in Resil-
nobles puzzles goliaths. If a king lacks the intelligence or ience or Athletics during character creation. They obtain
leadership to lead, then clearly the most talented person in this rank before spending experience points, and may not
the kingdom should take their place. Goliaths rarely keep increase the skill above rank 2 during character creation.
such opinions to themselves, and mock folk who rely on
• Mountain Resistance: When making skill checks, Goli-
society’s structures or rules to maintain power.
aths may remove jj imposed due to cold environmental
conditions, or high altitudes.
SURVIVAL OF THE FITTEST
• Stone’s Endurance: Once per encounter after being dam-
Among goliaths, any adult who can’t contribute to the aged, may spend a story point to add your ranks in Resil-
tribe is expelled. A lone goliath has little chance of survival, ience to your soak for that source of damage.
especially an older or weaker one. Goliaths have little pity
for adults who can’t take care of themselves, though a sick • Powerful Build: Golaiths increase their encumbrance
or injured individual is treated, as a result of the goliath threshold by five.

Forgotten Realms
11 GENESYS
TRITON when pirate fleets prowl the waves or a kraken awakens
from its slumber, they are among the first to take up arms
Tritons guard the ocean depths, building small settlements
to protect others.
beside deep trenches, portals to the elemental planes, and
other dangerous spots far from the eyes of land-bound Tritons readily sacrifice themselves for the common good.
folk. Long-established guardians of the deep ocean floor, They will fight and die for humans, merfolk, and other
in recent years the noble tritons have become increasingly creatures without question. Their self-absorbed nature
active in the world above. makes them overlook the history of other creatures, but
they also endure a sense of guilt over allowing the evils of
AQUATIC CRUSADERS the Plane of Water to enter the Material Plane and threaten
its inhabitants. The tritons believe they owe a debt of honor
Centuries ago, tritons entered the world in response to the to the world, and they will fight and die to pay it.
growing threat of evil elementals. Tritons waged many wars
against their enemies on the Plane of Water, driving them At times their fervor and ignorance of the world can lead
into the Darkened Depths where they escaped into the them astray. Tritons encountering other creatures for the
crushing pressure and utter darkness. In time, the tritons first time can underestimate them, leaving the tritons vul-
noticed that their ancient elemental foes had grown quiet. nerable to deception. With their strong martial tradition,
Expeditions to the depths revealed that krakens, sahuagin, tritons can sometimes be too eager to leap into a fight.
and far worse foes had fled the Plane of Water for the Mate-
rial Plane. STRANGERS TO THE SURFACE
The tritons, driven by a sense of duty and responsibility, Given their isolation, most tritons have never been to the
would not allow their foes to escape so easily. A great con- surface world. They struggle with the idea that they can’t
clave of tritons chose volunteers skilled in weapons and easily move up and down out of water, and the changing of
magic as part of an expeditionary force to enter the Mate- the seasons mystifies them.
rial Plane and seek out their enemies. Tritons also find the variety of social institutions, king-
Those tritons spread across the world’s oceans and estab- doms, and other customs bewildering. For all their proud
lished protectorates to watch over deep sea trenches, por- culture, they remain innocent of the surface world. The
tals, undersea caves, and other locations where their ene- typical triton protectorate is tightly regimented, organized,
mies might lurk. They defeated their foes when they found and unified around a common cause. A triton on the sur-
them and drove the rest into hiding. face becomes easily confused by the bewildering array of
alliances, rivalries, and petty grievances that prevent the
With their foes banished to the deepest reaches of the sea,
surface folk from truly unifying.
tritons settled in to watch for any sign of their return. Over
time, the tritons extended their stewardship over the sea At its worst, a triton’s arrogance compounds the tendency
floor from their initial settlements and built outposts to for the triton. not to understand the ways of the surface
create trade with other races. Despite this expansion, few world. It’s easy for a triton to blame baffling social practices
folk know of them. Their settlements are so remote even on what the triton perceives as the barbarism, weakness, or
merfolk and sea elves rarely encounter them. cowardice of surface folk.
2 2 2 2 2 2
HAUGHTY NOBLES Brawn Agility Intellect Cunning Willpower Presence

As a result of their isolation and limited understanding of


the Material Plane, tritons can come across as haughty and • Starting Wound Threshold: 11 + Brawn
arrogant. They see themselves as caretakers of the sea, and • Starting Strain Threshold:11 + Willpower
they expect other creatures to pay them deep respect, if not • Starting Experience: 110 xp
complete deference.
• Starting Skills: A Triton starts with one rank in Resil-
This attitude might grate on others, but it arises from a ience or Negotation during character creation. They obtain
seed of truth. Few know of the tritons’ great victories over this rank before spending experience points, and may not
dreadful undersea threats. The tritons make little allowance increase the skill above rank 2 during character creation.
for such ignorance and are delighted to expound upon the
great debt others owe them. • Deep Sea Dweller: Remove all j imposed due to dark-
ness. Your character may breathe underwater. While
STAUNCH CHAMPIONS underwater, your character may take a second maneuver
each turn without spending strain. They are still limited
Despite their off-putting manners, tritons are benevolent to two maneuvers. Additionally, while they are underwa-
creatures at heart, convinced that other civilized races ter, the first move maneuver they perform does not count
deserve their protection. Their attitude might grate, but toward their two maneuvers.

Forgotten Realms
GENESYS 12
GENASI where elemental beings are revered. A few genasi leave the
Material Plane to find refuge in the households of their
Those who think of other planes at all consider them
genie parents.
remote, distant realms, but planar influence can be felt
throughout the world. It sometimes manifests in beings
who, through an accident of birth, carry the power of the
WILD AND CONFIDENT
planes in their blood. The genasi are one such people, the Genasi rarely lack confidence, seeing themselves as equal
offspring of genies and mortals. to almost any challenge in their path. This certainty might
The Elemental Planes are often inhospitable to natives of manifest as graceful self-assurance in one genasi and as
the Material Plane: crushing earth, searing flames, bound- arrogance in another. Such self- confidence can sometimes
less skies, and endless seas make visiting these places dan- blind genasi to risk, and their great plans often get them
gerous for even a short time. The powerful genies, however, and others into trouble.
don’t face such troubles when venturing into the mortal Too much failure can chip away at even a genasi’s sense of
world. They adapt well to the mingled elements of the self, so they constantly push themselves to improve, honing
Material Plane, and they sometimes visit—whether of their talents and perfecting their craft.
their own volition or compelled by magic. Some genies can
As rare beings, genasi might go their entire lives without
adopt mortal guise and travel incognito.
encountering another one of their kind. There are no great
During these visits, a mortal might catch a genie’s eye. genasi cities or empires. Genasi seldom have communities
Friendship forms, romance blooms, and sometimes chil- of their own and typically adopt the cultures and societies
dren result. These children are genasi: individuals with ties into which they are born. The more strange their appear-
to two worlds, yet belonging to neither. Some genasi are ance, the harder time they have. Many genasi lose them-
born of mortal–genie unions, others have two genasi as selves in teeming cities, where their distinctiveness hardly
parents, and a rare few have a genie further up their family raises an eyebrow in places accustomed to a variety of dif-
tree, manifesting an elemental heritage that’s lain dormant ferent people.
for generations.
AIR GENASI
Occasionally, genasi result from exposure to a surge of ele-
mental power, through phenomena such as an eruption 1 3 2 2 2 2
from the Inner Planes or a planar convergence. Elemental Brawn Agility Intellect Cunning Willpower Presence
energy saturates any creatures in the area and might alter
their nature enough that their offspring with other mortals • Starting Wound Threshold: 10 + Brawn
are born as genasi. • Starting Strain Threshold:9 + Willpower
HEIRS TO ELEMENTAL POWER • Starting Experience: 95 xp
• Starting Skills: An Air Genasi starts with one rank in
Genasi inherit something from both sides of their dual
Coordination or Negotation and one rank of Arcane
nature. They resemble humans but have unusual skin color
during character creation. They obtain this rank before
(red, green, blue, or gray), and there is something odd
spending experience points, and may not increase the skill
about them. The elemental blood flowing through their
above rank 2 during character creation.
veins manifests differently in each genasi, often as magical
power. • Gaseous: Air Genasi can never suffer from suffocation
(see page 112 of the Genesys Core Rulebook). The species’
Seen in silhouette, a genasi can usually pass for human.
silhouette is determined normally but its form is highly
Those of earth or water descent tend to be heavier, while
malleable and can squeeze through any gap that is not air-
those of air or fire tend to be lighter. A given genasi might
tight. Air Genasi can hover, as per the Flying sidebar on
have some features reminiscent of the mortal parent
page 100 of the Core Rulebook.
(pointed ears from an elf, a stockier frame and thick hair
from a dwarf, small hands and feet from a halfling, exceed- As an air genasi, you are descended from the djinn. As
ingly large eyes from a gnome, and so on). changeable as the weather, your moods shift from calm to
wild and violent with little warning, but these storms rarely
Genasi almost never have contact with their elemental par-
last long.
ents. Genies seldom have interest in their mortal offspring,
seeing them as accidents. Many feel nothing for their genasi Air genasi typically have light blue skin, hair, and eyes. A
children at all. faint but constant breeze accompanies them, tousling the
hair and stirring the clothing. Some air genasi speak with
Some genasi live as outcasts, driven into exile for their
breathy voices, marked by a faint echo. A few display odd
unsettling appearance and strange magic, or assuming lead-
patterns in their flesh or grow crystals from their scalps.
ership of savage humanoids and weird cults in untamed
lands. Others gain positions of great influence, especially

Forgotten Realms
13 GENESYS
EARTH GENASI anyone or anything engaged with them.
As a fire genasi, you have inherited the volatile mood and
3 2 2 1 2 2 keen mind of the efreet. You tend toward impatience and
Brawn Agility Intellect Cunning Willpower Presence
making snap judgments. Rather than hide your distinctive
appearance, you exult in it.
• Starting Wound Threshold: 11 + Brawn
Nearly all fire genasi are feverishly hot as if burning inside,
• Starting Strain Threshold:10 + Willpower
an impression reinforced by flaming red, coal- black, or
• Starting Experience: 100 xp ash-gray skin tones. The more human-looking have fiery
• Starting Skills: An Earth Genasi starts with one rank in red hair that writhes under extreme emotion, while more
Resilience or Discipline and one rank of Arcane during exotic specimens sport actual flames dancing on their
character creation. They obtain this rank before spending heads. Fire genasi voices might sound like crackling flames,
experience points, and may not increase the skill above and their eyes flare when angered. Some are accompanied
rank 2 during character creation. by the faint scent of brimstone.
• Tough as Stone: When an Earth Genasi suffers a Criti- WATER GENASI
cal Injury, they only add +5 to the results for each Critical
injury they are currently suffering from, rather than +10. 1 2 2 2 3 2
They also ignore the effects of the Vicious quality when hit Brawn Agility Intellect Cunning Willpower Presence
by an attack.
• Starting Wound Threshold: 10 + Brawn
As an earth genasi, you are descended from the cruel and
greedy dao, though you aren’t necessarily evil. You have • Starting Strain Threshold:11 + Willpower
inherited some measure of control over earth, reveling in • Starting Experience: 105 xp
superior strength and solid power. You tend to avoid rash
• Starting Skills: A Water Genasi starts with one rank in
decisions, pausing long enough to consider your options
Perception or Negotation and one rank of Arcane during
before taking action.
character creation. They obtain this rank before spending
Elemental earth manifests differently from one individual experience points, and may not increase the skill above
to the next. Some earth genasi always have bits of dust fall- rank 2 during character creation.
ing from their bodies and mud clinging to their clothes,
• Deep Sea Dweller: Remove all j imposed due to dark-
never getting clean no matter how often they bathe. Oth-
ness. Your character may breathe underwater. While
ers are as shiny and polished as gemstones, with skin tones
underwater, your character may take a second maneuver
of deep brown or black, eyes sparkling like agates. Earth
each turn without spending strain. They are still limited
genasi can also have smooth metallic flesh, dull iron skin
to two maneuvers. Additionally, while they are underwa-
spotted with rust, a pebbled and rough hide, or even a coat-
ter, the first move maneuver they perform does not count
ing of tiny embedded crystals. The most arresting have fis-
toward their two maneuvers.
sures in their flesh, from which faint light shines.
The lapping of waves, the spray of sea foam on the wind,
FIRE GENASI the ocean depths—all of these things call to your heart. You
wander freely and take pride in your independence, though
2 2 3 2 1 2 others might consider you selfish.
Brawn Agility Intellect Cunning Willpower Presence
Most water genasi look as if they just finished bathing, with
• Starting Wound Threshold: 10 + Brawn beads of moisture collecting on their skin and hair. They
smell of fresh rain and clean water. Blue or green skin is
• Starting Strain Threshold: 9 + Willpower
common, and most have somewhat overlarge eyes, blue-
• Starting Experience: 110 xp black in color. A water genasi’s hair might float freely, sway-
• Starting Skills: A Fire Genasi starts with one rank in Resil- ing and waving as if underwater. Some have voices with
ience or Streetwise and one rank of Arcane during character undertones reminiscent of whale song or trickling streams.
creation. They obtain this rank before spending experience
points, and may not increase the skill above rank 2 during
character creation.
•Flame Incarnate: Fire Genasi exudes fire. Fire Genasi
reduce the damage suffered from fire by half before soak.
As a maneuver you may ignite and become a fire source
with rating 3 (see Fire, Acid, and Corrosive Atmospheres
on page 111 of the Genesys Core Rulebook) that affects

Forgotten Realms
GENESYS 14
MASKS AND PERSONAS
Each genasi subrace has its own temperament.
In their true form, changelings are pale, with colorless eyes
Air genasi are proud of their heritage,
and silver-white hair. It is rare to see a changeling in that
sometimes to the point of haughtiness. They can
form, for a typical changeling changes their shape the way
be flamboyant, and are keen to have an audience.
others might change clothes. A casual shape one created
They rarely stay in one place for long, always
on the spur of the moment, with no depth or history-is
looking for a new sky to see and breathe. Air
called a mask. A mask can be used to express a mood or
genasi who don’t live in cities favor open lands
to serve a specific purpose and then might never be used
such as plains, deserts, and high mountains.
again. However, many changelings develop identities that
Earth genasi are more withdrawn,
have more depth. They build an identity over time, crafting
and their connection to the earth keeps them
a persona with a history and beliefs. This focused identity
from being comfortable in most cities. Their
helps a changeling pinpoint a particular skill or emotion.
uncommon size and strength makes them
A changeling adventurer might have personas for many sit-
natural soldiers, though, and with their stoic
uations, including negotiation, investigation, and combat.
demeanor, they can encourage others and
become great leaders. Many earth genasi live Personas can be shared by multiple changelings; there
underground, where they can be in their favored might be three healers in a community, but whoever is on
element. When they emerge from their caves, duty will adopt the persona of Tek, the kindly old medic.
they might roam the hills and mountains or lay Personas can even be passed down through a family, allow-
claim to old ruins. ing a younger changeling to take advantage of contacts
Fire genasi often get themselves into established by the persona’s previous users.
difficulty with their fiery tempers. Like their
air genasi cousins, they sometimes flaunt their CHANGELING NAMES
perceived superiority over common folk. But
A changeling might use a different name for each mask
they also want others to share their high opinion
and persona and adopt new names as easily as they change
of themselves, so they constantly seek to enhance
faces. The true name of a changeling tends to be simple and
their reputations.
monosyllabic; however, there are often accents to a change-
Water genasi almost all have some
ling’s name that are expressed through shapeshifting,
experience aboard or around sea vessels. They
something single-skins will likely miss. So, two changelings
make excellent mariners and fishers. Like earth
might have the name Jin, but one is Jin-with-vivid-blue-
genasi, though, water genasi prefer quiet and
eyes and one is Jin-with-golden-nails. Changelings have a
solitude; the wide shores are their natural homes.
fluid relationship with gender, seeing it as one characteris-
They go where they want, do what they want,
tic to change among many.
and rarely feel bound to anything.
1 2 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
CHANGELING
• Starting Wound Threshold: 9+Brawn
Changelings can shift their forms with a thought. Many
changelings use this gift as a form of artistic and emotional • Starting Strain Threshold: 11+Willpower
expression. It’s also an invaluable tool for grifters, spies, and • Starting Experience: 95 XP
others who wish to deceive. This leads many people to treat
• Starting Skills: Changelings begin with one rank in
changelings with suspicion.
Deception. They obtain this rank before spending expe-
rience points, and may not increase the skill above rank 2
A HIDDEN PEOPLE during character creation.
Wherever humans live, changelings reside also; the ques- • Change Appearance: As a maneuver, a changeling can
tion is whether their presence is known. Changelings suffer 2 strain to alter their outward appearance to match
are born to one of three paths. A few are raised in stable that of a living creature of the same or smaller silhouette
communities where changelings are true to their nature they have seen and studied before. The changeling remains
and deal openly with the people around them. Some are looking like the target until they use this ability again or are
orphans, raised by other races, who find their way in the incapacitated. An observing character must make opposed
world without ever knowing another like themselves. Oth- Perception vs Deception check to detect that something is
ers are part of nomadic changeling clans spread across the amiss with the impersonated character‘s likeness, manner-
planet, families who keep their true nature hidden from the isms, or behavior. As always, the GM can add j or j for
single- skins. Some clans maintain safe havens in major cit- situational effects that might affect the check, such as j if
ies and communities, but most prefer to wander the unpre- the Changeling‘s garb does not match expectations or j if
dictable path of the god known as the Traveler. the Changeling has studied the impersonated individual’s
Forgotten Realms mannerisms closely.
15 GENESYS
FORGED exhibited a simple-minded and reserved approach to life
with straightforward goals and reactionary passions.
The Forged were built to to be servants. While the first
Forged were mindless constructs akin to golems, the schol- Since Forged were created in a state of physical maturity,
ars of Lantan devoted vast resources to improving these steel many exhibited a childlike perspective that was often mis-
soldiers. An unexpected breakthrough produced sapient life, taken as naïve or emotionally crippled; this was not neces-
giving rise to what some have only grudgingly accepted as a sarily true. Some Forged, in fact, developed a particularly
new species. Forged are made from wood, stone, and metal, sophisticated view of the world, ever curious about its mys-
but they can feel pain and emotion. Built a clean slate, they teries in part due to the odd nature of their creation. Many
must now find a purpose. A Forged can be a steadfast ally, a wondered where they might go in death and if they even
cold-hearted killer, or a visionary in search of meaning. have souls. Some created deeply ordered philosophies to
govern themselves or maintained a perpetual list of tasks
LIVING STEEL AND STONE to occupy themselves with. Others fell in with the religions
and mindsets of other races. Some Forged even lived long
Forged are formed from a blend of organic and inorganic enough to develop a deep and weathered personality as
materials. Root-like cords infused with alchemical fluids tempered by time as that of other races.
serve as their muscles, wrapped around a framework of steel,
darkwood, or stone. Armored plates form a protective outer FORGED NAMES
shell and reinforce joints. Forged share a common facial
design, with a hinged jaw and crystal eyes embedded beneath Most Forged were assigned numerical designations for use
a reinforced brow ridge. in service. Many of them adopted nicknames, often given
to them by their comrades. As independent individuals,
The Forged’s artificial nature also gave the race a unique rela-
some have chosen new names as a way to express their path
tionship to pain, which seemed limited to actual injury. This
in life. A few take on human names, often the name of a
allowed Forged to modify themselves with some ease, giving
fallen friend or mentor.
them a varied appearance in spite of their lack of inherent
biological diversity. Forged’s artificial nature also meant they 1 1 1 1 1 1
did not need to eat, drink, or breathe. Likewise, Forged did Brawn Agility Intellect Cunning Willpower Presence
not need to sleep but did nonetheless require rest in a ful-
ly-aware state for a period of at least four hours. • Starting Wound Threshold: 10 + Brawn
Beyond these common elements of Forged design, the pre- • Starting Strain Threshold: 10 + Willpower
cise materials and build of a Forged vary based on the pur- • Starting Experience: 205 xp
pose for which it was designed.
• Starting Skills: After selecting their career and specializa-
PERSONALITY DEVOID tion, your Forged character may train one rank in six of the
eight career skills and one rank in three of the four special-
The typical, fresh Forged shows little emotion. Many Forged ization skill from their first specialization during character
embrace a concrete purpose-such as protecting allies, com- creation instead of the usual four from the career and two
pleting a contract, or exploring a land-and embrace this task from the first specialization.
as they once did. However, there are Forged who delight in • Inorganic: Forged do not need to eat, or breathe, and are
exploring their feelings, their freedom, and their relation- unaffected by toxins and poisons. Forged also increase their
ships with others. Most Forged have no interest in religion, soak by one. Forged do not reduce their strain threshold
but some embrace faith and mysticism, seeking higher pur- when they receive magical enhancements. Since Forged are
pose and deeper meaning. inorganic, they do not gain the benefits of healing wounds
The typical Forged has a sexless body shape. Some Forged with painkillers or a Medicine check. Forged can heal
ignore the concept of gender entirely, while others adopt a wounds and strain naturally by resting, as their systems
gender identity. The more a Forged develops its individual- attempt self-repairs. Forged can also be “healed” by using
ity, the more likely it is to modify its body, seeking out an magical healing, or the Mechanics skill instead of the Med-
artificer to customize the look of its face, limbs, and plating. icine skill, but otherwise following the guidelines detailed
Forged as a whole had a strong work ethic and shared an on page 116.
aversion to failure. Forged were capable of fear, often of • Sentry’s Rest: Forged do not need sleep. Instead, they
death or pain, as much as other race and they could come must spend at least four hours in an inactive, motionless
to hate the sources of these fears just as easily. Forged were state, rather than sleeping. In this state, you appear inert,
also capable of loyalty and joy, particularly in relations to but it doesn’t render you unconscious, and you can see and
friends and allies and could be driven to anger when their hear as normal.
loves or goals were threatened. However, Forged as a whole

Forgotten Realms
GENESYS 16
CREATUREKIN so long as those traits do need exceed a total of -20 xp,
however try to keep in mind the image of your character's
Whether born or cursed to the form, Creaturekin are
ancestry when picking traits.
humanoid races that each bear strong resemblance to a
creature. Due to the dizzying variety of creatures in the • Additional Sensory Organs: The species has more sen-
world, and Creaturekin that take after them, as a whole sory organs than it really needs, which might take the
Creaturekin have few common bonds. form of numerous compound eyes or huge bat-like
ears, Members of the species add j to Perception and
They may form communities, particularly if they all resem-
Vigilance checks they make. If their senses are over-
ble the same creature, but often times they live on the edges
loaded, they might instead add j to such checks or
of civilization and only interact with those with the insight
suffer other penalties, as decided by the GM (-5 xp).
to see Creaturekin are at least as much human as they are
creature. Some have formed large communites, such as the • Amphibious: This species can breathe underwater
Tabaxi of the Maztica contient, the avian, Aarakocra, Liz- without penalty (or can hold its breath so long as to
ardfolk, or swamp-dwelling Bullywugs. have the same result) and never suffers movement pen-
alties for traveling through water (-5 xp).
BORN & RAISED • Armored: Whether due to a naturally tough exoskele-
The largest segment of Creaturekin are born that way. In ton, bony plating, or a more esoteric cause, the species
most Creaturekin families all members resemble the same sports natural armor. The species gains +1 soak. (-15
species of creature and these are the Creaturekin most xp)
likely to form communities with others. These Creaturekin • Chameleon: This species is naturally capable of chang-
grow up outside of settlements with other humanoids and ing its exterior coloration or appearance to blend in
typically have little if any contact with other races before with its surroundings. Other characters who rely on
they begin their life of adventuring. Born and raised Crea- visual perception add jjj to checks they make to
turekin tend to strike out adventuring when their commu- spot this species. (-10 xp)
nities are threatened, destroyed, or are forced into contact • Climber: The species can climb trees, cliff faces,
with the wider world. masonry walls, and other surfaces with plentiful holds
without making an Athletics check. Generally, these
CURSED & BROKEN surfaces count as difficult terrain. The species may
Fewer than the naturalborn Creaturekin are the unfortu- need to make a check to scale sheer surfaces, at the
nate souls who were cursed to the shape. Whether they GM’s discretion. (-5 xp)
transgressed against the gods, crossed a foul-tempered • Digger: The species can tunnel through soil and even
spellcaster, or provoked a curse from a sorcerous relic, these stone or similar materials, treating these as difficult
Creaturekin began their life as something else. Creature- terrain. (-10 xp)
kin who are cursed to the form may have been adventurers
• Enviromentally Adapted: Adapted for a certain envi-
before they took on their bestial appearance. Regardless of
ronment, members of the species remove j added to
when or how, many Creaturekin’s adventuring career con-
any skill checks they make because of such conditions.
sists of looking for a way to reverse the curse and return
(-5 xp)
to their old selves. Some rare Creaturekin eventually grow
accustomed to their new shape and abandon or even reject • Fleet of Paw: This species can perform a second
attempts to return to their old form. maneuver to move without suffering strain. They still
cannot exceed the limitation of two maneuvers in a
2 2 2 3 1 2 turn.
Brawn Agility Intellect Cunning Willpower Presence
• Flight: Members of this species can fly (see the Fly-
• Starting Wound Threshold: 10 + Brawn ing sidebar on page 100 of the Genesys Core Rule-
book). Most species capable of flight are also capable
• Starting Strain Threshold: 9 + Willpower
of ambulation (moving following the normal rules).
• Starting Experience: 105 xp (-15 xp)
• Starting Skills: A Creaturekin starts with one rank in Per- • Hold Breath: Members of this species can hold their
ception or Survival. They obtain these ranks before spend- breath for a number of rounds equal to 10 times their
ing experience points, and these skills may not be increased Brawn rating before they risk suffocating. (-5 xp)
higher than rank 2 during character creation.
• Hypnotic: The specieshas spiraling eyes, emits pher-
• Creature Breed: You may choose any number of traits, amones, or has some other enthralling ability. Its

Forgotten Realms
17 GENESYS
members adds j to all Charm, Deception, and Nego- Coordination checks they make to fit through small
tiation checks they make. (-5 xp) spaces or escape bindings. Enemies add j to their
Brawl checks targeting this species, and members of
• Jumping: The species jumps or hops around. As an
the species add j to all Brawl checks they make and
action, members of the species may make an Average
to checks they make to grip or restrain an object or
(kk
kk) Athletics check to jump to any location within
creature. (-5 xp)
short range, leaping over obstacles and ignoring inter-
vening terrain. As always, the GM may modify the • Slithering: The species moves primarily by undulating
difficulty of this check as appropriate (-5 xp). its body, although it may have legs or other append-
ages. The species doesn’t suffer the normal penalties for
• Pack Instincts: When performing the assist maneuver,
moving through difficult terrain (-5 xp).
members of the species adds jj instead of j. (-5 xp)
• Sneaky: Members of the species make little or no noise
• Poisonous: This species secretes poison, exudes toxic
when they move, or perhaps a corona of inexplicable
fumes, bleeds acid, or is otherwise dangerous to be
shadow always obscures them. They add jj to Stealth
around. While another character is engaged with
checks they make. (They also have an annoying habit
a member of the species, h can be spent from that
of surprising allies.) (-10 xp)
other character’s checks to make them suffer 1 wound.
(-5 xp) • Spiny: The species is covered with spines, spikes,
bony growths, or otherwise dangerous protrusions. Its
• Quick Reflexes: The species is quick to react to danger,
members may spend hh from melee combat checks
both consciously and reflexively. Species members add
targeting the character to have that enemy suffer 3
j to checks they make to determine Initiative and to
wounds (-10 xp).
react to sudden dangers or unexpected events. (-5 xp)
• Stabbing Bits: The species has dangerous horns or
• Regeneration: Whenever a member of this species
antlers, a spiked tail, or some other deadly natural
heals wounds due to natural rest, they heal 1 addi-
weapon. Members of the species may spend aaa
tional wound. They do not heal 1 additional wound
from a combat check they make targeting an engaged
when receiving first aid or medical treatment, how-
enemy to deal an additional hit to the target; the hit
ever. This species can also regrow lost limbs; it takes
has a base damage of Brawn +2 and a Critical rating of
roughly a month before a regrown limb is usable. (-15
3. (This hit inflicts +1 damage for each s, as usual.)
xp)
(-10 xp)
• Secondary Manipulator: This species has one or more
• Venomous: The species is rightly feared for the hazard-
tentacles, a prehensile tail, a trunk, or some similar
ous chemicals it can extrude when biting or clawing an
flexible appendage that When making a check or per-
enemy. Unarmed attacks its members make gain the
forming an activity, a member of the species may rely
Stun 3 item quality. (-5 xp)
on for manipulating objects. (-5 xp)
• Shielded: The species has an adaptation that helps to
deflect attacks, such as a mirrored carapace. The spe-
cies gains defense 1. (-10 xp)
• Silhouette 0: A silhouette 0 species is small, perhaps a
meter tall (or long) at most. Members of this species
decrease their wound threshold by 2. They also halve
their encumbrance value. (+5 xp)
• Silhouette 2: Silhouette 2 species are large, possibly
three to four meters in height or length, and include
such examples as bears and trolls. Members of the
species increase their wound threshold by 2 and they
double their encumbrance value. (-5 xp)
• Slashing Bits: This species has sharp claws, talons,
or teeth. When a member of the species makes an
unarmed combat check, the attack increases its base
damage by +1 and has a Critical rating of 3. (-5 xp)
• Slippery: The species is oily, slimy, or otherwise
slick to the touch. Members of the species add j to

Forgotten Realms
GENESYS 18
ARBOREAN • Starting Wound Threshold: 10 + Brawn
Arboreans are plant-like humanoids, originally hailing • Starting Strain Threshold: 10 + Willpower
from the Feywild, and rarely encountered on the Material • Starting Experience: 110 xp
Plane. They usually appear humanoid in figure, but have
hard, wooden skin, like bark, usually coated in a layer of • Starting Skills: An Arborean starts with one rank in Sur-
leaves, moss, vines, flowers, berries, or even mushrooms and vival or Resilience. They obtain these ranks before spend-
may alter parts of their pyshiplogy at will. The exact origin ing experience points, and these skills may not be increased
of the arboreans is unknown, however, an old legend says higher than rank 2 during character creation.
that thousands of years ago, a powerful archfey used their • Plant Speak: Your character may communicate with a
magic to animate plants in the shape of a person, entirely plant they are engaged with. Though plants cannot see,
on a whim, and that this creature's descendants became the they sense the world in different ways.
arboreans that exist today. The arboreans' inherent magical • Easily Flammable: The species has a distinct vulnerabil-
connection to the natural world allows them to commu- ity to a particular substance, fire. Damage from fire is not
nicate with and magically manipulate plants to a certain reduced by the character’s soak. While in the presence (as
degree. determined by the GM) of the source of their vulnerabil-
ity, a member of the species upgrades the difficulty of all
A SOLITARY LIFE checks they make once. If the source is particularly large,
Arboreans usually lead solitary lives, rarely forming any concentrated, or encompassing, the GM may upgrade the
kind of clan or community, largely content to be on difficulty additional times or apply additional effects.
their own. This is in part because, like a plant, Arboreans • Plant Breed: You may choose any number of traits, so
reproduce asexually, through the spreading of seeds, and long as those traits do not exceed a total of -20 xp .
typically the offspring that grow from these seeds are left
• Armored: Due to a naturally tough exoskeleton, the
to fend for themselves. Arborean children grow from the
species sports natural armor. The species gains +1 soak.
earth as sprouts and become strong enough to uproot
(-15 xp)
themselves from the ground and begin walking after about
a year of growth and grow to full size at around 5 years • Chameleon: This species is naturally capable of chang-
old. As they lack the need to find a mate, and can generally ing its exterior coloration or appearance to blend in
defend themselves from most predators, arboreans do not with its surroundings. Other characters who rely on
typically seek each other out or form social groups, though visual perception add jjj to checks they make to
two arboreans that happen to meet might exchange some spot this species. (-10 xp)
information regarding the land's welfare in passing. • Climber: The species can climb trees, cliff faces,
masonry walls, and other surfaces with plentiful holds
ARBOREAN ADVENTURERS without making an Athletics check. Generally, these
Most arboreans are quite happy roaming the forest they surfaces count as difficult terrain. The species may
were born in and being one with nature, protecting the need to make a check to scale sheer surfaces, at the
local plant life and regulating the ecosystem where needed. GM’s discretion. (-5 xp)
However, some arboreans have been known to feel a curi- • Elongated Limbs: The species’ limbs are quite long
osity that drives them to explore the wider world. This is compared to its overall size, whether they take the
often set in motion by an encounter with a foreign creature form of mantis-like scything claws, elastic tentacles,
or object in their land, that is so utterly different to every- or something more bizarre. Members of this species
thing the arborean knows that it fixates on it, and it drives can make Brawl checks targeting enemies within short
them to leave their home to seek out more new experiences. range; despite the extended distance, the difficulty
of such checks remains Average (kkkk). They can also
ARBOREAN NAMES target objects at short range with other checks at the
GM’s discretion. (-5 xp)
Names are an alien concept to arboreans in their natural
habitat, however, arboreans that explore foreign cultures • Natural Resource: The species is capable of creating a
where names are commonplace have been known to adopt useful substance within its own body, much like a spi-
names from plants based on their physical characteristics, der spins silk. This material could be nearly anything
such as 'Cherry Blossom', 'Blueberry' or 'Brown Moss'. depending on the nature of the species, but the GM
must approve the choice. As a maneuver, a member
2 1 2 3 2 2 of the species may create a quantity of the substance
Brawn Agility Intellect Cunning Willpower Presence useful for a single check or with an encumbrance value

Forgotten Realms
19 GENESYS
of 1, as applicable. Note that the GM may determine targeting the character to have that enemy suffer 3
the resource is particularly useful or valuable, and thus wounds (-10 xp).
decide a stronger XP adjustment is in order. (-5 xp)
• Tireless: The species does not sleep or require similar
• Plant Growth: As a maneuver your character can cause periods of downtime. This is largely narrative, but it
a plant native to the area sprout from the ground. It also means that the species does not add j to checks
starts at silhouette 0. Additionally, your character can or suffer other consequences of going for extended
spend a maneuver to have any plant with which they periods without rest.
are engaged to increase in size to one greater Silhou-
• Tough as Weeds: Decrease the difficulty to heal any
ette. This costs two times the silhouette in strain of the
Critical Injuries an Arborean is suffering from by one
new silhouette value. (-10 xp)
(Hard becomes Average, Average becomes Easy, and
• Plant Tendrils: The species can extend temporary so on). An Arborean doesn’t suffer the normal pen-
limbs from its body as needed. Although tendrils may alties for making a Medicine check to heal their own
lack the fine coordination of some other appendages, wounds or Critical Injuries. (-10 xp)
the being has no fear of permanently losing limbs.
• Variable Form: The species has no clear or consistent
Once per round as an incidental, a member of the
form. This might be due to a soft, malleable biology
species may extend a tendril. A tendril functions as
or constant transformations. The species’ silhouette
a hand or arm and so may hold an object, interact
is Silhouette 1 by default, but is highly malleable.
with the environment, make attacks, and so on. Once
Choose Silhouette 0 or 2. Members of the species can
a character of this species has extended a number of
change between silhouettes as a maneuver. (-5 xp)
tendrils equal to their Brawn, for each additional ten-
dril they extend, they suffer 1 strain. Once per round
as an incidental, the character may retract any number
of tendrils. (-10 xp)
• Poisonous: This species secretes poison, exudes toxic
fumes, bleeds acid, or is otherwise dangerous to be
around. While another character is engaged with
a member of the species, h can be spent from that
other character’s checks to make them suffer 1 wound.
(-5 xp)
• Redundant Organs: The species might lack certain
organs entirely, as is often the case with mineral and
floral species. Choose a single Critical Injury result of
a severity no greater than Average (kk kk) from Table
1.6–10: Critical Injury Result on page 115 of the Core
Rulebook corresponding to the nature of the species’
redundant (or nonexistent) organs. When the species
suffers this Critical Injury result, it is ignored. (-10 xp)
• Regeneration: Whenever a member of this species
heals wounds due to natural rest, they heal 1 addi-
tional wound. They do not heal 1 additional wound
when receiving first aid or medical treatment, how-
ever. This species can also regrow lost limbs; it takes
roughly a month before a regrown limb is usable. (-15
xp)
• Shooting Bits: The species naturally defends itself by
flinging or shooting projectiles of some kind. Mem-
bers of the species can make a Ranged combat check
that has a base damage equal to their Brawn +3 with a
Critical rating of 4 and a range of short. (-10 xp)
• Spiny: The species is covered with spines, spikes,
bony growths, or otherwise dangerous protrusions. Its
members may spend hh from melee combat checks

Forgotten Realms
GENESYS 20
KOBOLD within medium range or within earshot (this counts as a
fear check). If successful, the target suffers strain equal to
Kobolds are often dismissed as cowardly, foolish, and weak,
twice your character’s Willpower.
but these little reptilian creatures actually have a strong
social structure that stresses devotion to the tribe, are clever • Draconic Heritage: Pick one trait to represent your latent
with their hands, and viciously work together in order to power.
overcome their physical limitations. • Draconic Magic: Kobolds gain Sorcery as a career
DESCENDED FROM GREATNESS skill and begin with one rank in Sorcery. You still
cannot train their Sorcery above rank 2 during char-
Some of the smallest draconic creatures to walk the planes, acter creation.
kobolds display their draconic ancestry in the glint of their
• Evolved Arrogance: Once per session, when a
scales and in their roars. Legends tell of the first kobolds
Kobold makes a successful opposed check, you may
emerging from the Underdark near the lairs of the earliest
spend a Story Point to have the Kobold heal all
dragons. In some lands, kobolds serve chromatic or metal-
strain they are currently suffering.
lic dragons—even worshiping them as divine beings. In
other places, kobolds know too well how dangerous those • Flight: Members of this species can fly (see the Fly-
dragons can be and help others defend against draconic ing sidebar on page 100 of the Genesys Core Rule-
destruction. book). (-5 xp)
Whatever their relationship to dragons, kobold scales tend
to be rust colored, although the occasional kobold sports
scale color more akin to that of a chromatic or a metallic
dragon. The roar of a kobold can express a range of em
tion: anger, resolve, elation, fear, and more. Regardless of
the emotion the kobold expresses, the roar resonates with
draconic power.
Unlike some other humanoids, kobolds don't fear or shun
arcane magic. They see magic as part of their connection
to dragons, and are proud to be blessed with the ability to
wield such power. Young kobold sorcerers are trained by
elders, and the training has an almost religious significance.
DRAGON SERVITORS
Kobolds believe that they were created by Tiamat from
the blood of dragons, a view supported by their draconic
appearance. In every kobold tribe, the legend of the crea-
tures' origin is passed down from elder to hatchling, giving
each individual and every generation a reason to feel pride
and self-respect.
2 2 2 3 1 2
Brawn Agility Intellect Cunning Willpower Presence

• Starting Wound Threshold: 8 + Brawn


• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 95 xp
• Starting Skills: A Kobold starts with one rank in Sur-
vival or Resilience. They obtain these ranks before spend-
ing experience points, and these skills may not be increased
higher than rank 2 during character creation.
• Small: Kobolds have a Silhouette of 0.
• Dragon's Roar: Once per encounter as a maneuver, your
character may spend a Story Point to make an opposed
Coercion versus Discipline check targeting one character

Forgotten Realms
21 GENESYS
GOBLINS
1 3 2 3 2 1
Goblins are small, green-skinned and very mischievous. Brawn Agility Intellect Cunning Willpower Presence
They are usu-ally looked down upon by their faeirie breth-
ren due to their smallstature and lack of physical prowess. • Starting Wound Threshold: 9 + Brawn
But what they lack in might theymake up for in ingenu-
• Starting Strain Threshold: 10 + Willpower
ity.They are scavengers by nature, stealing what they need
and avoid-ing the scrutiny of those who would wish them • Starting Experience: 80 xp
ill. Because of this, theyhave learned their way around the • Starting Skills: Goblins begin with one rank in Skuldug-
shadier parts of civilization. gery. You still can’t train their Skulduggery above rank 2
SHORT AND MISCHIEVIOUS during character creation.
Goblins are small, squat creatures about 3 to 4 feet tall with • Small: Goblins have a Silhouette of 0.
pointed ears and equally pointy teeth. They have jet black • Dropped This?: As an action your character may spend a
hair and skin that varies from hues of orange to hues of Story Point and “coincidentally” comes into possession of
green. They have beady black eyes and flat faces. Besides an item carried by another character in the current encoun-
that, goblins are very numerous and varied creatures almost ter. The item cannot be currently in-use by the character
more than humans. such as weapon or clothing.
Goblins are behve worse when they have other goblins to • Beware the Swarm: When attacking someone an ally is
interact with. They are often up to no good. When you engaged with, add j to the check.
are speaking to a goblin it is often that the goblin you are
speaking to is finding various ways to ruin your day.
FALLEN HOME, FORGOTTEN PAST
Though goblins had a poor reputation overall, not all gob-
lins were dim-witted or evil. Some goblins have risen to
become heroes, gaining enough renown to be accepted into
the civilized world of other, more commonly good, races.
Those goblins seeking this path may have found it difficult
to overcome their temper and greed, as well as the cultural
influence of their brethren, but those who did often found
it could be more rewarding, in the long run at least, to serve
good rather than to serve evil. Many goblins who left for
a life among other races were females, driven away by the
rigidly structured role they were expected to play. Other
expatriated goblins would try to recreate the circumstanc-
es of their culture, preying on the weaknesses of others in
non-goblin communities.
Being bullied by bigger, stronger creatures has taught goblins
to exploit what few advantages they have: sheer numbers and
malicious ingenuity. The concept of a fair fight was mean-
ingless in their society. They favored ambushes, overwhelm-
ing odds, dirty tricks, and any other edge they could devise.
Goblins preferred to fight battles where the odds were in
their favor and often fled or surrendered when outmatched.

Forgotten Realms
GENESYS 22
REANIMATE but others use this rage and pain as a source of power and
drive, carrying them further on the road to whatever dark
Death comes for all things in a near infinite variety of ways. destiny awaits.
So, too, are there many reasons that the dead might return
from the grave. Directly applied necromancy, cursed lands, Frequently, entire countries, customs, and cultures the
and unfinished business are but a few, and all leave the undead may be familiar with no longer exist, and the
newly undead soul with a mere semblance of the life it had sentient dead behaves or speaks in an antiquated fashion
before. All undead carry the physical or emotional scars because of this. It may be even more difficult than usual
of what ended their mortal lives, though some may be far for such undead to relate to more modern mortals, and
more subtle than others. typically these undead leverage what companions they may
have to bridge this epoch-long communication gap.
DEAD AND REBORN
3 2 2 2 2 1
Typically having no lands to call their own, undead with
Brawn Agility Intellect Cunning Willpower Presence
an awakened sense of self are typically perpetual foreigners,
wanders in a land and often a time not their own. Com- • Starting Wound Threshold: 11 + Brawn
pounding matters, most mortal cultures carry within them
an instinctual fear of death and the dead, and many asso- • Starting Strain Threshold: 9 + Willpower
ciate necromancy specifically with dark tidings. This forms • Starting Experience: 100 xp
a wall of (often well earned) prejudice and hatred that sen-
• Starting Skills: Reanimates begin with one rank in Coer-
tient undead find themselves up against, and many undead
cion. You still can’t train their Coercion above rank 2
choose to hide their necrotic natures behind clothes, masks,
during character creation.
and pungent perfumes when journeying into civilization.
• Reanimated: As reanimated corpses, reanimates have sev-
Depending on composition, humanoid undead typically
eral quirks, some beneficial and some detrimental. Your
range a wide gamut from 20 to 300 pounds, and may pos-
character does not recover wounds through natural rest,
sess empty eyes, a colored flame-like magical animus in
but they add jj to any Medicine checks to heal them.
their sockets, or harrowed, surprisingly mortal eyes burn-
Your character also cannot be affected by poisons. NPCs
ing with an inner fire. Hair (if they have it at all) is usually
will react appropriately if they are aware of your character’s
lank, dark, and wrought with grime and grave dirt that
condition (at the very least, upgrading the difficulty of your
amount of cleansing will fully remove.
character’s social skill checks twice).
SERVICE AND FREEDOM • Dead Nerves: Your character removes jj added to any
Undeath is effectively immortality, a strong reason why checks they make due to fatigue or injuries (including Crit-
many mortal spellcasters of a certain moral bent con- ical Injuries).
sider it a viable alternative to actually dying. Still, it is not
immortality without price - senses and emotions full, food
and drink no longer have taste, and often an undead state
comes alongside a subservience of will and unthinking ser-
vice to a master who likely does not have the world's best
intentions at heart.
Some undead are born into freedom, while others earn it or
have it thrust upon them. Regardless, all undead that have
freedom greatly cherish it, as the reminders of what could
easily happen were they not fortunate enough to possess
free will abound throughout history. Many consider it their
sacred duty to free other mindless undead, or simply to
dispatch them wherever they may be found. The reasoning
is straightforward enough: a final rest awarded to all mor-
tals is greatly preferential to eternal slavery to the likes of a
short-sighted, megalomaniacal wizard.
FALLEN HOME, FORGOTTEN PAST
For many awakened undead, the past is a distant homeland
to which they may never return, holding names and faces
now partially forgotten, and loves and lives as dead as they
are. The anguish of this loss is enough to drive many mad,

Forgotten Realms
23 GENESYS
Specializations, on the other hand, represent a character’s
CLASSES AND area of interest, education, and expertise. Whereas a class
SPECIALIZATIONS expresses the nature of a character, a specialization defines
what they do. For example, a nature-dwelling adventurer
At this stage, the player chooses his character’s class (which may be a Shepard, but may not necessarily be a Naturian.
remains with the Player Character permanently) and his However, both still have a firm understanding of life in the
starting specialization (which may be only one of many wild.
the character takes on over the course of his story). Both
the class and specialization are critical choices made by the Choosing a Class
player to establish a character’s history and potential future.
Just looking at the mechanical advantages of each class can
It is a good idea for each player to look over all the options provide a good basis for character creation, yet it won’t pro-
before deciding. The idea is not only to look at the imme- vide as rich and rewarding an experience as possible. To
diate capabilities of a character, but to look forward to that get the most out of a selection, the player should seriously
character’s growth potential. If a player imagines his PC consider the following key questions.
will one day sail a small frigate into certain doom in a des-
perate battle against dark spirits, it’s a very good idea to Which Role?
make sure good sailing options are considered for the char-
When gathering at the table to start a new adventure or
acter’s development path.
campaign, one of the first questions that each person must
Each class has eight associated class skills. These skills answer for herself is, “which role will my character fill?”
should be marked on the character sheet to indicate they Diversity encourages creativity and excitement, and it
are class skills. During this step of character creation, the could be a fairly limited campaign if everyone at the table
player may choose four of the eight starting class skills and chooses to be Artificers or Warriors.
gain one rank in each of the selected skills for free (he does
Certainly, it is possible to make stories work around such
not spend XP). He may not choose the same class skill
a premise, but the diversity of classes reflects the essence
more than once. During play, class skills are less expensive
of a ‘ragtag’ group gathered under difficult circumstances
to train and improve than non-class skills.
and doing the best they can to not only survive, but thrive.
In addition to determining a character’s class skills, each Through a complex set of both complementary and diver-
class includes a bonus class-specific ability. gent skills and talents, a group of PCs operating in the
fringes can expect a much greater chance of success, as well
What is a Class? as a much wider array of stories and plots to experience.
Classes serve two functions. The choices made here deter- A player’s two foundational choices are their background
mine which skills are class skills; this means those skills are and their class. In selecting a class, there are some questions
cheaper to train with XP. Secondly, class and specialization and answers that may help in the evaluation process:
choice determine which talents are cheaper to purchase,
• Should this character be a strong combatant?
and which their character will have access when they begin
the game. • Should this character be able to handle a ship or vehicle?

What’s the Difference? • Should this character be the “face” of the group?
• Should this character be the knowledge guy?
The most important difference between a class and spe-
cialization is the obvious one—specializations represent • Should this character be the sneaky one?
areas of expertise for an individual following a certain path. • Should they be the dedicated support character?
For purposes of storytelling and roleplaying, however, it is
These are also good questions to consider in choosing a spe-
important to more deeply consider the two distinctions of
cialization, but the class choice determines which special-
these two character elements.
izations a character has best access to. Thus, having answers
What a player chooses as a class for her character defines worked out at this point makes the entire process much
that character’s way of life. A class is more than just what a easier and more effective.
character does for a living—it is her goals, passions, train-
ing, and destiny. Areas of focus may shift over time, the What’s the Story?
means to get there can alter, but a character remains who
The kind of story a player wants to tell goes together with
they are at their core.
his character’s role. This includes everything that came
before—his backstory—and all that may develop during
the game (and perhaps beyond). While a player cannot

Forgotten Realms
GENESYS 24
predict all that could happen in an RPG campaign, he additional specializations, giving them access to a broader
should still have a sense of the kind of story he wants to tell range of skills and talents. There is no limit as to the num-
with his Player Character. His background sets the stage ber of specializations a character possesses.
for this tale, but all that follows is also part of the greater Acquiring a specialization allows the character to access
tapestry which is his PC’s personal saga. the new specialization’s talent discounts, in addition to any
The iconic characters of the world rarely end as they begin. they already has access to. Also, most specializations have
Every character has a story to tell that involves growth and one or more class skills. These skills now count as class skills
change into (hopefully) better versions of himself. Often, for the character. Characters can purchase specializations
the starting point for a character’s story can set the tone for from any class. Purchasing an additional specialization
the rest of a long life. within a character’s class costs 10 times the total number
of specializations they would possess with this new special-
Choosing a Specialization ization. Purchasing non-class specializations costs 10 times
This is another situation where answering two questions the total number of specializations they would possess with
greatly aids the player in planning a character. Once again, this new specialization, plus an additional 10 experience.
looking at the PC’s background is important, as well as How Did the Character Become Good at This?
evaluating the class choice process.
Each class has several specializations within its broader defi- Starting with the PC’s background, the player should put
nition. Specializations are more focused and provide eas- thought into the part of the story that covers what the PC
ier access to certain skills and talents. Each character gains has done up to now. As a member of a specific nation, with
access to one specialization without spending experience at a specific class, the Player Character has made her way
character creation. That specialization must be one in his through the world and into the foray of events immediately
chosen class. preceding the first adventure.

Each specialization includes four additional class skills. What did she do for a living beforehand? How did she learn
These four skills should be marked on the character sheet her craft or trade? Who did she work for, or with? Did she
as class skills if they are not already marked. During this go to school to learn these skills, or did she grow up learn-
step of character creation, the player may choose two of the ing as she went? What is she known for being good at, and
four additional class skills and gain one rank in each (with- does she have a reputation built around it? How was she
out spending experience). He may not choose the same brought to this place?
skill more than once unless he chooses a skill that was also Making the effort to evaluate the backstory and other deci-
trained during the class selection step, allowing the charac- sions for character creation should make the final decision
ter to start with a skill trained to level two. Skills may not for a starting specialization much easier. The choice is ulti-
be trained above rank two during character creation.Each mately more satisfying, as well, and carries less chance of
specialization also includes ten associated specialization tal- later regret.
ents. These talents are not provided for free, but are cheaper
to acquire for characters who acquire that specialization. What Tasks Will the Character Be Called Upon to Perform?
When your character acquires their first specialization, the When the PC is called upon by her allies or others to go on
character will gain access to one of two Talent related to a mission, what will her specific tasks be? Why would she
the skills and abilities pertinent to that specialization. Each be entrusted with these responsibilities? What does the PC
specialization will describe which Talents these are. do daily? Is she fixing broken things, patrolling perimeters,
seeking supplies, or something else entirely?
If the character chooses more than one specialization at cre-
ation, he may select one and only one specialization from When she gets up in the morning, what does she do during
which to choose his two free ranks in class skills and free the day? How does she get paid and who pays her? If she’s
talent. not currently earning anything, what does she need to do
to find work?
Specializations confer a discount on certain talents, which
are described in each of the following upcoming sections.
In addition, when the character would purchase talents,
they receive a small discount on the talents most suited for
their specialization and class. This discount is 5 XP, to a
minimum of 5 XP. If a talent has Improved, Supreme, or
Master versions, it will be listed with a “+” in its name.
Each character starts with a single specialization with-
in their chosen class. However, characters may purchase

Forgotten Realms
25 GENESYS
ARTIFICER ARTIFICER SPECIALIZATIONS
The specializations are covered in greater detail in the
Every artificer is defined by a specific craft. Artificers see following sections; this section mainly deals with how each
mastering the basic methods of a craft as the first step to specialization connects to the Artificer Class.
true progress, the invention of new methods and approach-
es. Some artificers are engineers, students of invention and Alchemist
warfare who craft deadly firearms that they can augment An Alchemist adds Alchemy, Medicine, Ranged, Survival
with magic. Other artificers are alchemists. Using their to their Class skills. If this is the character’s starting Special-
knowledge of magic and various exotic ingredients, they ization, they may choose two of these skills and gain one
create potions and draughts to aid them on their adven- free rank in each, without spending starting experience.
tures. Alchemy and engineering are the two most common If Alchemist is your first specialization, you gain a free rank
areas of study for artificers, but others do exist. in one of the following Tier 1 talents: Apothecary or Quick
All artificers are united by their curiosity and inven- Draw.
tive nature. To an artificer, magic is an evolving art with An Alchemist is an expert at combining reagents to pro-
a leading edge of discovery and mastery that pushes fur- duce mystical effects. Alchemists use their creations to give
ther ahead with each passing year. Artificers value novelty life and to leech it away. Alchemy is one of the oldest of
and discovery. This penchant pushes them to seek a life traditions, and its versatility has long been valued during
of adventure. A hidden ruin might hold a forgotten mag- times of war and peace.
ic item or a beautifully crafted mirror perfect for magical Alchemists gain a discount when purchasing the follow-
enhancement. Artificers win respect and renown among ing talents:
their kind by uncovering new lore or inventing new meth-
ods of creation. Tier Talent
Makers of magic-infused objects, artificers are defined 1 Apothecary
by their inventive nature. Like wizards, they see magic as 1 Knack For It
a complex system waiting to be decoded and controlled
2 Inventor
through a combination of thorough study and investiga-
tion. Artificers, though, focus on creating marvelous new 2 Savant
magical objects. Spells are often too ephemeral and tem- 3 Potion Specialization
porary for their tastes. Instead, they seek to craft durable, 3 Stim Application
useful items.
4 It's Not That Bad
The Artificer counts the following skills as class skills:
4 Skilled Mastery
Alchemy, Arcane, Discipline, Knowledge (Adventuring),
Knowledge (Lore), Mechanics, Ranged, and Vigilance. 5 Expert Alchemist
Before spending experience points (XP) during character
creation, an Artificer may choose four of their class skills
Battle Smith
and gain one rank in each of them. A Battle Smith adds Arcane, Mechanics, Medicine, and one
Combat Skill to their Class skills. If this is the character’s
Starting Gear: Players with an Artificer character may
starting Specialization, they may choose two of these skills
choose to start with the following gear instead of spending
and gain one free rank in each, without spending starting
currency during Step 7 of character creation.
experience.
• A crossbow or a Mace and Shield If Battle Smith is your first specialization, you gain a free
• Reinforced Leather rank in one of the following Tier 1 talents: Parry or Tough-
ened.
• Artifice Forge or Alchemist Kit
Armies require protection, and someone has to put things
• Traveling gear consisting of a backpack, a bedroll, a
back together if defenses fail. A combination of protector
rope, flint and steel, 3 torches, and a waterskin
, mage, and medic, a Battle Smith is an expert at defend-
• 1d100 gold coins ing others and repairing both material and personnel. To
aid in their work, Battle Smiths are usually accompanied
Eureka Moment by a steel defender, a protective companion of their own
Once per game session, when you generate a t on creation.
an Intellect skill check, you can immediately roll an Battle Smiths gain a discount when purchasing the fol-
additional l and add it to the results of the check in lowing talents:
addition to spending the t normally.
Passive

Forgotten Realms
GENESYS 26
Tier Talent Specialization, they may choose two of these skills and gain
one free rank in each, without spending starting experi-
1 Parry + ence.
1 Toughened If Tinkerer is your first specialization, you gain a free rank
2 Burly in one of the following Tier 1 talents: Grit or Knack For It.
2 Tinkerer Pretty much anything to do with technology or creation
lies within the Tinkerer’s purview. He knows how to oper-
3 Armor Master +
ate, maintain, repair, and upgrade just about anything.
3 Imbue Weapon Most Tinkerers would rather deal with machines and the
4 Back-to-Back craft than people; the latter are just too unpredictable.
4 Jury Rigged Tinkerers gain a discount when purchasing the following
5 Retribution talents:

Destructor Tier Talent


A Destructor adds Alchemy, Discipline, Mechanics, and 1 Grit
Ranged to their Class skills. If this is the character’s starting 1 Knack For It
Specialization, they may choose two of these skills and gain 2 Inventor
one free rank in each, without spending starting experi-
2 Tinkerer
ence.
If Destructor is your first specialization, you gain a free 3 Eureka!
rank in one of the following Tier 1 talents: Durable or 3 Eye For Detail
Quick Draw. 4 Jury Rigged
Destructors can excel at setting traps, from improvised trip-
4 Mad Inventor
wires tied to grenades to sophisticated proximity and timed
explosives. Whereas another might go after an enemy in 5 Master Craftsman
a straight-up fight, a Destructor may find a more inven-
tive route, such as rigging a black powder bomb to explode
when the target gets in his carriage. Some Destructors
BARD
enjoy the thrill of combat as much as any other. The work In the land of Faerun, words and music are not just
of a Destructor is extremely dangerous, as a single misstep vibrations of air, but vocalizations with power all their
can spell doom for the character (and anyone unfortunate own. The bard is a master of song, speech, and the magic
enough to be in the general vicinity). In order to succeed, they contain. Bards say that the multiverse was spoken into
a Destructor must be able to keep a clear head and focus existence, that the words of the gods gave it shape, and that
on his work. echoes of these primordial Words of Creation still resound
Destructors gain a discount when purchasing the follow- throughout the cosmos. The music of bards is an attempt
ing talents: to snatch and harness those echoes, subtly woven into their
spells and powers.
Tier Talent
The greatest strength of bards is their sheer versatility.
1 Durable Sometimes called a Jack-of-all-Trades, many a bard prefer
1 Hard Headed to stick to the sidelines in combat, using their magic to
2 Selective Detonation inspire their allies and hinder their foes from a distance.
But bards are capable of defending themselves in melee
2 Suppressing Fire if necessary, using their magic to bolster their swords and
3 Grenadier armor. Their spells lean toward charms and illusions rather
3 Powerful Blast than blatantly destructive spells. They have a wide-ranging
knowledge of many subjects and a natural aptitude that lets
4 How Convenient! them do almost anything well. Bards become masters of
4 Improvised Detonation + the talents they set their minds to perfecting, from musical
5 Master Demolitionist performance to esoteric knowledge.
True bards are not common in the world. Not every
Tinkerer minstrel singing in a tavern or jester cavorting in a roy-
A Tinkerer adds Brawl, Knowledge (Lore), and Mechan- al court is a bard. Discovering the magic hidden in music
ics to their Class skills. If this is the character’s starting requires hard study and some measure of natural talent that

Forgotten Realms
27 GENESYS
most troubadours and jongleurs lack. It can be hard to spot character’s starting Specialization, they may choose two of
the difference between these performers and true bards, these skills and gain one free rank in each, without spend-
though. A bard’s life is spent wandering across the land ing starting experience.
gathering lore, telling stories, and living on the gratitude of If Glamourer is your first specialization, you gain a free
audiences, much like any other entertainer. But a depth of rank in one of the following Tier 1 talents: Dark Insight or
knowledge, a level of musical skill, and a touch of magic set Ensorcelled.
bards apart from their fellows.
The College of Glamour is the home of bards who mastered
Only rarely do bards settle in one place for long, and their craft in the vibrant realm of the Feywild or under the
their natural desire to travel—to find new tales to tell, new tutelage of someone who dwelled there. Tutored by satyrs,
skills to learn, and new discoveries beyond the horizon— eladrin, and other fey, these bards learn to use their magic
makes an adventuring class a natural calling. to delight and captivate others.
Every adventure is an opportunity to learn, practice a The bards of this college are regarded with a mixture of awe
variety of skills, enter long-forgotten tombs, discover lost and fear. Their performances are the stuff of legend. These
works of magic, decipher old tomes, travel to strange plac- bards are so eloquent that a speech or song that one of them
es, or encounter exotic creatures. Bards love to accompany performs can cause captors to release the bard unharmed
heroes to witness their deeds firsthand. A bard who can and can lull a furious dragon into complacency. The same
tell an awe-inspiring story from personal experience earns magic that allows them to quell beasts can also bend minds.
renown among other bards. Indeed, after telling so many Villainous bards of this college can leech off a community
stories about heroes accomplishing mighty deeds, many for weeks, abusing their magic to turn their hosts into
bards take these themes to heart and assume heroic roles thralls. Heroic bards of this college instead use this power
themselves. to gladden the downtrodden and undermine oppressors.
The Bard counts the following skills as class skills: Any Glamourers gain a discount when purchasing the follow-
one Non-Magic skill, Charm, Cool, Deception, Knowl- ing talents:
edge (Lore), Negotiation, Streetwise, and Verse. Before
spending experience points (XP) during character creation, Tier Talent
a Bard may choose four of their class skills and gain one 1 Ensorcelled +
rank in each of them.
1 Grit
Starting Gear: Players with a Bard character may choose
2 Scathing Tirade +
to start with the following gear instead of spending curren-
cy during Step 7 of character creation: 2 Sense Emotions
• A dagger 3 Dissonance
• A sword or a musical instrument 3 Forbidden Knowledge
4 Quick-Witted
• A fine cloak or traveling gear consisting of a backpack,
a bedroll, a rope, flint and steel, 3 torches, and a waterskin 4 Visions of the Future
• 50 + 1d100 gold coins 5 Ruinous Repartee

Social Network Jester


At the beginning of each game session, the Bard A Jester adds Charm, Deception, Skulduggery, and Street-
receives word from a contact of theirs about important, wise to their Class skills. If this is the character’s starting
interesting, or otherwise influential goings-on of which Specialization, they may choose two of these skills and gain
their contact would be reasonably aware. one free rank in each, without spending starting experience.
Passive If Jester is your first specialization, you gain a free rank in
one of the following Tier 1 talents: or Tumble.
BARD SPECIALIZATIONS
Bards of the College of Satire are called jesters. They use
The specializations are covered in greater detail in the
lowbrow stories, daring acrobatics, and cutting jokes to
following sections; this section mainly deals with how each
entertain audiences, ranging from the crowds in a rundown
specialization connects to the Bard Class.
dockside pub to the nobles of a king’s royal court. Where
Glamourer other bards seek forgotten lore or tales of epic bravery, jest-
ers ferret out embarrassing and hilarious stories of all kinds.
A Wielder of Glamour adds Charm, Coercion, Knowledge Whether telling the ribald tale of a brawny stable hand’s
(Forbidden), and Verse, to their Class skills. If this is the affair with an aged duchess or a mocking satire of a paladin

Forgotten Realms
GENESYS 28
of Helm’s cloying innocence, a jester never lets taste, social advisor knows that the bard would rather be honest than
decorum, or shame get in the way of a good laugh. politic.
While jesters are masters of puns, jokes, and verbal barbs, The college’s members gather in libraries and sometimes
they are much more than just comic relief. They are in actual colleges, complete with classrooms and dormito-
expected to mock and provoke, taking advantage of how ries, to share their lore with one another. They also meet at
even the most powerful folk are expected by tradition to festivals or affairs of state, where they can expose corrup-
endure a jester’s barbs with good humor. This expectation tion, unravel lies, and poke fun at selfimportant figures of
allows a jester to serve as a critic or a voice of reason when authority.
others are too intimidated to speak the truth. Loreseekers gain a discount when purchasing the follow-
Jesters adventure to safeguard the common folk and to ing talents:
undermine the plans of the rich, powerful, and arrogant. Tier Talent
Their magic bolsters allies’ spirits while casting doubt into
foes’ minds. Among bards, jesters are unmatched acrobats, 1 Grit
and their ability to tumble, dodge, leap, and climb makes 1 Knowledge Specialization
them slippery opponents in battle. 2 Flash of Insight
Jesters gain a discount when purchasing the following 2 Insight
talents: 3 Applied Research
3 Well Rounded
Tier Talent
4 Ingenious Solution
1 Ensorcelled +
4 Know Thy Enemy
1 Smooth Talker
5 Magical Secrets
2 Distraction
2 Encouraging Song Skald
3 Nimble A Skald adds Coordination, Leadership, Melee (Light),
3 Power Chord and Negotiation to their Class skills. If this is the charac-
4 Can't We Talk About This ter’s starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
4 Disarming Smile
starting experience.
5 Seize the Intiative
If Skald is your first specialization, you gain a free rank in
Loreseeker one of the following Tier 1 talents: Parry or Quick Draw.
A Loreseeker adds Knowledge (Lore), any one Knowledge Bards of the College of Swords are called Skalds, and they
skill, Negotiation, and Verse to their Class skills. If this entertain through daring feats of weapon prowess. Skalds
is the character’s starting Specialization, they may choose perform stunts such as sword swallowing, knife throwing
two of these skills and gain one free rank in each, without and juggling, and mock combats. Though they use their
spending starting experience. weapons to entertain, they are also highly trained and
If Loreseeker is your first specialization, you gain a free skilled warriors in their own right.
rank in one of the following Tier 1 talents: Grit or Museum Skalds are daring skalds whose tales keep alive the mem-
Worthy. ory of the great heroes of the past, and thereby inspire a
Bards of the College of Lore, known as Loreseekers, know new generation of heroes. These bards gather in mead halls
something about most things, collecting bits of knowledge or around great bonfires to sing the deeds of the mighty,
from sources as diverse as scholarly tomes and peasant both past and present. They travel the land to witness great
tales. Whether singing folk ballads in taverns or elaborate events firsthand and to ensure that the memory of those
compositions in royal courts, these bards use their gifts to events doesn’t pass from the world. With their songs, they
hold audiences spellbound. When the applause dies down, inspire others to reach the same heights of accomplishment
the audience members might find themselves questioning as the heroes of old.
everything they held to be true, from their faith in the Skalds gain a discount when purchasing the following
priesthood of the local temple to their loyalty to the king. talents:
The loyalty of these bards lies in the pursuit of beauty and
truth, not in fealty to a monarch or following the tenets Tier Talent
of a deity. A noble who keeps such a bard as a herald or 1 Parry +

Forgotten Realms
29 GENESYS
Tier Talent a position to demand it. As you create a crusader, the most
important question to consider is which deity to serve and
1 Second Wind what principles you want your character to embody.
2 Anthem +
The Crusader counts the following skills as class skills:
2 Command Discipline, Divine, Knowledge (Forbidden), Knowledge
3 Defensive Duelist + (Lore), Medicine, Melee (Light), Negotiation, and Vigi-
3 Field Commander + lance. Before spending experience points (XP) during char-
acter creation, a Crusader may choose four of their class
4 Assassin Strike skills and gain one rank in each of them.
4 Defensive Training
Starting Gear: Players with a Crusader character may
5 Whirlwind choose to start with the following gear instead of spending
currency during Step 7 of character creation:
CRUSADER • A sword and a shield or an axe and shield or a mace and
shield or a halberd or other weapon appropriate to one’s
Divine magic, as the name suggests, is the power of the god up to GM's discretion.
gods, flowing from them into the world. Crusaders are con-
duits for that power, manifesting it as miraculous effects. • Leather armor
Crusaders are typically known as Clerics or Paladins. The • A holy icon
gods don’t grant this power to everyone who seeks it, but • A lantern and healer’s kit or traveling gear consisting
only to those chosen to fulfill a high calling. of a backpack, a bedroll, a rope, flint and steel, 3 torches,
Harnessing divine magic doesn’t rely on study or train- and a waterskin
ing. A crusader might learn formulaic prayers and ancient • 1d100 gold coins
rites, but the ability to cast crusader spells relies on devo-
tion and an intuitive sense of a deity’s wishes. Divine Intervention
Crusaders combine the helpful magic of healing and Once per session, after an allied character (including
inspiring their allies with spells that harm and hinder foes. your character) makes a skill check, but before the result
They can provoke awe and dread, lay curses of plague or is determined, your character may spend a Story Point
poison, and even call down flames from heaven to consume to count one blank k or l as if the result was ss.
their enemies. For those evildoers who will benefit most Active (Incidental, Out of Turn)
from a mace to the head, crusaders depend on their combat
training to let them wade into melee with the power of the CRUSADER SPECIALIZATIONS
gods on their side. The specializations are covered in greater detail in the
Not every acolyte or officiant at a temple or shrine is a following sections; this section mainly deals with how each
crusader. Some priests are called to a simple life of temple specialization connects to the Crusader Class.
service, carrying out their gods’ will through prayer and
sacrifice, not by magic and strength of arms. In some cities, Inquisitor
priesthood amounts to a political office, viewed as a step- An Inquisitor adds Coercion, Discipline, Leadership, and
ping stone to higher positions of authority and involving any one Combat skill to their Class skills. If this is the char-
no communion with a god at all. True crusaders are rare in acter’s starting Specialization, they may choose two of these
most hierarchies. skills and gain one free rank in each, without spending
When a crusader takes up an adventuring life, it is usual- starting experience.
ly because their or their god demands it. Pursuing the goals If Inquisitor is your first specialization, you gain a free
of the gods often involves braving dangers beyond the walls rank in one of the following Tier 1 talents: Ensorcelled or
of civilization, smiting evil or seeking holy relics in ancient Fearsome.
tombs. Many crusaders are also expected to protect their Across the world, there are always tyrants, and those
deities’ worshipers, which can mean fighting rampaging unlucky enough to suffer under their rule. Some Crusad-
orcs, negotiating peace between warring nations, or seal- ers see wars ravaging regions and harming the weak and
ing a portal that would allow a demon prince to enter the defenseless and they step in to defend those innocents.
world. Other Crusaders take direct action through military force
Most adventuring crusaders maintain some connection to attempt to overthrow such despots. These Crusaders are
to established temples and orders of their faiths. A temple often known as Inquistors.
might ask for a crusader’s aid, or a high priest might be in Characters who pursue the Inquisitor’s path seldom limit

Forgotten Realms
GENESYS 30
their activities to a single region. Often once one region Savior
has been pacified or a tyrant overthrown, a Inquisitor usu-
A Savior adds Leadership, Medicine, Negotiation, and
ally sets their sights on the next challenge and leads their
Resilience to their Class skills. If this is the character’s start-
friends and fellow freedom fighters to overcome it. Under
ing Specialization, they may choose two of these skills and
the shadow of the Evil, Inquisitors are always needed.
gain one free rank in each, without spending starting expe-
Inquisitors gain a discount when purchasing the follow- rience.
ing talents: If Savior is your first specialization, you gain a free rank
in one of the following Tier 1 talents: YYY or Toughened.
Tier Talent
1 Ensorcelled + Saviors are the most likely to have come from prior service
with a larger organization, and they almost certainly had at
1 Fearsome least a non-commissioned officer role with that force. They
2 Scathing Tirade + have a keen grasp of both tactics and strategy, though they
2 Threaten will tend to focus more on the former as a matter of practi-
cality and survival. Even in less formal situations, a Savior
3 Heroic Will
will tend to show a high degree of personal discipline and
3 No Escape order.
4 Commanding Presence In a Player Character group, it will not be out of the ques-
4 Resolve tion for a Savior to take charge, at least in situations where
5 Ruinous Repartee combat is likely.
Saviors could be considered bodyguards, but their efforts
Priest are seldom limited to protecting a single individual.
A Priest adds Divine, Knowledge (Lore), Medicine, and Instead, Saviors are more likely to defend the needy on a
Negotiation to their Class skills. If this is the character’s larger scale. Often, they function as rescue workers, using
starting Specialization, they may choose two of these skills their medical knowledge to stabilize injuries in the field
and gain one free rank in each, without spending starting and then providing additional protection. In other cases,
experience. Saviors may shelter refugees or other victims fleeing terrible
situations. holding the line until the innocents can escape
If Priest is your first specialization, you gain a free rank
to safety.
in one of the following Tier 1 talents: Apothecary or Grit.
Saviors gain a discount when purchasing the following
Priests may not always come from cloistered temples or
talents:
hidden sects. Some may come to form a connection with
their god alone and in quiet moments of solitude. These
Tier Talent
priests build trust with their god and may go on to become
religious figures within their respective domains. In this 1 Parry
sense, there is always a feeling of progression as a priest. 1 Toughened
They are either climbing through ranks of clergy in an 2 Command
organisation, or working together with their god to grow
the follower base. 2 Inspiring Rhetoric +
3 Body Guard +
Priests gain a discount when purchasing the following
talents: 3 Stand Firm +
4 Can't We Talk About This?
Tier Talent
4 It's Not That Bad
1 Component Casting
5 Lead From the Front
1 Grit
2 Signature Spell + Zealot
2 Faith Healing
A Zealot adds Any one combat skill, Divine, and Knowl-
3 Maximize Spell edge (Lore), and Resilience to their Class skills. If this is the
3 Touch of Fate character’s starting Specialization, they may choose two of
4 Strength of Faith these skills and gain one free rank in each, without spend-
ing starting experience.
4 Conduit
If Zealot is your first specialization, you gain a free rank in
5 Divine Judgement

Forgotten Realms
31 GENESYS
one of the following Tier 1 talents: Durable or Parry. rank in each of them.
Some deities inspire their followers to pitch themselves into Starting Gear: Players with a Wizard character may choose
a ferocious battle fury. These barbarians are zealots warriors to start with the following gear instead of spending cur-
who channel their rage into powerful displays of divine rency during Step 7 of character creation:
power. • A magic staff or magic wand
A variety of gods across the world inspire their followers to • A dagger or sling
embrace this path. In general, the gods who inspire zealots
are deities of combat, destruction, and violence. Not all are • Heavy clothing and 1 stamina elixir
evil, but few are good. • 1d100 gold coins
Zealots gain a discount when purchasing the following
Channeling
talents:
Once per session, the character may perform the
Tier Talent Channeling maneuver. Until the beginning of their
1 Challenge! next turn, they may cast one spell without suffering the
strain associated with its use. This does not include any
1 Parry
strain they would incur to upgrade or modify the spell.
2 Block
Active (Manuever)
2 Burly
3 Battle Casting Chaos Weaver
3 Armor Master + A Chaos Weaver adds Arcane, Discipline, Knowledge
4 Frenzied Attack (Forbidden), and Vigilance to their Class skills. If this is the
4 Comrade-In-Arms + character’s starting Specialization, they may choose two of
these skills and gain one free rank in each, without spend-
5 Flurry Attack ing starting experience.
If Chaos Weaver is your first specialization, you gain a
MAGE free rank in one of the following Tier 1 talents: Dangerous
Casting or Rapid Recovery.
Toril is a world shaped by magic. Natural-born sorcerers
can tap into the arcane energies of the Weave, while others Your magic comes from the wild forces of chaos that
may be inadvertently launched on a path of magic after underlie the order of creation. You might have endured
discovering a powerful artifact or lost relic. Each land has exposure to some form of raw magic, perhaps through a
its own magical traditions, from the court wizards to arcane planar portal leading to Limbo, the Elemental Planes, or
colleges. Despite their differences in culture and training, the mysterious Far Realm. Perhaps you were blessed by a
all spellcasters have an understanding of mysteries beyond powerful fey creature or marked by a demon. Or your mag-
of other mortals that allows them to dispatch their enemies ic could be a fluke of your birth, with no apparent cause or
or manipulate the world around them by sorcerous means. reason. However it came to be, this chaotic magic churns
within you, waiting for any outlet.
The reasons why Mages go adventuring are as varied as the
disciplines of magic they practice. Artifact seekers might Chaos Weavers gain a discount when purchasing the fol-
seek out the Orb of the Dragonkind, while Elven storm lowing talents:
sorceresses defend their forest homelands by hunting down Tier Talent
evil, and battlemages support the armies. Those who bar-
gain with dark powers—such as witches, necromancers, 1 Dangerous Casting
and warlocks—furtively travel the lands in their selfish pur- 1 Grit
suits or in service to their master’s bidding. Wizards have 2 Heroic Recovery
not only the potential to incinerate monsters with balls of
2 Overchannel +
fire, but are also students of knowledge; most Mages are
well-read scholars of the world’s secret lore. 3 Innate Focus
The Mage counts the following skills as class skills: Arcane, 3 Touch of Fate
Cool, Discipline, Knowledge (Adventuring), Knowledge 4 Double or Nothing +
(Lore), Medicine, Negotiation, Perception. Before spend- 4 Second Chance
ing experience points (XP) during character creation, a
5 Zealous Fire
Wizard may choose four of their class skills and gain one

Forgotten Realms
GENESYS 32
Sorceror Tier Talent
A Sorcerer adds Arcane, Knowledge (Nature & Geog- 1 Second Wind
raphy), Discipline, Resilience, and to their Class skills. 1 Toughened
If this is the character’s starting Specialization, they may 2 Burly
choose two of these skills and gain one free rank in each,
without spending starting experience. 2 Defensive Stance
3 Battle Casting
If Sorceror is your first specialization, you gain a free
rank in the following Tier 1 talent: Component Casting or 3 Bonded Item
Innate Source. 4 Defensive
Your innate magic comes from the power of the elemen- 4 Resolve
tal chaos. Many with these powers can trace their magic 5 Intense Focus
back to an ancestor with dealings in the elemental planes,
or find the power of the djinn in their blood. Whatever the
Warlock
case, the magic of the chaos permeates your being.
Sorcerors gain a discount when purchasing the following A Warlock adds Coercion, Cool, Knowledge (Forbid-
talents: den), and Negotiation to their Class skills. If this is the
character’s starting Specialization, they may choose two of
Tier Talent these skills and gain one free rank in each, without spend-
1 Ensorcelled + ing starting experience.
1 Innate Spark + If Warlock is your first specialization, you gain a free
rank in one of the following Tier 1 talents: Dark Insight
2 Signature Spell+
or Ensorcelled.
2 Brilliant Casting
3 Innate Focus Warlocks are seekers of that which lies hidden in the
fabric of the multiverse, driven by an insatiable need
3 Maximize Spell
for knowledge and power. Through pacts made with
4 Conduit mysterious beings of supernatural power, warlocks unlock
4 Resolve magical effects both subtle and spectacular. Drawing
5 Master Caster on the ancient knowledge of beings such as fey nobles,
demons, devils, hags, and alien entities of the Far Realm,
Spellblade warlocks piece together arcane secrets to bolster their own
power.
A Spellblade Wizard adds Arcane, Athletics, Melee
(Light), and Resilience to their Class skills. If this is the Warlocks gain a discount when purchasing the following
character’s starting Specialization, they may choose two of talents:
these skills and gain one free rank in each, without spend-
ing starting experience. Tier Talent
1 Smooth Talker
If Spellblade is your first specialization, you gain a free
rank in one of the following Tier 1 talents: Deflect Spell 1 Dangerous Casting
or Parry. 2 Invocation
A variety of arcane practioners specialize in training for 2 Scathing Tirade +
war. The tradition of War Magic teaches techniques that 3 Forbidden Knowledge
empower a caster’s spells, while also providing methods for
3 Invocation
wizards to bolster their own defenses.
4 Conduit
Followers of this tradition are known as Spellblades. They
see their magic as both a weapon and armor, a resource 4 Keeping It Cool
superior to any piece of steel. Spellblades act fast in bat- 5 Baleful Gaze
tle, using their spells to seize tactical control of a situation.
Their spells strike hard, while their defensive skills foil their Wizard
opponents’ attempts to counterattack. A Wizard adds Arcane, Discipline, Knowledge (Lore),
Spellblades gain a discount when purchasing the follow- and Vigilance to their Class skills. If this is the character’s
ing talents: starting Specialization, they may choose two of these skills

Forgotten Realms
33 GENESYS
and gain one free rank in each, without spending starting enemies to their doom.
experience. Not every member of the city watch, the village militia, or
If Wizard is your first specialization, you gain a free rank the queen’s army is a mercenary. Most of these troops are
in one of the following Tier 1 talents: Cantrip or Grit. relatively untrained soldiers with only the most basic com-
Wizards are those who have studied and practiced the bat knowledge. Veteran soldiers, military officers, trained
arcane arts to the exclusion of all else. While their main bodyguards, dedicated knights, and similar figures are mer-
focus is magic, a Wizard is also known for their attention cenaries.
to detail and their ability to stay on task when all others Some mercenaries feel drawn to use their training as adven-
would lose focus. turers. The dungeon delving, monster slaying, and other
Wizards gain a discount when purchasing the following dangerous work common among adventurers is second
talents: nature for a mercenary, not all that different from the life
they or they left behind. There are greater risks, perhaps,
Tier Talent but also much greater rewards—few mercenaries in the
1 Component Casting city watch have the opportunity to discover a magic flame
tongue sword, for example.
1 Deflect Spell
The Mercenary counts the following skills as class skills:
2 Signature Spell +
All combat skills, Athletics, Resilience, Survival, and Vig-
2 Magical Discipline ilance. Before spending experience during character cre-
3 Maximize Spell ation, a Mercenary may choose four of their class skills and
3 Researcher gain one rank in each of them.
4 Masterful Casting Starting Gear: Players with a Mercenary character may
choose to start with the following gear instead of spending
4 Skilled Mastery
currency during Step 7 of character creation:
5 Zealous Fire
• A sword and a shield or a longbow or a halberd
• Ring Mail
MERCENARY
• Traveling gear consisting of a backpack, a bedroll, a rope,
Mercenaries learn the basics of all combat styles. Every flint and steel, 3 torches, and a waterskin
mercenary can swing an axe, fence with a rapier, wield a • 1d100 gold coins
longsword or a greatsword, use a bow, and even trap foes
in a net with some degree of skill. Likewise, a mercenary is Surge of Action
adept with shields and every form of armor. Beyond that Once per session, at the start of your character’s turn,
basic degree of familiarity, each mercenary specializes in a you may spend one Story Point to use this talent to
certain style of combat. Some concentrate on archery, some allow your character to perform a maneuver as an
on fighting with two weapons at once, and some on aug- incidental. (This does not count against the limit of two
menting their martial skills with magic. This combination maneuvers per turn.)
of broad general ability and extensive specialization makes
mercenaries superior combatants on battlefields and in Active (Incidental)
dungeons alike.
MERCENARY SPECIALIZATIONS
Of all the adventurers in the world, the mercenary is per-
The specializations are covered in greater detail in the
haps the greatest paradox. On the one hand, no two merce-
following sections; this section mainly deals with how each
naries ply their craft in quite the same way; their weapons,
specialization connects to the Mercenary Class.
armor, and tactics differ across a vast spectrum. On the
other hand, regardless of the tools and methods one uses, Battle Master
at the heart of every mercenary’s motivation lies the same
basic truth: it is better to wound than to be wounded. A Battle Master adds any one combat skill, Knowledge
(Lore), Melee (Light), Perception to their Class skills. If
Although some adventuring mercenaries risk their lives this is the character’s starting Specialization, they may
fighting for glory or treasure, others are primarily con- choose two of these skills and gain one free rank in each,
cerned with the welfare of others. They put more value on without spending starting experience.
the well-being of the society, the village, or the group than
on their own safety. Even if there’s gold in the offering, If Battle Master is your first specialization, you gain a free
the true reward for most mercenaries comes from sending rank in one of the following Tier 1 talents: Parry or Painful
Blow.

Forgotten Realms
GENESYS 34
Those who emulate the archetypal Battle Master employ A Champion adds Athletics, Cool, Discipline, and any one
martial techniques passed down through generations. To Combat skill to their Class skills. If this is the character’s
a Battle Master, combat is an academic field, sometimes starting Specialization, they may choose two of these skills
including subjects beyond battle such as weaponsmithing and gain one free rank in each, without spending starting
and calligraphy. Not every mercenary absorbs the lessons of experience.
history, theory, and artistry that are reflected in the Battle If Champion is your first specialization, you gain a free
Master specialization, but those who do are well-rounded rank in one of the following Tier 1 talents: Durable or
mercenaries of great skill and knowledge. Toughened.
Battle Masters gain a discount when purchasing the fol- The archetypal Champion focuses on the development of
lowing talents: raw physical power honed to deadly perfection. Those who
Tier Talent model themselves on this specialization combine rigorous
training with physical excellence to deal devastating blows.
1 Parry +
Champions gain a discount when purchasing the follow-
1 Knack For It
ing talents:
2 Disorient
2 Lucky Strike Tier Talent
3 Martial Weapons Master 1 Parry +
3 True Aim + 1 Toughened
4 Overbalance 2 Burly
4 Precise Aim 2 Dirty Tricks +
5 Intense Focus 3 Heroic Will
3 Lethal Blows
Brute 4 Keeping it Cool
A Brute adds Brawl, Discipline, Resilience, and Skuldug- 4 Sorry About The Mess
gery to their Class skills. If this is the character’s starting 5 Double Tap
Specialization, they may choose two of these skills and gain
one free rank in each, without spending starting experi- Slayer
ence.
A Slayer adds Melee (Light), Ranged, Resilience, and
If Brute is your first specialization, you gain a free rank in Vigilance to their Class skills. If this is the character’s start-
one of the following Tier 1 talents: Street Fighter or Tavern ing Specialization, they may choose two of these skills and
Brawler. gain one free rank in each, without spending starting expe-
Brutes are simple warriors who rely on mighty attacks and rience.
their own durability to overcome their enemies. Some If Slayer is your first specialization, you gain a free rank
brutes combine this physical might with tactical cunning. in one of the following Tier 1 talents: Hamstring Shot or
Others just hit things until those things stop hitting back. Rapid Reaction.
Brutes gain a discount when purchasing the following Some rangers seek to master weapons to better protect
talents: civilization from the terrors of the wilderness. Members of
Tier Talent the Slayer Conclave learn specialized fighting techniques
for use against the most dire threats, from rampaging ogres
1 Durable
and hordes of orcs to towering giants and terrifying drag-
1 Hard Headed ons.
2 Berserk Slayers gain a discount when purchasing the following
2 Sucker Punch talents:
3 Hard-Boiled Tier Talent
3 Iron Body 1 Quick Strike
4 Enduring 1 Rapid Reaction
4 Frenzied Attack 2 Animal Expertise
5 Crushing Blow 2 Hunter's Quarry +
Champion

Forgotten Realms
35 GENESYS
Tier Talent MYSTIC
3 Lethal Blows
In order to master their power, mystics must first master
3 Bullseye!
themselves. They spend months and years in quiet contem-
4 Precise Aim plation, exploring their minds and leaving nothing uncov-
4 Unrelenting ered. During this time, they shun society and typically live
5 Retribution as hermits at the edge of society. A mystic who studied
under a master worked as a virtual slave, toiling away at
Warlord mundane tasks in return for the occasional lesson or cryp-
tic insight. When mystics finally master their power, they
A Warlord adds Discipline, Leadership, Negotiation, Per- return to the world to broaden their horizons and prac-
ception to their Class skills. If this is the character’s starting tice their craft. Some mystics prefer to remain isolated, but
Specialization, they may choose two of these skills and gain those who become adventurers aren’t content to remain on
one free rank in each, without spending starting experi- the fringe of the world.
ence.
Most discover the secrets of their power through vague ref-
If Warlord is your first specialization, you gain a free rank erences in tomes of lore or by ingratiating themselves to a
in one of the following Tier 1 talents: Knack For It or master of the power.
Smooth Talker.
Psionics indirectly originates from the Far Realm, a dimen-
A common element to those that walk the path of a War- sion outside the bounds of the known multiverse. The Far
lord is a purpose. One which gives them a larger-than-life Realm has its own alien laws of physics and magic. When
presence and allows them to be a guiding hand to all those its influence extends to a world, the Far Realm invariably
around them. Some Warlords may not seek any particular spawns horrific monsters and madness as it bends reality to
cause, and merely seek victory - either as a tribute to a god its own rules.
they worship or simply to meet a personal achievement.
More of-ten, though, a Warlord is driven by a higher pur- As the laws of reality twist and turn, individual minds can
pose - a loyalty to their country or their men, a drive to be awakened to the cosmic underpinnings that dictate the
protect the in-nocent or to crush the weak. form and nature of reality. The tumult caused by the Far
Realm creates echoes that can disturb and awaken minds
It is an important consideration to a Warlord in under- that would otherwise slumber. Such awakened creatures
standing why they fight, as it will inform how they fight. look on the world in the same way that creatures existing in
Do they try to keep their companions and followers out three dimensions might look on a two-dimensional realm.
of danger? Or do they simply press for the strategy that is They see possibilities, options, and connections that are
most likely to win? unfathomable to those with a more limited view of reality.
Just as a dragon’s frightful presence may not be explicitly Characters might unlock their psionic potential by random
magic but instills a supernatural dread in mortal adventur- chance. Tomes, journals, and other mystics might serve as
ers, a Warlord’s presence is more than just simple common the only guide to mastering this form of power.
sense and a head for strategy, it’s the power of conviction,
the perfection of tactics, or the will to win incarnated in The Mystic counts the following skills as class skills: Disci-
Adventurer form. pline, Knowledge (Forbidden), Knowledge (Lore), Nego-
tiation, Perception, Psychic, Streetwise, and Vigilance..
Warlords gain a discount when purchasing the following Before spending experience during character creation, a
talents: Psychic may choose four of their class skills and gain one
rank in each of them.
Tier Talent Starting Gear: Players with a Psychic character may choose
1 Grit to start with the following gear instead of spending cur-
1 Knack For It rency during Step 7 of character creation:
2 Command • A Magic Staff or Magic Wand
2 Body Guard + • Heavy Clothing
3 Field Commander + • Traveling gear consisting of a backpack, a bedroll, a rope,
3 Stand Firm + flint and steel, 3 torches, and a waterskin
4 Skilled Mastery • 1d100 gold coins
4 That's How It's Done
5 Lead From The Front

Forgotten Realms
GENESYS 36
Enduring Mind Oracle
Once per encounter, whenever you roll a successful An Oracle adds Knowledge (Forbidden), Knowledge
check to cast a spell, you can choose to spend aaa (Lore), Psychic, and Vigilance to their Class skills. If this
or t to sustain a spell through the end of the encounter is the character’s starting Specialization, they may choose
as if through concentration. Spells sustained this way do two of these skills and gain one free rank in each, without
not add j to other spells cast while the spell is active . spending starting experience.
Passive If Oracle is your first specialization, you gain a free rank
in one of the following Tier 1 talents: Grit or Rapid Reac-
MYSTIC SPECIALIZATIONS tion.
The specializations are covered in greater detail in the Oracles have been around as long as anyone can remem-
following sections; this section mainly deals with how each ber. Some are mad, some are charlatans, and still others are
specialization connects to the Mystic Class. simple devoted vessels used by other beings to communi-
Monk cate to mortals.
Oracles gain a discount when purchasing the following
A Monk adds Brawl, Discipline, Psychic, Resilience to talents:
their Class skills. If this is the character’s starting Special-
ization, they may choose two of these skills and gain one
Tier Talent
free rank in each, without spending starting experience.
1 Grit
If Monk is your first specialization, you gain a free rank
in one of the following Tier 1 talents: Finesse or Tavern 1 Rapid Reaction
Brawler. 2 Uncanny Senses
Monks make careful study of a magical energy that most 2 Flash of Insight
monastic traditions call ki. This energy flows through liv- 3 Touch of Fate
ing bodies. Whatever their discipline, monks are united in 3 Blindsense
their ability to magically harness the energy that flows in
their bodies. Monks harness this power within themselves 4 Unrelenting Skeptic +
to create magical effects and exceed their bodies’ physical 4 Visions of the Future
capabilities, and some of their special attacks can hinder 5 Zealous Fire
the flow of ki in their opponents. Whether channeled as
a striking display of combat prowess or a subtler focus of Psion
defensive ability and speed, this energy infuses all that a
monk does. A Psion adds Discipline, Perception, Psychic, and Vigilance
to their Class skills. If this is the character’s starting Special-
Monks gain a discount when purchasing the following tal- ization, they may choose two of these skills and gain one
ents: free rank in each, without spending starting experience.
Tier Talent If Psion is your first specialization, you gain a free rank in
1 Finesse + one of the following Tier 1 talents: Ensorcelled or Telepa-
thy.
1 Parry +
2 Parkour + Psions are those who have tapped into a special other-
worldly force, with the ability to actualize the power of
2 Unarmed Parry + their mind to accomplish impossible feats. Reading minds,
3 Martial Arts + lifting vast weights, and transcending physical limitations,
3 Unarmored Defense they tend to inspire awe and terror in equal measure.
4 Momentum Since a psion's weapon is their mind, they are always a care-
4 Resolve less thought away from harming those around them. For
a psion, the line between thinking and doing can be very
5 Whirlwind thin, forcing them to keep their thoughts and emotions
in check, lest their powers run amok. This leads to many
of them developing odd behaviors or mannerisms to help
them control their state of mind, frequently seeming quite
eccentric to an outside observer.

Forgotten Realms
37 GENESYS
Psions gain a discount when purchasing the following
PRIMALIST
talents: Primalists revere nature above all, gaining their spells and
Tier Talent other magical powers either from the force of nature itself
or from a nature deity. Many Primalists pursue a mystic
1 Ensorcelled + spirituality of transcendent union with nature rather than
1 Grit devotion to a divine entity, while others serve gods of wild
2 Brilliant Casting nature, animals, or elemental forces. The ancient Druidic
traditions are sometimes called the Old Faith, in contrast
2 Signature Spell +
to the worship of gods in temples and shrines.
3 Heroic Will
Primalist spells are oriented toward nature and animals—
3 Innate Focus the power of tooth and claw, of sun and moon, of fire and
4 Constant Vigilance storm. Primalists also gain the ability to take on animal
4 Masterful Casting forms, and some Primalists make a particular study of this
practice, even to the point where they prefer animal form
5 Intense Focus
to their natural form.
Wu Jen For Primalists, nature exists in a precarious balance. The
A Wu-Jen adds Discipline, Knowledge (Lore), Resilience, four elements that make up a world—air, earth, fire, and
and Psychic to their Career skills. If this is the character’s water—must remain in equilibrium. If one element were to
starting Specialization, they may choose two of these skills gain power over the others, the world could be destroyed,
and gain one free rank in each, without spending starting drawn into one of the elemental planes and broken apart
experience. into its component elements.

If Wu-Jen is your first specialization, you gain a free rank Primalists are also concerned with the delicate ecological
in one of the following Tier 1 talents: Elementalist or balance that sustains plant and animal life, and the need for
Rapid Recovery. civilized folk to live in harmony with nature, not in oppo-
sition to it. Primalists accept that which is cruel in nature,
Wu-Jen are some of the most devoted mystics. These mys- and they hate that which is unnatural including aberra-
tics seek to lock themselves away from the world, deny- tions (such as beholders and mind flayers) and undead
ing the limits of the physical world and replacing it with (such as zombies and vampires). Primalists sometimes lead
a reality that they create for themselves. these mystics cast raids against such creatures, especially when the monsters
their minds into the world, seize control of its fundamental encroach on the Primalists’ territory.
principles, and rebuild it.
A Primalist answers the call to adventure because it is the
In practical terms, Wu-Jens excel at controlling the forces will of the great power that fills their flesh and bones. As
of the natural world. They can hurl objects with their a storm wind must blow, so too a Primalist traverses the
minds, control the four elements, and alter reality to fit world, in search of places and objects sacred to their god or
their desires. to follow the whispered guidance of the earth spirits. The
Wu-Jens gain a discount when purchasing the following aid of a Primalist can be invaluable, for few can command
talents: the powers of nature as they do.
The Primalist counts the following skills as class skills:
Tier Talent
Alchemy, Brawl, Discipline, Knowledge (Geography),
1 Desperate Recovery Medicine, Perception, Primal, and Survival. Before spend-
1 Elementalist + ing experience points (XP) during character creation, a Pri-
2 Heroic Recovery malist may choose four of their class skills and gain one
rank in each of them.
2 Magical Discipline
Starting Gear: Players with a Primalist character may
3 Explosive Casting
choose to start with the following gear instead of spending
3 Maximize Spell currency during Step 7 of character creation:
4 Conduit • Leather Armor or Heavy Clothing and 1 Stamina Elixir
4 Resolve • Magic Staff or Totem
5 Master Caster
• An alchemist’s kit or traveling gear consisting of a back-
pack, a bedroll, a rope, flint and steel, 3 torches, and a
waterskin.
• 1d100 gold coins

Forgotten Realms
GENESYS 38
At One With the World and gain one free rank in each, without spending starting
experience.
When in the wilderness, or any other natural envi-
roment subject to GM discretion, when your character If Landwalker is your first specialization, you gain a free
makes a check to recover strain at the end of an encoun- rank in one of the following Tier 1 talents: Component
ter (as describe on page 117 of the Genesys Core Rule- Casting or Forager.
book), your character may make a Simple (-) Survival Landwalkers is made up of hermits and sages who safe-
check instead of Discipline or Cool. If your character guard ancient knowledge and rites through a vast oral tra-
does so, they heal 1 strain per s and 1 wound per a. dition. These Primalists meet within sacred circles of trees
Passive or standing stones to whisper primal secrets in Primalistic.
The circle’s wisest members preside as the chief priests of
PRIMALIST SPECIALIZATIONS communities that hold to the Old Faith and serve as advi-
The specializations are covered in greater detail in the sors to the rulers of those folk. As a member of this circle,
following sections; this section mainly deals with how each your magic is influenced by the land where you were initi-
specialization connects to the Primalist Class. ated into the circle’s mysterious rites.
Landwalkers gain a discount when purchasing the fol-
Deep Stalker lowing talents:
A Deep Stalker adds Coordination, Perception, Survival,
Tier Talent
and Vigilance to their Class skills. If this is the character’s
starting Specialization, they may choose two of these skills 1 Elementalist +
and gain one free rank in each, without spending starting 1 Grit
experience. 2 Signature Spell +
If Deep Stalker is your first specialization, you gain a 2 Brilliant Casting
free rank in one of the following Tier 1 talents: Forager or
3 Maximize Spell
Rapid Reaction.
3 Naturally Gifted
Most folk descend into the depths of the subterreanean 4 Conduit
only under the most pressing conditions, undertaking
4 Resolve
some desperate quest or following the promise of vast
riches. All too often, evil festers beneath the earth 5 Intense Focus
unnoticed, and Deep Stalkers strive to uncover and defeat
such threats before they can reach the surface.
Moonkin
A Moonkin adds Brawl, Coercion, Primal, and Resilience
Deep Stalkers gain a discount when purchasing the fol-
to their Class skills. If this is the character’s starting Special-
lowing talents:
ization, they may choose two of these skills and gain one
free rank in each, without spending starting experience.
Tier Talent
If Moonkin is your first specialization, you gain a free rank
1 Dungeoneer +
in one of the following Tier 1 talents: Hard Headed or
1 Rapid Reaction Toughened.
2 Heightened Awareness Primalists of the Circle of the Moon, known as Moonkin,
2 Parkour + are fierce guardians of the wilds. Their order gathers under
3 Heroic Will the full moon to share news and trade warnings. The Circle
3 Uncanny Senses of the Moon draws upon the magical and transformative
powers of the moon itself to allow Primalists to take on
4 Blindsense powerful forms. Even when the moon hides from the sky,
4 Holistic Navigation its power can always be felt. They haunt the deepest parts
5 Coordinated Dodge of the wilderness, where they might go for weeks on end
before crossing paths with another humanoid creature, let
alone another Primalist.
Landwalker
Changeable as the moon, a Primalist of this circle might
A Landwalker adds Knowledge (Lore), Perception, Primal, prowl as a great cat one night, soar over the treetops as an
and Survival to their Class skills. If this is the character’s eagle the next day, and crash through the undergrowth in
starting Specialization, they may choose two of these skills bear form to drive off a trespassing monster. The wild is in

Forgotten Realms
39 GENESYS
the Primalist’s blood. Tier Talent
Moonkins gain a discount when purchasing the follow- 3 Animal Companion+
ing talents:
3 Faith Healing
Tier Talent 4 Back-to-Back
1 Durable 4 It's Not That Bad
1 Hard Headed + 5 Dire Animal Companion
2 Signature Spell +
2 Unarmed Parry + ROGUE
3 Face of the Wild +
Rogues rely on skill, stealth, and their foes’ vulnerabilities
3 Innate Focus
to get the upper hand in any situation. They have a knack
4 Enduring for finding the solution to just about any problem, demon-
4 Unrelenting strating a resourcefulness and versatility that is the corner-
5 Indomitable stone of any successful adventuring party.
Rogues devote as much effort to mastering the use of a vari-
Shepard ety of skills as they do to perfecting their combat abilities,
A Shepard adds Medicine, Knowledge (Geography), Pri- giving them a broad expertise that few other characters can
mal and Riding to their Class skills. If this is the character’s match. Many rogues focus on stealth and deception, while
starting Specialization, they may choose two of these skills others refine the skills that help them in a dungeon envi-
and gain one free rank in each, without spending starting ronment, such as climbing, finding and disarming traps,
experience. and opening locks.
If Shepard is your first specialization, you gain a free rank When it comes to combat, rogues prioritize cunning over
in one of the following Tier 1 talents: Let's Ride or Sooth- brute strength. A rogue would rather make one precise
ing Tone. strike, placing it exactly where the attack will hurt the
target most, than wear an opponent down with a barrage
Shepherds commune with the spirits of nature, especially of attacks. Rogues have an almost super natural knack for
the spirits of beasts and the fey, and call to those spirits for avoiding danger, and a few learn magical tricks to supple-
aid. These Primalists recognize that all living things play a ment their other abilities.
role in the natural world, yet they focus on protecting ani-
mals and fey creatures that have difficulty defending them- Every town and city has its share of rogues. Most of them
selves. Shepherds, as they are known, see such creatures as live up to the worst stereotypes of the class, making a liv-
their charges. They ward off monsters that threaten them, ing as burglars, assassins, cutpurses, and con artists. Often,
rebuke hunters who kill more prey than necessary, and pre- these scoundrels are organized into thieves’ guilds or crime
vent civilization from encroaching on rare animal habitats families. Plenty of rogues operate independently, but even
and on sites sacred to the fey. they sometimes recruit apprentices to help them in their
scams and heists. A few rogues make an honest living as
Many of these Primalists are happiest far from cities and locksmiths, investigators, or exterminators, which can be a
towns, content to spend their days in the company of ani- dangerous job in a world where dire rats—and wererats—
mals and the fey creatures of the wilds. Members of this haunt the sewers.
circle become adventurers to oppose forces that threaten
their charges or to seek knowledge and power that will help As adventurers, rogues fall on both sides of the law. Some
them safeguard their charges better. Wherever these Pri- are hardened criminals who decide to seek their fortune in
malists go, the spirits of the wilderness are with them. treasure hoards, while others take up a life of adventure to
escape from the law. Some have learned and perfected their
Shepards gain a discount when purchasing the following skills with the explicit purpose of infiltrating ancient ruins
talents: and hidden crypts in search of treasure.
Tier Talent As you create your rogue character, consider the character’s
1 Apothecary relationship to the law. Do you have a criminal past—or
present? Are you on the run from the law or from an angry
1 Rapid Recovery thieves’ guild master? Or did you leave your guild in search
2 Animal Expertise of bigger risks and bigger rewards? Is it greed that drives
2 Heroic Recovery you in your adventures, or some other desire or ideal?

Forgotten Realms
GENESYS 40
The Rogue counts the following skills as class skills: Coor- Tier Talent
dination, Deception, Melee (Light), Perception, Skulldug-
gery, Stealth, Streetwise, Vigilance. Before spending expe- 3 Backstab
rience points (XP) during character creation, a Rogue may 3 Lethal Blows
choose five of their class skills and gain one rank in each 4 Constant Vigilance
of them.
4 Venom Soaked Blade
Starting Gear: Players with a Rogue character may choose 5 Let's Talk This Over
to start with the following gear instead of spending cur-
rency during Step 7 of character creation: Mastermind
• Leather Armor A Mastermind adds Coercion, Deception, Negotiation,
• A shortsword and a dagger or a shortbow and Vigilance to their Class skills. If this is the character’s
starting Specialization, they may choose two of these skills
• Thieves’ tools or an Alchemist’s Kit
and gain one free rank in each, without spending starting
• Traveling gear consisting of a backpack, a bedroll, a rope, experience.
flint and steel, 3 torches, and a waterskin
If Mastermind is your first specialization, you gain a free
• 100 + 1d100 gold coins rank in one of the following Tier 1 talents: Black Market
Contacts or Bought Info.
I Know A Guy
Once per game session, the Rogue may spend a Story Your focus is on people and on the influence and secrets
Point to introduce an NPC who owes the character a they have. Many spies, courtiers, and schemers follow this
small favor. specialization, leading lives of intrigue. Words are your
weapons as often as knives or poison, and secrets and favors
Passive are some of your favorite treasures.
ROGUE SPECIALIZATIONS Masterminds gain a discount when purchasing the fol-
lowing talents:
The specializations are covered in greater detail in the
following sections; this section mainly deals with how each Tier Talent
specialization connects to the Rogue Class.
1 Black Market Contacts
Assassin 1 Grit
An Assassin adds Deception, Melee (Light), Ranged, 2 Scathing Tirade +
Stealth to their Class skills. If this is the character’s starting 2 Threaten
Specialization, they may choose two of these skills and gain 3 Encouraging Words
one free rank in each, without spending starting experi-
3 Informant
ence.
4 Quick-Witted
If Assassin is your first specialization, you gain a free rank
in one of the following Tier 1 talents: Finesse or Quick 4 Resolve
Strike. 5 Master Plan
You focus your training on the grim art of death. Those Scout
who adhere to this specialization are diverse: hired killers,
spies, bounty hunters, and even specially anointed priests A Scout adds Coordination, Perception, Survival, and
trained to exterminate the enemies of their deity. Stealth, Vigilance to their Class skills. If this is the character’s start-
poison, and disguise help you eliminate your foes with ing Specialization, they may choose two of these skills and
deadly efficiency. gain one free rank in each, without spending starting expe-
rience.
Assassins gain a discount when purchasing the following
talents: If Scout is your first specialization, you gain a free rank
in one of the following Tier 1 talents: Rapid Reaction or
Tier Talent Tumble.
1 Rapid Reaction You are skilled in stealth and surviving, allowing you to
1 Quick Strike scout ahead of your companions during expeditions. Those
2 Dirty Tricks + who embrace this specialization are at home in the wilder-
ness, and many Scouts serve as the eyes and ears of war
2 Stunning Blow +
bands. Ambusher, spy, bounty hunter – these are just a few

Forgotten Realms
41 GENESYS
of the roles that Scouts assume as they range the world.
WARRIOR
Scouts gain a discount when purchasing the following
talents: People of towns and cities take pride in how their civi-
lized ways set them apart from animals, as if denying one’s
Tier Talent own nature was a mark of superiority. To a warrior, though,
1 Knack For It civilization is no virtue, but a sign of weakness. The strong
1 Rapid Reaction embrace their animal nature—keen instincts, primal phys-
icality, and ferocious rage.
2 Heightened Awareness
2 Parkour + Warriors come alive in the chaos of combat. They can
enter a berserk state where rage takes over, giving them
3 Bloodhound superhuman strength and resilience. A warrior can draw
3 Dodge on this reservoir of fury only a few times without resting,
4 Constant Vigilance but those few rages are usually sufficient to defeat whatever
threats arise.
4 Moving Target
5 Inside Person Not every member of the tribes deemed “warriors” by sci-
ons of civilized society has the warrior class. A true warrior
Thief among these people is as uncommon as a skilled fighter in
a town, and they or they plays a similar role as a protector
A Thief adds Coordination, Deception, Skulduggery, and of the people and a leader in times of war. Life in the wild
Stealth to their Class skills. If this is the character’s starting places of the world is fraught with peril: rival tribes, deadly
Specialization, they may choose two of these skills and gain weather, and terrifying monsters. Warriors charge headlong
one free rank in each, without spending starting experi- into that danger so that their people don’t have to.
ence.
Their courage in the face of danger makes warriors per-
If Thief is your first specialization, you gain a free rank in fectly suited for adventuring. Wandering is often a way of
one of the following Tier 1 talents: Knack For It or Quick life for their native tribes, and the rootless life of the adven-
Draw. turer is little hardship for a warrior. Some warriors miss the
You hone your skills in the larcenous arts. Burglars, ban- close-knit family structures of the tribe, but eventually find
dits, cutpurses, and other criminals typically follow this them replaced by the bonds formed among the members of
specialization, but so do rogues who prefer to think of their adventuring parties.
themselves as professional treasure seekers, explorers, delv- The Warrior counts the following skills as class skills:
ers, and investigators. Athletics, Brawl, Coercion, Knowledge (Adventuring),
Thieves gain a discount when purchasing the following Melee (Heavy), Resilience, Survival, and Vigilance. Before
talents: spending experience points (XP) during character creation,
a Warrior may choose four of their class skills and gain one
Tier Talent rank in each of them.
1 Catfall Starting Gear: Players with a Warrior character
1 Finesse + may choose to start with the following gear instead
2 Savant of spending currency during Step 7 of character cr
meation:
2 Loot First
3 Plunderer • A greatsword or a pike or a halberd or two brass knuck-
les
3 Nimble
• Traveling gear consisting of a backpack, a bedroll, a
4 Can't We Talk About This?
rope, flint and steel, 3 torches, and a waterskin
4 Defensive
• 1d100 gold coins
5 Inside Knowledge
It Doesn't Hurt
Once per game session, when a Warrior receives a
Critical Injury and after the injury has been resolved,
the character can spend a Story Point to instead shrug
off the injury, removing it and its effects.
Active

Forgotten Realms
GENESYS 42
WARRIOR SPECIALIZATIONS proves frustrating to engage. The drunken master’s erratic s
tumbles conceal a carefully executed dance of blocks, par-
The specializations are covered in greater detail in the
ries, advances, attacks, and retreats. And their martial arts
following sections; this section mainly deals with how each
technique mixes combat training with the precision of a
specialization connects to the Warrior Class.
dancer and the antics of a jester.
Berserker A drunken master often enjoys playing the fool to bring
A Berserker adds Athletics, Brawl, Melee (Heavy), and gladness to the despondent or to demonstrate humility to
Vigilance to their Class skills. If this is the character’s start- the arrogant, but when battle is joined, the drunken master
ing Specialization, they may choose two of these skills and can be a maddening, masterful foe.
gain one free rank in each, without spending starting expe- Drunken Masters gain a discount when purchasing the
rience. following talents:
If Berserker is your first specialization, you gain a free rank
in one of the following Tier 1 talents: Desperate Recovery Tier Talent
or Second Wind. 1 Finesse +
For some warriors, rage is a means to an end—that end 1 Parry +
being violence. Berserking is a path of untrammeled fury,
2 Grapple
slick with blood. As you enter the berserker’s rage, you
thrill in the chaos of battle, heedless of your own health 2 Improvised Weapon Master +
or well-being. Berserkers make excellent ‘‘leg-breakers,’’ 3 Bad Habit
among other things, and they usually know quite a bit 3 Nimble
about how to survive in most situations. In combat, they
are masters of dishing out and taking lots of damage. 4 Defensive
4 Momentum
Berserkers gain a discount when purchasing the follow-
ing talents: 5 Whirlwind

Tier Talent Juggernaut


1 Second Wind A Juggernaut adds Cool, Discipline, Resilience, and Sur-
1 Rapid Reaction vival to their Class skills. If this is the character’s starting
Specialization, they may choose two of these skills and gain
2 Berserk
one free rank in each, without spending starting experi-
2 Burly ence.
3 Lethal Blows If Juggernaut is your first specialization, you gain a free
3 Shockwave rank in one of the following Tier 1 talents: Durable or
Toughened.
4 Frenzied Attack
Most warriors pride themselves on their ability to over-
4 Heroic Resilience come pain. A Juggernaut, however, possesses a toughness
5 Crushing Blow far beyond that. While many mercenaries wear their scars
with pride, an experienced Juggernaut ripples with scar
Drunken Master tissue, the evidence of wounds enough to kill a normal
A Drunken Master adds Athletics, Brawl, Coordination, combatant a dozen times over. Where other warriors might
and Resilience to their Class skills. If this is the character’s seek to end conflicts quickly and decisively, a Juggernaut
starting Specialization, they may choose two of these skills possesses the stamina, endurance, and strength of will to
and gain one free rank in each, without spending starting fight through inconceivable pain and punishment, outlast-
experience. ing the foe matter the odds.

If Drunken Master is your first specialization, you gain a Juggernauts gain a discount when purchasing the follow-
free rank in one of the following Tier 1 talents: Finesse or ing talents:
Tumble. Tier Talent
The Way of the Drunken Master teaches its students to 1 Durable
move with the jerky, unpredictable movements of a drunk-
1 Toughened
ard. A drunken master sways, tottering on uns teady feet,
to present what seems like an incompetent combatant who 2 Hard Headed +
2 Unstoppable

Forgotten Realms
43 GENESYS
Tier
3
Talent
Hard-Boiled
TALENTS
3
4
Dumb Luck
Heroic Resilience ThisRealms
section contains all talents used in the Forgotten
setting.
4
5
Enduring
Indomitable
TIER 1
APOTHECARY
Ravager Tier: 1
A Ravager adds Brawl, Coercion, Negotiation, and Street-
Activation: Passive
wise to their Class skills. If this is the character’s starting
Specialization, they may choose two of these skills and gain Ranked: Yes
one free rank in each, without spending starting experi- Tags: Medicine
ence.
When a patient under your character's care heals wounds
If Ravager is your first specialization, you gain a free rank
from natural rest, they heal additional wounds equal to
in one of the following Tier 1 talents: Fearsome or Knack
twice your character's ranks in Apothecary.
For It.
BLACK MARKET CONTACTS
While most Warriors focus almost exclusively on combat,
Ravagers have a focus in intimidation and both learned and Tier: 1
instinctual criminal knowledge. In most criminal organi-
Activation: Active (Incidental)
zations, Ravagers fill the dual role of hired muscle and
the “face” of a criminal organization. The Ravager brings Ranked: Yes
a criminal syndicate’s message to the streets, then ensures Tags: Skulduggery, Social
that message is followed (and punishes those who stray).
When purchasing illegal goods, your character may reduce
Ravagers should have no trouble finding work.
rarity by 1 per rank of Black Market Contacts, increasing
While most Ravagers have a fondness for violence, they cost by 25 percent of base cost per reduction.
also display a degree of self-control. Violence is a tool in
the Ravager’s arsenal, and not an end in itself. Unlike some BOUGHT INFO
warriors, an Ravager is more likely to try words before vio- Tier: 1
lence, though these words may be laced with venom and
Activation: Active (Action)
the threat of imminent violence. However, a Ravager must
always be ready to fight. Ranked: No
Ravagers gain a discount when purchasing the following Tags: Skulduggery
talents: When making any Knowledge skill check, your character
Tier Talent can instead use this talent to spend an amount of currency
equal to fifty times the difficulty of the check and automati-
1 Challenge! cally succeed on the Knowledge check with one uncanceled
1 Fearsome s (instead of rolling). At your GM's discretion, your char-
2 Threathen acter may not be able to use Bought Info if the informa-
tion is particularly sensitive or difficult to find, or buying
2 Scathing Tirade +
it doesn't make narrative sense. The GM will tell you how
3 No Escape long it takes to find an expert for sale.
3 You Owe Me One! + BRACE
4 Commanding Presence
Tier: 1
4 Resolve
Activation: Active (Maneuver)
5 Baleful Gaze
Ranked: Yes
Tags: Athletics
As a maneuver, your character may Brace themselve. They
remove j per rank of Brace from the next skill check based
on changing conditions, inclement weather, unstable sur-
faces, zero gravity, heavy gravity, or other disruptive physical
obstacles that would make a skill check more difficult.

Forgotten Realms
GENESYS 44
BULLRUSH Ranked: Yes
Tier: 1 Tags: Brawl, Melee
Activation: Active (Incidental) Once per encounter, your character may use this talent
to choose a number of adversaries within short range no
Ranked: No
greater than your characters ranks in Challenge (a minion
Tags: Brawl, Melee group counts as a single adversary for this purpose). Until
When your character makes a Brawl or Melee combat the encounter ends or your character is incapacitated, these
check after using a maneuver to engage a target, you may adversaries add j to combat checks targeting your charac-
spend aaa or t to use this talent or to knock the target ter and jj to combat checks targeting other characters.
prone and move them up to one range band way from your CLEVER RETORT
character.
Tier: 1
CALL 'EM
Activation: Active (Incidental, Out of Turn)
Tier: 1
Ranked: No
Activation: Passive
Tags: Social
Ranked: No
Once per encounter, your character may use this talent
Tags: Ranged to add an automatic hh to another character's social skill
Your character removes j added to combat checks due check.
to the use of the Called Shot Maneuver. CLOSE COMBATANT
CANTRIP Tier: 1
Tier: 1 Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: Yes Tags: Brawl, Melee
Tags: Magic When you purchase this talent, your character gains
When you gain this talent, choose one magic skill your Brawl or Melee (your choice as a career skill. In addition,
character has a rank in and one magic action. once per session your character may use this talent to
remove j from a melee combat check they make.
When you cast that spell with no additional effects (even
those that are free via equipment or talents) the cost is COMPONENT CASTING
reduced by 1 strain. Tier: 1
Each additional time you purchase this talent for your Activation: Active (Incidental)
character, choose another spell. When you cast that spell
with no additional effects (even those that are free via Ranked: No
equipment or talents) the cost is reduced by 1 strain. Tags: Magic
CATFALL Your character must have 1 rank in a magic skill to bene-
fit from this talent. When your character casts a spell, they
Tier: 1 may use this talent to consume a physical item and add j
Activation: Passive to the check. The item does not have to be expensive or
Ranked: Yes rare but it does have to be thematically appropriate for the
spell, available to your character, and subject to your GM
Tags: Athleticism, Tough approval. Some examples include a match or bit of sulfur
When rolling Athletics or Coordination to reduce dam- for an Attack spell with the Burn quality, a piece of glass
age from falling, your character adds j. In addition, reduce for a Predict spell, or a scrap of bandage for a Heal spell.
damage and strain suffered from a fall by 1 per rank of CRIMINAL CONNECTIONS
Catfall.
Tier: 1
CHALLENGE!
Activation: Passive
Tier: 1
Ranked: No
Activation: Active (Maneuver)
Tags: Skulduggery, Skills

Forgotten Realms
45 GENESYS
When you take this talent, your character gains Melee based combat check, after damage is calculated but before
or Skulduggery (your choice) as a career skill. In addition, soak is applied (so immediately after Step 3 of Perform a
once per session your character may collect a small favor Combat check, Core Rules page 102), your character may
from a criminal organization, even if they have had no pre- suffer 3 strain to re use this talent to reduce the damage of
vious dealings. the hite by two plus their ranks in Deflect Spell. This talent
can only be used once per hit.
DANGEROUS CASTING
DESPERATE RECOVERY
Tier: 1
Tier: 1
Activation: Active (Incidental)
Activation: Passive
Ranked: No
Ranked: No
Tags: Magic
Tags: Tough
Your character may use this talent to reduce the difficulty
of casting a spell by a number of k, up to their ranks in the Before your character heals strain at the end of an
appropriate skill for the magic skill used, to a minimum of encounter, if their strain is more than half of their strain
Easy(kk). For each level of difficulty reduced in this manner, threshold, they heal two additional strain.
upgrade the difficulty of the check once. DUELIST
DARK INSIGHT Tier: 1
Tier: 1 Activation: Passive
Activation: Active (Incidental) Ranked: No
Ranked: No Tags: Brawl, Melee
Tags: Forbidden, Magic Your character adds j to their melee combat checks
When your character takes this talent choose a magic while engaged with a single opponent. Your characters adds
skill they have as a career skill. When you cast a spell with j to their melee combat checks while engaged with three
that skill that adds a quality to your character’s spell with a or more opponents.
rating determined by your character’s ranks in the appro- DUNGEONEER
priate skill, your character may use their ranks in Knowl-
edge (Forbidden) instead. Tier: 1
Activation: Passive
DEEP POCKETS
Ranked: Yes
Tier: 1
Tags: Adventurer, Awareness
Activation: Active (Maneuver)
After your character makes a Perception, Survival, or
Ranked: No Vigilance check to notice, identify, or avoid a threat in a
Tags: Skulduggery cavern, subterranean ruin, or similar location, your charac-
Once per session, your character may use this talent ter cancels a number of uncanceled h no greater than your
to produce a small but narratively useful item from their character's ranks in Dungeoneer.
pockets, backpack, or similar receptacle (it turns out the DURABLE
item had been there the whole time).
Tier: 1
Your GM has final say as to what items can be produced
with Deep Pockets, but generally it them should cost less Activation: Passive
than 100 credits and have an encumbrance of 0 or 1. Ranked: Yes
DEFLECT SPELL Tags: Tough
Tier: 1 Your character reduces any Critical Injury result they suf-
fer by 10 per rank of Durable, to a minimum of 01.
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
Tags: Magic
When your character suffers a hit from a magic-skill

Forgotten Realms
GENESYS 46
ELEMENTALIST search the area that your character makes take half the time
Tier: 1 they would normally.

Activation: Passive FORMER SCHOLAR

Ranked: No Tier: 1
Tags: Magic Activation: Passive
Your character must have 1 ranks in a magic skill that can cast Ranked: No
Attack to benefit from this talent. Tags: Connections, Knowledge, Skills
When your character purchases this talent, choose one When you take this talent, your character gains one
of the following elements: Acid (Lasting), Air (Manipula- Knowledge skill (of your choice) as a career skill. In addi-
tive), Earth (Impact), Electricity (Stunning), Fire (Lasting), tion, once per session your character may collect a small
Ice (Hindering), or Poison (Lasting), Water (Manipulative). favor from a member of an institute of higher learning,
Whenever your character casts an Attack spell, they always even if they do not owe your character a favor.
add the Elemental effect to the spell (if applicable) and that
element associated with the quality without increasing the GRIT
difficulty. However, they may never add any of the other ele- Tier: 1
ments to a spell they cast. In addition, they also may add the
Activation: Passive
assoiciated spell effect without increasing the difficulty.
Ranked: Yes
ENSORCELLED
Tags: Tough
Tier: 1
Each rank of Grit increases your character's strain thresh-
Activation: Passive old by one.
Ranked: No HAMSTRING SHOT
Tags: Magic
Tier: 1
Your character must have 1 rank in a magic skill to benefit
Activation: Active (Action)
from this talent.
Ranked: No
Once per encounter, they may use this talent to add a to
the result of their next social skill check. Tags: Ranged
Additionally, this has a passive narrative effect; your charac- Once per round, your character may use this talent to
ter’s appearance is subtly enhanced by their magic. others do perform a ranged combat check against one non-vehicle
not note it as supernatural but maybe slightly put off. what target within range of the weapon used. If the check is
form this takes is up to you, with GM approval, but it should successful, halve the damage inflicted by the attack (before
be based upon the magic skill your character has access to and reducing damage by the target's soak). The target is immo-
their backstory. bilized until the end of its next turn.
EXTRA AMMO HARD HEADED
Tier: 1 Tier: 1
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: Yes
Tags: Ranged Tags: Tough
Your character cannot run out of ammo due to a d. Items On any turn in which the character is staggered or dis-
with the Limited Ammo quality run out of ammo per usual. oriented, they may perform the Hard Headed action (this
action may be specifically performed even though they are
FORAGER
normally barred from performing actions when staggered).
Tier: 1 They make a Daunting (kkkk kkkk) Discipline check. If they
succeed, they are no longer staggered or disoriented. The
Activation: Passive
difficulty of this check decreases by one per additional rank
Ranked: No of Hard Headed, to a minimum of Easy(k k).
Tags: Adventurer
Your character removes up to jj from any skill checks
they make to find food, water, or shelter. Checks to forage or

Forgotten Realms
47 GENESYS
INNATE SPARK Once per round during your character's turn, your char-
acter can use this talent to mount or dismount from a vehi-
Tier: 1
cle or animal, or move from one position in a vehicle to
Activation: Passive another (such as from the cockpit to a gun turret) as an
Ranked: No incidental. In addition, if your character suffers a short-
range fall (see Core Rules page 112) from a vehicle or ani-
Tags: Magic mal, they suffer no damage and land on their feet.
Your character must have Arcane as a career skill to benefit LIFE ON THE SEAS
from this talent.
Tier: 1
When your character purchases this talent, when making
an Arcane check your character may use Willpower instead Activation: Passive
of Intellect. Ranked: Yes
JUMP UP Tags: Skills
Tier: 1 Operating and Perception become career skills for your
Activation: Active (Incidental) character. In addition, the fees for travel by sea and the fees
of keeping a ship at harbor are reduced by 50%.
Ranked: No
LIGHTNING DRAW
Tags: Athleticism
Tier: 1
Once per round during your character's turn, your char-
acter may use this talent to stand from a prone or seated Activation: Passive
position as an incidental. Ranked: No
KNACK FOR IT Tags: Melee
Tier: 1 The first time your character draws a Melee weapon
Activation: Passive during each encounter increase the base damage of the
weapon by 2 until the end of their current turn.
Ranked: Yes
MEDIC
Tags: Knowledge
Tier: 1
When you purchase this talent for your character, select
one skill. Your character removes jj from any checks they Activation: Passive
make using this skill. Each additional time you purchase Ranked: Yes
this talent for your character, select two additional skills.
Your character also removes jj from any checks they Tags: Medicine
make using these skills. You cannot select combat or magic When making a Medicine check to help a character heal
skills when choosing skills for this talent. wounds, the target heals 1 additional wound per rank of
KNOW SOMEBODY Medic.
ONE WITH NATURE
Tier: 1
Activation: Active (Incidental) Tier: 1

Ranked: Yes Activation: Active (Incidental)

Tags: Social Ranked: No

Once per session, when attempting to purchase a legally Tags: Adventurer


available item, your character may use this talent to reduce When in the wilderness, your character may make a
its rarity by one per rank of Know Somebody. Simple (-) Survival check, instead of Discipline or Cool, to
LET'S RIDE recover strain at the end of an encounter (see Core Rules
page 117).
Tier: 1
PAINFUL BLOW
Activation: Active (Incidental)
Tier: 1
Ranked: No
Activation: Active (Incidental)
Tags: Athleticism, Vehicles
Ranked: No
Tags: Combat
Forgotten Realms
GENESYS 48
When your character makes a combat check, you may vol- Activation: Passive
untarily increase the difficulty by one to use this talent. If the Ranked: Yes
target suffers one or more wounds from the combat check,
the target suffers 2 strain each time they perform a maneuver Tags: Tough
until the end of the encounter. When healing strain after an encounter, heal 1 additional
PARRY strain per rank of Rapid Recovery.
REDUNDANT SYSTEMS
Tier: 1
Activation: Active (Incidental, Out of Turn) Tier: 1
Ranked: Yes Activation: Active (Action)
Tags: Melee Ranked: No
When your character suffers a hit from a melee combat Tags: Mechanics,
check, after damage is calculated but before soak is applied (so Once per session, may take a Redundant Systems action;
immediately after Step 3 of Perform a Combat check, Core make an Easy (k k) Mechanics check to harvest components
Rules page 102), your character may suffer 3 strain to use this from a functioning device to repair a broken one without
talent to reduce the damage of the hit by two plus their ranks breaking the first device.
in Parry. This talent can only be used once per hit, and your
SECOND WIND
character needs to be wielding a Melee weapon.
QUICK DRAW Tier: 1
Activation: Active (Incidental)
Tier: 1
Ranked: Yes
Activation: Active (Incidental)
Tags: Tough
Ranked: No
Once per encounter, your character may use this talent to
Tags: Melee, Range
heal an amount of strain equal to their ranks in Second Wind.
Once per round on your character's turn, they may use this
SHIELD SLAM
talent to draw or holster an easily accessible weapon or item
as an incidental. Quick Draw also reduces a weapon's Prepare Tier: 1
rating by one, to a minimum of one.
Activation: Active (Incidental)
QUICK STRIKE
Ranked: No
Tier: 1 Tags: Melee
Activation: Passive When your character uses a shield to attack a minion or
Ranked: Yes rival, you may spend aaaa or t to stagger the target
until the end of the target's next turn.
Tags: Combat
SMOOTH TALKER
Your character adds j for each rank of Quick Strike to any
combat checks they make against any targets that have not yet Tier: 1
taken their turn in the current encounter.
Activation: Active (Incidental)
RAPID REACTION
Ranked: Yes
Tier: 1 Tags: Social
Activation: Active (Incidental, Out of Turn) When first acquired choose 1 skill; Charm, Coercion,
Ranked: Yes Deception, or Negotiation. When making checks with that
skill spend t to gain additional s equal to ranks in Smooth
Tags: Awareness, Combat
Talker.
Your character may suffer a number of strain to use this
SOOTHING TONE
talent to add an equal number of s to a Vigilance or Cool
check they make to determine Initiative order. The number Tier: 1
may not exceed your character's ranks in Rapid Reaction.
Activation: Active (Action)
RAPID RECOVERY
Ranked: No
Tier: 1

Forgotten Realms
49 GENESYS
Tags: Beasts threshold by two.
Once per encounter, your character may take a Soothing TUMBLE
Tone action. They make an Average (kk kk) Survival check to
allow a beast to recover strain equal to s. Tier: 1
Activation: Active (Incidental)
STREET DWELLER
Ranked: No
Tier: 1
Tags: Athleticism
Activation: Passive
Once per round on your character's turn, they may suffer 2
Ranked: No strain to disengage from all engaged adversaries.
Tags: Connections, Streetwise, Skills UNREMARKABLE
When you take this talent, your character gains Streetwise
or Survival (your choice) as a career skill. In addition, once per Tier: 1
session your character may collect a small favor from a fellow Activation: Passive
Street Dweller, even if they do not owe your character a favor. Ranked: No
STREET FIGHTER Tags: Adventurer
Tier: 1 Other characters add f to any checks made to find or iden-
Activation: Active (Incidental) tify your character in a crowd. The GM may rule this does not
apply if you are distinctive because of your species or accoutre-
Ranked: No ments (a Goliath in an all-Elven community, for example, or
Tags: Brawl, Skulduggery whilst wearing a suit of armor in a casual setting).
When your character disorients or knocks their target prone WELL ORGANIZED
when making a Brawl combat check, they may use this talent
to cause the target to suffer wounds equal to your character’s Tier: 1
ranks in Skulduggery. Activation:
SWIFT Ranked: Yes
Tier: 1 Tags: Storage
Activation: Passive Your character increase their encumbrance threshold by two
per rank of Well Organized.
Ranked: No
WHEEL AND DEAL
Tags: Athleticism, Adventurer
Your character does not suffer the penalties for moving Tier: 1
through difficult terrain (they move through difficult terrain at Activation: Passive
normal speed without spending additional maneuvers). Ranked: Yes
TAVERN BRAWLER Tags: Social
Tier: 1 When selling goods legally, gain 10% more currency per
Activation: Passive rank of Wheel and Deal.
Ranked: No YEARS ON THE FORCE
Tags: Brawl Tier: 1
Your character adds a to Brawl checks and combat checks Activation: Passive
using improvised weapons. Ranked: No
TOUGHENED Tags: Connections, Skills
Tier: 1 When you take this talent, your character gains Perception
Activation: Passive or Ranged as a career skill. In addition, once per session your
character may collect a small favor from a current or former
Ranked: Yes member of the city (chosen when the talent is chosen) govern-
Tags: Tough ment, even if they do no owe your character a favor.
Each rank of Toughened increases your character's wound

Forgotten Realms
GENESYS 50
TIER 2 BLOCK
Tier: 2
ANIMAL EXPERTISE
Activation: Active (Incidental, Out of Turn)
Tier: 2
Ranked: No
Activation: Passive
Tags: Melee
Ranked: Yes
Your character must have purchased the Parry talent to ben-
Tags: Beasts efit from this talent.
Add j per rank of Animal Expertise to all checks when While wielding a shield, your character may use the Par-
interacting with beasts or animals (including combat ry talent to reduce damage from ranged attacks as well as
checks). Add +10 to Critical Injury results against beasts or melee attacks targeting your character.
animals per rank of Animal Expertise.
BLOOD SACRIFICE
ANTHEM
Tier: 2
Tier: 2
Activation: Active (Incidental)
Activation: Active (Maneuver)
Ranked: Yes
Ranked: No
Tags: Magic
Tags: Social
Your character must have purchased the Dark Insight tal-
Your character may use this talent and a musical instru- ent to benefit from this talent. Once per round before your
ment to begin or continue playing an inspiring anthem. character makes a magic skill check you may use this talent
While your character is playing the anthem, allies within to suffer a number of wounds no greater than your rank in
short range who can hear it add j to checks they make. Blood Sacrifice to use this talent. Then, you may upgrade
The anthem and its effects end immediately if your char- the next Magic skill check you make before the end of your
acter does not use this talent during their turn. Once the character’s turn a number of times equal to wounds suf-
anthem has ended, your character cannot use the talent fered.
again for the rest of the encounter. BOWL OVER
BERSERK Activation: Passive
Tier: 2 Ranked: No
Activation: Active (Maneuver) When your character makes a melee attack after engag-
Ranked: No ing a target, your weapon gains the Knockdown item quali-
ty. If the weapon already has Knockdown, you may activate
Tags: Brawl, Melee
the quality without spending a.
Once per encounter, your character may use this talent.
BRILLIANT CASTING
Until the end of the encounter or until they are incapacitat-
ed, your character adds saa to all melee combat checks Activation: Active (Incidental)
they make. However, opponents add s to all combat
Ranked: No
checks targeting your character. While berserk, your char-
acter cannot make ranged combat checks or magic checks. Your character must have 3 ranks in a magic skill to benefit
At the end of the encounter (or when they are incapacitat- from this talent. When your character casts a spell, you may
ed), your character suffers 6 strain. spend one story point to use this talent to add a equal to
your characters ranks in appropriate spell modifier skill to
BLACKMAIL the results.
Tier: 2 BULWARK
Activation: Active (Incidental, Out of Turn)
Tier: 2
Ranked: No
Activation: Active (Incidental, Out of Turn)
Tags: Skulduggery, Social
Ranked: No
When an NPC exceeds their strain threshold, you may
Tags: Melee
spend 1 Story Point to convince that NPC to perform a
single task of your choice.

Forgotten Realms
51 GENESYS
Your character must have purchased the Parry talent to ben- COORDINATED ASSAULT
efit from this talent.
Tier: 2
While wielding a weapon with the Defensive quality,
Activation: Active (Maneuver)
your character may use Parry to reduce the damage of an
attack targeting an engaged ally. Ranked: Yes
BURLY Tags: Social
Tier: 2 Once per turn, your character may use this talent to have
a number of allies engaged with your character equal to your
Activation: Passive ranks in Leadership add a to all combat checks they make
Ranked: Yes until the end of your character's next turn. The range of this
Tags: Melee, Tough talent increases by one band per rank of Coordinated Assault
beyond the first.
Reduce any wielded weapon's Cumbersome quality and
Encumbrance rating by a number equal to ranks in Burly, COUNTEROFFER
to a minimum of 1. Tier: 2
COMMAND Activation: Active (Action)
Tier: 2 Ranked: Yes
Activation: Passive Tags: Social
Ranked: Yes Once per session, your character may use this talent to
Tags: Social choose one non-Nemesis adversary within medium range
and make an opposed Negotiation versus Discipline check.
Add j per rank of Command when making Leadership If successful, the target becomes staggered until the end of
checks. Affected targets add j to Discipline checks for the their next turn. At your GM's discretion, you may spend t
next 24 hours. on this check to have the adversary become an ally until the
CONFIDENCE end of the encounter. However, the duration of this may be
shortened or extended depending on whether your GM feels
Tier: 2 your offer is appealing to the adversary and whether your
Activation: Passive character follows through on their offer!
Ranked: Yes DARING AVIATOR
Tags: Social Tier: 2
Your character may decrease the difficulty of Discipline Activation: Active (Incidental)
checks to avoid fear by 1 per rank of Confidence, to a min-
Ranked: Yes
imum of Easy (kk).
Tags: Vehicles
CONGENIAL
Before your character makes a check to control a vehicle,
Tier: 2 they may add a number of h to the results to use this talent
Activation: Active (Incidental) to add an equal number of s. The number may not exceed
your character's ranks in Daring Aviator.
Ranked: Yes
DEFENSIVE STANCE
Tags: Social
When your character acquires this talent, hoose a skill: Tier: 2
Charm, Coercion, Deception, or Negotiation. When Activation: Active (Maneuver)
attempting the chosen skill check, the character may suffer
Ranked: Yes
a number of strain to downgrade the difficulty of the check
a number of times equal to the strain suffered. When the Tags: Combat, Tough
character is the target of the chosen check, the character Once per round, your character may suffer a number of
may likewise suffer a number of strain to upgrade the dif- strain no greater than their ranks in Defensive Stance to use
ficulty of the check by a similar amount. In either case, the this talent. Then, until the end of your character's next turn,
number of strain may not exceed the character's ranks in upgrade the difficulty of all melee combat checks targeting
Congenial. your character a number of times equal to the strain suffered.

Forgotten Realms
GENESYS 52
DIRTY TRICKS opponent, the character may suffer 2 strain to reduce the
ranged modifier added for being engaged by 1 for the attack.
Tier: 2
So, when firing a two-handed Ranged weapon, the charac-
Activation: Active (Incidental)
ter only increases the difficulty by 1 when engaged, and when
Ranked: No firing a one-handed Ranged weapon, they don't increase the
Tags: Combat, Skulduggery difficulty at all.

After your character inflicts a Critical Injury on an adver- EXPLOIT


sary, you may use this talent to upgrade the difficulty of Tier: 2
that adversary's next check.
Activation: Active (Incidental)
DISORIENT
Ranked: Yes
Tier: 2
Tags: Melee, Ranged, Skulduggery
Activation: Active (Incidental)
When your character makes a combat check with a Ranged
Ranked: Yes or Melee (Light) weapon, they may suffer 2 strain to use this
Tags: Combat, Skulduggery talent to add the Ensnare quality to the attack. The rating
of the Ensnare quality is equal to your character's ranks in
After hitting a target with combat check, your charac- Exploit.
ter may spend aa to disorient the target for number of
rounds equal to your character's ranks in Disorient. EVILBANE

DISTRACTION Tier: 2

Tier: 2 Activation: Passive

Activation: Active (Action) Ranked: No

Ranked: Yes Tags: Combat

Tags: Social Your character must have 2 ranks in Divine to benefit from
this talent.
Your character may use this talent to make an Average
(kk
kk) Coordination, Deception, or Skulduggery check. For Your character counts all weapons as having the Bane
each s the check generates, one adversary of your choice (Undead) quality, with a rating equal to your characters ranks
within short range becomes disoriented. Your character in Divine.
may spend a from the check to inflict 1 strain on an affect- FEARSOME
ed adversary and may spend t from the check to stagger a
minion or rival within short range. Tier: 2

DUAL WIELDER Activation: Passive


Ranked: Yes
Tier: 2
Tags: Social
Activation: Active (Maneuver)
When an opponent becomes engaged with your character
Ranked: No
during a combat encounter, the opponent must make a fear
Tags: Combat, Two-Weapon-Fighting check (see page 243 of the Genesys Core Rulebook). The
Once per round, your character may use this talent to difficulty of the fear check is equal to your character’s ranks
decrease the difficulty of the next combined combat check in Fearsome. At the GM’s discretion, some adversaries may
(see Two- Weapon Combat, on Core Rules page 108) they be immune to this talent.
make during the same turn by one. FLASH OF INSIGHT
DYNAMIC FIRE Tier: 2
Tier: 2 Activation: Passive
Activation: Active (Incidental) Ranked: No
Ranked: No Tags: Knowledge
Tags: Ranged When your character generates t on a Knowledge skill
When making a ranged attack while engaged with an check, roll jj and add the results to the check, in addition
to spending the t as usual.

Forgotten Realms
53 GENESYS
FLURRY OF STEEL When your character acquires this talent, choose one
characteristic. Once per encounter, you may spend one
Tier: 2
Story Point to use this talent to have your character heal
Activation: Active (Incidental) strain equal to the rating of the chosen characteristic.
Ranked: Yes HUNTER'S QUARRY
Tags: Ranged Tier: 2
Once per encounter, your character may suffer 2 strain to Activation: Active (Action)
use this talent. During the next ranged combat check they
make this turn, throwing weapons thrown by your charac- Ranked: No
ter gain the Auto-Fire quality. You do not increase the dif- Tags: Combat, Ranged
ficulty of this combat check; instead, your character must The character may take the Hunter's Quarry action
have (and use) one throwing weapon per hit triggered. against an opponent within long range. They make a Hard
GOES TO ELEVEN (kkk
kkk) Survival check. If the check succeeds, they upgrade
the ability of all attacks made against the target by one until
Tier: 2
the end of the character's next turn.
Activation: Passive
IMPALING STRIKE
Ranked: Yes
Tier: 2
Tags: Social
Activation: Active (Incidental)
Your character increases the range of their musical talents
by one range band per rank of Goes to Eleven. A musical Ranked: No
talent is any talent that requires your character to “use a Tags: Melee
musical instrument” to activate it. Narratively, you should When your character inflicts a Critical Injury with a
explain how your character augmented or amplified their melee weapon, until the end of the target's next turn they
instrument. may use this talent to immobilize the target (in addition to
GRAPPLE the other effects of the Critical Injury).
Tier: 2 INSIGHT
Activation: Active (Incidental) Tier: 2
Ranked: No Activation: Action
Tags: Brawl Ranked: No
Your character may suffer 2 strain to use this talent. Until Tags: Knowledge
the start of your character's next turn, enemies must spend Once per encounter, may perform an Insight action:
two maneuvers to disengage from your character. Make an Average (kk
kk) Knowledge (Lore) check. If success-
HEIGHTENED AWARENESS ful, add t to one ally’s skill check during the encounter.
Tier: 2 INSPIRING RHETORIC
Activation: Passive Tier: 2
Ranked: No Activation: Active (Action)
Tags: Awareness Ranked: No
Allies within short range of your character add j to their Tags: Leader, Social
Perception and Vigilance checks. Allies engaged with your Your character may use this talent to make an Average
character add jj instead. (kk
kk) Leadership check. For each s the check generates,
HEROIC RECOVERY one ally within short range heals one strain. For each a,
one ally benefiting from Inspiring Rhetoric heals one addi-
Tier: 2
tional strain.
Activation: Active (Incidental)
Ranked: No
Tags: Tough

Forgotten Realms
GENESYS 54
INVENTOR characteristic to one hit of the combat check.
Tier: 2 NECROMANCY
Activation: Active (Incidental) Tier: 2
Ranked: Yes Activation: Passive
Tags: Knowledge, Mechanics Ranked: No
When your character makes a check to construct new Tags: Magic
items or modify existing ones, use this talent to add a num- Your character must have 3 ranks in Arcane to benefit from
ber of j to the check equal to ranks of Inventor. In addi- this talent.
tion, your character may attempt to reconstruct devices
that they have heard described but have not seen and do Once per round, you can use the conjure spell on a loca-
not have any kinds of plans or schematics for. tion with a mostly complete corpse (in any state of decay)
to reanimate the dead, reducing the difficulty of the skill
KNOCKDOWN check by k. When used to animate the dead, your conjure
Tier: 2 spell has the follwing special conditions:
Activation: Passive You may not conjure something greater than the deceased
creatures silhouette. You may not conjure more creatures
Ranked: No
than the present corpses, but if there are multiple corps-
Tags: Brawl, Melee es within range you may animate multiple dead using the
After hitting with a melee attack, may spend a t to additional summons effect. You must apply the Summon
knock the target prone. Ally additional effect if you wish to control your creatures,
as normal. Animated dead that are not allied with you will
KNOW THE ROPES usually attack indiscriminately. Your conjured creatures do
Tier: 2 not retain the mind or memories of whatever creature they
were before death.
Activation: Passive
OVERCHANNEL
Ranked: No
Tier: 2
Tags: Skulduggery
Activation: Passive
Add j to checks made to escape from restraints equal
to ranks in Skullduggery. Spend t to free all other allies Ranked: Yes
within short range. Tags: Magic
LOOM Your character must have 3 ranks in a magic skill to benefit
Tier: 2 from this talent.
Activation: Passive When casting a spell, your character may select a number
of additional effect in (k
k) up to their ranks in Overchan-
Ranked: No nel. The effect must be limited to single (k k) effects. Your
Tags: Skulduggery, Social character gains hh per (k k) added in this way to the roll,
When an ally engaged with the character makes a suc- rather than increasing the difficulty of the check.
cessful Charm, Deception, or Negotiation check, the char- PARKOUR!
acter adds a per rank in Coercion to the ally's check.
Tier: 2
LUCKY STRIKE
Activation: Active (Incidental)
Tier: 2 Ranked: No
Activation: Active (Incidental) Tags: Athleticism
Ranked: No Once per round, before performing a Move maneuver,
Tags: Combat the character may suffer 1 strain. If they do so, they may
When your character purchases this talent, choose one use their Move maneuver to move to any location within
characteristic. After your character makes a successful com- short range (even straight up), as long as there is some sort
bat check, you may spend one Story Point to use this tal- of object to move across or a path to move along.
ent to add damage equal to your character's ranks in that

Forgotten Realms
55 GENESYS
PHYSICAL TRAINING RECKLESS CHARGE
Tier: 2 Tier: 2
Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: No
Tags: Athleticism, Tough Tags: Brawl, Melee
Add j per rank of Physical Training to Athletics and After using a maneuver to move engage an adversary,
Resilience checks. your character may suffer 2 strain to use this talent. They
POISON RESISTANCE then add sshh to the results of the next Brawl or
Melee combat check they make this turn.
Tier: 2
RESIST DISARM
Activation: Passive
Tier: 2
Ranked: Yes
Activation: Active (Incidental, Out of Turn)
Tags: Dwarf, Tough
Ranked: No
This talent may be purchased at Tier 1 if you are a Dwarf.
Tags: Melee, Tough
Add j per rank of Blooded to all checks to resist or
recover from poisons, venoms, or toxins. Reduce duration Suffer 2 strain to avoid being disarmed or having your
of ongoing poisons by 1 round per rank of Blooded to a character's weapon damaged or destroyed.
minimum of 1. SAVANT
PRECISION Tier: 2
Tier: 2 Activation: Passive
Activation: Active (Incidental) Ranked: Yes
Ranked: No Tags: Adventurer, Athleticism
Tags: Brawl, Ranged When you acquire a rank in this talent, choose a general
When making a Brawl or Ranged check, your character skill. When making a check with that skill, reduce the time
may use Cunning instead of Brawn and Agility. The dam- required by 25%. This reduction may be applied multiple
age of your Brawl or Throwing Weapon attacks is still tied times, to a limit of 50% The GM may determine that this
to Brawn. talent may not be used with certain skills or activities.

PREPARED SPELL For each rank, select an additional skill.


SCATHING TIRADE
Tier: 2
Activation: Active (Action) Tier: 2

Ranked: No Activation: Active (Action)

Tags: Magic Ranked: No

Once per session, your character may make a skill check Tags: Social
to cast a spell without suffering strain. Your character may use this talent to make an Average
QUICK DRAW (IMPROVED) (kk
kk) Coercion check. For each s the check generates,
one enemy within short range suffers 1 strain. For each a,
Tier: 2 one enemy affected by Scathing Tirade suffers 1 additional
Activation: Passive strain.

Ranked: No SELECTIVE DETONATION

Tags: Melee, Ranged Tier: 2


Your character must have purchased the Quick Draw Talent Activation: Active (Incidental)
to benefit from this talent. Ranked: Yes
You may use Quick Draw twice per round. This also Tags: Explosive, Mechanics
allows you to reduce the Prepare rating by 2 to a minimum
of one. When using a weapon with the Blast quality spend a to
exclude 1 target that would be affected by the explosion, up
to ranks in Selective Detonation.
Forgotten Realms
GENESYS 56
SENSE EMOTIONS Treat thrown weapons as if they had 1 greater range.
Tier: 2 STUNNING BLOW
Activation: Passive Tier: 2
Ranked: No Activation: Active (Incidental)
Tags: Magic, Social Ranked: No
You must have at least 2 Ranks in a Magic skill that can use Tags: Melee
Enchantment to benefit from this talent. While making Melee checks, your character may inflict
Add j to all Charm, Coercion, and Deception checks, as damage as strain instead of wounds. This does not ignore
long as you are dealing with a living target. soak.
SHORTCUT SUPPRESSING FIRE
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
Tags: Athleticism, Awareness, Knowledge, Skulduggery Tags: Ranged
During a chase, add j per rank in Shortcut to any checks The character and each ally within short range may spend
made to catch or escape an opponent. a on their failed Ranged checks to inflict one strain on the
SIDE STEP target per rank of Suppressing Fire. Each character can only
activate this effect once per round.
Tier: 2
THREATEN
Activation: Active (Maneuver)
Tier: 2
Ranked: Yes
Activation: Active (Incidental, Out of Turn)
Tags: Athleticism, Awareness, Skulduggery, Tough
Ranked: No
Once per round, your character may suffer a number of
strain no greater than their ranks in Side Step to use this Tags: Social
talent. Until the end of your character's next turn, upgrade After an adversary within short range of your character
the difficulty of all ranged combat checks targeting your resolves a combat check that deals damage to one of your
character a number of times equal to the strain suffered. character's allies, your character may suffer 3 strain to use
SIGNATURE SPELL this talent to inflict a number of strain on the adversary
equal to your character's ranks in Coercion. The range
Tier: 2 of this talent increases by one band per rank of Threaten
Activation: Passive beyond the first.

Ranked: Yes TIME TO GO


Tags: Magic Tier: 2
When your character gains a rank in this talent, decide Activation: Active (Maneuver)
on a signature spell for them, consisting of a particular Ranked: No
magic action and a specific set of one or more effects.
When your character casts that signature spell (consisting Tags: Athleticism, Awareness
of the exact combination of action and effects previously The character may spend 1 Story Point to perform a
chosen), reduce the difficulty of the check by one. Move maneuver as an out-of-turn incidental to attempt to
STRONG ARM move into cover or out of the blast range of a weapon or
explosion. This incidental occurs after the character deter-
Tier: 2 mines they would be hit by the blast, but before damage
Activation: Passive is applied.

Ranked: No TINKERER
Tags: Athleticism, Ranged Tier: 2

Forgotten Realms
57 GENESYS
Activation: Passive
Ranked: Yes
TIER 3
AMBUSH
Tags: Mechanics
May add 1 additional hard point to a number of items Tier: 3
equal to ranks in Tinkerer. Each item may only be modified Activation: Active (Maneuver)
once. Ranked: No
UNARMED PARRY Tags: Skulduggery
Tier: 2 Once per round while benefiting from cover, the char-
Activation: Passive acter may make an Ambush maneuver. The character may
add damage equal to their ranks in the Stealth skill to one
Ranked: No hit of the next successful combat check with a non-vehicle
Tags: Brawl weapon that they make against a target within short range
May Parry while unarmed. before the end of their turn.

UNSTOPPABLE ANIMAL COMPANION

Tier: 2 Tier: 3

Activation: Passive Activation: Passive

Ranked: No Ranked: Yes

Tags: Tough Tags: Beasts

If a Critical Injury roll is 1 or reduced to 1, your charac- Your character creates a bond with a single animal
ter does not receive the critical injury. approved by your GM. This animal must be silhouette 0
(no larger than a mid-sized dog). This could also represent
WELL READ your character creating a magical construct, at your GM's
Tier: 2 discretion. The bond persists as long as your character
chooses, although at your GM's discretion, the bond may
Activation: Passive
also be broken due to abusive treatment or other extenuat-
Ranked: No ing circumstances. As long as the bond persists, the animal
Tags: Knowledge follows your character, and you dictate the animal's overall
behavior (although, since the animal is only bonded with
Choose any two Knowledge skills. These skills become the character, not dominated, it may still perform incon-
career skills for your character. In addition, once per session venient actions such as scratching furniture, consuming
at the GM’s approval, your character may introduce a fact rations, and marking territory).
into the narrative as if a Story Point had been spent.
Once per round in structured encounters, your char-
acter may spend one maneuver to direct their animal in
performing one action and one maneuver during your
character's turn. The animal must be within hearing and
visual range of your character (generally medium range) to
do this. Otherwise, the animal does not contribute to the
encounter. The specifics of its behavior are up to you and
your GM.
For every additional rank of Animal Companion your
character has, increase the allowed silhouette of the com-
panion by one (this may mean your character gets a new
companion, or their companion grows in size).
ANTHEM (IMPROVED)
Tier: 3
Activation: Passive
Ranked: No
Tags: Social

Forgotten Realms
GENESYS 58
Your character must have purchased the Anthem talent to check succeeds, each uncanceled s adds +2 damage (instead
benefit from this talent. While your character is playing their of the normal +1).
anthem, enemies within range of its effect who can hear it BATTLE CASTING
add j to their checks.
Tier: 3
APPLIED RESEARCH
Activation: Passive
Tier: 3
Ranked: No
Activation: Active (Incidental)
Tags: Magic
Ranked: Yes
Your character does not add j to magic skill checks for
Tags: Knowledge wearing heavy armor (armor with +2 soak or higher), using
Your character may use this talent before making a check a shield, or not having at least one hand free (see Table
to use any knowledge skill and Intellect instead of the skill III.2–3: Penalties When Casting Spells, on Core Rules page
and characteristic the check would normally require. Your 210).
character may use this talent a number of times per session BLIND SPOT
equal to their ranks in Applied Research.
When your character uses this talent, you should explain Tier: 3
how their mastery of knowledge lets them accomplish Activation: Passive
this task. In addition, your GM may rule that a particular Ranked: No
knowledge skill makes the most sense in a given situation,
and require your character to use that specific knowledge Tags: Leader, Range
skill. Your character, and allies within short range, add auto-
ARMOR MASTER matic a to combat checks they make while benefiting
from cover.
Tier: 3
BLINDSENSE
Activation: Passive
Tier: 3
Ranked: No
Activation: Passive
Tags: Tough
Ranked: Yes
While wearing armor, increase your total soak value by 1.
Tags: Awareness
BACK AGAINST THE WALL
As long as your character can hear, you may ignore set-
Tier: 3 back imposed by darkness or blindness within short range,
Activation: Passive as long as it makes sense. Each additional rank of Blind-
sense increases the range of this talent.
Ranked: No
BLOCK (IMPROVED)
Tags: Combat
When your character suffers wounds equal to half of Tier: 3
their wound threshold or greater, add j to all combat Activation: Active (Incidental, Out of Turn)
checks they make. Ranked: No
BACKSTAB Tags: Melee, Tough
Tier: 3 Your character must have purchased the Block talent to ben-
Activation: Active (Action) efit from this talent.
Ranked: No Your character may use Block while wielding a melee
weapon deemed appropriate by the GM. When reflecting
Tags: Melee, Skulduggery a hit that generated d or hhh may hit one target in
Your character may use this talent to attack an unaware medium range with the same damage as the initial hit, after
adversary using a light Melee weapon. A Backstab is a original attack resolves.
melee attack, and follows the normal rules for performing
a combat check (see Core Rules page 101), using the char-
acter's Skullduggery or Stealth skill instead of Melee. If the

Forgotten Realms
59 GENESYS
BLOOD MAGIC CAREFUL SPELL
Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: Yes
Tags: Magic Tags: Magic
Your character must have purchased the Dark Insight talent Your character must have at least 3 ranks in rank in a Magic
to benefit from this talent. skill to benefit from this talent.
When casting a spell your character may suffer two When you cast an attack spell with the Blast additional
wounds instead of two strain. effect, you may spend a to exclude one target that would
BODY GUARD normally be affected by the blast, up to a number of targets
equal to your character’s ranks in the appropriate skill. You
Tier: 3 may also spend t to exclude multiple targets, so long as the
Activation: Active (Maneuver) total amount remains no greater than your character’s ranks in
the appropriate skill.
Ranked: Yes
CAVALIER
Tags: Leader, Tough
Tier: 3
Once per round, your character may suffer a number of
strain no greater than their ranks in Body Guard to use this Activation: Active (Maneuver)
talent. Choose one ally engaged with your character; until Ranked: No
the end of your character's next turn, upgrade the difficulty
of all combat checks targeting that ally a number of times Tags: Beast
equal to the strain suffered. While riding a mount trained for battle (typically a war
BONDED ITEM mount [see page 105] or flying mount [see page 104]), once
per round your character may use this talent to direct the
Tier: 3 mount to perform an action.
Activation: Active (Maneuver) CENTER OF BEING
Ranked: No Tier: 3
Tags: Magic Activation: Active (Maneuver)
Your character must have 3 ranks in Arcana to benefit from Ranked: Yes
this talent.
Tags: Melee, Tough
Choose one magical implement, item, or weapon your
character owns when taking this talent. Your character While wielding a weapon with the Defensive quality, your
becomes bonded to this item. Your character may suffer character may perform a Center of Being maneuver. Until the
one strain to summon it with maneuver. If your chosen beginning of your character's next turn, whenever an enemy
item is ever permanently lost or destroyed, you may select makes a melee attack targeting them, the critical rating of
a new one. the enemy's weapon counts as 1 higher per rank of Center of
Being.
BULLSEYE!
CONFIDENCE (IMPROVED)
Tier: 3
Tier: 3
Activation: Active (Incidental)
Activation: Passive
Ranked: No
Ranked: No
Tags: Combat
Tags: Leader, Social
Once per round, when your character inflicts a Critical
Injury with a severity of Average (kk kk) or higher, or inca- Your character must have purchased the Confidence talent to
pacitates a target with their attack, they may use this talent benefit from this talent.
to inflict 3 strain on all adversaries within short range of May spend a on a fear check to steady the nerves of allies
the target. making the same fear check. If the character does so, each ally
within short range who makes the fear check adds s equal to
the character's rank in Confidence.

Forgotten Realms
GENESYS 60
COUNTERATTACK greater than their ranks in Dodge to use this talent. Then,
upgrade the difficulty of the combat check targeting your
Tier: 3
character a number of times equal to the strain suffered.
Activation: Active (Incidental, Out of Turn)
DUAL STRIKE
Ranked: No
Tier: 3
Tags: Melee
Activation: Active (Incidental)
Your character must have purchased the Parry (Improved)
talent to benefit from this talent. Ranked: No

When your character uses the Parry (Improved) talent Tags: Combat, Two-Weapon-Fighting
to hit an attacker, they may also activate an item quality of When resolving a combined check to attack with two
the weapon they used as if they had generated aa on a weapons in a melee combat, your character may suffer 2
combat check using that weapon. strain to use this talent to hit with the secondary weapon
DEFENSIVE DUELIST (instead of spending aa).
DUNGEONEER (IMPROVED)
Tier: 3
Activation: Active (Incidental) Tier: 3

Ranked: No Activation: Active (Incidental, Out-Of-Turn)

Tags: Combat, Two-Weapon-Fighting Ranked: No

While wielding two Melee (Light) weapons, your char- Tags: Adventurer, Awareness
acter may remove j from a melee combat check targeting Once per round as an incidental spend a Story Point to
them and instead add h to the result. ignore a d generated on a check to notice, identify, or
DIRTY TRICKS (IMPROVED) avoid a threat in a cavern, subterranean ruin, or similar
location by the character or any ally in short range.
Tier: 3
EAGLE EYES
Activation: Active (Incidental)
Tier: 3
Ranked: No
Activation: Active (Incidental)
Tags: Combat, Skulduggery
Ranked: No
After your character inflicts a Critical Injury on an adver-
sary, you may use this talent to increase the difficulty of Tags: Range
that adversary's next check. Once per encounter, before making a ranged combat
DISARM check, you may use this talent to increase your weapon's
range by one range band (to a maximum of extreme range).
Tier: 3 This lasts for the duration of the combat check.
Activation: Passive EASY PREY
Ranked: No Tier: 3
Tags: Brawl, Melee Activation: Active (Maneuver)
Your character need only spend aa with a successful Ranked: No
Brawl or Melee check to disarm opponent (or t, per usu-
al). Tags: Combat, Leader, Skulduggery

DODGE Your character may suffer 3 strain to use this talent. Until
the start of your character's next turn, your character and
Tier: 3 allies within short range add jj to combat checks against
Activation: Active (Incidental, Out of Turn) immobilized targets.

Ranked: Yes ELEMENTALIST (IMPROVED)


Tags: Tough Tier: 3
When your character is targeted by a combat check Activation: Passive
(ranged or melee), they may suffer a number of strain no Ranked: No
Tags: Magic

Forgotten Realms
61 GENESYS
Your character must have purchased the Elementalist talent spell’s Blast quality as having a rating equal to twice your
and have 3 ranks in a magic skill to benefit from this talent. character’s ranks in the appropriate skill . When your charac-
When your character purchases this talent, they gain the ter casts an attack spell with the Blast effect, you may spend
following abilities based on the element they selected when one Story Point to use this talent to trigger the spell’s Blast
they purchased Elementalist: Firstly, they no longer suffer quality, instead of spending a (even if the attack misses).
damage from natural sources of their element, and doubles EVILBANE (IMPROVED)
thier soak for purposes of reducing damage from magical
sources of their element. Secondly, they cannot be affected Tier: 3
by the Burn quality (Acid/Fire), they cannot be disoriented Activation: Passive
and can hover using the hovering guidelines in the Flying Ranked: No
sidebar on page 100 of the Genesys Core Rulebook (Air/
Electricity), they cannot be knocked prone or staggered Tags: Combat
(Earth), they cannot be immobilized and can breathe Your character must have 4 ranks in Divine to benefit from
underwater (Ice/Water), or they automatically succeed on this talent.
Resilience checks of Daunting difficulty or lesser against
Your character counts all weapons as having the Bane
non-magical poisons and toxins (Poison).
(Fiend) quality, with a rating equal to your characters ranks
ENCOURAGING WORDS in Divine.
Tier: 3 FACE OF THE WILD
Activation: Active (Incidental, Out of Turn) Tier: 3
Ranked: No Activation: Active (Incidental)
Tags: Leader Ranked: No
After an engaged ally fails a check, may suffer 1 strain to Tags: Magic
assist that ally's next check this encounter as an out of turn When your character casts the transform spell on themself
incidental. using the Primal skill, you may spend a Story Point to have
EUREKA! them use this talent to maintain the effects of the spell until
the end of the encounter, without performing concentration
Tier: 3 maneuvers.
Activation: Passive FEINT
Ranked: Yes
Tier: 3
Tags: Alchemy, Mechanics
Activation: Passive
When your character purchases a rank of this talent
Ranked: Yes
choose a skill, Alchemy or Mechanics. When your char-
acter makes a check using that skill that generates t, roll Tags: Brawl, Melee
an additional l and add it to the results of the check in Your character may spend t or aaa generated by a
addition to spending the t normally. When your char- missed melee attack to upgrade the difficulty of their oppo-
acter makes a check using that skill that generates d, roll nent's next attack targeting your character a number of times
an additional l and add it to the results of the check in equal to their ranks in Feint.
addition to spending the d normally. (Both of these effects
may occur multiple times during a check.) FIELD COMMANDER

EXPLOSIVE CASTER Tier: 3

Tier: 3 Activation: Active (Action)

Activation: Passive Ranked: No

Ranked: No Tags: Leader

Tags: Combat, Magic Your character may use this talent to make an Average (kk
kk)
Leadership check. If successful, a number of allies equal to
Your character must have 3 ranks in a magic skill to benefit your character's Presence may immediately suffer 1 strain to
from this talent. perform one maneuver (out of turn). If there are any ques-
When your character casts an attack spell, they treat the tions as to which allies take their maneuvers first, your char-
acter is the final arbiter.

Forgotten Realms
GENESYS 62
FLURRY OF STEEL (IMPROVED) When your character makes a ranged combat check with
a weapon that has the Blast item quality, you may spend
Tier: 3
one Story Point to use this talent to trigger the weapon's
Activation: Passive Blast quality, instead of spending a (even if the attack
Ranked: No misses). In addition, your character treats grenades as hav-
ing a range of medium.
Tags: Ranged
HARASS
When triggering additional hits from Flurry of Steel
Auto-Fire, extra hits require a instead of the normal aa. Tier: 3
FORBIDDEN KNOWLEDGE Activation: Active (incidental)

Tier: 3 Ranked: No

Activation: Active (Maneuver) Tags: Animals

Ranked: No Your character must have purchased the animal companion


talent to benefit from this talent.
Tags: Knowledge, Magic
Whenever the character's animal companion makes
Once per session, suffer strain no greater than twice you a successful combat check against a target, it may forgo
character’s ranks in Knowledge (Forbidden) to increase inflicting damage to upgrade the difficulty of the target's
your ranks in the appropriate skill for every two strain suf- next check once instead.
fered this way for the purpose of determining the strength
of additional effects for the next spell cast during that HARD-BOILED
round. In this case, your temporary ranks in the appropri- Tier: 3
ate spell may exceed the usual limit of 5.
Activation: Active (Incidental)
FORGOT TO COUNT?
Ranked: No
Tier: 3
Tags: Tough
Activation: Active (Incidental, Out of Turn)
When your character makes a check to recover strain
Ranked: No at the end of an encounter (as describe on page 117 of
Tags: Adventurer, Tough the Genesys Core Rulebook), your character may make a
Simple (-) Resilience check instead of Discipline or Cool.
When an opponent makes a ranged combat check, If your character does so, they heal 1 strain per s and 1
you can spend hh from that check to use this talent to wound per a.
cause their weapon to run out of ammo (see Core Rules
page 104), as long as the weapon can normally run out of HARD HEADED (IMPROVED)
ammunition. Tier: 3
FORMATION TACTICS Activation: Active (Action)
Tier: 3 Ranked: No
Activation: Active (Action) Tags: Tough
Ranked: No Your character must have purchased the Hard Headed tal-
Tags: Leader ent to benefit from this talent.

Make a Hard (kkk kkk) Leadership check. If successful, Once per encounter, your character may use Hard
choose a number of allies within short range equal to s Headed to recover from being incapacitated due to exceed-
generated. Upgrade the difficulty of attacks against these ing their strain threshold. On their next turn after hav-
allies once until the end of your character's next turn. ing become incapacitated, they may as an action make a
Formidable (kkkkk
kkkkk) Resilience check. If they succeed,
GRENADIER decrease their strain to one less that their strain threshold.
Tier: 3 The difficulty of this check decreases by one per additional
rank of Hard Headed, to a minimum of Easy (k k).
Activation: Active (Incidental)
Ranked: No
Tags: Ranged

Forgotten Realms
63 GENESYS
HEROIC RESILIENCE character can decrease an item’s encumbrance by 2, to a
minimum of 1. The character suffers 1 strain at the begin-
Tier: 3
ning of each of their turns while this talent is active.
Activation: Active (Incidental)
IMBUE WEAPON
Ranked: Yes
Tier: 3
Tags: Tough
Activation: Active (Incidental)
Immediately after being hit by an attack but before suf-
fering damage, spend 1 Story Point to increase soak by Ranked: Yes
ranks in Coordination or Resilience. Tags: Magic, Melee
HEROIC WILL Your character must have 4 ranks in Arcane to benefit from
this talent.
Tier: 3
Once per round, when you make a melee combat check
Activation: Active (Incidental, Out of Turn)
you may spend a story point to add modifiers from the
Ranked: No Attack spell, and increase the difficulty of the check by the
Tags: Tough listed amounts. These modifiers replace any existing qual-
ities on weapons and are not additive. This combat check
When you purchase this talent for your character, choose counts as both a melee combat check and a magic combat
two characteristics. You may spend a Story Point to use this check, and can use the h and d results for either normal
talent to have your character ignore the effects of all Criti- skill checks or magical skill checks. You cannot choose to
cal Injuries on any skill checks using those two characteris- add the Empowered or Range modifier to the check.
tics until the end of the current encounter. (Your character
still suffers the Critical Injuries; they just ignore the effects. INNATE FOCUS
See Core Rules page 114.) Tier: 3
HUNTER'S QUARRY (IMPROVED) Activation: Active (Incidental)
Tier: 3 Ranked: No
Activation: Passive Tags: Magic
Ranked: No Your character must have 3 ranks in a magic skill to benefit
Tags: Combat, Ranged from this talent.

Your character must have purchased the Hunter's Quarry While not using a magic implement, your character
talent to benefit from this talent. increases the base damage of all attack spells they cast by
two. In addition, when casting a spell while not using a
Your character may suffer 2 strain to perform Hunter's magic implement, your character may use this talent to
Quarry action as a maneuver. decrease the difficulty of the check by one. If they do so,
IMBUE ITEM they increase the strain suffered for casting the spell by 1.
Tier: 3 INNATE SPARK (IMPROVED)
Activation: Active (Maneuver) Tier: 3
Ranked: Yes Activation: Passive
Tags: Magic Ranked: No
Your character must have 3 ranks in a magic skill that can Tags: Magic
cast Augment to benefit from this talent. Your character must have 3 ranks in Arcane to benefit from
The character may take the Imbue Item maneuver, and this talent.
suffer strain up to your ranks in Imbue Item. He then You cannot lose your magical connection and be unable
grants a number of weapons or items equal to strain suf- to cast spells on a d.
fered within short range a temporary enhancement chosen
from the following options: increase weapon’s damage by
1, decrease the a cost for its Critical Hit or for any other
single effect by 1, to a minimum of 1, or increase a piece
of armor’s ranged or melee defense by 1. Alternatively, the

Forgotten Realms
GENESYS 64
INSPIRING CRY LINGERING SPELL
Tier: 3 Tier: 3
Activation: Active (Maneuver) Activation: Active (Incidental)
Ranked: No Ranked: No
Tags: Leadership Tags: Magic
Once per encounter, your character may use this talent to Once per encounter, your character may spend a Story
allow allies within medium range to reroll any number of j Point to make a Concentration maneuver as an incidental.
when they make a check until the end of the following round. MASTER COUNTERSPELLER
INSPIRING RHETORIC (IMPROVED)
Tier: 3
Tier: 3 Activation: Active (Incidental, Out of Turn)
Activation: Passive Ranked: No
Ranked: No Tags: Magic
Tags: Leader, Social Your character must have 3 ranks in a magic skill to benefit
Your character must have purchased the Inspiring Rhetoric from this talent.
talent to benefit from this talent. Once per encounter, when an adversary you can see
Allies affected by your character's Inspiring Rhetoric add j within medium range of your character attempts to cast a
to all skill checks they make for a number of rounds equal to spell, you may spend a Story Point to use this talent and
your character's ranks in Leadership. use a Counterspell manuever as an Incidental.
INVOCATION MAXIMIZE SPELL
Tier: 3 Tier: 3
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
Tags: Forbidden, Magic Tags: Magic
Your character must have the Dark Insight talent to benefit Your character must have 3 ranks in a magic skill to benefit
from this talent. from this talent.
You have entered into a Pact with a powerful otherworldly Once per encounter, your character may use this talent
being. When you purchase this Talent, choose one spell type to add j equal to ranks in Maximize Spell to a check to
your character can not normally cast. Once per encounter, you cast a spell.
may cast this spell while using Dark Insight. MENACE
IRON BODY
Tier: 3
Tier: 3 Activation: Active (Maneuver)
Activation: Passive Ranked: No
Ranked: Yes Tags: Animals
Tags: Athleticism, Brawl, Tough Your character must have purchased the animal companion
Remove j per rank of Iron Body from Coordination and Talent to benefit from this talent.
Resilience checks. Reduce the critical rating of unarmed Once per round, on the character’s turn, the character
attacks by 1 per rank of Iron Body (to a minimum of 1). may spend a maneuver to have enemies within short range
LETHAL BLOWS of the character's animal companion add j to next combat
check made against the character. Enemy characters who
Tier: 3 are immune to the effects of fear are also immune to this
Activation: Passive ability. The gm has final say if a creature can threaten an
Ranked: Yes enemy.

Tags: Combat
Add +10 per rank of Lethal Blows to any Critical Injury
results inflicted on opponents.

Forgotten Realms
65 GENESYS
MENTAL TOOLS PARRY (IMPROVED)
Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Tags: Magic Tags: Melee
Your character must have 3 ranks in a magic skill that can Your character must have purchased the Parry talent to ben-
use Conjure to benefit from this talent. efit from this talent.
Your character may suffer 3 strain to count as having When your character suffers a hit from a melee combat
the right tools for the job when performing General skill check and uses Parry to reduce the damage from that hit,
checks. after the attack is resolved, you may spend d or hhh
NATURALLY GIFTED from the attacker's check to use this talent. Then, your
character automatically hits the attacker once with a Brawl
Tier: 3 or Melee weapon your character is wielding. The hit deals
Activation: Incidental the weapon's base damage, plus any damage from applica-
ble talents or abilities. Your character can't use this talent if
Ranked: Yes the original attack incapacitates them.
Tags: Adventurer PRECISE SHOOTING
When you purchase this talent, choose 2 skills. Once
Tier: 3
per session, you may reroll either of these skills. For each
additional rank of Naturally Gifted, select 1 additional skill Activation: Passive
with which to use this talent. You may still only make a Ranked: No
single reroll per session.
Tags: Ranged
You may not use both Naturally Gifted and Skilled Mas-
tery at once on the same skill check. When making a Ranged combat check targeting a char-
acter engaged with one of your character's allies, down-
NECROMANCY (IMPROVED) grade the difficulty of the check once (thus negating the
Tier: 3 penalty for shooting at engaged targets).

Activation: Passive PREEMPTIVE AVOIDANCE

Ranked: No Tier: 3
Tags: Magic Activation: Active (Incidental, Out of Turn)
Your character must have the Necromancy to benefit from Ranked: No
this talent. Tags: Athleticism, Awareness, Combat, Tough
When you use the Necromancy talent to animate the May spend 1 Story Point to disengage from engaged ene-
dead, you may choose to increase the difficulty by kk to my as an out-of-turn incidental.
force the animated dead to reatain its mind and memeroies
when raised. This otherwise functions exactly as the Nec- PRESSURE POINT
romancy talent. Note that, unless you apply the Summon Tier: 3
Ally additional effect, the conjured creature is still not
under your control, though depending on who it was in Activation: Active (Incidental)
life, it may be friendly to you regardless. Ranked: No
NO ESCAPE Tags: Brawl, Medicine
Tier: 3 When your character makes an unarmed Brawl check
targeting a living opponent, they may use this talent to
Activation: Passive deal strain damage instead of wound damage, and inflict
Ranked: No additional strain damage equal to their ranks in Medicine.
Tags: Social
May spend aa from a Coercion check or hh from
a foe's Discipline check; that target cannot perform a free
maneuver during his next turn.

Forgotten Realms
GENESYS 66
RAPID ARCHERY Ranked: No
Tier: 3 Tags: Animals
Activation: Active (Maneuver) Your character must have purchased the animal companion
talent to benefit from this talent.
Ranked: No
May perform the Share Pain incidental when animal
Tags: Ranged
companion suffers wounds. Reduce wounds suffered
While your character is armed with a bow (or similar to half, then character suffers wounds equal to number
weapon, at your GM’s discretion) they may suffer a num- reduced.
ber of strain no greater than ranks of up to your ranks in
SHIELD MASTER
Ranged to gain the Linked quality with a rating equal to
the amount of strain suffered to the next combat check Tier: 3
made with that weapon this turn. Activation: Active (Maneuver)
SCATHING TIRADE (IMPROVED) Ranked: No
Tier: 3 Tags: Tough
Activation: Passive While wielding a shield, your character may take the
Ranked: No Shield Master maneuver, suffering 1 Strain. Your shield's
Defensive and Deflection qualities increase by one each
Tags: Social
until the end of your next turn.
Your character must have purchased the Scathing Tirade
SHOCKWAVE
talent to benefit from this talent.
Enemies affected by your character's Scathing Tirade add Tier: 3
j to all skill checks they make for a number of rounds Activation: Passive
equal to your character's ranks in Coercion. Ranked: No
SENSE ADVANTAGE Tags: Melee
Tier: 3 Your character treats heavy Melee weapons as possessing
Activation: Active (Incidental, Out of Turn) the Blast item quality with a rating equal to your charac-
ter's ranks in Melee. Your character does not suffer damage
Ranked: No
from their weapon's Blast quality (but allies do!).
Tags: Adventurer
SHORTCUT (IMPROVED)
Once per session, may add jj to 1 NPC's skill check.
Tier: 3
SHADOW SHROUD
Activation: Passive
Tier: 3
Ranked: No
Activation: Active (Maneuver)
Tags: Athleticism, Awareness, Knowledge, Skulduggery
Ranked: No
Your character must have purchased the Shortcut talent to
Tags: Magic, Stealth benefit from this talent.
Your character must have 3 ranks in a magic skill that is When engaging in a chase or race, may suffer 2 strain to
able to cast Illusion. add s equal to ranks in Shortcut to the check.
Your character may suffer 2 strain and use a maneuver SLOW FALL
to blend in with the shadows. This allows them to move
nearly invisibly and silently. They automatically gain ss Tier: 3
on any Stealth check until the end of the encounter. The Activation: Active (Incidental)
GM may state that your character cannot use this talent if Ranked: Yes
there is no shadow.
Tags: Athleticism, Tough
SHARE PAIN
Your character must have 3 ranks in a magic skill that can
Tier: 3 use Move to benefit from this talent.
Activation: Active (Incidental, Out of Turn)

Forgotten Realms
67 GENESYS
Before making a Athletics or Coordination check to deter- attempt to move into cover or out of the blast range of a weap-
mine fall damage, your character may spend a story point to on or explosion.
use this talent to reduce the range band of a fall by ranks in TRUE AIM
Slow Fall.
Tier: 3
STAND FIRM
Activation: Active (Incidental)
Tier: 3
Ranked: No
Activation: Active (Action)
Tags: Combat
Ranked: No
Once per round when performing the Aim maneuver, you
Tags: Leadership may suffer 1 Strain to also add Pierce 2 to the attack, or increase
As an action, make a hard (kkk
kkk) leadership check. Choose the Pierce of your weapon by 1, for the next combat check you
one ally per s, who increases their wound threshold by the make this round.
characters Presence until the end of the encounter. TWISTED WORDS
STUNNING BLOW (IMPROVED)
Tier: 3
Tier: 3 Activation: Active (Incidental, Out of Turn)
Activation: Active (Incidental) Ranked: No
Ranked: No Tags: Social
Tags: Melee When an incoming social check generates hh or d, your
Your character must have purchased the Stunning Blow talent character may suffer 1 strain as an incidental to inflict strain
to benefit from this talent. equal to their ranks in Coercion on speaker.
When dealing strain damage with Melee or Brawl checks, UNARMED PARRY (IMPROVED)
may spend t to stagger target for 1 round per t.
Tier: 3
SUNDER EXPERTISE
Activation: Passive
Tier: 3 Ranked: No
Activation: Passive Tags: Brawl
Ranked: No May Block while unarmed. Reduce strain cost to Parry while
Tags: Melee unarmed by 1 (to a minimum of 1).
Each a your character spends to activate a weapon's Sun- UNARMORED DEFENSE
der quality damages the target item two steps, instead of one.
Tier: 3
TOUCH OF FATE
Activation: Passive
Tier: 3 Ranked: No
Activation: Active (Incidental) Tags: Endurance
Ranked: No Your character increases their soak by their Agility (in addi-
Tags: Adventurer tion to their Brawn). None of the preceding effects of this rule
apply while your character is wearing armor.
Once per session, add jj to any 1 check.
UNRESTRAINED SPELL-SLINGING
TIME TO GO (IMPROVED)
Tier: 3
Tier: 3
Activation: Active (Incidental)
Activation: Active (Maneuver)
Ranked: No
Ranked: No
Tags: Magic
Tags: Athleticism, Awareness, Leader
Once per encounter when your character casts a spell, they
Your character must have purchased the Time to Go talent to
may use this talent to alter how a and h are resolved for the
benefit from this talent.
spell's check. For this check, a and h do not cancel. Instead,
When activating Time to Go, allow 1 engaged ally to also spend all a first.Then spend all h.
perform an out of turn Move maneuver as an incidental to

Forgotten Realms
GENESYS 68
WARRIOR OF THE ELEMENTS
Tier: 3
TIER 4
ARMOR MASTER (IMPROVED)
Activation: Passive
Tier: 4
Ranked: No
Activation: Passive
Tags: Combat, Magic
Ranked: No
Your character must have purchased the Elementalist talent
and have 3 ranks in a magic skill to benefit from this talent. Tags: Tough
Your character gains a permanant bonus based on the ele- Your character must have purchased the Armor Master tal-
ment they chose when first taking Elementalist: Your char- ent to benefit from this talent.
acter adds the Disorient 2 item quality to their unarmed When wearing armor with a soak value of 2 or higher,
attacks. In addition, Ranged combat checks that target increase defense by 1.
your character add j to the dice pool (Air/Electricity).
ASSASSIN STRIKE
Your character adds the Burn 2, Elemental, and Vicous 1
item qualities to their unarmed attacks. (Acid/Fire). When Tier: 4
your character is unarmored, they gain the benefit as if
Activation: Active (Incidental)
they had armor with the Reinforced quality. (Earth). Your
character adds the Ensnare 2 item quality to their unarmed Ranked: No
attacks. In addition, Brawl and Melee combat checks that Tags: Athleticism, Brawl, Melee, Skulduggery
target your character add j to the dice pool (Ice/Water).
After making a successful melee check, may spend a Sto-
WELL ROUNDED ry Point to disengage from an opponent as an incidental.
Tier: 3 BACK-TO-BACK
Activation: Passive Tier: 4
Ranked: Yes Activation: Passive
Tags: Adventurer, Knowledge Ranked: No
When your character first purchases a rank in this talent, Tags: Brawl, Melee
choose any 2 non-magic skills. They permanently become
While engaged with one or more allies, your character
career skills. On subseqeunt purchases, may choose one
and allies they are engaged with add j to combat checks.
skill
If one or more allies engaged with your character also have
YOU OWE ME ONE Back-to-Back, the effects are cumulative to a maximum of
jj.
jj
Tier: 3
BLOOD MAGIC (IMPROVED)
Activation: Active (Incidental)
Ranked: No Tier: 4
Tags: Social, Tough Activation: Active (Incidental)
Once per session, you may spend two Story Points to use Ranked: No
this talent to have one NPC in the current encounter owe Tags: Magic
your character a favor. If the favor is not resolved by the
Your character must have purchased the Blood Magic talent
end of the encounter, it is forgotten.
to benefit from this talent.
It’s up to you and your GM to determine exactly why the
Once per encounter, suffer an additional 2 wounds while
NPC owes your character a favor.
using Blood Magic and add one additional effect with a
Difficulty Mod +kk to a spell without increasing the dif-
ficulty.
BODY GUARD (IMPROVED)
Tier: 4
Activation: Passive
Ranked: No
Tags: Tough

Forgotten Realms
69 GENESYS
Your character must have purchased the Body Guard talent attacked. Attacking the target ends the effect.
to benefit from this talent. The Commanding Presence action can be used in narrative
Once per session, when an ally protected by the Body encounters. The specific details of its effect are at the GM’s
Guard maneuver suffers a hit, suffer the hit instead. discretion, but could include commanding a guard to let the
CAN'T WE TALK ABOUT THIS? PCs pass or causing political opponents to remove themselves
from a debate.
Tier: 4
COMPANION MASTER
Activation: Active (Action)
Tier: 4
Ranked: No
Activation: Passive
Tags: Deception, Social
Ranked: No
Your character can use this talent to make an opposed
Charm or Deception versus Discipline check targeting a Tags: Beasts
single non-nemesis adversary within medium range. If the Your character must have purchased Animal Companion to
check succeeds, the target cannot attack your character (or benefit from this talent.
perform hostile actions against your character) until the Your companion is considered its own NPC and can act
end of their next turn. You may spend aa to increase the of its own accord, rolling it's own slot for Initiative. Any
length of the effect by one additional turn, and spend t maneuvers and actions it takes are assumed to be the result
to extend the benefits to all of their identified allies within of an intense bond between you two, such that the creature
short range. The effect ends immediately if your character understands your subtle signals and commands.
or a known ally attacks the target. In addition, your GM
may rule that some targets are immune to this ability. An COMRADES IN ARMS
automated sentry turret, for example, has no interest in Tier: 4
resolving a conflict through talking, nor would someone
consumed by rage and the desire for revenge against your Activation: Active (Action)
character. Ranked: No
CENTER OF BEING (IMPROVED) Tags: Leader, Tough
Tier: 4 Once per encounter, make a Hard (kkk kkk) Discipline
check. If successful, your character plus one ally per s with-
Activation: Passive
in medium range gains +1 defense for the remainder of the
Ranked: No encounter. Effects end if affected targets move beyond medi-
Tags: Melee, Tough um range.
Your character must have purchased the Center of Being tal- CONDUIT
ent to benefit from this talent. Tier: 4
Spend 1 Strain to use a Center of Being maneuver as an Activation: Active (Maneuver)
incidental.
Ranked: No
COMMANDING PRESENCE
Tags: Magic
Tier: 4
Once per encounter, your character may spend a Story
Activation: Active (Action) Point to perform a magic action as a maneuver.
Ranked: No DEADEYE
Tags: Coercion, Social Tier: 4
Once per session, the character can take the Com- Activation: Active (Incidental)
manding Presence action to choose a target minion, min-
ion group, or rival and make a Coercion or Cool check Ranked: No
opposed by the target’s Discipline. If the check is success- Tags: Ranged
ful, the target adversary or group removes itself from the
After your character inflicts a Critical Injury with a ranged
encounter for the duration of the encounter. The target
weapon and rolls the result, your character may suffer 2 strain
will not attack or otherwise engage the PCs, nor perform
to use this talent. Then, you may select any Critical Injury of
any hostile or overt action. However, it will defend itself if
the same severity to apply to the target instead.

Forgotten Realms
GENESYS 70
DEATH RAGE DEFLECTION
Tier: 4 Tier: 4
Activation: Passive Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Tags: Brawl, Melee Tags: Athleticism, Melee, Tough
Your character adds +2 damage to melee attacks for each Your character must have purchased the Block talent to ben-
Critical Injury they are currently suffering. (Your GM may efit from this talent.
also impost additional penalties on social skill checks your After using Block, may spend 1 Story Point to perform
character makes if they are suffering Critical Injuries due to Move maneuver as out-of-turn incidental to close distance
their frenzied behavior.) with or engage opponent.
DEFENSIVE DISARMING SMILE
Tier: 4 Tier: 4
Activation: Passive Activation: Incidental
Ranked: Yes Ranked: No
Tags: Tough Tags: Social, Skulduggery
Each rank of Defensive increases your character's melee After failing a Deception check, your character may
defense and ranged defense by one. spend a Story Point to immediately reroll against the same
DEFENSIVE DUELIST (IMPROVED) difficulty using their Charm skill instead.
Tier: 4 DOUBLE OR NOTHING
Activation: Active (Incidental) Tier: 4
Ranked: No Activation: Active (Incidental)
Tags: Combat, Two-Weapon-Fighting Ranked: No
Your character must have purchased the Defensive Duelist Tags: Adventurer
talent to benefit from this talent. Once per session you may suffer 2 strain to perform the
When using the Defensive Duelist talent, your character double or nothing incidental to increase the difficulty of a
may instead remove a number of j from the check up to skill check by one. Then, After canceling opposing sym-
their ranks in Melee (Light) and add an equal number of bols, double the amount of remaining a or h.
h to the result. DOUBLE OR NOTHING (IMPROVED)
DEFENSIVE STANCE (IMPROVED)
Tier: 4
Tier: 4 Activation: Passive
Activation: Active (Incidental) Ranked: Yes
Ranked: No Tags: Adventurer
Tags: Combat Your character must have purchased Double or Nothing to
When the character performs a Defensive Stance man- benefit from this talent..
uever, until the start of their next turn, they may spend When performing the Double or Nothing incidental,
hhh or d from a combat check targeting them to suffer one addional strain and after canceling opposing
inflict one hit on that attacker from a Melee weapon the symbols, also double the amount of remaining s or f.
character is currently wielding. The hit deals the weapon's
base damage, plus any damage from applicable talents or ELEMENTALIST (SUPREME)
abilities. Your character can't use this talent if the original Tier: 4
attack incapacitates them.
Activation: Active (Incidental)
Ranked: No
Tags: Magic

Forgotten Realms
71 GENESYS
Your character must have purchased the Elementalist FLURRY OF BLOWS
(Improved) talent and have 4 ranks in a magic skill to benefit
Tier: 4
from this talent.
Activation: Active (Maneuver)
When your character casts an Alter, Augment, or Barrier
spell, they may use this talent to choose to have the targets Ranked: No
of the spell gain the ability your character gained when Tags: Brawl, Coordination, Melee
they purchased Elementalist (Improved) for the spell’s
duration. They also may add the other element effects to Your character may use this talent to perform the Flurry
Attack spells in addition to their element or may choose of Blows maneuver to suffer a number of strain no greater
not to add the Elemental quality. than ranks of up to your ranks in Coordination to gain the
Linked quality with a rating equal to the amount of strains
ELEMENTARY suffered on your next Melee (Light) or Brawl combat check
Tier: 4 this turn.
Activation: Active (Action) FOREWARNING
Ranked: No Tier: 4
Tags; Awareness, Magic Activation: Active (Incidental)
Your character must have 3 ranks in a magic skill that can Ranked: No
cast Predict to benefit from this talent. Tags: Magic, Awareness
Once per session, your character may use this talent to Your character must have 3 ranks in a magic skill that can
make a Hard (kkk
kkk) Magic check while present at a scene. use Predict to benefit from this talent.
If they succeed, they see a vision of the past 48 hours at
that scene and gain one specific, important detail regard- Once per session, whenever your character rolls for inti-
ing the scenes past. May spend s multiple times to pick tiative, you may spend t to have all allies within medium
out a number of specific details from their vision. This range increase their defense by your character’s ranks in
may include all the physical characteristics of one Charac- Vigilance for the first round of combat.
ter (height, weight, body type, clothing, and species). The FORMATION TACTICS (IMPROVED)
GM is the final arbiter of what constitutes a scene.
Tier: 4
ENDURING
Activation: Passive
Tier: 4
Ranked: No
Activation: Passive
Tags: Leader
Ranked: Yes
Your character must have purchased the Formation Tactics
Tags: Tough talent to benefit from this talent.
Each rank of Enduring increases your character's soak The difficulty of taking the Formation Tactics action is
value by one. reduced to Average (kk kk) instead of Hard (kkk
kkk). Your
FIELD COMMANDER (IMPROVED) character may also spend t or aaaa to have the effect
last until the end of the encounter.
Tier: 4
FORTUNE FAVORS THE BOLD
Activation: Passive
Tier: 4
Ranked: No
Activation: Active (Incidental)
Tags: Leader, Social
Ranked: No
Your character must have purchased the Field Commander
talent to benefit from this talent. Tags: Adventurer

When your character uses the Field Commander talent, Once per session as an incidental, suffer 2 strain to flip
your character affects a number of allies equal to twice one GM Story Point to a Player Story Point.
the character's Presence. In addition, you may spend t
to allow one ally to suffer 1 strain to perform an action,
instead of a maneuver.

Forgotten Realms
GENESYS 72
FRENZIED ATTACK Tier: 4
Tier: 4 Activation: Passive
Activation: Active (Incidental) Ranked: No
Ranked: Yes Tags: Combat
Tags: Brawl, Melee Your character must have the Hunter's Quarry (Improved)
talent to benefit from this talent.
When making a Melee or Brawl check, suffer a num-
ber of strain to upgrade the attack an equal number of Add aa to all combat checks against targets affected
times. The strain suffered may not exceed ranks in Frenzied by Hunter’s Quarry. Also, you may spend a story point to
Attack. have Hunter’s Quarry lasts until the end of the encounter.
HARD HEADED (SUPREME) IMPROVISED DETONATION

Tier: 4 Tier: 4
Activation: Active (Action) Activation: Active (Action)
Ranked: No Ranked: No
Tags: Tough Tags: Explosive, Mechanics
Your character must have purchased the Hard Headed tal- Once per session, the character may make a Daunting
ent to benefit from this talent. (l kkk) Mechanics check to perform the Improvised
lkkk
Detonation action and build an explosive device out of
Once per encounter, your character may use Hard Head-
available materials. The device can be detonated via any
ed to recover from being incapacitated due to exceeding
logical means (timed delay, pressure-activated, or even
their strain threshold. On their next turn after having
a fuse) and when it explodes deals damage equal to the
become incapacitated, they may as an action make a Formi-
character’s ranks in Intellect plus ranks in Mechanics plus
dable (kkkkk
kkkkk) Resilience check. If they succeed, decrease
s on the initial check, and possesses the Blast quality at
their wounds to one less that their strain threshold. The
an equal value. The character can spend t to increase the
difficulty of this check decreases by one per additional rank
damage by an additional 2. A d causes the device to det-
of Hard Headed, to a minimum of Easy (k k).
onate immediately in the owner’s face. If the check would
HOLISTIC NAVIGATION have been otherwise successful, the premature detonation
does damage based on the successful check (and has an
Tier: 4
equivalent Blast quality). If the check would have failed,
Activation: Active (Incidental) the premature detonation only does damage equal to ranks
Ranked: No in Mechanics plus ranks in Intellect.
Tags: Knowledge INGENIOUS SOLUTION
When making a skill check to navigate, your character Tier: 4
may spend one Story Point to remove d, or to remove h Activation: Active (Incidental)
equal to their ranks in Perception.
Ranked: No
HOW CONVENIENT!
Tags: Knowlegde
Tier: 4
Once per session, before making a check your charac-
Activation: Active (Action) ter may use this talent to substitute a Knowledge skill of
Ranked: No their choice instead of the skill the check would normally
require. You should explain how your character’s ingenious
Tags: Mechanics solution made this possible-in laypeople’s terms, anyway.
Once per session, your character may use this talent to INSPIRING RHETORIC (SUPREME)
make a Hard (kkk
kkk) Mechanics check. If successful, one
device involved in the current encounter (subject to your Tier: 4
GM's approval) spontaneously fails. This can be because Activation: Active (Incidental)
of your character's actions, or it can simply be incredibly
convenient timing! Ranked: No

HUNTER’S QUARRY (SUPREME) Tags: Leader, Social


Your character must have purchased the Inspiring Rhetoric

Forgotten Realms
73 GENESYS
talent to benefit from this talent. MASTERFUL CASTING
Your character may choose to suffer 1 strain to use the Tier: 4
Inspiring Rhetoric talent as a maneuver, instead of as an
Activation: Passive
action.
Ranked: No
IT'S NOT THAT BAD
Tags: Magic
Tier: 4
Your character must have 4 ranks in a magic skill to benefit
Activation: Active (Action) from this talent.
Ranked: No When your character cast a spell, they may use this talent
Tags: Leader, Medicine to spend t to trigger up to three different qualities or spell
Once per session when an ally would suffer a Critical effects instead of one. These qualities or spell effects must
Injury, your character may take an It's Not That Bad action be ones that can be triggered by spending a or t.
and make a Hard (kkkkkk) Medicine check to stop the ally MASTERFUL CREATOR
from gaining the Critical Injury.
Tier: 4
JURY RIGGED
Activation: Active (Incidental)
Tier: 4 Ranked: Yes
Activation: Passive Tags: Magic
Ranked: Yes Your character must have 4 ranks in a magic skill to benefit
Tags: Adventurer, Knowledge, Mechanics from this talent.
Your character may choose one personal weapon or piece When your character gains a rank in this talent, pick
of armor per rank of Jury Rigged. They may increase the one of the following Magic spells, Conjure, Illusion, or
damage of the weapon by one; decrease the a cost on its Obscure. After your character makes a successful check to
Critical, or any single other effect by one to a minimum cast the spell picked, you may spend a Story Point to have
of one; or increase armor's ranged or melee defense by your character use this talent to make the spell last until
one. Alternatively, they can decrease the encumbrance of the end of the encounter, without performing concentrate
the item by two to a minimum of one. The bonus only maneuvers, and not need to remain within the spells range
applies so long as your character is using the item. If the after being cast. You may spend two story points two make
item is ever lost or destroyed, your character may apply Jury the spell last until the end of the session instead.
Rigged to a new personal weapon or piece or armor. MOMENTUM
KEEPING IT COOL
Tier: 4
Tier: 4 Activation: Passive
Activation: Passive Ranked: No
Ranked: No Tags: Athleticism, Combat
Tags: Awareness When making a melee or brawl combat check, the char-
May always use Cool when making checks to determine acter deals additional damage equal to the number of range
initiative. bands they moved during the current round.
KNOW THY ADVERSARY MOVING TARGET
Tier: 4 Tier: 4
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
Tags: Awareness, Knowledge Tags: Athleticism, Awareness
May use an appropriate Knowledge skill based on the If your character has already acted this round, increase
situation when making checks to determine initiative. The their ranged Defense by 1 per rank of Moving Target.
GM is the final arbiter of what Knowledge skill is appro-
priate.

Forgotten Realms
GENESYS 74
NOW YOU SEE ME Activation: Active (Incidental)

Tier: 4 Ranked: Yes

Activation: Passive Tags: Combat

Ranked: No Once per round on your character's turn, when they


perform an Aim maneuver before attempting a combat
Tags: Magic, Stealth check, they may suffer a number of strain not exceeding
Your character must have 3 ranks in a magic skill that can cast their ranks in Precise Aim. They then decrease the target's
Illusion to benefit from this talent. defense (ranged and melee) by one per strain suffered for
that combat check.
Once per session, take Now You See Me action. Make
a Daunting (kkk kkk) Magic check to make a number of PREY ON THE WEAK
NPC’s equal to s within medium range forget about your Tier: 4
character. Your GM has final say if an NPC can be affected
by this talent. Activation: Passive
Ranked: Yes
OUTSIDE THE BOX
Tags: Combat, Skulduggery
Tier: 4
Add +1 damage to one hit of successful combat checks
Activation: Passive against disoriented targets per rank of Prey on the Weak.
Ranked: No PRIME POSITIONS
Tags: Skills
Tier: 4
Choose one characteristic when purchasing this talent.
Activation: Passive
Once per session, make one skill check using that Character-
istic rather than the characteristic linked to that skill. Ranked: Yes
OVERBALANCE Tags: Athleticism, Tough
Tier: 4 When your character or an ally in short range takes cov-
er, they increase their soak against ranged attacks by 1 per
Activation: Passive rank of Prime Positions until they leave that cover.
Ranked: No PROPHETIC AIM
Tags: Brawl, Melee
Tier: 4
Whenever an enemy engaged with your character makes
Activation: Passive
a combat check, after the attack is resolved, your character
may spend d or hhh to stagger the attacker until the end Ranked: No
of the attacker's next turn. Tags: Awareness, Range
OVERCHANNEL (IMPROVED) While benefiting from an Aim maneuver, d from the
Tier: 4 character's Ranged checks cannot cause attacks to hit allies
engaged with the target.
Activation: Passive
QUICK WITTED
Ranked: No
Tier: 4
Tags: Magic
Activation: Active (Incidental, Out of Turn)
Your character must have purchased the Overchannel talent
to benefit from this talent. Ranked: No
In addition to the effects of Overchannel, you may also Tags: Social
add (kk
kk) effects. The character gains one d (including the Once per encounter, after another character makes a
associated failure) per (kk
kk) effect added in this way rather social skill check, your character may use this talent to make
than increase the difficultly of the check. This is in addition a Hard (kkk
kkk) Vigilance check. If successful, you may add
to any d rolled. a number of s or a (your choice) equal to your charac-
PRECISE AIM ter’s ranks in Charm or Negotiation to the other character’s
check. If your character fails, your character suffers 3 strain.
Tier: 4

Forgotten Realms
75 GENESYS
REFLEXIVE BARRIER SECOND CHANCES
Tier: 4 Tier: 4
Activation: Active (Incidental, Out of Turn) Activation: Active (Incidental)
Ranked: No Ranked: Yes
Tags: Magic, Tough Tags: Adventurer
Your character must have 4 ranks in a magic skill that can Once per encounter choose a number of positive dice
use Barrier to benefit from this talent. equal to ranks in Second Chances and reroll them.
Once per session, when your character is targeted by an SEEN A LOT OF THINGS
attack, you may attempt to cast Barrier as an out of turn
incidental. Tier: 4
Activation: Passive
RESOLVE
Ranked: No
Tier: 4
Tags: Knowledge
Activation: Passive
Whenever your character fails a Knowledge check, they
Ranked: Yes may spend aaa to roll the check again during their next
Tags: Tough turn.
When your character involuntarily suffers strain, they SIDE STEP (IMPROVED)
suffer 1 less strain per rank of Resolve to a minimum of 1.
Tier: 4
SAVVY NEGOTIATOR
Activation: Active (Incidental)
Tier: 4 Ranked: No
Activation: Active (Action) Tags: Combat
Ranked: No When the character performs a Side Step manuever,
Tags: Social until the start of their next turn , they may spend hhh
While engaged in a debate or argument, make a Hard or d from a combat check targeting them to inflict one
(kkk
kkk) Negotiation check. If successful, a number of hit on that attacker from a Ranged weapon the character
bystanders or observers equal to your Presence sees one of is currently wielding. The hit deals the weapon's base dam-
the opponent's points (chosen by your character) as mali- age, plus any damage from applicable talents or abilities.
ciously unreasonable. Your character can't use this talent if the original attack
incapacitates them.
The GM has the final say as to whether bystanders could
see a point as unreasonable, based on who those bystand- SIGNATURE SPELL (IMPROVED)
ers are and what the point is. In these cases, the GM can Tier: 4
suggest a modified version of that argument that would be
more believable. Activation: Passive
Ranked: No
SCATHING TIRADE (SUPREME)
Tags: Magic
Tier: 4
Your character must have purchased the Signature Spell tal-
Activation: Active (Incidental) ent to benefit from this talent.
Ranked: No Choose one of your Signature Spells. When your casts
Tags: Social that signature spell, reduce the difficulty of the check by
Your character must have purchased the Scathing Tirade two instead of one.
talent to benefit from this talent. SKILLED MASTERY
Your character may choose to suffer 1 strain to use the Tier: 4
Scathing Tirade talent as a maneuver, instead of as an
action. Activation: Active (Incidental)
Ranked: Yes
Tags: Adventurer

Forgotten Realms
GENESYS 76
When you purchase this talent for your character, select Your character does not lose the benefits of the aim
1 skill. Once per round, your character may suffer 2 strain maneuver if they perform other maneuvers (including mov-
to decrease the difficulty of his next check using that skill ing) or actions. Your character does lose the benefits of the
by 1 to a minimum of Easy (k k). Each time your character aim maneuver if the encounter ends.
uses this talent during an encounter, the strain cost increases STRENGTH OF FAITH
by 1.
For each additional rank of Skilled Mastery, select 1 Tier: 4
additional skill with which to use this talent. Only one of Activation: Active (Maneuver)
the skills you select for Skilled Mastery (initally or for later Ranked: No
ranked purchases) may be a combat skill. Likewise, only one
of the skills you select for Skilled Mastery may be a magic Tags: Divine, Magic
skill. You may choose the same skill with subsequent ranks Your character must have 4 ranks in Divine to benefit from
but no more than twice. this talent.
You may not use both Skilled Mastery and Naturally Gift- Once per session, your character may use this talent to add
ed at once on the same skill check. s equal to their ranks in Willpower and a equal to their
SORRY ABOUT THE MESS ranks in Willpower to the results of the next Divine skill
check they make during this turn.
Tier: 4
SUPPORTING EVIDENCE
Activation: Passive
Tier: 4
Ranked: No
Activation: Passive
Tags: Combat, Skulduggery
Ranked: Yes
Decrease the Critical Rating of a weapon by 1 (to a
minimum of 1) against targets that have not yet acted this Tags: Leader, Social
encounter. When assisting an ally with a Charm, Deception, Leader-
SPLIT FOCUS ship, or Negotiation check, add an automatic a per rank of
Supporting Evidence.
Tier: 4
TARGETED FIREPOWER
Activation: Passive
Tier: 4
Ranked: No
Activation: Active (Action)
Tags: Combat, Two-Weapon-Fighting
Ranked: No
When making a combat check with two weapons, addi-
tional hits may be allocated to other targets within range of Tags: Awareness, Knowledge
the weapons. Once per session, identify one enemy target and make
STAND FIRM (IMPROVED) an appropriate Hard (kkk
kkk) Knowledge (Lore) check (GM
chooses). If successful, for the rest of the encounter, allies
Tier: 4 within short range of your character add a to attacks against
Activation: Passive the target equal to s generated on the check.
Ranked: No TELEPORTATION
Tags: Leadership Tier: 4
Stand firm also increases affected allies strain threshold by Activation: Active (Action)
an equal amount equal to the character’s Presence. Ranked: No
STEADY AIM Tags: Magic, Travel
Tier: 4 Your character must have 4 ranks in a magic skill that can
Activation: Passive cast Travel to benefit from this talent.

Ranked: No Once per session, your character may use this talent to
make a Daunting (kkkk
kkkk) Magic check. If they succeed,
Tags: Range they instantly vanish and reappear in any other location in
the world that they already know about.

Forgotten Realms
77 GENESYS
Your character may bring up to five allies with them when Ranked: No
they teleport, but they must add j to the check for each
ally. They may also teleport to different worlds or planes Tags: Awareness, Social
of existence; however they must upgrade the difficulty of When targeted by a Deception check, the character auto-
the check once (or more, at your GM’s discretion) if they matically adds f to the check equal to ranks in Vigilance.
do so. Whenever your character uses this talent, your GM VENOM SOAKED BLADE
may spend h to have the teleportation miss the location
by a range band per h spent, or may spend hhhh or Tier: 4
d to have the teleportation go catastrophically wrong (by Activation: Passive
having a character materialize in a wall, another person,
or midair, for instance, with the awful consequences to be Ranked: No
determined by your GM). Tags: Melee, Skulduggery
TRUE AIM (IMPROVED) When making a Melee combat check using a poisoned
weapon, your character treats it as possessing the Burn 2
Tier: 4
item quality.
Activation: Active (Incidental)
VISIONS OF THE FUTURE
Ranked: No
Tier: 4
Tags: Combat
Activation: Active (Incidental)
Once per round when performing the Aim maneuver,
you may choose to suffer 2 Strain to add Vicious 2, or Ranked: No
increase your weapon’s Vicious rating by 1, for your next Tags: Magic
combat check this round. This combines with the normal
Once per session, after successfully casting a spell, you
effects of True Aim.
may spend aaa or t to add one additional effect to
TRUST NO ONE the cast spell, which would normally have increased the
difficulty by 1.
Tier: 4
YOU OWE ME ONE (IMPROVED)
Activation: Active (Incidental, Out of Turn)
Ranked: No Tier: 4

Tags: Social Activation: Active (Incidental)

When your character is targeted by a social check, they Ranked: No


may suffer 1 strain to add automatic f to the check. If the Tags: Social, Tough
check fails with d, your character may immediately per-
Your character must have purchased the You Owe Me One
form a maneuver as an out-of-turn incidental.
talent to benefit from this talent.
UNRELENTING Once per session, you may spend two Story Points to
Tier: 4 use You Owe Me One to have one NPC in the current
encounter ow your character a big favor instead of a favor.
Activation: Active (Incidental)
If the big favor is not resolved by the end of the encounter,
Ranked: No it is forgotten.
Tags: Brawl, Melee
Once per round after resolving a successful Brawl or
Melee combat check, your character may suffer 4 strain
to use this talent to make an additional melee attack as an
incidental against the same target. Increase the difficulty of
the combat check by one if this attack uses a second weap-
on, or by two if the attack uses the same weapon.
UNRELENTING SKEPTIC
Tier: 4
Activation: Passive

Forgotten Realms
GENESYS 78
TIER 5 One or both of your character’s animal companions can
instead be a minion group of animals with a combined sil-
ALTERED DEAL houette no greater than your character’s ranks in Animal
Companion. For this purpose, treat every two silhouette 0
Tier: 5 animals as silhouette 1.
Activation: Active (Action) BLATHER
Ranked: No
Tier: 5
Tags: Social
Activation: Active (Action)
Once per session, make a Hard ( kkk kkk) Coercion or
Ranked: No
Negotiation check to radically change a previously made
deal or bargain to your character's advantage. Tags: Social
ARMOR MASTER (SUPREME) Take the Blather action, making a daunting (kkkkkkkk)
charm or deception check. If successful, one adversary per
Tier: 5 s is disoriented for rounds equal to the characters pres-
Activation: Active (Incidental, Out of Turn) ence. The character may spend t from the check to stag-
ger one affected target.
Ranked: No
BLOOD MAGIC (SUPREME)
Tags: Tough
Your character must have purchased the Armor Master tal- Tier: 5
ent to benefit from this talent. Activation: Active (Incidental)
Once per round, when your character suffers a Critical Ranked: No
Injury, they may suffer 3 strain to take the Armor Master
Tags: Magic
incidental. If they do, they reduce the Critical Injury result
that they suffer by 10 per point of their soak, to a mini- Your character must have 4 ranks in a magic skill to benefit
mum of 1. from this talent.
BALEFUL GAZE Once per session while using Blood Magic, your charac-
ter may suffer a critical +20 to decrease the difficulty of the
Tier: 5 check by three to a minimum of Hard (kkk kkk)
Activation: Active (Incidental, Out of Turn) BODY GUARD (SUPREME)
Ranked: No
Tier: 5
Tags: Social, Tough
Activation: Passive
When targeted by combat check from within medium
Ranked: No
range, may spend a Story Point to upgrade the difficulty of
the check a number of times equal to ranks in Coercion. Tags: Tough
ANIMAL MASTER Your character must have purchased the Body Guard talent
to benefit from this talent.
Tier: 5
The Body Guard maneuver may protect a number of
Activation: Passive engaged characters up to ranks in Resilience.
Ranked: No COMRADES IN ARMS (IMPROVED)
Tags: Beasts
Tier: 5
Your character must have purchased the Animal Compan-
Activation: Passive
ion talent to benefit from this talent.
Ranked: No
Your character may have two animal companions with a
combined silhouette no greater than your character’s ranks Tags: Leader
in Animal Companion. Your character must have purchased the Comrades in Arms
Your character spends one maneuver to allow both to talent to benefit from this talent.
perform an action and a maneuver and resolves each com- Spend aaa or t when performing Comrades in
panion’s turn individually, choosing the order in which Arms to also gain +1 soak or give one affected ally +1 soak.
they activate.

Forgotten Realms
79 GENESYS
COORDINATION DODGE talent to benefit from this talent.
Tier: 5 If your character has at least 3 ranks in the Primal skill
or 4 ranks in Mechanics, a companion they have bond-
Activation: Active (Incidental)
ed with through the Animal Companion talent increas-
Ranked: No es its Brawn by one to a maximum of 5, and its wound
Tags: Athleticism, Tough and strain thresholds by four (if it is a minion or rival, it
becomes a nemesis and gains a strain threshold of 6 instead
When targeted by a combat check, your character may of increasing its strain threshold by 4). If it is a minion or
spend 1 Story Point to add f equal to their ranks in Coor- rival, it becomes a nemesis and gains a strain threshold of 6.
dination to the check. If it is silhouette 0, it becomes silhouette 1. Your character
CRUCIAL POINT also chooses to increase either its Agility or its Willpower
by one, to a maximum of 5, and its Brawl, Discipline, Per-
Tier: 5 ception or Survival by one, to a maximum of 5.
Activation: Active (Incidental) DOUBLE OR NOTHING (SUPREME)
Ranked: No
Tier: 5
Tags: Social
Activation: Passive
Once per session, your character may introduce to nego-
Ranked: Yes
tiations one potential concession that an opponent will do
nearly anything to obtain. Tags: Adventurer
CRUSHING BLOW Your character must have purchased Double or Nothing
(Improved) this talent.
Tier: 5
Your character may use Double or Nothing twice per ses-
Activation: Active (Incidental) sion. When performing the Double or Nothing incidental,
Ranked: No upgrade the difficulty of the check once and after canceling
Tags: Brawl, Melee opposing symbols, also double the amount of remaining
t and d.
Once per session after rolling a melee attack but before
resolving the check, your character may suffer 4 strain to DOUBLE TAP
use this talent. While resolving the check, the weapon gains Tier: 5
the Breach 1 and Knockdown item qualities, and destroys
Activation: Active (Incidental)
one item the target is wielding that does not have the Rein-
forced quality. Ranked: No
DEDICATION Tags: Combat
Tier: 5 After your character succeeds at an attack, but before
they spend advantage, they can suffer 3 strain to allow
Activation: Passive them to score two separate Critical Injuries. These require
Ranked: Yes the normal methods of generating a Critical Injury, and
Tags: Adventurer they occur simultaneously to each other.

Each rank of Dedication purchased increases one of your EXPERT ALCHEMIST


character’s characteristics once. This talent can’t increase a Tier: 5
characteristic above 5. You may purchase up to 8 ranks of
Activation: Active (Incidental)
Dedication and increase each characteristic at most twice.
As tier 5 slots become available, you must alternate pur- Ranked: No
chases of Dedication with other tier 5 talents. Tags: Alchemy
DIRE ANIMAL COMPANION When your character successfully brews a potion, they
Tier: 5 may spend a Story Point to automatically brew a number of
extra potions up to their ranks in Alchemy with no check
Activation: Passive required. Each potion brewed this way costs 50% of the
Ranked: No first potion, and must be of the same type.
Your character must have purchased the Animal Companion

Forgotten Realms
GENESYS 80
FLURRY ATTACK Ranked: No
Tier: 5 Tags: Adventurer
Activation: Active (Action) Your character may perform an Intense Focus maneuver;
they suffer 1 strain and upgrade the ability of their next
Ranked: No
skill check by one.
Your character may suffer 4 strain to use this talent to
IS ANYONE A DOCTOR?
make a Brawl, Melee (Light), or Melee (Heavy) attack
against the engaged adversary who is hardest to hit (as Tier: 5
determined by the GM). For this attack, your weapon Activation: Active (Incidental, Out-of-Turn)
gains the Blast quality with a rating equal to its base dam-
age. Additionally, it costs one fewer a to trigger this quali- Ranked: No
ty. Your character is immune to this Blast damage. Tags: Medicine
IMPROVISED DETONATION (IMPROVED) Whenever an ally in Short range would fall below their
strain or wound threshold, the character may spend a Story
Tier: 5
Point to stabilize them instead, bringing them to 1 below
Activation: Passive their threshold. A character may only be affected by this
Ranked: No talent once per encounter.

Tags: Mechanics JUST KIDDING!


Reduce the difficulty of Improvised Detonation’s check to Tier: 5
Hard (l kk) and increase the damage dealt by the explosive
lkk Activation: Active (Incidental)
to ranks in Intellect plus twice the character’s ranks in
Mechanics plus s on the initial check (this includes the Ranked: No
damage dealt on a premature detonation triggered by d). Tags: Social
INDOMITABLE Once per round as an incidental spend 1 Story Point to
ignore a d generated on a social check by the character or
Tier: 5 any ally in short range.
Activation: Active (Incidental, Out of Turn) LEAD FROM THE FRONT
Ranked: No
Tier: 5
Tags: Tough
Activation: Passive
Once per encounter, when your character would be inca-
Ranked: No
pacitated due to exceeding their wound or strain threshold,
you may spend a Story Point to use this talent. Then, your Tags: Leadership
character is not incapacitated until the end of their next After succeeding on a leadership check or other check to
turn. If your character reduces their strain or wounds to inspire, lead, or rally an audience, the character may spend
below their threshold before the end of their next turn, one story point to upgrade the ability of the next skill check
they are not incapacitated. made by all allies within short range.
INSPIRING LEADERSHIP LEGENDARY KILLER
Tier: 5 Tier: 5
Activation: Active (Action) Activation: Active (Incidental)
Ranked: No Ranked: No
Tags: Leader Tags: Combat
Make a Hard (kkk
kkk) Leadership check. If successful, a Once per Session, after your character scores a Critical
number of allies not exceeding your character's Presence Hit against a Rival, you may flip a Story Point to instantly
within short range add s to their next skill check. defeat that Rival.
INTENSE FOCUS MAGICAL SECRETS
Tier: 5 Tier: 5
Activation: Active (Maneuver) Activation: Passive

Forgotten Realms
81 GENESYS
Ranked: Yes When resolving an attack from a personal scale explo-
Tags: Magic, Verse sive or ordinance weapon, your character may spend a or
t to have the weapon's Blast quality affect all characters
Your character must have 4 ranks in Verse to benefit from within short range (rather than engaged). If the weapon
this talent. normally affects all characters within short range, then the
Each time you gain a rank in this talent, pick one magic range of the effect is increased to medium range instead.
action not available to Verse and one additional effect on a You must still spend aa to activate the Blast quality.
magic action you have access to. That action is now avail- MASTER GRENADIER
able for you to cast, and that effect is now usable on Verse
spells cast by your character. Tier: 5
MASTER CASTER Activation: Passive

Tier: 5 Ranked: No

Activation: Passive Tags: Adventurer, Combat, Mechanics

Ranked: No Decrease the a cost to activate the Blast quality on any


attack with a personal scale weapon by 1.
Tags: Magic
MOST IMPRESSIVE
Your character must have 4 ranks in a magic skill to benefit
from this talent. Tier: 5
When your character fails a spell casting skill check that Activation: Active (Incidental)
targets another character or NPC, may spend t or aaa Ranked: No
to immediately reroll the attempted spell with a new target.
Tags: Leader, Social
MASTER CRAFTSMAN
Spend t from any skill check to allow a number of allies
Tier: 5 not exceeding your character's Presence within short range
Activation: Active (Incidental) add aa to their next check.

Ranked: No POWER OF DARKNESS

Tags: Mechanics Tier: 5


When the character makes an Mechanics check to create, Activation: Active (Maneuver)
modify, or repair an existing piece of equipment or a vehi- Ranked: No
cle, the character may spend a t to add a new quality or
feature to the object, at your GM's discretion. Tags: Adventurer
Your character may not benefit from Power of Light if they
MASTER COUNTERSPELLER (IMPROVED)
purchase this talent.
Tier: 5 Once per session, may perform the Power of Light
Activation: Active (Incidental) maneuver. Increase wound and strain threshold by 1 per
Ranked: No GM story point currently in the Story pool until the end
of the encounter.
Tags: Magic
POWER OF LIGHT
Your character must have 4 ranks in a magic skill to benefit
from this talent. Tier: 5

Once per round on your character’s turn, you may spend Activation: Active (Maneuver)
a Story Point to use this talent and make a Counterspell Ranked: No
manuver as an Incidental.
Tags: Adventurer
MASTER DEMOLITIONIST
Your character may not benefit from Power of Darkness if
Tier: 5 they purchase this talent.
Activation: Active (Incidental) Once per session, may perform the Power of Light
maneuver. Increase wound and strain threshold by 1 per
Ranked: No
PC story point currently in the Story pool until the end of
Tags: Adventurer, Combat, Mechanics the encounter.

Forgotten Realms
GENESYS 82
REFLEXIVE BARRIER (IMPROVED) forward to create a daring distraction on the battlefield
and any number of other PCs who have yet not acted this
Tier: 5
round may immediately take their turns as if there were
Activation: Active (Incidental, Out of Turn) that many PC slots at that point in the Initiative order.
Ranked: No Each PC who acts this way counts as having acted for this
round (and thus cannot act again this round). The Initia-
Tags: Magic, Tough tive order returns to its previous order at the beginning of
Your character must have purchased the Reflexive Barrier the next round.
talent to benefit from this talent. STRONG ARM (IMPROVED)
Once per session, when an ally within medium range of Tier: 5
you is targeted by an attack, you may spend a story point
attempt to cast Barrier on the targetted ally as an out of Activation: Active (Incidental)
turn incidental. Ranked: No
RETRIBUTION Tags: Athleticism, Ranged
Tier: 5 Once per encounter before making a ranged combat
check, this talent to treat Melee (Light) weapons as Ranged
Activation: Active (Incidental, Out of Turn)
weapons possessing a range of Short, but only if thrown.
Ranked: No While thrown using this talent, treat Melee (Light) weap-
Tags: Melee, Range ons as possessing with an Inaccurate rating equal to the
weapon’s encumbrance rating. This lasts for the duration of
Once per round when an adversary attacks an ally within
the combat check.
medium range, your character may spend one Story Point
to use this talent to automatically hit that enemy once with TELEPORTATION (IMPROVED)
a weapon your character is wielding, if the enemy is within Tier: 5
the weapon's range. The hit deals the weapon's base dam-
age, plus any damage from applicable talents or abilities. Activation: Active (Action)
RUINOUS REPARTEE Ranked: Yes
Tags: Magic
Tier: 5
Your character must have purchased the Teleportation talent
Activation: Active (Action)
to benefit from this talent.
Ranked: No
Your character may use this talent to make a Daunting
Tags: Social (kkkk
kkkk) Magic check to create a permanent beacon glyph
Once per encounter, your character may use this talent or teleportation circle in a location (how it appears is up to
to make an opposed Charm or Coercion versus Discipline you and your GM, but it should be large and noticeable).
check targeting one character within medium range (or When your character uses the Teleportation talent, if
within earshot). If successful, the target suffers strain equal they choose to teleport to the location of their beacon,
to twice your character's Presence, plus one additional glyph, or teleportation circle, they reduce the difficulty of
strain per s. Your character heals strain equal to the strain the check to Average (kkkk) and do not add j for teleport-
inflicted. If incapacitated due to this talent, the target ing additional allies. They also do not upgrade the difficulty
could flee the scene in shame, collapse in a dejected heap, of the check if teleporting to a different world or plane of
or throw themself at your character in fury, depending on existence.
your GM and the nature of your character's witty barbs.
Your character can have two glyphs, beacons, or cir-
SEIZE THE INTIATIVE cles established at any one time per rank of Teleportation
Tier: 5 (Improved). If they create any over this limit, one of the
originals of your character’s choice is destroyed.
Activation: Active (Manuever)
THOROUGH ASSESSMENT
Ranked: No
Tier: 5
Tags: Athleticism
Activation: Active (Action)
Once per session may perform the Seize the Initiative
manuever. He makes a Daunting (kkkk kkkk) Athletics or Ranked: No
Coordination check. If he succeeds, the character may leap Tags: Knowledge

Forgotten Realms
83 GENESYS
Once per session, take a Thorough Assessment action: TABLE: NEW SKILLS
make an appropriate Hard (kkk
kkk) Knowledge check to gain
j equal to s that can be distributed during the encounter. SKILL CHARACTERISTIC TYPE SOURCE
ALCHEMY BRAWN GENERAL GCRB
TRUE AIM (SUPREME)
ARCANE INTELLECT MAGIC GCRB
Tier: 5 ATHLETICS BRAWN GENERAL GCRB

Activation: Active (Incidental) BRAWL BRAWN COMBAT GCRB


CHARM PRESENCE GENERAL GCRB
Ranked: No
COERCION WILLPOWER GENERAL GCRB
Tags: Combat
COOL PRESENCE GENERAL GCRB
Once per encounter while using True Aim you may COORDINA-
AGILITY GENERAL GCRB
spend a Story Point to add t to the result of an attack. TION
This does not include the Success usually associated with DECEPTION CUNNING GENERAL GCRB
a Triumph. DISCIPLINE WILLPOWER GENERAL GCRB

UNRELENTING SKEPTIC (IMPROVED) DIVINE WILLPOWER MAGIC GCRB


GUNNERY AGILITY COMBAT GCRB
Tier: 5
KNOWLEDGE
Activation: Active (Incidental) (ADVENTUR- INTELLECT KNOWLEDGE PAGE 85
ING)
Ranked: No KNOWLEDGE
INTELLECT KNOWLEDGE PAGE 85
(FORBIDDEN)
Tags: Awareness, Social KNOWLEDGE
INTELLECT KNOWLEDGE PAGE 85
Your character must have purchased the Unrelenting Skeptic (GEOGRAPHY)
KNOWLEDGE
talent to benefit from this talent. (LORE)
INTELLECT KNOWLEDGE PAGE 86

When targeted by a Deception check that fails, may LEADERSHIP PRESENCE GENERAL GCRB
spend 1 Story Point to add d to results. MECHANICS INTELLECT GENERAL GCRB
WHIRLWIND MEDICINE INTELLECT GENERAL GCRB
MELEE-LIGHT BRAWN COMBAT GCRB
Tier: 5
MELEE-HEAVY BRAWN COMBAT GCRB
Activation: Active (Action)
NEGOTIATION PRESENCE GENERAL GCRB
Ranked: No
OPERATING INTELLECT GENERAL GCRB
Tags: Brawl, Melee PERCEPTION CUNNING GENERAL GCRB
Your character may suffer 4 strain to use this talent to PRIMAL CUNNING MAGIC GCRB
make a Brawl or Melee attack against the engaged adversary PRESENCE/
PSYCHIC MAGIC PAGE 86
who is hardest to hit (as determined by the GM), increas- WILLPOWER
ing the difficulty by one. If the combat check succeeds, RANGED AGILITY COMBAT GCRB
each adversary engaged with the character suffers one hit RESILIENCE BRAWN GENERAL GCRB
from the attack. The attack deals base damage plus damage
RIDING AGILITY GENERAL GCRB
equal to the total s scored on the check.
SKULDUGGERY CUNNING GENERAL GCRB
ZEALOUS FIRE STEALTH AGILITY GENERAL GCRB

Tier: 5 STREETWISE CUNNING GENERAL GCRB


SURVIVAL CUNNING GENERAL GCRB
Activation: Passive
VERSE PRESENCE MAGIC PAGE 86
Ranked: No
VIGILANCE WILLPOWER GENERAL GCRB
Tags: Adventurer, Tough
Each time your Game Master spends a Story Point, your
character heals 2 strain.

Forgotten Realms
GENESYS 84
classes and spiritual authorities, including particular his-
NEW SKILLS AND torical incidents, purged lineages, and unspeakable mon-
sters. A character with the Knowledge (Forbidden) skill
RULES may specialize in a particular category or dabble in all these
and more, but they must be careful about revealing their
This section introduces new skills and rules specific to
knowledge to others.
the Forgotten Realms setting.
YOUR CHARACTER SHOULD USE THIS SKILL
KNOWLEDGE SKILLS IF...
The new skills in this section take the place of the single • Your character attempts to decipher the arcane glyphs
Knowledge skill presented in the Genesys Core Rulebook. adorning a Reanimate’s ancient blade.
• Your character tries to uncover the ritual by which to
ADVENTURING ( INTELLECT ) contact a denizen of the Nine Layers of Hell.
Life as an adventurer offers unique perils and challenges. • Your character wants to identify the magic employed by
Adventurers tend to run toward the sorts of danger from a Devil or its servants.
which common folk flee. Experienced adventurers see a
side of the world that most people never do, and they learn YOUR CHARACTER SHOULD NOT USE THIS
a great deal during their journeys and quests. The Knowl- SKILL IF...
edge (Adventuring) skill represents this sort of practical • Your character attempts to cast a spell using energy
experience, as well as discussions in taverns with fellow drawn from the Gods. That would use Divine.
adventurers about monsters, ruins, and other threats—and
• Your character researches the magic practiced by the
how best to overcome them.
wizards at Greyhaven University. Magic of this sort is cov-
For many adventurers, it represents a kind of learned ered by Knowledge (Lore).
instinct; they might not be able to explain exactly why it’s
• Your character attempts to identify a magic amulet
a bad idea to touch the ancient statue, but they know it is.
from the days of the Netherese Empire. That would use
YOUR CHARACTER SHOULD USE THIS SKILL Knowledge (Lore).
IF...
GEOGRAPHY ( INTELLECT )
• Your character tries to identify a strange, slimy mass
hanging from a dungeon ceiling. Geography is a character’s understanding of the lay of
the land and its different cultures, including those cultures’
• Your character attempts to find the safest course across
customs and laws. Geography includes the comprehension
a treacherously unstable ruin.
of maps and cartography, regional variations in etiquette,
• Your character is attempting to solve a complicated terrain, the weather, natural cycles, and matters of naviga-
puzzle of moving statues and levers in the depths of an tion. A character with ranks in Knowledge (Geography)
ancient tomb. can chart a course over land or sea, describe the locations of
YOUR CHARACTER SHOULD NOT USE THIS major cities and landmarks from memory, avoid unknow-
SKILL IF... ingly violating local laws, and warn their allies of the sensi-
tive conversation topics to avoid in a particular town.
• Your character wants to determine the provenance of a
strange amulet found in the depths of a ruin. That would YOUR CHARACTER SHOULD USE THIS SKILL
use Knowledge (Lore). IF...
• Your character tries to use their reflexes and dexterity to • Your character wants to chart a course through danger-
avoid falling into a pit trap. Coordination is the appropri- ous wilderness to a nearby village.
ate skill for this situation (although Vigilance might help • Your character wants to indicate the approximate loca-
them avoid stepping on the trap in the first place). tion of a landmark or settlement from memory.
• Your character is relying on their alertness to avoid dan- • Your character needs to select appropriate garb so as not
gers underground, which would use Vigilance. to stand out among the locals.
FORBIDDEN ( INTELLECT ) YOUR CHARACTER SHOULD NOT USE THIS
SKILL IF...
Knowledge (Forbidden) concerns matters of blood
magic, necromancy, demons, devils, and other proscribed • Your character wants to recall information about the
affairs. In addition to topics of an arcane nature, this skill Nine Hells. This would require the Knowledge (Forbid-
covers any knowledge of subjects outlawed by the ruling den) skill or Knowledge (Lore).

Forgotten Realms
85 GENESYS
• Your character needs to set a camp or deal with the Whenever your character first gains access to Psychic as
other practical matters of traversing the wilderness. That a skill, your character chooses either Presence or Willpower
would use Survival. as the characteristic to tie skill checks to and it cannot be
• Your character tries to recall the history of a ruin. They changed.
would use Knowledge (Lore) for that. YOUR CHARACTER SHOULD USE THIS SKILL
IF...
LORE ( INTELLECT )
• Your character wants to rain down a flaming fist barrage.
Lore represents a character’s knowledge of magic, leg-
ends, religion, and similar matters. It includes both folk- • Your character wants to strengthen the resolve of their
tales and recent history, as well as matters so obscure that comrades through willpower.
only sages could know. • Your character wants to cure the wounds of the sick by
Lore encompasses specialized, scholarly, and esoteric projecting their spirit.
knowledge of the type that most common folk would con- YOUR CHARACTER SHOULD NOT USE THIS
sider impractical. SKILL IF...
A character with ranks in Knowledge (Lore) can recall • Your character wants to recall knowledge of infernal
relevant details from ancient legends, recognize rare reli- creaures. That would use the Knowledge (Forbidden) skill.
gious icons, and even identify whether an event is magical • Your character attempts to translate the glyphs in an
or mundane in cause. ancient Dwarven ruin. That would use the Knowledge
YOUR CHARACTER SHOULD USE THIS SKILL (Lore) skill.
IF...
VERSE ( PRESENCE )
• Your character tries to identify the origins of an ancient
sword recovered from a ruin. The Verse skill is a character’s ability to achieve magical
effects through poetry, song, or performance. In the world
• Your character wants to determine the source of a wiz- of Faerun, words and music are not just vibrations of air,
ard’s magic after witnessing it in action. but vocalizations with power all their own. Most users of
• Your character attempts to recall a terrible legend of the this skill learn their repertoire and techniques by rote and
First Darkness. improvise by instinct. Unlike other magic skills, Verse is
YOUR CHARACTER SHOULD NOT USE THIS defined by its signature methods and practices. A char-
SKILL IF... acter with ranks in Verse can achieve supernatural effects
through the seemingly mundane acts of singing, playing
• Your character tries to cast a spell. This would require music, or other type of performing.
the use of a magic skill.
YOUR CHARACTER SHOULD USE THIS SKILL
• Your character attempts to read a map. That would use IF...
Knowledge (Geography).
• Your character wants to fortify their allies in battle with
• Your character wants to chart a safe course through an inspiring song.
ancient ruins. That would use Knowledge (Adventuring).
• Your character wants to demoralize their foe with a
scathing limerick, to the point that it physically hampers
MAGIC SKILLS their abilities.
Characters use the new magic skills in this section instead • Your character wants to counteract the baleful spells of
of the magic skills described on page 70 of the Genesys a necromancer with a rousing speech.
Core Rulebook. YOUR CHARACTER SHOULD NOT USE THIS
SKILL IF...
PSYCHIC (PRESENCE/WILLPOWER )
• Your character wants to sing an ordinary song. That
Psychic magic skill is a character's ability to use only raw-
would use Charm.
the power of their mind to achieve spell-like effects. This
represents a character’s tapping into the power of their own • Your character wants to throw a fireball or otherwise
Spiritual Energy, a force colloquially known as Ki. physically damage the foe. That would usually require a
different magic skill, such as Arcane.
Wielders of psychic power are typically known by two
monikers. Psions, ones whos abilities awakened due to
supernatural means, or as Mystics, ones who awaken their
psychic talent through training.

Forgotten Realms
GENESYS 86
selected a Theme for your dungeon, you may now select
DUNGEON CRAWLS a Purpose from Table: Dungeon Purposes, or if you prefer,
An important aspect of many fantasy settings is not only you may roll a d10 and compare its result to the table.
the compelling story lines and free world exploration, but
the daring delves into long forgotten caves, dungeons and LAYOUT
ruins. This section will give advice to GM’s looking to cap- Once you have determined the theme and purpose of the
ture the feel of a dungeon crawl, while still keeping within dungeon, it’s then time to construct its layout. At its core,
the scope and feel of a Genesys game. Genesys does not use maps, so the layout of a dungeon does
not refer specifically to a series of rooms on a map. Instead,
CREATING A DUNGEON think of the layout of a dungeon as a series of decisions,
When it comes to creating a dungeon for adventurers to obstacles, and encounters that adventurers will run into
explore, there are a number of things to consider. A dun- and need to overcome if they wish to conquer the dungeon.
geon shouldn’t be just an area that exists to be plundered, Dungeons may be vast, filled with winding labyrinthine
it should have some kind of reason to exist. Additionally, corridors, and should be described as such. However, nav-
depending on who built the dungeon, the characters delv- igating these corridors usually isn’t very exciting if all char-
ing into it could encounter different adversaries and obsta- acters are doing is walking around and changing directions.
cles along the way. Instead, you should stick to flavorful description of their
THEME surroundings as they venture about the dungeon, before
handing the reigns back over to the players when they reach
Each dungeon should have a theme, or in other words, the next important room. If you wish, you may take into
its overall appearance. In terms of layout, complexity, and consideration different paths and directions when planning
architecture, a dungeon’s theme will vary greatly depending your dungeon, and make a note of which choice will lead
on who build it. When constructing a dungeon, choose to which room.
one of the themes from Table: Dungeon Themes, or if you
want to randomly generate one, simply roll a d10 and com- Each dungeon should have a number of important rooms,
pare its result to the table. the exact number depending on the size of the dungeon.
What marks a room as important varies from case to case,
PURPOSE but in general each room should at least have a reason to
be there, an obstacle to ove come, and a way to progress
As described earlier, each construction has a purpose;
onward through the dungeon.
nobody with any sense builds a giant underground lair
just for people to explore and loot. The purpose of a dun-
geon helps guide the GM in generating encounters, giving
rewards, and driving the story forwards. After you have

TABLE: DUNGEON THEMES


D10 RESULT THEME
Natural Formation: This dungeon is most likely a cave complex formed naturally over time. Its inhabitants, if any, are creatures seeking shelter
1-3 from the elements, or disreputable individuals staying clear of prying eyes. Its layout is likely complex and full of twisting paths and narrow
crawl spaces with no sense of direction.
Construction: This dungeon was built by local population deliberately for a purpose. Anyone who resides within should have some kind of
direct tie to the dungeon’s purpose, whether here willingly or against their will. As this dungeon was purposefully built, its layout should be
4-6
relatively clear and traversal outside of traps should be trivial. The overall appearance of the dungeon should be influenced by the location in
which it is found.
Ancient Ruin: Long ago forgotten kingdoms inhabited the land, and their remains can be found across the continents to this day. Its
inhabitants, if any, are creatures seeking shelter from the elements, or disreputable individuals staying clear of prying eyes. There may be traps
7-9
lying in wait for the unprepared, remnants of security. The long dead tend to wander these halls, as well as those that seek the treasures left
behind so long ago.
Magical: Similar to the Construction theme, these were each built with some kind of purpose whether by a powerful mage, or a powerful
magical being. Adventurers are likely to find golems or other security, endlessly patrolling the halls for eternity. While traversal should still be
10 fairly easy, adventurers may need to use some of the arcane machinery and magics to lower bridges, open doors, etc. White stone hallways lit
by blue-green magical flames, they are rife with magic and mystery. There are several deadly traps lying in wait for the unprepared, but plenty
of reward for those with an affinity for the arcane.

Forgotten Realms
87 GENESYS
TABLE: DUNGEON PURPOSE
ANCESTRY BREATH QUALITIES
1-2 Fortress: This dungeon was built as a fortress or keep, a place to hold a military force ready to defend a location against invaders.
Mine: This dungeon was built to harvest a resource. Although a mine typically harvests metal ores, they could be mining gems, magical items like
3-4
soul gems, or kwama eggs in somewhere like Morrowind.
Library: This dungeon was built to house knowledge, both ancient and recent. As well as ancient tomes and spells, it may contain unique and
5
interesting magical artifacts.
Secrecy: This dungeon was built to be away from curious eyes and was never meant to be discovered. It may be filled with locks and traps to deter
6
unwanted guests, and the secrets hidden within are likely less than moral in nature.
Interment: This dungeon is a resting place for the dead. Their valuables may still be on their bodies, although their bodies may not have been
7-8
granted the rest they’ve earned for whatever reason. Tombs also make good locations for practicing necromancers.
Shrine: Citizens all over Toril worshipmany gods, not all of which are reputable. Their shrines can be found hidden away in every corner. Filled
9 with their fanatic worshipers and possibly evil servants, these shrines can be incredible dangerous for unprepared adventurers. While not as
expansive as most constructions, their vile purpose makes them just as dangerous.
Lair: In this sense, the word "dungeon" takes on a broader meaning to include any enclosed, monster and obstacle-infested location with a
10 singular Monster at the head. The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in
this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.

room, and will create a habit that will ultimately slow the
MAPS FOR LAYOUTS game down to a crawl. Instead, traps should add a twist to
While it is extra work, and generally not the current ongoing story. Traps that deal damage when
supported by the Genesys rule set, GMs con- triggered may still be used, and suggestions on how to
structing dungeons may of course draw maps incorporate them will be included later in this section.
for visual reference as they see fit. This does For example, the players entering a room only for the doors
have its advantages, as it lets both the players to slam shut and the room start to fill with a poison cloud
and the GM have a better understanding of creates tension, and leaves the exact solution completely
where exactly in the world the characters are, up to player agency; do they try to leave as quickly as pos-
as well as help easily keep track of where they sible, breaking down the door or picking the locks? Do
have and haven’t been. they attempt to disarm the mechanism and safely stop the
However, it does come with a few drawbacks. gas? Do they use magic to create a protective bubble for
Unless the GM takes extra care to hide the themselves and simply wait for the gas to disperse? Traps
rest of the layout, all at the table will be able like these create their own scenes in the ongoing narrative,
to see exactly how much of the dungeon is left instantly creating some kind of tension while still allowing
to explore. In addition, an absolute definite the players to control the situation.
layout may limit creative ways of spending
The most important thing to keep in mind when adding
dice results and story points to introduce al-
traps and obstacles is that there should always be a way to
ternate routes or features. GMs should weigh
move forwards. Failing to disarm or escape the trap should
the pros and cons and decide what works best
not end in the characters being killed (usually) or trapped
for them and their players.
forever, as this is not a satisfying end to their ongoing
adventure!
There should absolutely be some kind of consequence,
OBSTACLES but you should always keep a ‘fail forwards’ mentality in
Each important room should have something that prevents mind. Perhaps in the previous example, if the characters
players from moving forwards. This may be in the form of are unable to escape the gas trap, they are knocked uncon-
a trap, an encounter with adversaries, or a literal obstacle scious, and wake up in the prison cells, or are woken up by
that blocks their path to the exit, such as fallen rocks or a another adventurer who took pity on them!
broken bridge. While there are many ways obstacles can be overcome, the
When it comes to placing traps in your dungeon, place most common way is to allow PC’s to perform a Perception
them sparingly and with careful thought. Traps that acti- check to look for solutions, the exact difficulty of which
vate and deal some damage are not particularly interesting depending on how well hidden that solution is. The GM
and do not add any exciting elements to the story. Also, may add j depending on how stressful the situation is, and
they can result in players feeling like they’ve been cheated may choose to call for a Vigilance check instead if time is
for not explicitly saying they are checking for traps in every of the essence.

Forgotten Realms
GENESYS 88
OCCUPANTS
EXAMPLE: POPULATING A Although usually old and decrepit in appearance, dungeons
DUNGEON are rarely uninhabited. The people or creatures inside will
Cass is creating a dungeon for her party to provide those delving into the dungeon with challenges of
explore. As they encountered it along their strength and wit.
travels through Faerun and he has no prior
plan for this, he rolls a d10 twice to randomly When populating your dungeon, keep its Theme and Pur-
determine its Theme and Purpose, generating pose at the front of your mind; who are the occupants? Do
a Construction designed for Interment. they belong in this dungeon? If they don’t, why are they
He decides that since this tomb is in the Silver here?
Marches, it is the resting place of ancient el- If you are planning to populate your dungeon with partic-
ven warriors, whose restless bodies still patrol ularly dangerous creatures capable of dealing severe harm
the halls as terrifying Wights. He will use a to your players, make sure to foreshadow the danger clearly
variety of undead adversaries sparingly across to them. For example if you plan for the final encounter
its rooms to provide the bulk of the players’ to involve a vicious Chimera, decorate rooms with bodies
opposition. torn asunder by massive claws, or burnt to a crisp with
He also decides that fighting nothing but a powerful flame. Describe how certain doorways or cor-
Elvish undead might get repetitive after a ridors have been smashed apart by something clearly too
while, so thinks of a few ways to add variety huge to fit through them normally.
to the adversaries that populate his dungeon. Not only is foreshadowing excellent for building tension
He decides that and spiders will have made and teasing what’s to come, but it helps prevent players
their nests in some of the rooms, and that a feeling like the GM is treating them unfairly by throwing
group of necromancers has made their way encounters at them they have no hope of winning. If the
deep into the tomb to the resting place of an danger is clear and present, and the players have under-
ancient mage, whom they are trying to resur- stood that, then they proceed at their own risk…
rect and enthrall for their own gain!
Just by keeping the Theme and the Purpose REWARDS
of the dungeon in mind, Cass has created an
No good dungeon crawl is complete without a reward.
adventure within the world with a reason for
Along the way, players should have plenty of opportunities
existing, a clear end goal, and the potential
to pick up gold and treasures. Not every dungeon will have
for plot hooks. Perhaps the players don’t want
the same rewards, and you should take a moment to think
to defeat the necromancers, but instead wish
about what kind of rewards players would reasonably find
to help them bring the mage back, or even be-
along the way. For example, it would make perfect sense to
tray them to control him for themselves…
find shiny sets of weapons and armor within the armory
of a fortress, but less so in a library or tomb. However, a
library may be home to all sorts of spells and knowledge,
and a tomb may contain unusual trinkets and artifacts that
TABLE: SUGGESTED REWARDS the interred carried with them to the grave.
BY DUNGEON PURPOSE Looting, either from the environment or from fallen ene-
PURPOSE REWARD mies, can slow the game down to a crawl in some cases, and
Sets of armor in good condition, weapons in good
you should strive to ensure the game keeps moving forward
Fortress at a reasonable pace.
condition, ammunition, health potions, stamina potions.

Mine
Valuable ores, gems, mining equipment, useful To speed it up, you can tell the players at the end of a
shortcuts, thankful rulers.
combat encounter (if there is still reasonable time to loot)
Magic implements, spell tomes, lore books, unique all of the things that are worth keeping, insisting that there
Library
magical artifacts, enchanted items.
is nothing else of value to carry around. Quickly hand out
Illicit goods, unique weapons, unique armor, grateful a gold reward, maybe one or two weapons, and perhaps an
Secrecy
survivors, useful shortcuts
interesting item if there is precedent for it.
Interment Unique items, valuable antiques, focal stones, jewelry.
Forbidden items, grateful survivors, magic implements,
Alternatively, you might also consider waiting until they
Shrine have exited the dungeon before telling them the list of
deal with a Devil
Focal stones, enchanted items, gems, unique items, items with value they have picked up along the way. In this
Lair
grateful survivors, valuable antiques, case, encourage the players to simply say “I take what I’m
able to” when they have the opportunity to loot, and give

Forgotten Realms
89 GENESYS
them a number of Encumbrance of nondescript ‘loot’ to COMBAT IN DUNGEONS
carry through the rest of the journey. Then, distribute items
While crawling through dungeons, combat between its
that total that Encumbrance when they have time to check
inhabitants and the adventurers delving within is almost
through what they gathered.
certain. Each fight may look drastically different depending
on the location of the battle, so this section will provide
UNIQUE REWARDS a number of ways to spend ahtd during a combat
At the end of a long-fought battle through encounter within the dungeon. Keep in mind that much
a torturous, winding dungeon, a handful like the table in the Genesys Core Rulebook, these are not
of coins and a standard sword can seem like exhaustive lists; they are merely a handful of suggestions
an underwhelming reward, especially if the to spark inspiration and keep the game flowing in a pinch.
dungeon is a significant part of the ongoing
When designing combat encounters within your dungeon,
story. To make rewards more interesting, the
also try to consider alternate goals that are not simply
GM may wish to consider creating new and
defeating all the enemies in the room before moving onto
unique items for the players.
the next one. The combat itself should be seen as more of
Starting with the item itself, consider chang-
an obstacle than the purpose of the encounter and should
ing the material its made of, loading it with
raise the stakes of whatever adventure the players are on.
an enchantment already, or giving it a brand
new special effect of your own making not For example, perhaps the players need to escape with a
covered by any of the enchantments in this valuable treasure as greedy bandits pursue them, or maybe
book. A piece of unique equipment may even they need to destroy some kind of artifact that is contin-
grant a character the benefit of a talent, or in- uously reanimating destroyed skeletons. A reason for the
crease their ranks in a talent without actually combat happening, a way of moving the action forwards,
having to purchase it (so long as the equip- and plenty of opportunity to interact with the environment
ment remains enchanted and in use). are the keys to a fun, memorable, and thrilling encounter!

Table: Spending ahtd in Magical Dungeons

DICE RESULTS EFFECTS


The character activates a magical torch which illuminates the area and removes any j added by darkness for the rest of the encounter.
a or t
Until the end of the active character’s next turn, all characters that cast a spell suffer 1 fewer strain when the spell resolves

aa or t A magical artifact nearby is activated, adding ss to any magic checks made until the end of the active character’s next turn.

aaa or t A large section of wall moves between the target and the active character, leaving them out of the encounter for 2 rounds.
A dangerous trap springs on the target. If the target is a minion group, they suffer 2 minions worth of Wounds +1. If the target is a Rival or
t Nemesis, they instead suffer a Critical Injury with a +40 modifier.

h or d Until the end of the active character’s next turn, all characters that cast a spell must suffer 1 additional strain when the spell resolves.

The active character suffers feedback from a magical artifact, leaving them unable to cast spells until the end of their next turn.
hh or d
The active character’s attack triggers a reaction from nearby crystals, dealing the attacks damage to them as well as their target.
The active character suffers 10 damage from accidentally springing a trap.
hhh or d Steam blasts into the active character, adding jjj to their next skill check and inflicting 3 wound.
The active character becomes trapped in a room for 2 turns and can only escape with a Daunting (kkkk
kkkk) Athletics check.

A large section of floor beneath the active character drops down at great speed. They must pass a Hard (kkk
kkk) Coordination check or suffer
a Short range fall.
d
Nearby security are alerted. The GM may increase the number of minions in all groups of adversaries by 2, or add a rival adversary to the
encounter.

Forgotten Realms
GENESYS 90
Table: Spending ahtd in Construction Dungeons
DICE RESULTS EFFECT
a or t The active character sidesteps behind a particularly sturdy column or strut, increasing their ranged defense by 1.

The target is backed into a narrow hallway, adding j to the next attack they make. If the target is a minion group, instead only one minion is
aa or t able to attack.
The active character extinguishes a nearby torch, creating an area of darkness for themselves.

aaa or t The active character knocks a lit torch onto the target, setting them alight with a fire of rating 3 for 1 round
The target tumbles into a rack of equipment, knocking them prone and inflicting 1 strain and 1 wound. The broken rack counts as difficult
t terrain.
The active character’s vision becomes blurred from a change in light levels. They must perform the Aim maneuver on their next attack, but
h or d add no j to the pool.

hh or d The active character finds themselves in a narrow area and unable to perform attacks.
A piece of the active character’s equipment becomes snagged and pulled off of their person. It must be recovered with a maneuver before it
hhh or d can be used again.

d The target stumbles into a rope trap and finds themselves suspended from the ceiling. They are immobilized while within.

Table: Spending ahtd in Ancient Dungeons


DICE RESULTS EFFECT
The attack knocks stones loose and creates an area of dust between the character and the target acting as concealment.
a or t
The attack strikes a barrel, spilling oil and creating an area of difficult terrain between the character and the target.

aa or t The target stumbles into and knocks over debris or something similar and suffers 4 wounds from being buried under rock.
The target is knocked back into a trap, which springs and deals 10 damage to them.
aaa or t
A swings by, knocking the target and staggering them for 1 round.

t A platform beneath the target comes loose, or they stumble off a chasm, suffering a short range fall.
The active character trips on mud or a loose rock, either falling prone or suffering 2 strain.
h or d
The active character becomes snagged on a piece of debris, granting the next attack made against them jj
jj.
The active character struck by. They are knocked prone and Disoriented for 1 round.
hh or d The active character’s weapon becomes stuck in the earth and cannot be used until it is pried free with a successful Hard (kkk
kkk) Athletics
check.
The active character suffers 10 damage from accidentally springing a trap.
hhh or d
A large piece of rock falls down between the target and the active character, creating cover and difficult terrain.

d The active character steps on a magical rune and becomes staggered and immobilized for one round.

Table: Spending ahtd in Natural Dungeons


DICE RESULTS EFFECT
a or t A small piece of rock strikes the target, inflicting 1 strain.

aa or t The target becomes entangled in vines or other plants, immobilizing them for 1 round.

aaa or t The target is knocked into a narrow crevice and must make a Hard (kkk
kkk) Athletics or Coordination check to escape.

t A section of the cave falls in, trapping the target and dealing 10 damage to them.
The active character trips on mud or a loose rock, either falling prone or suffering 2 strain.
h or d
The active character disturbs a nest of insects and may not perform the Aim maneuver until their next turn.
The active character becomes entangled in vines or other plants, immobilizing them for 1 round.
hh or d
The active character catches a flash of light from a crack in the ceiling, adding jj to the next check they make requiring sight.

The active character’s weapon becomes stuck in the earth and cannot be used until it is pried free with a successful Hard (kkk
kkk) Athletics
hhh or d check.
A large piece of rock falls down between the target and the active character, creating cover and difficult terrain.
The active character becomes stuck under a rock or mudslide, knocking them prone and staggering them for 1 round.
d
They must succeed a Hard (kkk
kkk) Athletics or Coordination check to escape during the ongoing encounter.

Forgotten Realms
91 GENESYS
Another obstacle could be the explorer, who wants to tag
EXAMPLE DUNGEON: along with the party to make sure their friends are okay.
VAULT OF KING They will more likely be a hindrance than a help, and
bringing them along could make the entire crawl much
KYMIL IANNAN more difficult.
They must either convince them to wait outside for their
return, or deal with the consequences of bringing them
along.
Centuries ago, the Elvish King Kymil Iannan
sat on his throne in the lost city of Thaluria. ROOM 2; ENTRANCE CHAMBER
Thought lost to the ages, recent expeditions
have discovered the entrance to this ancient, The entrance chamber is a wide open room with a tall
underground city. roof supported by four stone columns. The area is lit with
The explorers that went in to investigate, Welkynd stones. At the far end of the room is a stone door,
have yet to return. Perhaps a group of skilled, which appears at first impossible to open.
brave adventurers can determine their fate, The main obstacle here is how to get the door open. Prod-
and avoid whatever horrors lie within… ding around, one of the PC’s is sure to find a stone plat-
form on the ground, which opens the door when stood
on. However, the platform also opens up several smaller
THEME passages, and undead guardians begin to pour in! If the
character stood on the platform steps off of it, the door
This dungeon is an Ancient Ruin. A complex, underground
(which is medium range away from the platform) begins to
city of marble-white halls.
close at the end of their round. Making it through the door
PURPOSE with two maneuvers from the platform will require a Hard
(kkk) Athletics or Coordination check, otherwise the party
The vault contains many weapons and armors belonging will need to find some other way of keeping the door open!
to the ancient kingdom, ready to be distributed in times of
war. There are armories, forges, barracks, and prison cells On the other side of the door, a button can be pressed to
to stumble upon. close it again, sealing away the undead guardians.

LAYOUT ROOM 3: THE BARRACKS


The vault of King Kymil Iannan is a modestly-sized dun- After winding through the halls of the vault, the party
geon with a number of rooms to overcome. Some creative stumble across the barracks. This area is a long straight
thinking, lucky skill checks, and plentiful spending of story corridor, with a dozen or so doors on either side opposite
points can find many hidden areas into a number of rooms. each other. It’s here that the party first see signs of what
This dungeon has more than 5 rooms, but only these 5 happened to the explorers. Three bodies, recently deceased,
listed have signifigance. lie scattered around the place, killed by the undead guard-
ians. The same guardians still patrol the halls. In one of the
ROOM 1: THE ENTRANCE nearby rooms, a wounded survivor hears the adventurers
The entrance to the vault is a long, descending stairway poking around and calls for help.
down into the earth. At the top of this stairway, a panicked Here the obstacle is the wounded survivor. If they are not
worker pleads the PC’s for help. They explain that their treated, they will surely die. If they are not made quiet, the
companions went down below to investigate the ruin they undead guardians will be alerted. If they become alerted
unearthed, but the door slammed shut behind them, seal- and investigate, and the survivor is not brought along, they
ing them inside. They have heard nothing from them yet, will surely finish the job. How the players deal with this
and beg the PC’s to free the explorers. situation is up to them, but this encounter could end in a
Here, the party are met with their first obstacle; opening number of ways. Successfully saving the wounded explorer
the door. They may do this a number of ways, particu- should be rewarded in some way, especially if it involves
larly with magic or with brute force. If you ask for a skill risking their own safety doing so. Consider giving a point
check, make sure that failure does not halt the story in its of Fame once the dungeon is complete, or perhaps the sur-
tracks; not getting the door open means no dungeon crawl! vivor can give helpful information regarding the coming
Instead, consider a failed skill check to represent some kind rooms!
of harm coming to them, or the exit is blocked off behind
them.

Forgotten Realms
GENESYS 92
ROOM 4: THE FORGE they may take time to find and identify his phylactery, and
determine a means of destroying it. Particularly observant
This room is where the weapons of King Kymil Iannan’s
PC’s might cast their memory back to the green forge in
army are made. Rows of ayleid swords line the walls, sorted
the lower levels and make their way back to extinguish it.
meticulously into categories in their weapon racks. Situ-
With Kymil Iannan defeated, and his phylactery destroyed,
ated towards the back of the room is a forge, which still
he crumples to dust, finally giving up his physical presence
glows with a mysterious green flame. There is a door along
on Toril.
the left wall, on a seemingly inaccessible balcony that runs
around the wall in a square O-shape. The fight will not be easy, but the party always have the
option to turn and flee, providing they can get the door
In this room, the adventurers will need to figure out how
open and run. If the entire party is incapacitated by Kymil
to get up onto the second level and to the doors. They may
Iannan and his minions, then they are surely to be taken to
use a spell to levitate themselves, or they may try to use
the dungeons, and become the next victim of his hunger.
their gear or nearby equipment to attempt to climb up to
Unless, of course, they manage to escape…
the next level. Alternatively, there is a hidden switch that
causes a stairwell in the centre of the room to rise up from REWARDS
the floor, creating a path to the balcony above. If a PC
wishes to look for this switch it will require a Hard (kkk) Kymil Iannan was a rich king, and provided they took the
Perception check. If the wounded survivor from the bar- time to search for wealth, the players can expect to find
racks was saved, they will mention that they saw some of anywhere between 500 - 750 gold each. The forge was full
the guardians running their hands along the walls to get of weaponry and armor, much of which is still in usable
around, reducing the difficulty to Easy (k). condition, and some of which may be enchanted if the GM
feels it appropriate.
ROOM 5: THE THRONE ROOM Kymil Iannan himself carries a magical Staff crafted from
Through the door on the balcony lies the throne room, a Yew and an enchanted crown, which is able to make the
vast, open hall, with half a dozen pairs of columns evenly wearer appear more threatening through manipulation of
spaced, following the path of a metal grating that spans their voice and facial features, making them appear some-
from the door to the wall on the far end. Long tables with what twisted and demonic. While wearing the crown, the
several seats at them lie bare, save for the odd bit of cutlery wearer upgrades the ability of all their Coercion checks
decorating them, waiting for a feast that will never occur. once.
Perhaps most striking is the imposing stone staircase which
leads up to a raised platform, upon which an enormous
throne resides. Sat upon it is the armored, skeletal remains
of King Kymil Iannan. At each side of his throne, two more
explorers lay unconscious upon marble slabs, crystals hov-
ering above and draining their life energy. Kymil Iannan’s
phylactery was damaged in the excavation, and so he plans
to use their life energy to restore and repair it.
This room is the climax of the dungeon, the final show-
down against the King. Several challenges present them-
selves in this room. First, Kymil Iannan is draining the life
force of the two unconscious explorers, who will surely
die if the crystals are not destroyed or interfered with in
some way. Doing so will not be easy, as Daluryian himself,a
powerful and imposing foe, guards them. Failing to rescue
them before their life force is consumed results in
Kymil Iannan becoming more powerful and any wounds
he has suffered currently healing. Next of all, the room
soon fills with a number of his undead minions, who act
more as a nuisance and a barrier between the party and
their goal; rescuing the explorers and defeating King Kymil
Iannan.
On top of this, if the party do not wish for him to be a
recurring problem for themselves and the rest of the region,

Forgotten Realms
93 GENESYS
Each disease has its own listed difficulty for treating it,
DISEASES which progressively gets more difficult as time passes.
While most of the dangers in Toril are visible threats that Treatment requires the use of a Medicine check, and can
can be fought with blade and flame, there are more sinis- only be done if the character has a medical pack or other
ter dangers that are invisible to the naked eye. appropriate item.
Diseases are a whole manner of afflictions people can suf- This treatment only works on mundane diseases; magical
fer on their travels. Most of them are mundane in nature diseases cannot be cured through nonmagical means.
and can be treated accordingly, such as tiny organisms The final option, assuming a disease is not fatal, is to sim-
that survive on the host, or a defect within the individu- ply wait for the body’s natural immune system to fight
al’s body. Other diseases however are purely magical, and off the disease. Doing so requires a Resilience check at
cannot be treated without the use of magic. the start of each day, which gets increasingly difficult as
BECOMING INFECTED the disease runs its course. If the character survives, the
disease dies off and the character is well again.
There are a number of ways a person can catch a disease,
the most common being through prolonged contact with EXAMPLE DISEASES
an infected individual or creature. Different diseases have
different methods of transmission which will be detailed CHILLS
later in the chapter. Despite its rather innocuous sounding name, Chills is an
Diseases do not affect the infected instantly. They are extremely dangerous common disease affecting the vic-
invisible, silent, and take their time to start wreaking tim’s mind and coordination.
havoc on the host. Typically, diseases start to affect the Symptoms include clumsiness and mental confusion.
infected the next day after infection. When a diseased
Stage 1: The character has difficulty thinking and concen-
character wakes from rest, the must make a Hard (kkk kkk)
trating, with thoughts leaving their mind almost as quick
Resilience check to resist the effects of stage 1 of the
as they enter. They add jj to all Willpower and Intellect
disease. Regardless of success or failure, they still show
checks.
symptoms and will at this point likely know they are
infected. Stage 2: The character often finds themselves forgetting
words, and sometimes whole sentences. The character
They will need to seek out treatment as soon as possible,
cannot cast spells or perform social checks.
or the disease will progress.
Stage 3: The character regularly forgets what they were
For each day that passes, the character must make
doing, where they were going or why they entered a
another check to resist the disease. When a check fails,
room. They become permanently staggered until the dis-
they begin suffering the stage 1 effects of the disease. If
ease is cured.
the next check succeeds, they still suffer stage 1 effects
until the disease is cured, but they manage to fight off the Duration: 7 days (followed by death.)
effects of stage 2. Each failed check progresses the stage Treatment: Hard (kkk
kkk) Medicine
of the disease, and the infected suffers the effects of that
stage and any stages prior. SEWER PLAGUE

TREATING DISEASE Sewer Plague is a serious common disease affecting a vic-


tim’s mobility. Symptoms include uncontrollable muscle
The easiest way to treat a disease is to consume a Cure spasms and twitching.
Disease potion. This will instantly halt the spread of
infection and prevent the diseased from developing any Stage 1: The character’s legs spasm and buckle at random
worse symptoms. They must still spend the rest of the intervals, causing them to regularly stumble or trip. They
day with their current symptoms, but after 24 hours and must spend twice as many maneuvers as they usually
a sufficient rest, the symptoms are removed and the dis- would to move.
ease is cured. Stage 2: The character’s entire body experiences frequent
Mages may use the Heal spell with the Restoration effect spasms and ticks, making anything requiring man-
to cure a disease. If successful, the disease is removed ual dexterity difficult. They upgrade the difficulty of all
and progresses no further, but current symptoms remain Brawn and Agility checks once.
until after 24 hours and a sufficient rest. Stage 3: The character experiences a near constant trem-
Without potions or magic, diseases are still possible to bling and shaking, making manual tasks and concentra-
treat, but doing so is much more difficult. tion difficult. They add hhh to the result of all Brawn

Forgotten Realms
GENESYS 94
and Agility checks. bloodlines were passed down through generations. A
Duration: 12 days. natural line of elven werewolves known as lythari dated
back to the first elven explorations of Faerun, and the
Treatment: Hard (kkk
kkk) Medicine good members of their kind lived among the moon elf
and wood elf communities for thousands of years
MAGICAL DISEASES
Most natural lycanthropes viewed their condition as a
These diseases are magical in nature, and therefor cannot
gift, whereas afflicted lycanthropes were more likely to
be resisted or treated by non-magical means.
be horrified by it and attempt a cure, using belladonna
VAMPIRISM or magical means. However, almost all lycanthropes were
usually secretive about their condition because of the
A disease, evil and from the Shadowfell in origin, there social stigma attached to it and many ended up as lonely
are several strains of vampirism that have evolved and adventurers.
mutated over the many millenia these creatures have
walked the lands. Vampirism can only be transmitted Lycanthropy is contagious, indiscriminate, and brutal.
by through powerful evil magic, or through injury from Those unfortunate enough to contract the disease are
other vampires and requires a conscious choice to do so cursed with transforming randomly into a horrifying
in this manner. werebeast, unable to control themselves. The werebeast
acts purely on instinct, hunting and killing like a savage,
Stage 1: The character suffers vivid, horrific dreams and predatory beast. It is rumored that learning how to con-
does not gain the usual benefits of rest. trol the transformation is possible, but incredibly diffi-
Stage 2: The character’s eyes become sensitive to the sun cult to accomplish. Most commonly the werebeast takes
and other bright light. Whenever such light is present, on the form of a Werewolf; a giant, hideous bipedal wolf
the character adds jjj to all Perception checks. creature, but several forms of were-creature exist. The
Stage 3: The character is afflicted with an intense, insa- form which the infected takes depends on the strain
tiable hunger. No matter how much they eat, they never of lycanthropy they are infected with. Were-Rats, Cats,
feel full. The character adds jjj to all Discipline and Bears, Sharks, Bats, and even Crocodiles have been spot-
Resilience checks. ted across the Realms.

Duration: 3 days (followed by death.) When a character Stage 1: The character frequently feels more irritated and
with vampirism dies, they are restored to undeath in the angry. The GM may spend h on skill checks to cause
form of a vampire spawn. Once reborn this way they are them to suffer 2 strain instead of 1.
no longer able to be cured of vampirism and must die Stage 2: The character becomes restless and aggressive,
again and may then be reborn with powerful ressurec- and the thrill of battle never seems to lessen. They may
tion magic. not roll to recover strain at the end of an encounter.
While consciousness and individuality are retained, Stage 3: The character finds themselves becoming more
these remnants of the person the vampire once was can solitary and aloof, detesting the presence of other people.
quickly be lost, if they do not regularly consume the They may not enter social encounters or perform social
blood of living creatures at least once every few days. checks.
Vampire spawn are innately subservient to the vampire Duration: 3 days
that created it. They could only achieve free-will if their
creator died or if their creator voluntarily granted them After 3 days have passed, on the third night the infected
freedom, but once free of their bondage a spawn could character undergoes a long, agonizing transformation
not be enslaved again. into the werebeast, and the previous symptoms are
removed. While in werebeast form, they are no longer
A character that becomes a Vampire spawn gains the in control of their own actions and act on their primal
Tier 1 talent: Vampire at no cost to the character in instinct to hunt. Once the transformation is complete,
their next available tier 1 slot. they roll lll
lll. Then, the GM spends the results on
Table: Werebeast Events to determine what happened
LYCANTHROPY
during the character’s time as a werebeast.
Some said that thousands of years ago, the god Malar
The character must roll again each time they rest during
used barbaric human tribes to create the original lycan-
a full moon or under other circumstances stated by your
thropes, providing them with qualities of the predatory
GM. If there is no result, then the character has been
animals they admired. Others said it was a blessing from
spared the transformation this night.
Selûne to a group of young human orphans to help them
survive in the dangerous wilds. Either way, these ancient Lycanthropy has a number of effects on the character

Forgotten Realms
95 GENESYS
outside of their werebeast form. While infected with
lycanthropy, and while not in werebeast form, your char-
acter gains the following effects:
Isolation
A character that becomes a Lycanthrope gains the Tier As previously mentioned, living in the wilder-
1 talent: Lycanthropy at no cost to the character in ness, or restraining themselves is the best way for
their next available tier 1 slot. a character with lycanthropy to avoid harm.
CURING LYCANTHROPY If a character goes out of their way to do this,
they generally don’t need to roll any dice for their
Similar to vampirism, once it has taken its hold upon Werebeast Event when they rest, and it’s assumed
someone lycanthropy is considered to be a disease with- they either survived off the wilderness or could
out cure, a Curse. Most denizens of Toril are content to not have escaped.
deal with werebeasts by sending dedicated hunters after
them to either kill them or drive them far out of town. However, the GM may spend a Story Point to
say that they may have wandered a little too far
Lycanthropes that contracted their condition as a heredi- during their isolation, or their restraints were not
tary trait, and could breed with other true lycanthropes to as secure as first thought, to have the character
produce lycanthrope offspring. This form of lycanthropy roll a single l for the Werebeast Event.
has no cure e.g., a Lycanthropy born to true Lycanthropy
parents.
The only people known to possess a cure to the condi-
tion are the witch covens of Toril. Unfortunately they
keep this cure a closely guarded secret, effectively halt-
ing efforts to make a cure readily available to everyone.
It is possible that by arranging to meet with the witches,
they may assist the infected in removing the disease from
them.
If the above are too harsh, perhaps a ritual of Formidable
(kkkkk
kkkkk) difficulty casted by a Primal caster with suit-
able knowledge could cure the disease.

Table: Spending hd in A Werebeast Event


DICE RESULTS EFFECTS
h or d People nearby heard the sounds of scratching and crashing coming from your character’s place of rest, but you otherwise wake up normally.

Your character wakes up in the middle of the wilderness a short distance away from where they rested.
Your character wakes up covered in the blood of an animal they killed.
hh or d
Nearby locals start to report sights of a terrifying creature stalking through the night. Add an additional l to Werebeast Event rolls when
resting in this area.

hhh or Your character wakes up covered in the blood of a person they killed. This could have lasting consequences in the local area.
d Your character wakes up a great distance away from where they rested, alone and confused.
Your character kills several people during their transformation, creating a significant investigation in the local area as to the existence of a
Lycanthropy.
d Your character encounters a patrol of town guards, soldiers, or other armed men that may attempt to slay the character.
The identity of the Lycanthropy has been linked to your character. Gain 5 Infamy
Your character turns on their companions, entering a combat encounter with them.
dd
A group of dedicated hunters tracks down your character and enters combat with them.

Forgotten Realms
GENESYS 96
VAMPIRE TALENTS •Weakness to Sunlight: While they are directly exposed to
sunlight, reduce all characteristics by 1 and reduce their
All talents in this section assume your character has taken
wound and strain thresholds by five.
the Vampire talent.
• Stake Through the Heart: If an opponent makes a called
TIER 1 shot to your character’s heart with a wooden melee weapon
or a ranged weapon that fires ammunition made of wood,
BLOOD POTENCY that weapon gains +40 to any critical hits made with it.
Tier: 1 • Progeny: When interacting with the vampire that turned
Activation: Action (Maneuver) your character, upgrade the difficulty of all social checks.
When interacting with vampires your character turned,
Ranked: No upgrade the ability of all social checks.
Once per encounter, as a maneuver your character may • Supernatural: Your character now has the supernatural
suffer 4 strain to raise Brawn or Agility by 1 point to a trait.
maximum of 5 until the end of the encounter.
DARK VISION TIER 2
Tier: 1 BLOOD POTENCY (IMPROVED)
Activation: Passive Tier: 2
Ranked: No Activation: Passive
Your character has excellent night vision. When making Ranked: No
skill checks, it removes up to jjj imposed due to dark-
Your character must have purchased the Blood Potency tal-
ness.
ent to benefit from this talent.
VAMPIRE
The strain cost of Blood Potency is reduced by 2.
Tier: 1 ENTRANCED
Activation: Passive
Tier: 2
Ranked: No
Activation: Active (Action)
Through a complex and taxing ritual, your character has
Ranked: No
been turned by a vampire to be another member of the
immortal undead. You cannot take this talent if your char- Your character may suffer 2 strain, choose a target with-
acter already has the Supernatural trait. This talent can only in Short range that is visible and not hostile, and make
be taken if there is a narrative reason and the GM approves. a Charm versus Discipline check. If successful, the target
This talent is almost entirely negative. This is because it is retains their freewill but regard your character as a close
the first step to unlock a host of much more powerful tal- friend for one hour per s. The target does not do anything
ents and reflects that new vampires are very weak. they do not want to do. Convincing them to do certain
things or to reveal some information may still require some
• Undead: They are now undead and are no longer living.
kind of check.
They do not need to eat, sleep, or breathe, is unaffected
by toxins and poisons, and no longer age. Rest can only PROJECT THOUGHTS
recover wounds and strain over threshold.
Tier: 2
• Bite: They gain a Bite attack (Brawl; Damage +0; Critical
Activation: Active (Action)
2; Range [Engaged]; Ensnare 1, Pierce 2, Vicious 2). When
a vampire inflicts wounds with their fangs (or narratively Ranked: No
drinks blood), you may spend a Story Point to have them Your character may suffer 2 strain and use an action to
heal 4 strain and 4 wounds. However, if a vampire kills a cause a target they are engaged with to hear one or two
person with their fangs, the vampire loses their humanity, sentences in their head. Only the target can hear these
maintaining their profile but becoming an evil spawn of thoughts and hears them in your character’s voice.
darkness (what this means for your character is up to your
GM). Wounds inflicted with this attack cannot be healed VAMPIRIC SPEED
with painkillers or a Medicine check Tier: 2
Activation: Active (Incidental)

Forgotten Realms
97 GENESYS
Ranked: No not hostile to them, and make an opposed Charm versus
Once per round, your character may suffer 1 strain to Discipline check. If successful, your character may give
perform a Move maneuver as an incidental. If they use this them a simple command of a single simple action to per-
talent they do not have to perform the Disengage maneu- form now or upon encountering a trigger event.
ver to move away from an engaged opponent. The suggestion is given aloud. The action cannot be
WALLCRAWLER something that would be in contradiction of the target’s
Strength, Flaw, Desire, or Fear nor may it cause the target
Tier: 2 to hurt themselves directly. If the trigger does not occur
Activation: Passive within one day then the target no longer performs the
action. The target performs the action only once even if the
Ranked: No trigger occurs multiple times. The target has no memory of
Your character must have purchased the Vampiric Speed receiving the suggestion, what the trigger is, or of perform-
talent to benefit from this talent. ing the action.
Your character can move across vertical surfaces as SUPERNATURAL REGENERATION
easily as horizontal surfaces. In addition, when your
Tier: 3
character attempts to reduce the damage taken from fall-
ing, reduce the difficulty of the Athletics or Coordination Activation: Passive
check by one. Ranked: No

TIER 3 Whenever your creature heals wounds due to natural


rest, they heal 1 additional wound. They do not recover
BAT FORM 1 additional wound when receiving first aid or medical
treatment. Your character can also regrow lost limbs, which
Tier: 3
takes roughly a month before the limb is usable.
Activation: Active (Action)
VAMPIRIC SPEED (IMPROVED)
Ranked: No
Tier: 3
Your character may suffer 2 strain to transform into a
bat until the end of the encounter or they use an action Activation: Passive
to transform back. Your character’s Silhouette and Brawn Ranked: No
becomes 0 and they gain Flying. (Page 100 of the Genesys
Your character must have purchased the Vampiric Speed
Core Rulebook). While in this form your character has no
talent to benefit from this talent.
attack. Your character’s carried gear, up to their Encum-
brance Threshold, merges with your new form. It is unus- Your character is not required to suffer strain to gain an
able while within bat form but is recovered when changing extra maneuver. They are still limited to two maneuvers
back to human form. per round.
ENTRANCED (IMPROVED)
TIER 4
Tier: 3
DOMINATE
Activation: Passive
Tier: 4
Ranked: No
Activation: Active (Action)
Your character must have purchased the Entranced talent to
benefit from this talent. Ranked: No

Targets of the Entranced talent may be hostile. t may Your character must have purchased the Suggestion talent to
be spent to extend the duration to 1 day per s benefit from this talent.

SUGGESTION Once per encounter, as an action, your character may


suffer 4 strain and make an opposed Charm versus Disci-
Tier: 3 pline check against one target within Short range. If suc-
Activation: Active (Action) cessful, during the target’s next turn, your character dic-
tates what actions and maneuvers they perform, but they
Ranked: No does not perform any action that causes them to directly
Once per encounter, as an action, your character may hurt themselves.
suffer 4 strain, choose a target within Short range that is

Forgotten Realms
GENESYS 98
MAJESTY
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Entranced or
Project Thoughts talent to benefit from this talent.
Your character may suffer 2 additional strain to use the
Entranced or Project Thoughts talent on a number of tar-
gets equal to your characters Presence.
REMOVE MEMORY
Tier: 4
Activation: Active (Action)
Ranked: No
Your character may suffer 4 strain, choose a target within
Short range, and make an opposed Deception versus Disci-
pline check. If successful, the targets forgets everything that
has happened for one round per uncanceled s. t may be
used to cause the target to forget an entire day.

TIER 5
SUPERIOR
Tier: 5
Activation: Passive
Ranked: Yes
Your character may choose a characteristic to benefit
from the super-characteristic rule (Genesys core rulebook
p. 251).

Forgotten Realms
99 GENESYS
LYCANTHROPY TALENTS of fur, teeth, and claws. You cannot take this talent if your
character already has the Supernatural trait. This talent can
All talents in this section assume your character has taken
only be taken if there is a narrative reason and the GM
the Lycanthropy talent.
approves.

TIER 1 • Shapechange: As an incidental your character may make


a Hard (kkk
kkk) Discipline check and change into half-per-
BEAST CONTROL son half-beast form. In this form your character becomes
Tier: 1 silhouette 2 and gains +1 Brawn and +1 Agility to a max-
imum of 5. Intellect and Willpower are each lowered by 1
Activation: Passive to a minimum of 1. They may voluntarily shift back into
Ranked: No human form by making a Hard (kkk kkk) Discipline check.
If your character falls unconscious from suffering too
Your character no longer receives a -1 to Intellect when
much strain while in the Hybrid form they revert to their
shifting into Hybrid form.
human form. Clothes that cannot fit over the new form
DARK VISION are destroyed. Any carried gear is dropped on the ground.
Tier: 1 • Claws: While in Hybrid form your character gains
Activation: Passive this attack: Claws (Brawl; Damage +2, Critical 3; Range
[Engaged], Accurate 1, Pierce 1, Vicious 2)
Ranked: No
•Weakness to Silver: Silver weapons (both solid silver and
Your character has excellent night vision. When making silver-coated) have their Critical rating reduced to 1 and
skill checks, it removes up to jjj imposed due to dark- have Pierce 2 and Vicious 2 against this character. In addi-
ness. tion, while suffering from a Critical injury caused by a sil-
DEVOURER ver weapon, Medicine checks heal 1 wound for the first
success and require two additional successes for each addi-
Tier: 1 tional wound healed. Lastly, increase and upgrade the diffi-
Activation: Active (Maneuver) culty of all Medicine and Resilience checks to recover from
Critical injuries inflicted by silver.
Ranked: Yes
• Lunacy: If during a combat encounter, they ever suffer 4
Once per encounter, while in Hybrid form if your char-
or more strain at once or exceed their strain threshold while
acter is engaged with an incapacitated target that is com-
in human form, they immediately shift into their Hybrid
patible with their diet, they may use this talent to heal a
form as an out-of- turn incidental, regain all strain, and
number of wounds equal to twice their ranks in Devourer.
use their actions and maneuvers to attack the nearest liv-
FEAR THE BEAST ing being. They continue to attack until unconscious or
there are no more targets left. Every turn they may attempt
Tier: 1
a Daunting (kkkk
kkkk) Discipline check as an incidental to
Activation: Passive regain control. Additionally, d may be used during a social
Ranked: No encounter to trigger Lunacy.
Your character may automatically add sa to any Coer- • Fearsome: Anyone not accustomed to seeing the Hybrid
cion checks made while in human form. Your character form must immediately make a Hard (kkk kkk) fear check
may automatically add t to any Coercion checks while when seeing your character in Hybrid form. Other super-
in Hybrid form. Note that to even make a Coercion check natural characters are immune.
in Hybrid form means the target is accustomed to seeing • Supernatural: This character now has the supernatural
werewolves or succeeded on their fear check. trait.
LYCANTHROPY RENDING STRIKE
Tier: 1 Tier: 1
Activation: Passive, Active (Incidental) Activation: Passive
Ranked: No Ranked: No
Your character has recently awoken their lycanthropic Claw attacks made while in Hybrid form have their Crit-
heritage. The spirit of the Beast can now manifest through ical Rating reduced by 1.
their body causing them to change into a terrifying hulk

Forgotten Realms
GENESYS 100
TIER 2 Ranked: Yes
Your character gains j per rank of Heightened Senses on
BEAST CONTROL (IMPROVED) any Perception or Vigilance checks.
Tier: 2 LUNACY CONTROL
Activation: Passive Tier: 2
Ranked: No Activation: Passive
Your character no longer receives a -1 to Willpower when Ranked: No
shifting into Hybrid form.
When Lunacy triggers, your character may make a Hard
BEAST FORM (kkk
kkk) Discipline check to gain control immediately after
Tier: 2 the forced shift. If they fail this check, the check to regain
control is a Hard (kkk
kkk) Discipline check.
Activation: Passive
MOONSKIN
Ranked: No
Tier: 2
Your character may now choose to shift into a full beast
form. While in beast form they are silhouette 0, upgrade all Activation: Passive
Perception checks once, and ignore difficult terrain. Also Ranked: No
while in this form your character is unable to use items
or weapons that requires hands and gains this attack: Bite Every full moon your character may select a number of
(Damage +2; Critical 3; Range [Engaged]; Knockdown, items equal to their strain threshold that mystically absorb
Vicious 1). This attack can benefit from the Bring Down when changing from human to any shapeshifted form.
the Prey talent. When changing back to human form the items are avail-
able again. The items chosen are only absorbed if they are
BEYOND THE NATURAL being carried or worn when your character shapeshifts.
Tier: 2 WARNING HOWL
Activation: Passive Tier: 2
Ranked: Yes Activation: Active (Out of Turn Incidental)
Any non-combat Brawn or Agility checks your character Ranked: No
makes while in Hybrid form gain a number of j equal to
their ranks Beyond the Natural. After an ally is dealt damage by an adversary, your char-
acter may spend 2 strain to cause the adversary to suffer
BRING DOWN THE PREY strain equal to your character’s ranks in Coercion.
Tier: 2
Activation: Passive
TIER: 3
BLUR
Ranked: Yes
Your character’s Claw attack in Hybrid or beast form gain Tier: 3
a rank of Ensnare for each rank of Bring Down the Prey. Activation: Active (Action)
CONTROLLED SHIFT Ranked: No
Tier: 2 Any time your character moves from one range band
to another in Hybrid or Beast form they increase their
Activation: Passive
Defense by 1 until the end of their next turn.
Ranked: No
LUNACY CONTROL (IMPROVED)
The difficulty for shifting into Hybrid form or back to
human form is now Average (kk kk). Tier: 3

HEIGHTENED SENSES Activation: Passive


Ranked: No
Tier: 2
Your character must have purchased the Lunacy Control tal-
Activation: Passive
ent to benefit from this talent.

Forgotten Realms
101 GENESYS
Reduce the Discipline check of Lunacy Control to Aver-
age (kk
kk). Your character may now make this check before
Berserk triggers to cancel the Lunacy.
PACK TACTICS
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Your character may suffer 2 strain to perform this maneu-
ver and have themself and every ally within Short range
receive j per your character’s ranks in Leadership on all
combat checks for one round.
SUPERNATURAL REGENERATION
Tier: 3
Activation: Passive
Ranked: No
Your character must have the Supernatural trait to benefit
from this talent.
Whenever your creature heals wounds due to natural
rest, they heal 1 additional wound. They do not recover
1 additional wound when receiving first aid or medical
treatment. Your character can also regrow lost limbs, which
takes roughly a month before the limb is usable.

TIER 4
EXPERT TRACKER
Tier: 4
Activation: Passive
Ranked: No
Once per session, your character may use this talent to
make a Hard (kkkkkk) Perception check. If successful, they
are able to know if any character or specific creature they
have encountered before, or has an item that character or
creature has worn or carried, has been at their location
within the last 48 hours. Additionally, your character adds
s per rank in Perception to any Survival roll to track any
of those characters or creatures.

Forgotten Realms
GENESYS 102
check by 1. The user may choose not to use the Auto-Fire
ADVENTURING GEAR quality on an attack; in this case, he cannot trigger the quality,
but also does not suffer the aforementioned penalty.
NEW AND UPDAT-
If the attack hits, the attacker can trigger Auto-fire by
ED ITEM QUALITIES spending aa. Auto-fire can be triggered multiple times.
New Quality: Bane (Passive) - Weapons with bane quality Each time the attacker triggers Auto-fire, they must spend
have been enchanted or represent something that is anathema one extra a than previously spent to deal an additional hit
to a certain type of creature. When a creature of the type is to the target. Each time the attack triggers Auto-fire, it deals
hit by a weapon with bane quality, reduce the crit rating of an additional hit to the target. Each of these counts as an addi-
the weapon by 1 and the creature suffers a number of wounds tional hit from that weapon, and each hit deals base damage
equal to the rating of Bane in addition to the damage of the plus the number of uncanceled s on the check.
attack.
These additional hits can be allocated to the target, or
New Quality: Elemental (Passive) - Items with elemental to other targets within range of the weapon. If the attack-
quality have been enchanted or represents something that er wishes to hit multiple targets, he must decide to do so
inherently has a natural element ties to its source of damage, before making the check. Furthermore, if he wishes to hit
potentially boosting or hindering the effectiveness of the dam- multiple targets, his initial target must always be the target
age. The possible elements are Acid, Air, Earth, Electricity, with the highest difficulty and highest defense (if this is two
Fire, Holy, Ice, Poison, Psychic, and Unholy. separate targets, the GM chooses which target is the initial
New Quality: Exhausting (Passive) - Some weapons require target). The initial hit must always be against the initial target.
a great deal of energy to deploy. Examples include controlling Subsequent hits generated can be allocated to any of the other
large machine guns in auto-fire mode, using particularly heavy designated targets.
melee weapons, and certain unarmed attacks. Whenever an Auto-fire weapons can also activate one Critical Injury for
attack is made with an exhausting weapon, that character suf- each hit generated on the attack per the normal cost; the Crit-
fers a number of strain equal to the exhausting rating after the ical must target the target of the specific hit.
check is resolved.
Updated Quality: Disorient (Active) - A disoriented target
New Quality: Poison (Active) - This attack inflicts the tar- adds jj to all skill checks they perform.
get with a poison or venom. When triggered, the target must
Remember that unlike other weapons, Brawl weapons aug-
make a Hard (kkkkkk) Resilience check or suffer wounds equal
ment basic attacks. Brawl weapons can add damage to the
to the Poison rating. hh or d can be spent to have the target
attack (as indicated in the Unarmed profile, on table Brawl
suffer the effect again on the start of their next turn causing
and Melee weapons) and may have an improved Critical rat-
them to make the Resilience check again with the opportunity
ing and additional item qualities. When using a Brawl weap-
to spend hh or d. This can continue until hh or d are
on, the user can choose to use its Critical rating instead of the
not spent.
standard Brawl Critical rating. They also add any additional
New Quality: Push (Active) - When Push is applied to a item qualities to the qualities already provided by the Brawl
target, they are moved one range band away. Unless otherwise attack. If the weapon provides an improved version of an exist-
stated, Push requires aa to trigger, plus one additional a ing quality, the character uses the improved version.
per silhouette of the target beyond silhouette 1. Push can be
activated multiple times, increasing the range band pushed by
one.
If the target is pushed into a solid barrier, the collision
inflicts one strain for each range band they would have moved
had they not hit the barrier.
New Quality: Reach (Passive) - Weapons with this quali-
ty allow the user to attack targets at Short range. Due to the
unwieldy nature of these weapons, melee attacks performed
against a engaged target suffer automatic j which cannot be
negated.
Updated Quality: Auto-Fire (Active) - A weapon with Auto-
Fire can be set to shoot in rapid succession and potentially
spray an area with projectiles. The advantage in using Auto-
fire is that it has the chance to hit multiple targets or hit a
single target multiple times.
Attacking with a weapon on Auto-fire is generally less accu-
rate, and the attacker must increase the difficulty of the attack

Forgotten Realms
103 GENESYS
WEAPONS
KNUCKLE DUSTERS
Knuckle Dusters are brass knuckies wIth wicked curved blades
extending from either side as if the wearer were hoidlng a
Listed below are weapons with unique properties.
knife in a standard and backhand grip. Often used in pairs,
CHAKRAM Knuckle Dusters lend themselves to dizzying twists and spins
A simple-looking metal ring with a wickedly sharp outer blade in close-quarters combat.
and smooth interior, chakrams are favored by assassins. The A pair of Knuckle Dusters counts as a melee weapon for the
technique of twirling a chakram on one’s fingers before releas- purposes of the Parry taient. When used as a pair, Knuckle
ing makes them difficult to use. dusters gain the Sunder and Defensive 1 item qualities. (This
After throwing a chakram, the wielder may spend aa to applies even if they are not used with two weapon combat
have the weapon return to their hand, regardless of success rules to gain an additional hit.). Knuckle Dusters cannot deal
of failure. damage to a target’s strain threshold.

CROSSBOWS LANCE
The Prepare maneuver must be taken before each attack made Longer than pike, but balanced less towards melee combat,
with crossbows. lance are mostly used by cavaliers and mounted riders. While
mounted, a characeter may use a lance one handed, using
FIREARMS (MUSKET, PISTOL, ETC) Melee (light) as the skill for the combat check. Also, a lance
The GM may spend d on any check involving a firearm to cause can be used to make melee attacks against targets at short
the item to become damaged by two steps instead of one. range (the difficulty remains Average kk
kk), but it cannot be
The Prepare maneuver must be taken before each attack made used to attack engaged targets.
with firearms. The Musket requires two hands to wield.
SLING
HOLY WATER Basically a leather cup attached to two lengths of cord, a sling
Holy water acts much like acid against undead creatures and is dirt cheap and its ammunition (any roughly spherical rock)
fiends. Holy water only work when used against undead and even more so. A sling is more likely to be carried by shep-
fiends. herds and street urchins than by seasoned warriors, but a few
adventurers keep one tucked away in a pouch as a weapon of
desperation.
h or d cannot be spent to cause a sling to run out of ammo.

TABLE: THROWING WEAPONS


Name Skill Damage Crit Range Encum HP Price Rarity Special
Alchemist Fire Ranged 9 4 Short 1 0 75 5 Burn 4, Elemental (Fire),Limited Ammo 1

Axe Ranged +2 4 Short 2 0 25 2 Limited Ammo 1, Innacurate 2


Blast 7, Elemental (Lightning), Limited Ammo
Bottled Lightning Ranged 7 5 Short 1 0 100 8
1, Stun 3, Stun Damage
Blast 4, Disorient 3, Limited Ammo 1, Stun
Bottled Thunder Ranged 4 6 Short 1 0 250 8
Damage
Chakram Ranged +2 3 Medium 2 1 450 6 Limited Ammo 1, Unwieldy 4, Vicious 1
Dagger Ranged +1 3 Short 1 0 15 2 Limited Ammo 1, Innacurate 1
Blast 6, Burn 2, Elemental (Fire), Limited Ammo
Dwarven Firebomb Ranged 8 3 Short 1 0 50 (R) 6
1,
Blast 5, Elemental (Ice), Ensnare 3, Limited
Gnomish Icebomb Ranged 7 4 Short 1 0 150 7
Ammo 1,
Blast 8, Burn 2, Elemental (Acid), Limited
Goblin Acid Bomb Ranged 10 3 Short 1 0 400 (R) 9
Ammo 1, Sunder
Bane (Undead) 3, Breach 1, Limited Ammo 1,
Holy Water Ranged 4 2 Short 1 0 100 6
Special
Javelin Ranged +1 3 Short 1 0 50 2 Limited Ammo 1, Pierce 1
Ensnare 5, Knockdown, Limited Ammo 1, Stun
Net Ranged +0 6 Short 1 0 50 2
Damage
Throwing Knife (3) Ranged +1 3 Short 1 0 50 4 Accurate 1, Limited Ammo 1
Thunderclap Blast 8, Concussive 1, Disorient 5, Limited
Ranged 10 5 Short 1 0 650 (R) 10
Explosive Ammo 1,

Forgotten Realms
GENESYS 104
TABLE: BRAWL AND MELEE WEAPONS
Name Skill Damage Crit Range Encum HP Price Rarity Special
Axe Melee (Light) +2 4 Engaged 2 1 25 2
Battleaxe Melee (Light) +3 3 Engaged 2 1 100 3 Vicious 1
Brass Knuckles Brawl +1 4 Engaged 1 0 25 1 Disorient 3
Chakram Melee (Light) +1 3 Engaged 2 1 250 6 Special, Unwieldy 3, Vicious 1
Club Melee (Light) +1 5 Engaged 1 0 10 1
Dagger Melee (Light) +1 3 Engaged 1 1 15 1
Flail Melee (Light) +2 4 Engaged 4 2 150 4 Linked 1
Greataxe Melee (Heavy) +4 3 Engaged 4 2 300 5 Cumbersome 3, Vicious 2
Cumbersome 4, Disorient 2, Stun 1,
Greathammer Melee (Heavy) +5 4 Engaged 5 3 750 6
Sunder
Greatsword Melee (Heavy) +4 2 Engaged 3 2 500 4 Defensive 1, Pierce 1, Unwieldy 3
Cumbersome 3, Pierce 1, Reach, Unwieldy
Halberd Melee (Heavy) +3 3 Short 5 3 300 5
3, Vicious 1
Javelin Melee (Light) +1 4 Engaged 1 0 80 2 Pierce 1
Katar Brawl +1 2 Engaged 1 0 100 4 Pierce 1
Knuckle Duster Brawl +2 3 Engaged 1 1 300 8 Pierce 2, Special, Vicious 1
Cumbersome 3 (unmounted), Pierce 3,
Lance Melee (Heavy) +4 2 Short 4 2 200 6
Reach, Special
Disorient 2, Elemental (Lightning), Slow-
Lightning Greaves Brawl +2 4 Engaged 2 1 550 8
Firing 1, Stun 3
Mace Melee (Light) +2 4 Engaged 2 1 75 2 Disorient 1, Pierce 1
Pike Melee (Heavy) +3 4 Short 4 2 100 4 Cumbersome 4, Pierce 2, Reach
Rapier Melee (Light) +1 2 Engaged 1 2 300 6 Accurate 1, Defensive 1, Finesse, Pierce 2
Defensive 1, Deflection 1, Inaccurate 1,
Shield Melee (Light) +0 6 Engaged 2 0 80 1
Knockdown
Short Sword Melee (Light) +2 3 Engaged 1 1 100 2 Accurate 1
Spear Melee (Light) +2 4 Engaged 2 1 110 2 Defensive 1, Pierce 1
Staff Melee (Light) +2 5 Engaged 2 1 50 1 Defensive 1, Special
Sword Melee (Light) +3 2 Engaged 2 2 200 4 Defensive 1, Special
Unarmed Brawl +0 5 Engaged - - - - Knockdown
Warhammer Melee (Light) +3 3 Engaged 3 2 250 4 Cumbersome 3, Pierce 1, Sunder
Whip Melee (Light) +1 5 Short 1 1 150 5 Disorient 2, Ensnare 2, Reach, Special

TABLE: RANGED WEAPONS


Name Skill Damage Crit Range Encum HP Price Rarity Special
Blowgun, Greater Ranged 5 3 Medium 2 1 150 5 Pierce 1, Prepare 2
Blowgun, Simple Ranged 3 4 Short 1 0 20 3 Prepare 1
Bow, Short Ranged 7 3 Medium 2 1 275 4 Unwieldy 3
Bow, Long Ranged 8 3 Long 3 2 450 6 Cumbersome 3
Crossbow Ranged 7 3 Medium 4 2 500 4 Pierce 1, Prepare 1
Crossbow, Hand Ranged 5 4 Short 2 1 700 5 Pierce 1, Accurate 1
Cumbersome 3, Pierce 2, Prepare 2,
Crossbow, Heavy Ranged 9 3 Long 5 3 1,000 7
Unwieldy 3
Musket Ranged 9 2 Long 3 3 1,500 10 Pierce 2, Prepare 2, Unwieldy 3
Pistol Ranged 7 3 Medium 2 2 1,000 9 Inaccurate 1, Prepare 1, Unwieldy 3
Sling Ranged 4 4 Medium 1 0 50 1 Disorient 2, Prepare 1

Forgotten Realms
105 GENESYS
STAFF
Cheap to buy (or make from fallen branches), staves can ARMOR
be found across Faerun, where they often serve as walking Listed below are armors with unique properties.
sticks or prods to move herds along.ose expert in their use, CHAINMAIL
though, can use them to defend against many of the fell crea-
tures that lurk across wilderness areas. As heavy as it is reliable, chainmail offers protection matched
with flexibility. Thousands of small linked rings make up a
You may wield a staff with two hands with the follow- suit of chainmail, providing a reliable defense against slashing
ing profile: (Melee (Heavy); Damage +3; Critical 4; Range and piercing weapons. Some adventurers wear suits of chain-
[Engaged]; Defensive 1, Disorient 2). mail passed down from their ancestors; others still use the set
they looted from the first tomb they explored. The only draw-
SWORD
back is the time it takes to forge and link the numerous rings
A longsword, also called a hand-and-a-half sword, is a com- together adds significantly to the cost.
promise between the smaller sword and the larger greatsword.
Chainmail is restrictive and noisy, so your character adds j to
While not as deadly as its larger brethren, it is better balanced
Stealth checks they make while wearing it.
than either other swords.
You may wield a sword with two hands with the follow- RINGMAIL
ing profile: (Melee (Heavy); Damage +3; Critical 3; Range This armor is Leather Armor with heavy rings sewn into it.
[Engaged]; Accurate 1). The rings help reinforce the armor against blows from Swords
and axes. Ring mail is inferior to Chain Mail, and it’s usually
WARHAMMER
worn only by those who can’t afford better armor.
Resembling a large, heavy sledge hammer (striking surfac-
Due to its bulk and poor construction, It counts as having
es on either side of the head), the warhammer was originally
Cumbersome 3 and your character adds jj to Stealth checks
adapted from the tools of laborers and craftsmen but is no
longer suitable for anything but combat. they make while wearing it.

You may wield a warhammer with two hands with the fol- PLATEMAIL
lowing profile: (Melee (Heavy); Damage +4; Critical 3; Range
Few things on the battlefield are more impressive and awe-in-
[Engaged]; Accurate 1, Cumbersome 3, Pierce 1, Sunder).
spiring than a full suit of plate armor, and few items are a
WHIP sterner test of the smith’s craft. Forging even a light breastplate
takes time and care, and constructing an entire suit of inter-
Whips cannot be used in conjunction with the Parry talent. locking armor plates can take months of painstaking work.
Whips can be used to disarm a target at range. As an action, Unsurprisingly, only the finest knights or richer adventurers
a character wielding a whip may roll a Ranged check opposed wear plate armor, although occasionally a wandering adven-
by Athletics or Vigilance. Success indicates the target is dis- turer may discover a set of plate buried in some long-forgotten
armed and the whip wielder may spend aa to bring the crypt or dungeon and claim it for their own.
item into hand. To use this action, the wielder must first use
the Aim maneuver to target the item, as a called shot. GM has Plate armor is heavy and very noisy. It counts as having Cum-
final say as to whether an item may be disarmed. bersome 3 and your character adds jj to Stealth checks they
make while wearing it.

SCALE
TABLE: ARMOR Something of a compromise
Name R Defense M Defense Soak Encum* HP Price Rarity between leather and chainmail
Chainmail 1 1 +2 6 2 600 5
armor, scale armor consists of
hundreds of tiny metal scales
Half-Plate 1 1 +2 4 3 1,500 6 attached to a leather jerkin. It is
Heavy Clothing 0 1 +0 1 0 500 1 easier to forge than chainmail, but
Leather 0 1 +1 1 1 75 2 the scales and the leather com-
Platemail 1 1 +3 7 4 2,250 8
bined make the armor heavy and
unwieldy.
Reinforced Leather 1 1 +1 2 2 300 5
Ring Mail 0 1 +2 6 1 350 3
The rattling of hundreds of scales
is fairly noisy, so your character
Scale 1 1 +1 5 2 600 4
adds j to Stealth checks they
*Reminder: Armor actively worn by a character counts as having 3 less Encumbrance when worn make while wearing it.

Forgotten Realms
GENESYS 106
Rarity: +3.
CRAFTMANSHIP ELVEN
The quality of materials that go into an item and the skill of
the crafter contribute greatly to its effectiveness and dura- Elven craft weaves ironbark with iridescent moonstone
bility. Most weapons and suits of armor aren’t particularly and inlays of gleaming silver. The resulting items are as
remarkable; the standard item profiles presented in this beautiful as they are light and durable, and blades crafted
book represent items crafted by a competent creator using from moonstone are said to be as sharp as starlight on the
the standard material in Faerun—namely steel. This section coldest winter nights.
includes rules for representing items of truly exceptional Armor: Reduce the armor’s encumbrance value by 2, to a
craftsmanship, constructed with rare and potent materials. minimum of 0 and Cumbersome rating by 1. In addition,
An item can only have one type of craftsmanship, which your character removes jj from all Stealth checks they
your GM determines when the item is bought or obtained. make while wearing this armor.
The type of craftsmanship can never change after the item Weapon: Reduce the weapon’s encumbrance and damage
is created or obtained. by 1, to a minimum of 1. The weapon gains the Accurate 1
quality, or increases an existing Accurate quality by 1.
DRACONIC
Price: Cost x 1½
Draconic armor is made from the scales of dragons.
Rarity: +3.
Scales from dragons can be molded into many types of
armor. Draconic armor is fearsome to behold and imper- EVERDARK
vious to element respective to the dragon it is made from.
Draconic weapons can be made from tooth, horns, or Deep in the Underdark the darkness is sometimes so
bones of dragons. As light as they are fast, these weapons thick that it can hardly be traversed. Its essence fuses with
retain sharpness as if the deceased dragon thirsts for blood the surrounding rock and metals. Shards of these metals
beyond the grave. are rare on the surface since exposure to sunlight corrodes
the metal. Daylight renders the item completely useless
Armor: Increase the armor’s soak and defense by 1.The and will take one step of damage per round of exposure to
wearer of the armor removes 3 points of damage from any direct sunlight.
source of the elemental effect associated with the breath
of the dragon used to craft the armor. Reduce the armor’s Armor: Reduce the armor’s Encumbrance by 3, to a min-
hard points by 1 (to a minimum of 0). imum of 1. Increase the armor’s defense by 1. In addition
the Armor grants j on any stealth check. The wearer of the
Weapon: The weapon gains the Reinforced and Superior armor can remove and don the armor as a maneuver. When
item qualities. The weapon gains the Accurate 1 quality, not worn the armor retains its encumbrance but can be
or increases an existing Accurate quality by 1. The weap- carried in a small case usually worn around the belt Reduce
on also gains the Elemental quality from the source of the the armors hard points by 1 (to a minumum of 1).
element associated with the breath of the dragon used to
craft the armor. Reduce the weapon’s hard points by 1 (to Weapon: Reduce the weapon’s Encumbrance by 1, to a
a minimum of 0). This weapon considered magical for the minimum of 1. Increase the weapon’s damage by 1. The
purposes of bypassing supernatural resistances. weapon gains the Disorient 2 and Accurate 1 quality, or
increases an existing Disorient or Accurate quality by 1.
Price: Cost x 8 Reduce the weapon’s hard points by 1 (to a minimum of 0).
Rarity: +7. Price: Cost x 3 (x6 for Armor)
DWARVEN Rarity: +5.
Dwarven smiths are masters of metallurgy. The alloys GNOMISH
they concoct and from which they forge armor and weap-
ons are superior to those made from simple steel. Gnomes are the masters of mechanics and tinkering. All
Gnomish creations have some kind of mechanical inner-
Armor: Increase the armor’s encumbrance value by 1 and workings, and are often fueled by magical power.
add 1 hard point. If the armor’s encumbrance value would
become 4 or greater, the atmot is considered to have Cum- Weapon: All weapons gain 1 hard point and Ranged
bersome 3, or increases it’s Cumbersome rating by 1. weapons add the Prepare 1, or increase an existing Prepare
quality by 1.
Weapon: Increase the weapon’s damage by 1 and encum-
brance value by 1. Tools: Any tools crafted with Gnomish crafting add a j
to checks when they are used.
Price: Cost x 2.

Forgotten Realms
107 GENESYS
Price: Cost x 2 (x1 ½ for tools). blade to the same edge as steel or devilbone, and ironwood
Rarity: +2. maces and cudgels are too light to be as effective as their
metal or ceramic counterparts. Ironwood is also one of the
INFERNAL least magically conductive materials, warding the wearer
Infernal weapons and armor take many forms and some- from hostile and friendly spells alike.
times their vile origin can easily be seen in the design of Armor: Reduce the armor’s Encumbrance value by 2, to
the weapon; however, sometimes the weapon may appear a minimum of 1. Upgrade all magic checks targeting the
mundane revealing its sinister nature later. character twice. Increase the armor’s soak by 1. This armor
Armor: Increase soak and defense by 1. Add j to Coer- counts as metal.
cion checks they make while wearing this armor. Whenev- Weapon: Reduce the weapon’s Encumbrance by 1, to a
er your character recovers strain while wearing this armor, minimum of 1. Increase the weapons critical rating by 2.
they decrease the strain recovered by 1, to a minimum of 1. Weapons made from Ironwood may be used with the Parry
Reduce the hard points of the armor by 1 (to a minimum talent to Parry magical attacks. The weapon gains the Rein-
of 0) forced quality.
Weapon: Reduce the weapons Critical rating by 1, to a Price: Cost x2 (x5 for Armor).
minimum of 1. The weapon gains the Vicious 1 quality, or
Rarity: +4
increases the Vicious of the weapon by 1. Also, whenever
your character suffers strain while wielding or wearing this MASTERWORKED
weapon, they increase the strain suffered by 1. The weap-
on gains the Reinforced and Superior item qualities. This Masterworked weapons and armor are finely crafted ver-
weapon considered magical for the purposes of bypassing sions of normal items. Masterworked items are remarkably
supernatural resistances. tough, resistant to corrosion, and able to hold a sharp edge
despite heavy use. All magic items are considered master-
Price: Cost x 7 worked items unless specified.
Rarity: +8. Armor: Increase the armor’s soak and defense by 1. The
IRON armor gains the Reinforced item qualities.

Iron is not as strong or workable as steel, but the smelt- Weapon: Increase the weapon’s damage by 1 and reduce
ing of that alloy is beyond many smiths. Further, when its Critical rating by 1, to a minimum of 2. The weapon
both iron and steel items are available, steel fetches a higher gains the Reinforced and Superior item qualities.
price. Many adventurers, militia members, and soldiers in Price: Cost x 10
the service of lesser nobles must make do with iron weap-
Rarity: +6.
ons and armor.
Armor: Increase the Armor's encumbrance by 2. In RARE METALS/ORES
addition, your character adds j to Athletics, Coordina- Lightweight, yet just as durable, items made from these
tion, Riding, and Stealth checks they make while wearing materials can often be distinguished by their smooth,
this armor. reflective finishes, and their distinctive, vibrant, hues.
Weapon: Increase the weapon’s Critical rating by 1 and E.g., Mithral, Malachite, Orichalcum
the weapon gains the Inferior quality. Armor: Armor made of Rare Metals reduces its encum-
Price: Cost x ½. brance by 2 and increases its defense by 1.
Rarity: –1. Weapon: Weapons made of Rare Metals gain the Pierce
1 quality (or increase any existing Pierce quality by 1.) The
IRONWOOD weapon gains the Reinforced quality.
Ironwood comes from several species of knotted, Price: Cost x 4 (x5 for armor).
thicktrunked trees that grow high up in the northern
mountains. Living ironwood is no more resilient than fir or Rarity: +5.
cedar, but hardens after the tree is cut down, and hardens
even more after an artisan carves it and cures it in alchem-
ical reagents.
Skilfully carved and treated ironwood makes for light
and flexible armor, but poor weapons — no matter how
hard one may try, it is near-impossible to hone a wooden

Forgotten Realms
GENESYS 108
Enchant spell, the spell lasts for the full duration without
MAGICAL having to use the Concentrate maneuver. In addition,

IMPLEMENTS adding the Gentle effect to a Enchantment spell does not


increase the spell’s difficulty.

FOCUSING RING
A character with a magic skill can use an implement to
enhance magic skill checks, as described in Part III, Chap- What appears to be a rather mundane band of metal
ter 2 of the Genesys Core Rulebook. worn around a user’s finger, the focusing ring stores a
small amount of magical energy. Wearing this ring allows
BRACERS the wearer to more easily manifest magically conjured
Bracers of boiled leather inscribed with protective sigils are equipment, essentially acting as a buffer for a particular
a popular choice among defensively-minded magicians. weapon.

When your character casts a Barrier spell, they may add When a Focusing Ring is first acquired, choose a single
the Empowered effect without increasing the difficulty. one-handed weapon profile, up to GMs discretion. While
wearing this ring, the wearer may cast the Conjure spell to
CENSERS summon the chosen one-handed weapon as a maneuver
Deep in the underground of the Underdark, sorcerers instead of an action.
perform strange rituals and magic drawing upon the very HOLY ICONS
essence of darkness.This power has devastating effects to
mortals spreading disease and draining both body and Holy icons are items that represent your character’s faith
soul. To harness and carry with them this power of the and help them focus that faith to cast spells. These are gen-
Underdark, Drow sorcerers have constructed magical Cen- erally religious symbols of some sort, perhaps necklaces,
sers that can burn and release this putrid essence with magic rings, emblems, or medallions. But they just as easily can
attacks. Censers are usually carried or hung from long staffs simply represent your character’s beliefs. Holy icons enable
consisting of bowl or disc in which burns a magical fire divine spellcasters to perform unique miracles.
slowly releasing the essence of the Everdark. But they can When they are casting a spell, adding any Divine Only
also be carried by hand on a chain. effects increase the spell’s difficulty one less than they would
When your Character casts the Attack spell, they may add normally. In addition, the number of wounds healed by
the Sapping effect without increasing the difficulty. Attack heal spells cast by the user increases by two.
spells cast by your character increase their base damage by
MAGIC GAUNTLET
two.
Favored by a certain kind of muscle-bound war wizard, a
CONJURER'S CIRCLET magic gauntlet bears a superficial resemblance to a gauntlet
Conjurer circlets could be simple bands of entwined metal, from a suit of plate armor, save for the lacework of silver
elaborate headdresses, or even crowns. They help those inlay arrays that channel magical energies. Most magic
using summons to extend their use. gauntlets are bulky, ornate and ostenttious, immediately
identifying the wearer as a mage and making it difficult to
When a character makes or obtains the circlet, you, the perform tasks that require a great degree of manual dex-
GM, determine one summon template. When the user terity — which is why war-mages only wear one at a time,
casts the Conjure spell to summon that template, adding rather than two.
the Summon Ally effect does not increase its difficulty. In
addition, the creature remains summoned until the end Attack spells cast by your character while using a gauntlet
of the encounter without your character having to use the increase their base damage by 3; in addition, adding the
concentrate maneuver. Close Combat and Impact effects does not increase the dif-
ficulty of the magic check.
ENCHANTER'S MEDALLION The Magic Gauntlet can be wielded as a Brawl weapon
The back-and-forth sway of a non-magical medallion on a with the following profile: (Range: Engaged, Damage: +2,
chain can, under the right circumstances, put a person into Crit: 4, Special: Disorient 2).
a trance state. A silver-inlaid medallion in the hands of a
skilled mage is vastly more dangerous, dazzling and putting MAGIC ORBS
all but the strongest of will under their spell. These can be orbs of glass, gems, or other semitranspar-
ent minerals, and are generally small enough to be carried.
When a character wielding a enchanter’s medallion casts the Magic orbs help augment the user’s ability to affect more

Forgotten Realms
109 GENESYS
targets with their spells. Magical staffs almost universally augment the user’s ability
When the user casts a spell, adding the Additional Target to cast spells at range. When they are casting a spell, adding
and Additional Summon effects do not increase its diffi- the first Range effect added to the spell does not increase
culty. In addition, attack spells cast by the user increase the spell’s difficulty. In addition, attack spells cast by the
their base damage by three. user increase their base damage by four.

MAGIC RODS MAGIC TOMES

Magic rods are shorter than wands and are a uniform thick- Most magic tomes are found in the depths of the tombs
ness throughout. They are covered in runes and sigils that of long-forgotten spellcasters. A tome is not simply an
amplify the energy of a spell. instruction manual on how to cast a spell. The very act
of writing spells upon the page can leave some small reso-
Any spell cast with a magic rod may add the empowered nance with the world’s energies, and if the reader can read
effect with no increase in difficulty. and follow the instructions exactly, they can call upon that
resonance to boost their own spells.
MAGIC RINGS
When your character makes or obtains a tome, your GM
Magic rings are items of great power and danger. When a
determines up to two effects that the tome lets your char-
character obtains a magic ring, the GM chooses one type
acter add to any appropriate spell without increasing the
of magic skill, then select three effects that can be added to
spell’s difficulty. The effects your GM chooses should nor-
spells cast by that skill. Two of the effects can normally only
mally (without the tome) only increase the difficulty of a
increase the difficulty of the spell by one; the third can nor-
spell by a total of three.
mally only increase the difficulty of the spell by two. When
the user casts a spell, adding these effects do not increase MAGIC WANDS
the spell’s difficulty.
Magical wands are as much a tradition of magic as staffs.
However, when using a magic ring, you must always Usually small sticks about the size and shape of a con-
upgrade the difficulty of any spells you cast once, and dd ductor’s baton, they can be constructed from just about
cannot be spent to destroy the ring. In addition, attack anything and worked with any number of designs. Magic
spells cast by the user increase their base damage by two. wands help augment the user’s ability to cast spells in a very
An example of this might be a Ring of Divine Protection, specific way.
which allows your character to add the Range, Additional When a character makes or obtains the wand, you, the
Target, and Sanctuary effects to a Barrier spell without GM, determine one effect that the wand lets users add to
increasing the difficulty. any appropriate spell without increasing the spell’s diffi-
culty. The effect chosen must be one that, without a wand,
MAGIC SCEPTER
only increases difficulty by one. In addition, attack spells
A magic scepter superficially resembles a mace, though cast by the user increase their base damage by three.
many are wrought from the finest materials or are intri-
cately decorated with words of power. Silverymoon schol- For example, your character could have a wand of fire,
ars claim that the resemblance to a weapon helps the scep- which lets them add the Fire effect to any magic attack
ter boost and channel magical energies in battle. actions they perform. They could also have a wand of
enervation, which lets them add the Enervate effect to
When your character casts an Attack spell while using a any curse actions they perform. However, they cannot
magic scepter, add j to the check and adding the Close have a wand of empowered, because the Empowered effect
Combat effect does not increase the difficulty. In addition, increases the difficulty of the spell by two, not one.
Attack spells cast by your character increase their base dam-
age by two. MUSICAL INSTRUMENT
The Magic Scepter can be wielded as a Melee Light weapon Bards do not craft magical implements as other spellcast-
with the following profile: (Range: Engaged, Damage: +2, ers do, but over time, they tend to infuse the instruments
Crit: 3, Special: None) they play with some small measure of power. Some instru-
ments have even been passed from bard to bard and, over
MAGIC STAFFS generations, have become magical relics in their own right.
Magical staffs have long been a staple of magic in a variety Of course, a great many more instruments get passed off
of settings. Used by wizards, druids, and shamans, these can as magical relics when their owners need to make up the
look like ornate, rune-encrusted rods of brass and obsidian, money lost in an ill-advised night of carousing.
simple wooden staffs, or pretty much anything else. When your character casts a spell using the Verse skill while

Forgotten Realms
GENESYS 110
using a musical instrument, adding the Additional Target TABLE: MAGICAL IMPLEMENTS
effect does not increase its difficulty.
Name Damage Encum Price Rarity
ORACLE BONES Bracers +0 1 1100 8
Two carved, flat bones on a chain or leather cord, usually
Censer +3 2 700 6
worn about the neck. Ancient oracles would inscribe ani-
mal or human scapulars with invocations and questions Conjurer’s Circlet +0 0 1500 5
before heating the bones over a gate to the spirit realm and Enchanter’s Medallion +0 0 2000 9 (R)
divining the spirits’ answers from the pattern of cracks that Focusing Ring +0 0 800 8
would spread across the bone. Pairs of oracle bones — one
Holy Icon +0 0 250 5
with an ill omen, one with a good one — are a potent mag-
ical instrument, bringing luck to the caster and misfortune Magic Gauntlet +4 1 1,000 6

to their enemies. Magic Orb +3 1 1,000 8


Magic Ring +2 0 - 10
When your character casts a Predict spell while using a set
of oracle bones, they add j to the check. In addition, add- Magic Rod +0 1 800 8

ing the Commune effect to a Predict spell does not increase Magic Scepter +2 2 400 5
the spell’s difficulty. Magic Staff +4 2 500 6
Magic Tome +0 1 1000 8
POUCH OF DRUIDIC HERBS
Magic Wand +3 1 800 7
This tiny pouch is made of raw silk, filled with whole mag- Musical instrument +0 1 750 5
ical herbs, and tied close with silk ribbon. Though easily Oracle’s Bones +0 0 500 8
constructed, no common druid can just slap some sage in a
Pouch of Druidic Herbs +0 1 600 6
bag and achieve the same effect.
Totem +0 1 750 5
When casting the Heal spell, users may add Restoration
effect without increasing the difficulty. Additionally, the
amount of strain healed increases by two.

TOTEM
Totems are used to channel more primal energies and are
used almost exclusively by druids and clerics of nature dei-
ties.
A totem is a small carving of an animal that embodies qual-
ities that are sought after. Totems are small enough to fit in
the palm of one’s hand and are usually worn on necklaces,
bracelets and the like.
When a character makes or obtains the totem, the GM
determines one augment or transform effect that the totem
lets users add to any appropriate spell without increasing
the spell’s difficulty. The effect chosen must be one that,
without a totem, only increases difficulty by one. In addi-
tion, whenever the user casts an augment or alter spell
with the chosen effect, the spell lasts until the end of the
encounter without your character having to use the con-
centrate maneuver.

Forgotten Realms
111 GENESYS
Price: Cost x 4.
IMPLEMENT MATERIALS
Rarity: +6.
Like the metal in arms and armor, and perhaps even more
so, the material used in crafting magic implements such EVERDARK
as staffs and wands is an important choice that greatly Implements crafted from Everdark carry the cold of dark-
affects the performance of the resulting object. Many ness with them.
types of wood and other substances have inherent mystical
properties that are only unlocked when fashioned into a When your character successfully casts an Attack spell they
magic implement. A magic implement can only have one MUST add the Hindering effect without increasing the
implement material, which your GM determines when the difficulty this in addition to any other effect the implement
item is bought or obtained. This can never change after the has. When your character casts an Illusion spell using an
implement is created or obtained. Everdark implement, you may add s to the results.
Price: Cost x 3.
BONE
Rarity: +5.
Implements carved of animal bone have long been used
by spiritspeakers, witches, and the warlocks. Implements HAZEL
crafted from the bones of Humans and their kind are asso-
Hazel is associated with inspiration, prophecy, and wis-
ciated with necromancy and other dark magics. When
dom. Some magic practitioners prefer it for their imple-
properly prepared, the bones of an ordinary mortal crea-
ments, attributing their greatest successes to moments of
ture can produce frightening effects.
inexplicable inspiration.
When your character successfully casts an Attack or Curse
When your character generates t while casting a spell with
spell, they heal 1 wound. If your character successfully casts
this implement, you may roll j and add it to the results, in
a Predict spell, they may add aa to the results.
addition to spending the t normally. When your charac-
Price: Cost x 1½. ter casts a Predict spell using a Hazel implement, you may
Rarity: +2. add s to the results.
Price: Cost x 2.
CORAL
Rarity: +1.
Underneath the surface of the sea, life flourishes as much
as on land, and nowhere is it more diverse than the coral INFERNAL
reefs. The reefs themselves are formed from colonies of
Implements crafted from Infernal material comes with
small creatures that are held together with “coral skeleton”,
high risk and great rewards. The demons ever eager to to
which is usually just called coral. Corals can have different
corrupt the soul of mortal casters.
colors: red, pink, white, blue, and even black -- and are
often valued as much as precious gems. Being the basis of Infernal implements gain the Superior item quality.
such thriving ecosystems corals amplify healing and pro- Upgrade the difficulty of all magic checks twice when using
tection magic. an Infernal implement. When your character generates d
while casting a spell with this implement, add d to the
When your character casts a Barrier, Dispel, or Heal spell
results of the check without the normal failure associated
using a coral implement, you may add s to the results.
with d. When casting with this implement, you can add
Price: Cost x 2. one additional effect with no higher cost then kk kk, in addi-
Rarity: +2. tion to any other effect the implement has, with no increase
in difficulty. When the spell’s effects are resolved, the spell-
DRACONIC caster suffers 2 wounds in addition to the strain cost. dd
Implements crafted from bone, blood, or tooth from a cannot be spent to destroy Infernal implements.
Dragon carry ancient power which enhances spell casting. Price: Cost x 6.
When your character successfully casts an Attack spell they Rarity: +7.
may add the elemental effect associated with the breath of
the dragon used to craft it without increasing the difficulty.
Any implement increases their base damage by +1.
When rolling a d while casting a spell with an implement
made with Draconic material, the caster is always hit by
their own spell, in addition to spending the d normal.

Forgotten Realms
GENESYS 112
IRONWOOD
Ironwood implements amplify protective magic but are
MISCELLANEOUS
harder to use due to magical resistance.
Upgrade the difficulty of all magic checks casted with this
GEAR
implement by two. When your character generates t
while casting a Barrier or Conjure spell with this imple- This section presents items that characters in Faerun might
ment, you may spend the t to add the Reinforced effect find useful in the course of their travels.
to the spell, even if your character does not normally have Though adventurers vary wildly in both their origins and
access to Reinforced. dd cannot be spent to destroy Iron- motivations, most rely on a similar stable of gear items to
wood implements. get safely from one underground ruin to the next.
Price: Cost x 4.
ALCHEMIST'S KIT
Rarity: +5.
Alchemists work with an impressive array of specialized
MASTERWORKED tools to craft their potions and elixirs. Those who travel
tend to rely on a portable kit of the devices most essential
Masterworked items are remarkably tough, resistant to
to their trade, such as a simple mortar and pestle along with
corrosion, and able to hold a sharp edge despite heavy use.
a number of flasks, tin measuring cups, and pouches in
Masterworked implements gain the Reinforced and Supe- which to store various alchemical ingredients. Those with
rior item qualities. Add to j all checks to cast spells with access to fully stocked labs, though, can use also use alem-
Masterworked implements. dd cannot be spent to bics, crucibles, glassware, and more to create even more
destroy masterworked implements. wondrous concoctions.
Price: Cost x 8 When your character uses an alchemists’ kit, they have the
Rarity: +5. right tool for the job (as per page 93 of the Genesys Core
Rulebook) when making Alchemy checks, although some
WILLOW potions and elixirs may require specialized ingredients. At
Relatively uncommon in Faerun, willow trees are associ- your GM’s discretion, some complex alchemical items may
ated with the potential for great purification and healing as not be crafted with the limited resources of an alchemists’
well as great despair and death. Willow wands and books kit.
bound in willow bark are highly prized among sorcerers.
ARTIFICE FORGE
When your character successfully casts a spell using a wil-
An artifice forge is found as a large metal box with a relief
low implement, you may add a to the results.
depicting a forge. On a command word, this box expands
Price: Cost x 2. into a burning brazier full of coals, billows, and an anvil,
Rarity: +2. along with smithing tools. Once “unshrunk” (activated by
command word), the forge remains in operation until reac-
YEW tivated to shrink.
Students of shamans and old magical traditions associate When your character uses an Artifice Forge, they have the
the yew with the natural cycle of renewal and rebirth. The right tool for the job (as per page 93 of the Genesys Core
Elves who guard the forests prize it for this natural res- Rulebook) when making Mechanics checks, although some
onance, and sometimes even bind tomes between thinly projects may require specialized ingredients and tools. At
laminated sheets of yew. your GM’s discretion, some complex items may not be
crafted with the limited resources of an Artifice Forge.
When your character successfully casts an Augment, Heal,
or Predict spell using this implement, they heal 1 strain. ARTISAN'S TOOLS
Price: Cost x 1½. Aside from farmers, adventurers and merchants are arti-
Rarity: +1. sans. These people, as the blacksmith, the cobbler, the car-
penter and many others, need some tools to make a living.
Artisan’s Tools is a kit that include everything someone
needs to craft their goods.
Artisan’s Tools are specific to a profession. You cannot ben-
efit from a Carpenter Artisan’s Tools when working when
fishing.

Forgotten Realms
113 GENESYS
Using a Artisan’s Tools counts as having right tool for the flasks can carry roughly ten ounces of liquid, and have a
job (as per page 93 of the Genesys Core Rulebook). You can cork or latching top to keep the contents from spilling.
only have Artisan’s Tools for a craft that does not already
have an existing gear in the table. For example, Artisan’s FLINT AND STEEL
Tools cannot act as an Alchemist’s Kit. As long as an adventurer has time, patience, and a supply
of fine, dry kindling, they can use a flint and steel to strike
BACKPACK sparks and start a fire.
Few things are more essential to the traveler and adventurer
than the humble backpack. Without its copious storage HEALER'S KIT
space, one could not carry the supplies needed for a lengthy Like alchemists, apothecaries (more often called healers)
journey or escape from a spider-infested tomb with a haul often travel with specialized kits. These kits commonly
of loot. While wearing a backpack, your character increases contain bandages, salves, poultices, and other items neces-
their encumbrance threshold by four. sary to heal the injured and sick.
BEDROLL A Healer’s kit allows your character to perform Medicine
checks to heal wounds and Critical Injuries without pen-
Whether camping beneath the boughs, sleeping on a alty.
dune, or lying amid the rubble of a ruined castle, a good
bedroll can be just what one needs to get a restful night’s HEWARD'S HANDY HAVERSACK
sleep. Bedrolls usually consist of a thick lower blanket This Backpack has a central pouch and two side pouches,
for padding and an upper blanket for warmth. Wealthier each of which is an extradimensional space. Each side
individuals sometimes use blankets treated with an pouch can hold up to 3 encumbrance worth of items. The
alchemical resin to resist rain and damp. large central pouch can hold up 5 encumbrance of items.
The Backpack is always 3 encumbrance regardless of its
CLIMBING GEAR
contents.
Ropes, pitons, and a small hammer make climbing up a
The haversack has a few limitations. If it is overloaded, or
sheer cliff or wall merely difficult, rather than nearly impos-
if a sharp object pierces it or tears it, the haversack ruptures
sible (and possibly fatal). When your character uses climb-
and is destroyed. If the haversack is destroyed, its contents
ing gear they remove jj from any Athletics checks they
are lost forever, although an artifact always turn up again
make to climb something.
somewhere. If the haversack is turned inside out, its con-
EXTRA QUIVER tents spill forth, unharmed, and the haversack must be put
right before it can be used again. If a breathing creature is
This can include additional arrows in a spare pouch, cross- placed within the haversack, the creature can survive for
bow bolts wrapped in a leather pouch, or missiles for other up to 10 minutes, after which time it begins to suffocate.
ranged weapons such as blowpipes or dart throwers. If your
character has an extra quiver, they can spend a maneuver to While wearing a Haversack, your character increases their
replenish their ranged weapon when it has suffered an “out encumbrance threshold by eleven.
of ammo” d result. Note this does not replenish weapons
LAB
with the Limited Ammo quality as they do not actually run
out of ammunition. A lab includes all the items in a kit and more. When your
character uses a lab, they add j to checks pertaining to
FINE CLOAK the labs use. While the many tools and devices included
Whether it is cut from bolts of vibrant, colorful silk or fash- are extremely heavy and cumbersome (and thus require a
ioned from rich, fur-lined velvet, nothing says someone is room to contain them), a lab can be considered somewhat
ludicrously wealthy and powerful (or wants to pass as such) portable if a wagon and draft animal are given over entirely
like a fine cloak. to transporting it.
When wearing a fine cloak, your character removes j from LANTERN
any Charm, Deception, or Leadership checks they make.
An iron lantern is easier to handle than a torch and can be
While worn, a cloak’s encumbrance is 0.
hung from a belt or shield. Protected inside a cage of metal
FLASK and sturdy glass, its flame is relatively safe even if the lan-
tern is knocked about and can last up to 6 hours. This can
A clay or pewter flask can be just the thing for carrying prove vital in the darkest caverns that run through Faerun.
water on a long journey. Of course, a Dwarf would prob-
ably consider carrying water a waste of a good flask. Most A lit lantern provides light and removes j added to checks

Forgotten Realms
GENESYS 114
due to darkness. (If it becomes important to determine TRAINING CLOTHES
how far the light reaches, a lantern can provide light out
Apprentices of martial arts find that wearing loose, open
to medium range.)
clothing gives them the most freedom of movement. With-
POLE ( THIRTY HANDS LONG ) out the restrictions of armor or tight clothing, a martial
artist can more easily flow with their moves and strike their
While some may consider a long pole to be an odd thing opponent.
for an adventurer to carry, clearly those people have not
been on many adventures. A character wearing training clothes adds a to all Brawl
checks, and removes from h any Athletics and Coordina-
RIDING SADDLE tion checks. In addition, the character suffers 1 fewer strain
Allows you to ride without animals penalty. from use of the Parry incidental.

ROPE UTILITY BELT

No self-respecting soldier, sailor, miner, merchant, or trav- A utility belt is a common item for those on active adven-
eler would ever be caught without a length of sturdy rope tures where quick access to tools and gear is a necessity.
close at hand, and that goes doubly for an adventurer. Their contents will vary with their user and their planned
actions; Some belts also have weapon holsters or clips.
The richest adventurers sometimes carry rope woven from Utility belts increase the character’s encumbrance threshold
silk, but hempen ropes work just as well. A length of rope by two.
stretches out to roughly medium range, but other lengths
can be purchased at your GM’s discretion. VIAL BELT
SPYGLASS Alchemists and adventurers make great use of elixirs and
potions.
May be used to view at extreme range with crystal clear
quality. The vial belt is pice of leather added to an existing belt.
Some people prefer to have vial belt slung rather than
THIEVES' TOOLS around the waist.
Thieves’ tools allow those without keys to attempt to open A vial belt can hold up to three potions and elixirs. These
any mechanical locks or latches, even complicated ones. potions won’t add their encumbrance to the character’s
When making a Skulduggery check to open a lock or latch, encumbrance value.
your character adds a to the results. A character can wear up to two such belt.
TORCHES ( 3 ) WATERSKIN
Wrap the end of a length of wood in cloth, dip it in pitch Generally made from the bladders of sheep or cows, water-
or tar, and light it. The resulting torch should burn for an skins provide a simple and effective way to transport liq-
hour or so, and is a simple way to light up the darkness. A uids from well water to traveling wines. Some Gnomes
lit torch provides light and removes j added to checks due have experimented with making them from canvas treated
to darkness. (If it becomes important to determine how with alchemical resins, but most people complain about
far the light reaches, a torch can provide light out to short the bitter taste and insist that these will never replace the
range.) natural version.
TRAIL RATIONS A waterskin can carry enough liquid to quench the thirst of
two people per day. When full, its encumbrance increases
Most races craft daily trail rations to be compact as possible
to 2.
and last as long as possible without molding or rotting.
Any edibility is incidental. Trail rations generally include
WINTER CLOTHING
smoked jerky with the consistency of shoe leather, biscuits
that can double as sling bullets, and bricks of fat mixed Made of thick wool and furs, winter clothing keeps the
with berries and ground dried meat. wearer warm in the coldest environments.
Elves, of course, forgo such foodstuffs and subsist off a mix When wearing winter clothing, your character removes
of delectable dried fruits, cunningly preserved cheeses, and jj from any Survival or Resilience checks they make due
thin-baked bread that lasts for months without losing its to cold weather. When worn, winter clothing’s encum-
light and fluffy texture. Without exception, travelers from brance is 1.
other races resent them mightily for this.

Forgotten Realms
115 GENESYS
TABLE:GEAR TABLE: POTIONS
Name Encum Price Rarity Name Price Rarity
Alchemist’s Kit 3 300 5 Acid Flask 200 6

Artifice Forge 3 500 7 Antitoxin 100 4


Invisibility Potion 1,000 10
Artisan Tools 2 175 3
Keoghtom’s Ointment 200 4
Backpack +4 50 3
Healing Elixir 25 3
Bedroll 1 15 1
Potion of Heightened Reflexes 2000 7
Climbing Gear 1 20 2
Potion of Power 900 8
Extra Quiver 2 25 2
Potion of Resistance 200 6
Fine Cloak 1 90 4
Potion of Speed 400 7
Flask (empty) 0 1 1
Potion of Sudden Clarity 1,700 7
Flint and Steel 0 10 2
Potion of Vitality 1,100 8
Healer’s Kit 2 150 4
Rejuvenation Potion 100 5
Heward’s Handy Haversack +11 2,000 10
Renewal Elixir 4200 9
Lab 8 600 6
Restoration Potion 6600 10
Lantern 1 50 1
Smokebomb Vial 25 4
Pole (30 hands long) 2 10 1
Stamina Elixir 50 3
Riding Saddle 2 100 2
Tonic of Deep Eyes 2700 8
Rope 1 5 1
Spyglass 1 150 3
Thieves’ Tools 1 75 5
ACID FLASK
Torches (3) 1 1 0 Alchemists often use acids to etch metals or break down
Trail Rations (1 day) 0 2 0 components into their constituent parts. These acids are
usually strong enough to also serve as dangerous—albeit
Training Clothes 1 200 5
dangerously indiscriminate—weapons.
Utility Belt +2 25 4
Vial Belt 1 50 5 As an action, your character can throw an acid flask at a
point within short range, where it releases a cloud of acidic
Waterskin (empty) 1 5 1
mist large enough to encompass a single character and other
Winter Clothing 4 100 3
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).

POTIONS AND The cloud remains for the duration of the encounter, unless
the GM determines that circumstances (such as an outdoor

ELIXIRS
location or a strong draft) cause it to dissipate faster.

ANTITOXIN
Unless stated otherwise, consuming a potion or elixir (or
administering one to an engaged character) is a maneuver Antitoxin is concocted to act as antidotes to a wide vari-
and consumes the item in the process. The effects of multi- ety of common poisons and diseases. Once a person has
ple doses of the same potion do not stack. Some alchemists imbibed antitoxin, they will not as easily succumb to the
and herbalists produce highly specialized potions for sale, disease or poison it is designed to counteract for a short
and such items vary greatly in quality, potency, and safety. period of time thereafter.
Some potions are simply too rare to be purchased like ordi- Using antitoxin immediately nullifies any mundane poi-
nary goods. sons or toxins currently afflicting your character (some
All potions and poisons have an encumbrance of 1, unless magical or otherwise extraordinary poisons might not be
stored away in a chest or other similar container. A back- affected, at the GM’s discretion). In addition, for the rest of
pack can store away one set of potions. If stored away, every the encounter or scene, your character upgrades Resilience
5 potions or poisons counts as 1 encumbrance checks made to resist poisons and toxins twice.

Forgotten Realms
GENESYS 116
HEALING ELIXIR POTION OF RESISTANCE
Healing elixirs are the most common potions created by Potions of Resistance imbue the drinker with reserves of
apothecaries. They imbue the taker with feelings of warmth physical and psychological resilience. They do this through
and nourishment and are used to ward off illness. mildly soporific effects that deaden pain and increase feel-
They do not actually heal injuries, although they can help ings of well-being. They also have an effect on the body,
comfort and stabilize an injured individual. shrinking the capillaries near the skin’s surface to reduce
bruising and bleeding, and speeding the clotting process.
A healing elixer is a painkiller, as described on page 116 of
the Genesys Core Rulebook. When your character imbibes a Potions of Resistance they
gain +1 soak for your character’s next three turns.
INVISIBILITY POTION
POTION OF SPEED
When your character imbibes an invisibility potion they
become invisible for 3 rounds. During this time, your Potions of Speed affect the muscles of the drinker, espe-
character cannot be seen and casts no reflection or shadow. cially those used for running and other forms of move-
They produce noise, smells, and so on as usual, and they ment. Once a Potion of Speed is taken, the imbiber is bet-
have a physical presence. An invisible character may also be ter able to sprint for a short period. Potions of Speed allow
detected through magical means. for short and immediate bursts of top performance. Some
people have been known to combine stamina elixirs and
An invisible character benefits from concealment worth +4 Potions of Speed for longer periods of high performance.
dice (see Concealment on page 110 of the Genesys Core The morning after can only be described as truly night-
Rulebook). marish.
KEOGHTOM'S OINTMENT When your character imbibes a Potion of Speed they gain
one additional maneuver during their turn. While under
Keoghtom’s Ointment helps heal injuries. It takes the
the effects of a Potions of Speed, your character can per-
form of a poultice to be applied to the wounded area. The
form a maximum of three maneuvers in a turn, rather than
ointment causes torn flesh to knit back together and bro-
two. A Potion of Speed lasts for your character’s next three
ken bones to fuse. Even internal wounds can be cured by
turns, after which your character suffers 6 strain.
Keoghtom’s Ointment.
When your character uses Keoghtom’s Ointment, they POTION OF SUDDEN CLARITY
make a Simple (–) Resilience check, healing 1 wound for A shimmering liquid made with one eye of an ice wyrm mixed
each s and 1 strain for each a. You may spend t to with different bases and honey. When the stopper is removed, the
repeat the check at the start of your character’s next turn, as smell of rain with a hint of honey comes out of the bottle.
the ointment continues to accelerate their healing. When a character drinks this potion, they become blinded
until the end of the encounter, as if suffering from the Blinded
POTION OF HEIGHTENED REFLEXES Critical Injury (Genesys Core Rulebook, page 115). However,
A murky orange liquid made with an assortment of herbs for the duration, whenever they make a skill check that relies on
and a few scales of a yellow catfish. When the stopper is hearing, sense of smell or taste, they upgrade the check’s ability 4
times, ignoring the penalty of the Blinded critical.
removed, a sharp and salty smell comes out of the bottle.
When a character drinks this potion, they gain +2 POTION OF VITALITY
defense and upgrade every Coordination check they make A translucent green liquid made with cereal, powdered
twice until the end of the encounter. gold, some hairs of a giant and a tiny emerald that are dis-
solved in a mixture of specific alcohols. When the stopper
POTION OF POWER
is removed, an abrasive metallic smell comes out of the
Power potions are potions made to imbue a person with bottle.
strength, speed, intelligence, or anything they might need
Anyone who drinks this potion has their wound thresh-
to accomplish a task. While the effects are temporary, they
old increased by 3 until the end of the encounter.
certainly are potent and undoubtedly useful.
When obtaining a power potion, one of the six characteris- REJUVENATION POTION
tics is specified. When consumed, this potion increases the These potions help heal injuries and get people back on
chosen characteristic by 1 until the end of the encounter. their feet quicker. Before your character makes a skill check
If your character’s characteristic is already 5, they instead to recover strain after an encounter, they may drink this
add jj to all checks using characteristic. When the potion potion. If they do so, they not only heal 1 strain per s but
wears off, your character suffers 5 strain. also 1 wound per a.

Forgotten Realms
117 GENESYS
RENEWAL ELIXIR Until the end of the encounter, whenever they make a
social skill check, they reduce the difficulty by 1, to a limit
A stamina elixir enhanced with an assortment of pow-
of Easy (kk).
dered gems. When the stopper is removed, a soothing smell
of vanilla and lavender comes out of the bottle. At the end of the encounter, your character suffers 4
strain and may not make a sklill check to recover strain.
Anyone who drinks this elixir immediately heals all
strain.
POISON
RESTORATION POTION
A health elixir enhanced with the right amount of pow- Every culture in Faerun has its own poisons, ranging from
dered obsidian and dragon scales. When the stopper is abundant botanical extracts to refined alchemical potions.
removed, a subtle scent of fresh peppermint can be smelled. 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
Anyone who drinks this elixir immediately heals all the target suffers the effects when they ingest it.
wounds and one Critical Injury of Hard severity or lesser.
Poison can also be applied to smokebombs or other items
SMOKEBOMB VIAL 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
Smokebomb vials contain yet smaller vials that each hold
dagger or arrow, that can induce the poison into the target’s
different concoctions. When the vials are broken, typically
bloodstream.
by flinging the main vial to the floor as hard as possible, the
various chemicals mix to produce a cloud of thick, choking If applied to a weapon, the first successful hit that deals at
fog. The fog is not harmful (unless treated with poison, least one wound causes the target to suffer the effects of
which must be purchased separately), though it is unpleas- the poison. Once the poison has affected one target, it is
ant to be caught within and is impossible to see through. depleted and another dose must be applied.
As a maneuver, a character can throw a smokebomb vial at TABLE: POISON
a point within short range. Upon impact, the vial shatters Name Price Rarity
to create a thick smoke screen large enough to conceal a
Essence of Ether 500 7 (R)
single character and other characters engaged with the tar-
get. The smoke screen provides concealment worth +2 dice Malice 700 8 (R)
(see the Concealment section on page 110 of the Genesys Pale Tincture 750 8 (R)
Core Rulebook). Purple Worm Poison 1,500 11 (R)
Standard Poison 200 5
STAMINA ELIXIR
Sleep Powder 450 6 (R)
Stamina elixirs can be taken to provide the patient with a
Wvyern Venom 1,000 8 (R)
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. STANDARD POISON
When your character uses a stamina elixir they immediately Characters affected by poison or within a poison cloud
heal 5 strain. Each subsequent elixir used in the same day must make a Hard (kkk kkk) Resilience check as an out-
heals 1 less strain, so that the sixth elixir (and further) has ofturn incidental or suffer 4 wounds (not reduced by soak)
no effect. After one day, the lingering effects of the stamina plus 1 strain per h. You or your GM can spend d on the
elixir wear off, and your character may again use a stamina check to inflict a Critical Injury or to force the target to
elixir to full effect. repeat the check at the beginning of their next turn, as the
poison continues to wrack their body.
TONIC OF DEEP EYES
PURPLE WORM POISON
A deep red tonic made with demon blood and ground
ghost orchids. When the stopper is removed, a strong acrid This must be harvested from the body of a purple worm.
smell comes out of the bottle. A reddish-brown sticky paste, this poison has seen a fair
amount of use. Once injured, the poison begins igniting
When a character drinks this tonic, their eyes become of the blood, causing a creature to quickly burn from within.
a very deep tone, giving them a very alluring and menacing Often the toxin burns through the victim so quickly and
presence. intensely that the remains are little more than charred
bones.

Forgotten Realms
GENESYS 118
Characters affected by poison must immediately make a SLEEP POWDER
Formidable (kkkkk
kkkkk) Resilience check as an out-of-turn
This poison may be introduced into a target’s body via
incidental or suffer 8 wounds (this ignores soak). You can
aerosol deployment, food ingestion, or injection (via an
spend hhhh or d on the target’s check to force the tar-
applicator or dart). A single dose has an Average (kk
kk)
get to repeat the check at the beginning of their next turn,
as the poison continues to work itself through their blood. Resilience check, while two or more doses combined into
a single application have a Hard (kkk kkk) difficulty. The
ESSENCE OF ETHER poison inflicts 5 strain if the target fails the check. If the
A single dose of Essence of Ether has a Hard (kkk kkk) diffi- check generates hh, the target must also give up their free
culty, while two or more doses combined have a Daunting maneuver during their next turn (they may still take two
(kkkk
kkkk) difficulty. The poison inflicts 5 wounds if the tar- maneuvers, however); if it generates hhh, they’s stag-
get fails a check at the relevant difficulty (this ignores soak). gered during their next turn. Finally, the GM can spend d
In addition, each h generated inflicts 2 strain on the tar- to make the target test against the poison again during the
get (this ignores soak), who becomes overwhelmed by the next round, as the poison remains in their system.
nausea and muscle spasms caused by the choking gas. The
WYVERN VENOM
gas lingers in the air for up to 3 rounds unless dissipated
by high winds. Extracted from the glandular toxin sacs of Wyverns,
wvyern venom is a powerful paralytic enzyme inhibitor.
PALE TINCTURE Significantly harder to shake off than most poisons, wyvern
Pale tincture is an exceedingly lethal toxin favored by assas- venom is harvested by beastmasters and commands a high
sins who prefer their victims to suffer. Once exposed to the price on the black market among bounty hunters.
poison, the victim begins to suffer fatigue and dull pain, Any sized dose incurs a Daunting (kkkk kkkk) Resilience
which gradually increases until they is paralyzed and in check. The poison Staggers the target for 2 rounds if the
agony. target fails the check. In addition, each h generated inflicts
Any sized dose has a Daunting (kkkk kkkk) difficulty Resil- 2 strain on the target (this ignores soak), and the GM may
ience check. If the target fails the check, the poison inflicts spend d to immobilize the target for 2 rounds.
1 strain at the end of their next turn, 3 strain at the end of
their subsequent turn, and 5 strain at the end of the turn TRANSPORTATION
after that one (this ignores soak). In addition, the target
suffers j to any check they attempts while under the effects The land of Toril is wide, vast, and expansive. It can take an
of the poison, and each h they generates on those checks extended period of travel to move between cities, especially
inflicts 1 additional strain (this ignores soak) as the target without the proper modes of transportation. Thankfully,
is wracked with pain and violent muscle spasms. The GM travel over land and sea is well developed with the use of
may spend d on the initial Resilience check to make the mounts and vehicles.
target make another check against the poison at the end of
For most adventurers, riding mounts are the preferred
their third turn or suffer an additional 5 strain (this ignores
method for traveling over long distances.
soak) as the poison torments him.

MALICE MOUNTS AND RELATED


Malice is a complex distillation of black lotus and deadly GEAR
nightshade berries that has been boiled down into a syrupy
oil At any dose size, this poison has a Daunting (kkkk
kkkk) Certain creatures are bred to be strong and enduring work
difficulty Resilience check. If the target fails, the poison animals, capable of transporting people, equipment, and
causes an immediate Critical Injury, but instead of rolling carriages across great distances. While some creatures are
on the Critical Injury Result table, the character automati- common across every part of Toril, others are specific to
cally suffers the following special Critical Injury: certain areas. Some animals may not be suited for riding,
Wracking Venom (Hard kkk kkk): Whenever this character but are well suited for traveling alongside a group, carrying
would otherwise suffer 1 or more wounds or 1 or more their equipment so that they don’t have to.
strain, this character suffers that number of wounds or Some cultures make use of riding beasts that are not typ-
strain plus 2 instead. ically for sale. Creatures that either show some degree of
intelligence and choose their rider as much as the rider
chooses them, or creatures so rare or difficult to train that
those that bond with them would not put them up for sale.

Forgotten Realms
119 GENESYS
BARDING Control Skill: Riding.
Barding is metal armor or similar protection for a horse Complement: 1 driver, 1 guard.
or other mount. The destriers ridden by the knights of the Passenger Capacity: 6.
baronies tend to sport steel plates reinforced with patches
of chain, while the fierce Leonx of the Latari wear the same Encumbrance Capacity: 8.
leathers as their riders. Generally, only war mounts can tol- BEAST OF BURDEN (MINION)
erate the weight and discomfort of barding.
Mules, oxen, draft horses, and other strong, hearty animals
Barding counts as armor for a mount and provides an are put to many working uses, such as pulling wagons and
increases to its soak by 3 and its defense by 1. carts.
CARRYING HARNESS 4 2 1 1 1 1
A set of straps and buckles fitted around the mount, allow- Brawn Agility Intellect Cunning Willpower Presence
ing bags and satchels to be attached as needed. Soak Value w. Threshold M/r Defense
While wearing a carrying harness, a mount may use its 4 7 0 0
encumbrance capacity to carry weapons, items, and gear.
Skills (group only): Athletics, Resilience.
CART
Talents: None.
A four wheeled construction, the simplest of carts features
Abilities: Encumbrance Capacity 18, Silhouette 2.
a wooden platform with four sides and an open top, capa-
ble of transporting passengers and cargo. Typically pulled Equipment: Harness.
by horses, this construction makes carrying equipment and
people over the roads much easier. RIDING BEAST ( MINION )
Defense Armor Although they can carry riders over great distances, most
2 1 -2 0 0 horses, ponies, and other such steeds are neither bred nor
Silhouette Max Speed Handling HT. THRESHOLD ST. Threshold trained for the violence of battlefield conditions. A Riding
4 4 check is required to maintain control of a riding beast in
combat or a similarly stressful situation.
Control Skill: Riding.
4 3 1 1 1 1
Complement: 1 driver 1 guard.
Brawn Agility Intellect Cunning Willpower Presence
Passenger Capacity: 2.
Soak Value w. Threshold M/r Defense
Encumbrance Capacity: 60. 4 5 0 0
SADDLEBAGS
Skills (group only): Athletics, Resilience.
Just as the mounts of Faerun come in a variety of forms, so
Talents: None.
do the saddlebags. Saddlebags allow creatures to carry more
gear and traveling supplies then usual, and thus provide Abilities: Encumbrance Capacity 12, Silhouette 2.
their riders a wider range of operation. Equipment: Riding tack.
Saddlebags increase a mount’s encumbrance threshold by
four. WAR MOUNT (RIVAL)
War mounts are those bred and trained for war. Just like
STAGECOACH their riders, such mounts do not shy away when facing
Designed for carrying passengers rather than cargo, the combat and can use their stomping feet, grasping talons, or
stagecoach resembles a cart in its basic construction. A other natural weapons to aid in battle.
stagecoach usually has an enclosed area for passengers to sit 4 3 1 2 3 1
inside of and rest on long travels. Its slightly larger size sees
Brawn Agility Intellect Cunning Willpower Presence
it being pulled by four horses instead of two, allowing it to
reach faster speeds Soak Value w. Threshold M/r Defense
Defense Armor
4 14 0 0
2 2 -1 0 0
Silhouette Max Speed Handling HT. THRESHOLD ST. Threshold
6 4

Forgotten Realms
GENESYS 120
Skills: Athletics 3, Brawl 1, Discipline 2, Resilience 3, Sur-
vival 2.
BOATS AND SHIPS
Talents: None. ROWBOAT
Abilities: Encumbrance Capacity 13, Silhouette 2. A small, wooden vessel typically propelled by a pair of
oars, though some may have a small sail to catch favorable
Equipment: Hooves or claws (Brawl; Damage 6; Critical 4;
winds. Rowboats are nimble and a quick, affordable way to
Range [Engaged]; Knockdown), riding tack.
transport a small number of people and goods across small
TABLE: ANIMALS AND GEAR bodies of water.
Defense Armor
Name Encum Price Rarity 2 2 -1 0 0
Barding 5 900 4 Silhouette Max Speed Handling HT. THRESHOLD ST. Threshold
Beast of Burden - 200 1 4 4
Carrying Harness - 75 2 Control Skill: Operating.
Cart - 400 2 Complement: 1-2 boatmen.
Riding Beast - 400 2
Passenger Capacity: 5.
Saddlebags +4 75 3
Stagecoach - 1,800 6
Consumables: 3 days.
Encumbrance Capacity: 20.
Price/Rarity: 1,000/4.
SAILING SAILING SHIP
Some of the provinces are separated by lakes, rivers or other Typically between 50 - 100 feet long, these ships are mainly
large bodies of water. Dotted along many of Toril’s coasts used for transporting large numbers of passengers, soldiers,
are harbors full of ships build for traveling the seas and or cargo across greater distances. Some designs may sport
reducing the time needed to journey to some provinces. two large sails on the deck to propel the vessel in favorable
The Iliac Bay is a body of water between the provinces of winds, while others may have rows of oars along the deck
Hammerfell and High Rock that sees frequent ship travel, for a team of soldiers to operate.
significantly speeding up the journey that would otherwise The profile listed is an example of a sailing ship suited to
take travelers all the way around the coast. carry cargo. When purchasing a sailing ship, the character
may decrease the encumbrance capacity of the ship to 50
HIRING BOAT TRAVEL and increase the passenger capacity to 100.
If a character doesn’t wish to purchase their own sea trans- Defense Armor
port (which admittedly can be very expensive) they may 4 2 -2 0 0
hire the services provided by those that own them. Small Silhouette Max Speed Handling HT. THRESHOLD ST. Threshold
distances can be traveled by locals on rowing boats and 4 4
small fishing vessels, such as across a river, or the short
journey between mainland Morrowind and the island of Control Skill: Operating.
Vvardenfell, while longer distances are typically traveled Complement: 20 crew.
over days on larger vessels owned by trading companies.
Passenger Capacity: 20.
These larger ships usually hold a number of passengers
and provide them food, drink, and a bed to rest in. The Consumables: 1 month.
quality of the food depends on the nature of the ship and Encumbrance Capacity: 500.
how much the character is willing to spend. Typically, cit-
Price/Rarity: 21,500/6.
izens are able to purchase travel on cargo ships for a much
cheaper price than travel on luxury ships, though the qual- LARGE SAILING SHIP
ity of the conditions is significantly lower, and those travel- Larger ships more suited for warfare or luxury passenger
ing are limited to the destinations the ship normally stops travel, these ships range anywhere between
at. 100 - 200 feet long. Large and imposing, these
ships typically require a large crew complement to
keep it running efficiently. It’s wide, spacious top
deck allows it to carry a number of armaments for
offense and defense; a must have for anyone

Forgotten Realms
121 GENESYS
looking to sail through dangerous waters.
Defense Armor ITEM
5 1 -2 0 0
Silhouette Max Speed Handling HT. THRESHOLD ST. Threshold ATTACHMENTS
4 4 Item attachments follow the rules on page 206 of the
Control Skill: Operating. Genesys Core Rulebook.
Complement: 150 crew.
Passenger Capacity: 50. WEAPON
Consumables: 3 months. ATTACHMENTS
Encumbrance Capacity: 800.
BALANCED HILT
Price/Rarity: 109,000 (or 70,600/6 unarmed.)
This attachment represents modifying a melee weapon’s
Weapons: 2 port and 2 starboard cannons (Fire Arc Port or
balance (particularly around the hilt or haft) to make it
Fire Arc Starboard; Ranged; Damage 6; Critical 3; Range
easier to control.
[Long]).
Use With: This attachment can be applied to any weapons
1 forward and 1 aft ballista (Fire Arc Forward, Port, and
that use the Melee (Light) skill.
Starboard or Fire Arc Aft, Port, and Starboard; Ranged;
Damage 1; Critical 2; Range [Long]; Inaccurate 1). Modifiers: The weapon gains the Accurate 1 quality, or
increases any existing Accurate quality by 1. (If the weapon
FIRST-RATE SHIP OF THE LINE has the Inaccurate quality, it reduces that quality’s rating by
These enormous warships are few and far between, 1 to a minimum of 0, instead.)
rarely seen on the open waters outside of times of war.
Hard Points Required: 1.
A minimum of 200 feet long, these vessels are sev-
eral decks tall with up to 50 cannons on each of its BIPOD MOUNT
broadsides. The crew requirement to keep the ship run-
ning optimally is significantly high, meaning this ship Bipods are simple, two-legged stands used to stabilize
rarely sees use outside of established military factions. weapons and make them easier to operate.
Use With: This attachment can be applied to any two-
Defense Armor handed Ranged weapon.
2 1 -2 0 0 Modifiers: As a maneuver, a character can deploy the
Silhouette Max Speed Handling HT. THRESHOLD ST. Threshold
bipod, reducing the weapon’s Cumbersome or Unwieldy
4 4 quality by 2, to a minimum of 0, and reducing the weapons
Control Skill: Operating. encumbrance by 2, to a minimum of 0, while the character
fires from a prone position (or can brace the bipod against
Complement: 700 crew.
something solid).
Passenger Capacity: 100.
COUNTERWEIGHT
Consumables: 3 months.
For weapons that are particularly long or awkwardly shaped,
Encumbrance Capacity: 1500.
the center of balance can be difficult to find and maintain.
Price/Rarity: 1,823,000/9(R) Adding a counterweight to a weapon helps improve han-
Weapons: 30 port and 30 starboard cannons (Fire Arc dling it, making its weight more comfortable to hold.
Port or Fire Arc Starboard; Ranged; Damage 6; Critical 3; Use With: This attachment can be applied to any weapon.
Range [Long]).
Modifiers: When applied to a weapon, reduce the rating of
20 port and 20 starboard light cannons (Fire Arc Port or the Unwieldy quality by 1.
Fire Arc Starboard; Ranged; Damage 4; Critical 3; Range
Hard Points Required: 1.
[Long]).
10 port and 10 starboard ballistas (Fire Arc Forward and CUSTOM GRIP
Port or Forward and Starboard; Ranged; Damage 1; Criti- A skilled tinkerer can tailor a weapon to perfectly fit its
cal 2; Range [Long]; Inaccurate 1). wielder’s hand. A custom grip is crafted to uniquely match
its owner, allowing the weapon to act as an extension of
the wielder’s body. While the weapon fits perfectly in the

Forgotten Realms
GENESYS 122
hands of its owner. others who try to use it find the grip HAIR TRIGGER
uncomfortable or the weapon offbalance.
A “hair trigger” represents a modification that allows the
Use With: This attachment can be applied to any weapon user to fire a weapon very quickly, although this can be at
with a handle. the expense of accuracy.
Modifiers: Remove j from all combat checks the weapon’s Use With: This attachment can be applied to any firearm
owner makes using this weapon. Anyone other than the or crossbow.
owner instead adds jj to all combat checks made using it.
Modifiers: When the user makes the first combat check
Also, the weapon gains the Accurate 1 quality, or increases
with this weapon in an encounter, add sh to the results.
any existing Accurate quality by 1. (If the weapon has the
Inaccurate quality, it reduces that quality’s rating by 1 to a Hard Points Required: 1.
minimum of 0, instead.)
PAIRED SET
Hard Points Required: 1
This attachment represents a special modification to two
DUELIST CROSS GUARD weapons, allowing them to be used together more effec-
tively.
This attachment represents modifying the cross guard of a
sword to better catch and lock the blade of an opponent. Use With: This attachment can be applied to any two one-
handed weapons that can be wielded simultaneously by the
Use With: This attachment can be applied to any sword,
character.
whether one-handed or two-handed.
Modifiers: When making a two-weapon combat check
Modifiers: When an opponent resolves a melee combat
with the paired weapons, the cost to activate the second
check against the wielder, if the check generated at least
weapon’s attack is reduced from aa to a.
one uncanceled h, the wielder may suffer 1 strain as an
out-of-turn incidental to add hh to the results. Hard Points Required: 1 for each paired weapon.
Hard Points Required: 1. QUICK LOADER
ENGRAVINGS Usually, a crossbow requires loading after every shot. With
the use of a quick loader, an attachment that holds several
This attachment serves no tactical purpose, some warriors
additional bolts, its simply a matter of squeezing the trigger
adorn their weapons with intricate patterns of art engraved
once and allowing the mechanism to slide the next bolt in,
into their weapons to impress, fascinate, or intimidate
ready to load.
onlookers.
Use With: This attachment can be applied to crossbows.
Use With: This attachment can be applied to any weapon
that could conceivably be engraved. Modifiers: When applied to a crossbow, replace the Pre-
pare quality with the Limited Ammo 4 quality. The wielder
Modifiers: When the attached weapon is prominently dis-
may reload the weapon as a maneuver at no cost, unless
played, the characters Charm, Coercion, and Decetion
the GM spends d on a combat check. If they do so, the
checks are upgraded once.
weapon still has its remaining ammo, but becomes damged
Hard Points Required: 1. two steps and may not be reloaded until repaired to at least
Minor Damage.
EXTENDED BARREL
Hard Points Required: 2.
This attachment extends the barrel (or makes similar mod-
ifications) to make the weapon fire farther. RAZOR EDGE
Use With: This attachment can be applied to any Ranged This attachment represents sharpening a blade to a razor
weapon (excluding weapons such as bombs, or thrown edge, then reinforcing or treating that edge so that it can
weapons). withstand repeated blows.
Modifiers: The weapon’s range increases by one range band, Use With: This attachment can be applied to any close
to a maximum of extreme range. The weapon gains the combat weapon that has a blade.
Cumbersome 2 quality, or increases its existing Cumber-
Modifiers: The weapon gains the Pierce 2 quality, or
some quality by 1.
increases any existing Pierce quality by 1.
Hard Points Required: 1.
Hard Points Required: 1.

Forgotten Realms
123 GENESYS
RECURVE LIMBS Modifiers: The weapon increases its damage by 2. The
Making the limbs of a bow or crossbow curve away from weapon increases its encumbrance by 2. The weapon gains
the wielder increases the penetrating power of the bow’s the Cumbersome 3 quality, or increases its existing Cum-
shots, even if it also makes the bow larger and more diffi- bersome quality by 1.
cult to wield. Hard Points Required: 1.
Use With: This attachment can be applied to any bow or
crossbow.
ARMOR ATTACHMENTS
Modifiers: The weapon gains the Pierce 1 quality, or
increases any existing Pierce quality by 1. The weapon ARCTIC MODIFICATIONS
also gains the Unwieldy 3 quality, or increases any existing
Unwieldy quality by 1. Faerun can be a world of placid summers and brutal win-
ters. Those who live in the frontier are often in need of
Hard Points Required: 1. heavier clothing to survive the long desolate cold of win-
ter, and have developed ingenious ways of adding to their
SERRATED EDGE
clothing to adapt.
Adding jagged sawteeth to a bladed weapon means the
Use with: Any armor
wounds it makes are particularly brutal and damaging.
Modifiers: +1 encumbrance and adds the cumbersome 2
Use With: This attachment can be applied to any close
quality (or increases Cumbersome by 1 if the armor already
combat weapon that has a blade.
has Cumbersome). The wearer is not required to make
Modifiers: The weapon gains the Vicious 1 quality, or resilience checks to endure light and moderate cold, and
increases any existing Vicious quality by 1. the difficulty of Resilience checks to resist extreme cold is
reduced by 1. If a character wears this armor in an arid or
Hard Points Required: 1.
hot area they are disoriented as long as the armor is worn.
TELEOPTIC SIGHT Hard Points Required: 0 for encumbrance 0-2 armor, 1 for
A telescopic sight magnifies a target, allowing the user to encumbrance 3+ armor.
shoot targets that they could normally barely be able to see.
BATTLE GAUNTLETS
Use With: This attachment can be applied to any ranged
Although those with heavy armor in the battlefield are
weapon that could logically benefit from the addition of a
rarely lacking killing power, sometimes it’s necessary to give
telescopic sight.
an enemy at close range a good, old-fashioned pummeling.
Modifiers: The user reduces the difficulty of ranged combat This modification represents reinforced gauntlets made
checks made with this weapon at long and extreme range specifically for swinging fists.
by 1.
Use with: Any armor with soak of 2 or higher
Hard Points Required: 1.
Modifiers: While wearing armor with this attachment,
WEAPON SLING the wearer can make a brawl attack using the armor as a
weapon. It has the following profile: (Range: Engaged,
A sling helps a user carry a particularly heavy weapon by
Damage: Brawn + armor’s Soak value, Crit: 4, Special: Dis-
taking up part of the weight.
orient 3).
Use With: This attachment can be applied to any Ranged
Hard Points Required: 1
weapon that require two hands to wield.
Modifiers: The weapon decreases its encumbrance by 2 and CUSTOM FIT
its Cumbersome rating by 1. Although standard “off-the-shelf ” armor can provide
Hard Points Required: 1. invaluable protection . it can also prove bulky or awkward.
even after adjustments. For those who require their armor
WEIGHTED HEAD to feel like a second skin. personalized customization can
Adding extra weight to the head of a blunt weapon lets the make a drastic difference. Such work requires a skilled
wielder strike with greater impact and do more damage. armorer. but it can make armor a much more enticing
option for some.
Use With: This attachment can be applied to any close
combat weapon that deals bludgeoning or crushing dam- Use With: This attachment can be applied to any armor.
age (not one with a cutting edge). Modifiers:Remove jj from Athletics, Coordination and
Stealth checks while wearing the armor.
Hard Points Required: 1

Forgotten Realms
GENESYS 124
DEFLECTIVE PLATING using stronger materials to reinforce the armor.
This attachment applies angled plates or mildly reflective Use With: This attachment can be applied to any armor
surfaces to help deflect incoming ranged attacks. that uses hardened plates for protection.
Use With: This attachment can be applied to any armor. Modifiers: The armor gains the Reinforced quality. The
armor also increases its encumbrance by 1 and gains Cum-
Modifiers: Wearer increases their ranged defense by 1.
bersome 3 (or increase its Cumbersome rating by 1).
Hard Points Required: 1.
Hard Points Required: 2.
GILDED
SPIKES
Though it serves no practical purpose, many nobles like
Warriors sometimes add sharp spikes or barbs to their
to adorn their armor with gold leaf. It certainly makes the
armor In the press of a melee, they can use a shoulder check
wearer seem impressive, but acts as a lure for every bandit
or a wild swing to slash or even impale an opponent.
within eyesight.
Use With: This attachment can be applied to any armor.
Use With: This attachment can be applied to any armor.
Modifiers: If your character is targeted by a melee com bat
Modifiers: While wearing this armor, your character adds
check, you may spend hhh or d to cause the attacker
j to Charm, Negotiation, and Leadership checks.
to suffer 3 wounds.
Hard Points Required: 0.
Hard Points Required: 1.
INTEGRATED SHEATHING TABLE: ATTACHMENTS
By mounting their sheathes and such into the framework Name HP Price Rarity
of their armor. a combatant can ensure no one catches
Balanced Hilt 1 850 6
them unarmed. Not only does the wearer have easy access
to their weapons at all times, but powerful magnets and Bipod Mount 1 250 2
magic can be set up to assist the wearer in drawing or stow- Counterweight 1 500 4
ing their weapons more rapidly. A character with a set of Custom Grip 1 700 5
integrated sheathing has access to a hidden arsenal that can Duelist Cross Guard 1 800 5
overwhelm most foes. Engravings 0 1800 6
Use With: This attachment can be applied to any armor. Extened Barrel 1 750 4

Modifiers: Increases encumbrance threshold by 4. The Paired Set 1/per 400/pair 5


character may holster up to two weapons of encumbrance Quick Loader 2 1500 9
3 or lower in the armor. While holstered. these weapons Razor Edge 1 450 4
do not count toward the character’s encumbrance value. Recurve Limbs 1 400 4
Checks made to find anything hidden wlthin Integrated Serrated Edge 1 125 2
Sheathing while it is being worn are opposed by the Skul-
Teleoptic Sight 1 350 4
duggery of the wearer. Once per round on your character’s
Weapon Sling 1 100 2
turn, they may draw or holster an easily accessible weapon
or item as an incidental. Weighted Head 1 250 2
Arctic Modification 0 or 1 250 2
Hard Points Required: 2
Battle Gauntlets 1 300 3
INTIMIDATING VISAGE Custom Fit 1 400 4

Warriors from many cultures paint their armor or add Deflective Plating 1 750 4
imposing face masks to intimidate opponents.
Gilded 0 1,250 5
Use With: This attachment can be applied to any armor.
Modifiers: When wearing this armor, the user adds s to Integrated Sheating 2 1,000 7
Coercion checks they make, and hh to Charm, Decep-
tion, and Negotiation checks they make. Intimidating Visage 0 200 3

Hard Points Required: 0. Reinforced Plating 2 6,000 9

REINFORCED PLATING Spikes 2 600 4

This attachment represents adding extra layers of armor or

Forgotten Realms
125 GENESYS
ENCHANTMENTS STEP 3: PERFORM ENCHANTMENT
Enchantments are attachments that are magical in nature. Once the enchanter has chosen the item and enchantment,
However, Enchantments do not follow the normal rules for and has obtained a focal stone of appropriate level, they
attachments and are generally much harder to obtain, as begin the process of enchanting. To do this, the character
they can only be “installed” by someone with magic ability. makes an Magic check, the difficulty of which is based on
Additionally, characters with magic skills may be able to half of the Focal Stone's rarity rounded down.Enchant-
ment checks are special. Only s and f on these checks
detect the presence of enchanted items. cancel each other. All a and h rolled on the check is spent
ITEMS AND CHARGES by the PC and GM respectively. Enchanting an item takes
one hour, plus a number of hours equal to the Focal Stone’s
The process in which weapons and armor can be upgraded rarity. If the check is successful, the focal stone is consumed
with magical effects, enchanting is a powerful and much and the item becomes enchanted. If the check fails, stone
sought after craft. This section details the rules for enchant- is still consumed.
ing weapons and armor.
The enchantment effect may be restored by recharging the
Some enchantments and customizations may require one item using focal stones used to the item’s enchantment.
or more Focal Stone to activate an item quality or special This requires a maneuver and immediately consumes the
ability it possesses. Focal Stones used this way are utterly stones.
consumed. Each such activation has a specified duration,
and additional Focal Stones will be needed to activate this
TABLE: FOCAL STONE
bonus again. Name Price Rarity
Lesser 750 6
STEP 1: GATHER IDEAS
Moderate 1500 8
AND COMPONENTS Great 2500 11
Before the character can enchant an item, they must Legendary 7000 14
either craft or purchase a suitable item with the Superior
quality—only the most masterfully crafted items have
the potential to hold the magic required. The process of
GEAR AND WEAPON ENCHANT-
enchanting a magic item follows the normal guidelines for
crafting, with you determining what additional tools and MENT CHARGES
components are required, as well as the time needed and The magic enchantment provides on weapons is not unlim-
the magic skill to use for the crafting check—not all magic ited. With each use and strike, the overall charge of the
skills are appropriate for all enchantments and magic items, weapon begins to drain, until no magic remains in the
just as they can’t be used for all magic actions. blade.
Rare or singular ingredients, or those that by necessity are On any check that makes use of an enchanted weapon
dangerous to acquire, may require more to obtain, such (typically a combat check) the GM may spend hhh or
as obtaining the ashes of a Phoenix for a Phoenix Rise d to have the weapon run out of charge. Without charge,
enchantment. The acquisition of such components could the weapon’s enchantment no longer has any effect.
become the basis of an encounter or even an entire adven-
ture. ARMOR ENCHANTMENT CHARGES
Once the character has decided on the enchantment they Much like weapons, the enchantment charge of armor is
are imbuing the item with, and gathered the components, not unlimited. Given the less direct nature of its use, armor
they need to perform the ritual that will, if successful, enchantments tend to last much longer than weapon
bestow magic properties upon an item. The ritual takes enchantments.
place over the course of a few hours during which the char-
acter has to be uninterrupted and in a calm environment. Armor enchantment is lost and requires recharging when
any of the following occurs:
STEP 2: ACQUIRE FOCAL STONE • The wearer deliberately expends the charge on an effect.
Focal Stones are magical gems that powered by magic • The armor suffers moderate damage (the armor must be
which can be combined with items and magic from an repaired before it can be recharged.)
experienced user. Their power is what gives an item its
• The armor is destroyed.
enchantment. Basic enchantments require gems that are
small, inexpensive and fairly common, while more power- • An attacker spends t on a combat check against the
ful enchantments are much more costly. wearer to drain the charge or the GM spends d on a rele-
vent check.

Forgotten Realms
GENESYS 126
Focal Stones required: Moderate
WEAPON ENCHANTMENTS
Hard Points Required: 1
BASIC ENCHANTMENT
FLAMETONGUE
This enchantment imbues a weapon with magical energy,
often the first effect that beginner enchanters learn. The weapon becomes charged with the element of fire. A
dim, orange glow is emitted from the weapon, especially
Modifiers: This provides the benefit of making the weapon
useful in dark areas, providing a small amount of light for
considered magical for the purposes of bypassing supernat-
near vision. More importantly, strikes with the weapon are
ural resistances.
capable of setting flammable materials alight.
Focal Stones required: Lesser
Use With: Any weapon.
Hard Points Required: 0
Modifiers: A weapon with the Flametongue Enchantment
COLLAPSING gains the Burn 3 quality.
Some weapons seem to be drawn out of nowhere, as their Focal Stones required: Great
wielder carefully translates them into their proper form Hard Points Required: 2
from a state of dimensional folding.
FLARE
Use With: Any weapon.
This enchantment releases a blinding flash of light.
Modifiers: As a maneuver, the wielder may collapse the
weapon or restore it to its regular form. The weapon cannot Use With: Any weapon.
be used in combat while collapsed. While collapsed, reduce Modifiers: As a maneuver, your character may deplete this
the encumbrance value of the weapon by three (to a mini- Enchantment, disorienting all enemy characters within
mum of one) and add jj to checks to notice the weapon medium range for one round and inflicting one strain on
on the wielder's form or to identify its purpose. each of them.
Focal Stones required: Lesser Focal Stones required: Great
Hard Points Required: 1 Hard Points Required: 1
DIVINE SMITE FROSTBRAND
The divines look favorably upon those who purge the The weapon becomes charged with the element of Ice. The
corruption of the world. With a divine enchantment, a weapon is incredibly cold to the touch, and appears to be
weapon is able to more easily destroy supernatural beings, coated with a thin layer of frost and ice at all times, regard-
its very power tearing daedric creations apart. A weapon less of the surrounding temperature.
enchanted with divine energy shines with a warm, yellow
light, bathing its wielder in a holy glow. Use With: Any weapon.

Use With: Any weapon. Modifiers: A weapon with the Frostbrand Enchantment
gains the Ensnare 3 quality.
Modifiers: When an enemy with the Supernatural ability
is hit with this weapon, ignore the effect of that ability. In Focal Stone required: Great
addition, the weapon has the Bane (Supernatural) or Bane Hard Points Required: 1
(Undead), enchanter's choice, with a rating equal to the
enchanter’s ranks in the appropriate skill at the time this KEEN
enchantment is applied. It made a weapon magically sharp, making the wielder
Focal Stone required: Great more likely to inflict wounding, critical cuts.
Hard Points Required: 1 Use With: Any bladed or piercing weapon.
Modifiers: A weapon with the Keen Enchantment decreases
EXPLOSIVE MISSILE its Crit rating by 1, to a minimum of 1.
Through means of runic inscription on the weapon applied Focal Stones required: Moderate
to each arrow, bolt, etc a weapon with this attachment
launches projectiles that explode on impact. Hard Points Required: 1
Use With: Any Ranged weapon.
Modifiers: The weapon gains the Blast 5 item quality.

Forgotten Realms
127 GENESYS
LIGHT Modifiers: As an incidental, the character wielding this
weapon may cause it to return to their hand as an inciden-
Foregoing the need for a torch or lantern, the light enchant-
tal, so long as it is within Short range. At Medium range,
ment causes a weapon to glow with a bright light, illumi-
it requires a maneuver, and at Long and Extreme range this
nating dark areas and allowing for normal vision within a
is not possible.
short distance.
Focal Stones required: Moderate
Use With: Any weapon.
Hard Points Required: 1
Modifiers: A weapon with this enchantment may have
its light activated or extinguished as an incidental. While ARMOR ENCHANTMENTS
active, the light removes all j imposed due to darkness
within short range, and a single j at medium range. A character may only benefit from one armor enchantment
at a time.
Focal Stones required: Lesser
Hard Points Required: 1 DISPLACEMENT
These black leather were fashioned out of the hide of dis-
LIGHTNING placer beasts and its fabric parts were interwoven with
The weapon becomes charged with the element of light- strands of sinew of the beasts' tentacles. This left the cloth
ning. While mundane looking at a glance, every few sec- of the armors distorting and wrapping light that hit its sur-
onds a minor, blue-white flash emits from the weapon, face
with arcs of electricity visible across the weapon for a frac- Use With: Any leather armor.
tion of a second.
Modifiers: When an attacker makes a combat check target-
Use With: Any weapon. ing your character, your character may, as an out-of-turn
Modifiers: A weapon with the Lightning Enchantment incidental, deplete this Enchantment to upgrade the dif-
gains the Stun quality with a rating equal to the enchanter’s ficulty of the check twice. Your character may then spend
ranks in the appropriate skill at the time the enchantment hh or d from the check to move themself up to one
is applied. range band in any direction after the attack is resolved.
Focal Stones required: Great Focal Stones required: Moderate
Hard Points Required: 1 Hard Points Required: 1

THUNDER ELEMENTAL RESISTANCE


When its weapon strikes a foe, this rune carving flashes While armor can protect its wearer from physical harm
white like a bolt of lightning. The deafening boom of thun- without issue, without the proper enchantment it cannot
der comes a half-second later, staggering the foe with con- protect the wearer against magic. A set of armor can be
cussive force. empowered with elemental magic, which helps protect it
against conditions where that element is present, as well as
Use With: This attachment can be applied to any weapon.
direct damage from spells of the chosen element.
Modifiers: The weapon gains the Concussive 1 item qual-
Use With: Any armor.
ity.
Modifiers: When the appropriate skill a set of armor,
Focal Stones required: Legendary
choose one of the elements element; Acid, Electricity, Fire,
Hard Points Required: 2. Holy, Ice, Poison, and Unholy. While wearing this armor,
your character removes jj added by effects relevant to the
TETHERED WEAPON
chosen element. In addition, damage dealt to your charac-
Particularly useful on thrown weapons, this enchantment ter by the chosen element is reduced by half (before soak).
allows the user of the weapon to recall a weapon to their
Focal Stones required: Great
hand. Usually requiring a gesture towards the weapon,
typically an open palm ready to catch it, the weapon Hard Points Required: 1
soars through the air at speed before decelerating safely
EMPOWERED SKILL
to retrieve. Individuals unfortunate enough to be caught
between the wielder and the weapon as it flies may find Armor enchanted with empowered magical energy pro-
themselves accidentally struck. vides benefits to the wearer beyond the protection it nor-
mally provides. This enchantment allows armor to give the
Use With: Any Melee weapon.
wearer additional strength, shine or glow with a noticeable

Forgotten Realms
GENESYS 128
light, protect them from the elements, or bend light to enchantment, your character increases their encumbrance
keep them in darkness. capacity by a number equal to the enchanter’s ranks in The
Use With: Any armor. appropriate skill at the time of enchantment. In addition,
your character does not suffer the usual maneuver penalty
Modifiers: When applying this enchantment, choose one for moving through difficult terrain.
of the following skills; Athletics, Charm, Coordination,
Leadership, Resilience, or Stealth. When wearing this Focal Stones required: Great
armor, your character making a check with the chosen skill, Hard Points Required: 1
the wearer gains one additional rank in the chosen skill.
PHOENIX RISE
Focal Stones required: Great
A few different mages have designed suits of armor that
Hard Points Required: 2 are intended to function under the most extreme of cir-
FEATHER FALLING cumstances. These are capable of completely protecting the
wearer from a catastrophic event, but they exhaust them-
Falling poses a very common danger to adventurers. Armor selves in the process.
designed to protect against such risks can use a variety of
approaches. Use With: Any armor with Encumbrance 3 or more.

Use With: Any armor. Modifiers: As an incidental, the wearer of this armor can
have it fully heal all strain and wounds, and remove all con-
Modifiers: When a character wearing this armor suffers a ditions and Critical Injuries. This effect also automatically
fall, this character can deplete the enchantment to reduce and immediately takes place if the wearer dies.
the range band for determining falling damage by two (see
page 112 of the Genesys Core Rulebook). Once used, the armor is reduced to ash and lost.

If the range is reduced below short, the user suffers no fall- Focal Stones required: Legendary
ing damage. Hard Points Required: 4
Focal Stones required: Great TWILIGHT
Hard Points Required: 1 Armor with this rune always seems to be tucked into a
FLAME-WREATHED dark corner, along with its wearer, even when worn in the
brightest sunlight. In actual darkness, the wearer becomes
A flame-wreathed sigil creates an aura of flame around the a akin to a wraith, able to slip past the most alert sentries.
wearer, often taking the form of flaming wings or tendrils
that autonomously protect the wearer from nearby attack- Use With: Any armor.
ers. Modifiers: While wearing this armor your character adds
jj to Stealth checks they make and gains +2 ranged
Use With: Any armor.
defense.
Modifiers: The wearer can spend a maneuver to activate
or deactivate this trait. While it is active, the armor gains Focal Stones required: Great
defense 1. Also, if they are targeted by a melee combat Hard Points Required: 1
check the user may spend d to cause the attacker to suffer
4 wounds from the intense heat. When making a melee WINGED
combat check, they may spend t to inflict 4 heat-based Majestic formations of feathers, metal, or energy extend
wounds onto the target. Being covered in flames may have from the back of the protective gear.
other narrative effects, at your GM’s discretion.
Use With: Any armor with Encumbrance 3 or less.
Focal Stones required: Great
Modifiers: As a maneuver, the wearer may consume a
Hard Points Required: 1 Lesser Focal Stone; they may then fly aerodynamically (see
the Genesys Core Rulebook, page 100) for the remainder
LIGHTWEIGHT of the encounter or narrative scene. Your character does not
Sometimes, an adventurer needs to be carrying a lighter need to use a maneuver in order to remain aloft (the boots
load. Whether it’s to make haste across awkward ground, or do all the work and allow the wearer to hover in place)
to carry away their latest loot haul, the feather enchantment but cannot go above medium range from the ground.
provides them with swiftness and lightens their burdens. Your GM might call for a Coordination check in danger-
Use With: Any armor. ous or unusual circumstances; d from the result of such
a check means it is depleted at the end of your character’s
Modifiers: While wearing armor with the Feather

Forgotten Realms
129 GENESYS
turn—and thus runs out of flight power. (It also means that
if your character doesn’t make it to solid ground by that
point, they’re in for a fall!)
Focal Stones required: Great
Hard Points Required: 2

Table: Spending a, h, t, and d on Enchanting Checks.


Symbols Effect
The character learns something valuable, and gains j on the next check they makes with the same skill before
a or t the end of the session.
Reduce the time to enchant the item by one hour, to a minimum of one.
aa or t Characters using the enchanted item add jj to the first check made using that item.
The enchanted item may have its enchantment removed or replaced at a later time without destroying the
aaa or t item.
aaaa or t The enchanted item ignores the first out of charge effect it receives.
The enchantment is significantly better than expected. Its effect is increased or it gains a new bonus effect (at
t the GM’s discretion).
Choose one other enchantment with a lower focal stone cost than this one and add its effect to the item. This
tt still only counts as one enchantment.
Your character suffers 3 strain or 2 wounds after the enchanting process (this is in addition to the two strain
h or d suffered for attempting a Magic skill check). (This can be chosen multiple times)
Increase the time it takes to enchant the item by 1 hour. (This can be chosen multiple times)
hh or d Characters using the enchanted item add jj to the first check made using that item.
The item receives one step of damage during the enchantment process.
On a successful check, the enchantment is added to the item with no charge.
hhh or d
The item loses its charge more easily. The GM may lower the cost to deplete the charge of a weapon to hh,
or may deplete the charge of armor with aaa instead of t.
The item gains an unintended magical effect that your character did not plan for. When the wielder of this
item generates hh or d on a check, the GM casts a random spell targeting the wielder. There is no check
d involved; the spell automatically succeeds with s. Any spells that require characteristics for effects use the
appropriate characteristic of your character. The GM may add any number of effects to the spell based on the
situation and the number of h or d rolled.
The item is destroyed, and your character suffers a Critical Injury.
dd
Some related distressing narrative event occurs.

Forgotten Realms
GENESYS 130
CRAFTING CONSTRUCTION
After acquiring the materials to make the item. rhe charac-
Characters may craft almost anything, from swords and
ter must make the check, If the character succeeds. the item
crossbows to ships and clockwork devices, given sufficient
is fully functional and has the profile listed in its template
time, resources, and skill. Although fletching, blacksmith-
If the character fails on the check, the product that comes
ing, and tannery are very different trades, for simplicity,
out of the attempt is unusable. and the materials are lost.
most crafting uses the Mechanics skill. The use of Alchemy
Construction checks are special. Only s and f on these
to create potions is a kind of crafting, but is distinct enough
checks cancel each other. All a and h rolled on the check
for its own skill and so it has additional rules. Regardless
is spent by the PC and GM respectively. This is to promote
of the skill used, we also call a skill check to craft an item
uniqueness among all creations.
a crafting check.
The Crafting results tables include suggestions on how
All crafting follows the same basic guidelines, although
to integrate other results into construction. First. crafters
the process your character undertakes within the narrative
can use a and t results to make improvements to the
of the game may vary greatly. Of course, your GM might
item. Then. the GM can spend h and d to add flaws.
modify these rules based on the situation and the specific
Unless specified an option from these tables may be only
item, and might impose additional requirements.
be selected once.
THE CRAFTING PROCESS
To craft an item, your character must have appropriate Roughing It
tools and components. For instance, to craft a sword, your Your Game Master may allow characters to use the
character must have access to a forge, smiths’ tools, and a Survival skill to craft certain simple items, such as
supply of iron or steel. Typically, the cost of raw materials crude spears and traps. This follows the normal
to craft an item is equal to half of the cost of the item. A rules for crafting, but such items are not made to
Negotiation check may be required to obtain said materials last, and generally wear out quickly. The GM may
but your GM may waive this depending on the situation. spend d on any check involving an item crafted
To determine the number of k in the pool, divide the rar- using Survival to cause the item to break and
ity of the item by 2 and round up. These materials are con- become unusable.
sumed 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 rules in this
section provide GMs and players with options for crafting Example: Crafting A Weapon
their own weapons, armor, and more.
The process of crafting an item takes one day, plus a num- When crafting a Steel Longsword (Cost: 200, Rar-
ber of days equal to the rarity of the item. This does not ity 4) the character would require 100 gold and
include any time spent gathering tools or supplies. Your an Average (kk) Negotiation check to gather the
GM may decide that some items take significantly more necessary materials. It would then take an Average
or less time, depending on the nature of the item and its (kk) Mechanics check and 5 days to construct the
construction. weapon.

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 k
in the pool, divide the rarity of the item by 2 and round Example: Substituting Materials
up. For instance, a Mechanics check to craft a steel sword
(rarity 2) is Easy (k). Your GM might further modify this If the character instead wanted to craft a Mas-
difficulty or add j or j to represent the particular circum- terworked Sword, they would apply the 10x cost
stances. modifier (2000 gold) and +6 rarity modifier (Rar-
ity 10) to the Sword profile. This means the Sword
When crafting an item, the base material in the construc- would require 1000 gold in materials and the
tion is Steel. A character may choose to craft a weapon from check required to gather the materials for a Mas-
another material listed in the Materials section on Page 39. terworked Sword is now a Formidable (kkkkk)
If they do this, the cost and rarity modifiers are applied to Negotiation check, and the check to craft the
both the check to find and purchase the materials, and the weapon is a Formidable (kkkkk) Mechanics
check to craft the item. check. As the rarity has been increased by 6, it also
takes an additional 6 days to craft.

Forgotten Realms
131 GENESYS
potion, rounded up. If the check is successful, the charac-
ALCHEMY ter gathers enough ingredients to prepare one batch of the
Characters can use the Alchemy skill to prepare elixirs, poi- potion.
sons, salves, unguents, and other concoctions concoctions, Rare or singular ingredients, or those that by necessity are
including those listed in the Potions and Elixirs or Poisons dangerous to acquire, may require more than a single Sur-
sections on pages . For simplicity, these various concoctions vival check to obtain. The acquisition of such components
are referred to as potions and poisons. Preparing a potion could become the basis of an encounter or even an entire
or poison follows the preceding rules for crafting, with the adventure.
exceptions noted in this section.
If you wish to craft a new potion, talk to your GM about EXOTIC/UNUSUAL POTIONS
your idea and work with them to determine the potion’s A character may want to brew a potion that does not
effects. The potions in this book are a good guideline for appear on the equipment list, but still has a potent, albeit
the kinds of effects a potion might have, as well as an temporary effect. Should they wish to do this, the player
appropriate rarity (and therefore crafting difficulty). Your and the GM should work together to determine the effect
GM has the final say on the effects of the potion and the of the potion, how much the ingredients would cost, and
difficulty of the check to prepare it. how difficult the check to make it would be. While all of
The process of brewing takes one hour, plus a number of this is subject to GM discretion, the following is a sugges-
hours equal to the rarity of the brew. If the check is success- tion on how to calculate the price, rarity, and difficulty
ful, the character creates enough of the brew for a single needed to create a good number of unusual potions.
dose or application. The player and GM may spend dice
MAGIC TABLE
symbols for additional effects, as per the examples in Table:
Spending a, h, t, and d on Alchemy Checks. The first place the player should look for inspiration is the
magic rules at the end of this document. Not only does
Normally, an alchemist’s lab or kit is required in order to
this provide a solid, mechanical framework to build on in
prepare a brew. In some cases, your GM might allow a
terms of effects, the additional effects table also lists diffi-
character to make a check at an increased difficulty to pre-
cult y modifiers for the effects.
pare certain concoctions without access to the proper tools.
Likewise, your character needs access to suitable ingredi- If the potion is mimicking the base effects of a spell, the
ents. GM should use the base difficulty of the spell to deter-
mine the difficulty of the Alchemy check to brew it. The
Some concoctions might even require your character to
difficulty may be modified by any additional effects the
have ranks in a magic skill to properly work with the mate-
character wishes apply to it. When the effects and the
rial and brew it.
difficulty have been determined, the rarity of the ingredi-
ALCHEMY INGREDIENTS ents of the potion is equal to double the number of diffi-
Before your character can brew a potion or prepare another culty dice.
alchemical concoction, they must, of course, have suitable As a suggestion, the price of the ingredients in an unusual
ingredients. For most potions, your character can either potion should be 100 gold per rarity. This price may be
simply purchase the ingredients, or gather them personally. modified at GM’s discretion based on a number of cir-
As a guideline, the ingredients for a potion cost half the cumstances.
price of the final product, with a rarity half that of the
desired potion or elixir (rounded up). Of course, things Example: Crafting Unusual Potions
aren’t always so simple, and your GM may determine that
certain key ingredients are not available for purchase, and A character wants to make a potion that will turn
require your character to track them down by other means. them incorporeal when drank. First, they take the
This is particularly appropriate for rare and fantastical base difficulty of the Illusion spell (Average (kk))
potions, such as invisibility potions. and add the Incorporeal effect, adding kkk to the
Most ingredients, whether available for purchase or not, difficulty. The total difficulty to brew this potion is
can be gathered in the wilderness. To gather the necessary now Formidable (kkkkk). Since this check has 5
ingredients for a potion, your character (or perhaps an ally) difficulty dice, the rarity of the ingredients is 10.
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 Sur-
vival check, with a difficulty equal to half the rarity of the

Forgotten Realms
GENESYS 132
Table: Spending a, h, t, and d on Crafting Checks.
Symbols Effect
The character learns something valuable, and gains j on the next check they makes with the same skill before
a or t the end of the session.
Reduce the time to craft the item by one day, to a minimum of one.
Your character saves enough materials to reduce the cost of the next similar item they craft by half. (You may
only select this option once)
aa or t Decrease the item’s encumbrance by one, to a minimum of 0. (You may select this option multiple times.)
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.)
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).
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 (–). (You may only
select this option once per item)
aaaa or t Increase the value of one numerical benefit of the item by one (e.g. damage, critical rating, soak, and defense)
The item gains one other item quality, subject to your GM’s approval. (You may only select this option once)
t
The item gains the Superior quality.
Create one additional, identical weapon (with all the qualities, improvements, and flaws that the first
possesses) at no extra cost.
tt
Add +1 hard point to the item, then install one applicable attachment (at your GM's discretion) that requires
1 hard point. No check is required to obtain this attachment, and it costs 0 gold.
Upon completing Construction, the character suffers 3 strain.
h or d Increase the time to craft the item by one day. (You may select this option multiple times.)
Add j to the next crafting check the character makes.
Increase the item’s encumbrance by one. (You may select this option multiple times.)
Your character must purchase additional materials worth half of the original component cost.
hh or d Increase the difficulty of checks to modify or repair the item by 1.
The weapon gains the Prepare 1 quality or increases its Prepare quality by 1 (only applicable to Ranged
weapons or pieces of gear)
If the item is a weapon, it gains the Inaccurate 1 quality, or increases its Inaccurate quality by one.
Decrease the item’s hard points by one, to a minimum of 0.
hhh or d Decrease the rating of one quality the item possesses by one (e.g., the extra encumbrance capacity a backpack
adds)
Your character’s tools are ruined in the process and must be replaced.
Decrease the value of one numerical benefit of the item by one (e.g., damage, critical rating, soak, and
defense)
hhhh or d The item gains the Inferior quality.
Whenever the item is damaged, it is damaged one additional step.
The weapon gains the Slow-Firing 1 quality, or increase its Slow-Firing quality by 1 (only applicable to
d Ranged weapons).
At some point in the future, the GM may flip a Destiny Point to have the item fracture or break. When
the GM does so, the item counts as suffering major damage and thus becomes unusable (see page 89 of the
Genesys Core Rulebook). Once the weapon has been repaired, this flaw is removed and cannot be exploited
dd again.
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 smithy catches on fire,
poison gases spread into village, etc.).

Forgotten Realms
133 GENESYS
Table: Spending a, h, t, and d on Potion/Poison Crafting Checks.
Symbols Effect
The character learns something valuable. and gains j on the next check they make the same skill before the
end of the session.
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.
If a poison, the target suffers two strain when consuming it.
Your character prepares one additional dose of the potion. (You may select this option multiple times.)
aa or t
Reduce the time to prepare the potion by half. (This can only be selected once)
If the potion is harmful. increase the difficulty to resist it by 1 (to a maximum of Formidable [kkkkk
kkkkk]
aaa or t
Increase the duration of the potion’s effects by one round (if applicable).
aaaa or t Virulent: If the potion is harmful. upgrade the difficulty of any checks to resist it once.
t 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.
If the potion is beneficial, a character suffers 2 strain after using the potion and benefiting from its effects.
h or d The potion (or poison) has a strong smell that adds j to all checks made to detect its presence, including in
food or drink.
When used, the potion doesn’t take effect for one minute, or one round in structured time.
hh or d If the potion is beneficial, a character suffers 1 wound after using the potion and benefiting from its effects.
Your character must purchase additional ingredients worth half of the original component cost.
Reduce the difficulty to resist the poison by 1 (to a minimum of Simple [-]).
hhh or d 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.
A character who uses the potion is disoriented for two rounds.
d A character who uses the potion must succeed on an Average (kkkk) Resilience check; if they fail, their body
rejects the potion and it doesn’t take effect.
After the potion is consumed and its effects applied. the GM selects the effects of a different alchemical
dd potion and applies those to the target as well. These effects should be beneficial to the target if the potion was
created to be harmful, and vise versa

Forgotten Realms
GENESYS 134
the encounter.
WONDROUS ITEMS
There are wonders aplenty in this world, many that would BOOTS OF SPEED
be impossible to imagine, let alone create without magic. Some believe them to have been crafted by elven magisters,
while others claim they were made by human magi who
TABLE: WONDROUS ITEMS envied elven swiftness. Whatever their origins, these boots
Name Encum Price Rarity are renowned for providing their wearers with surefooted-
Amulet of Spell Shield 1 10000 11 ness, superior ankle support, extreme comfort, and almost
Animated Shield 2 9000 10 supernatural swiftness. An adventurer wearing Boots of
Boots of Speed 1 7500 10
Speed will find themselves able to hike tirelessly through
difficult terrain and outpace companions in mundane foot-
Boots of Striding and
Springing
1 6000 10 wear.
Cloak of the Mists 1 15000 13 While wearing Boots of Speed your character reduces the
Curse Doll 0 2225 7 number of maneuvers required to change range bands by
Disc of Luminos 2 5000 10
one, to a minimum of 1. Boots of Speed have an encum-
brance of 0 when worn.
Eversmoking Bottle 1 4000 9
Frailward Amulet 1 8000 11 BOOTS OF STRIDING & SPRINGING
Gauntlets of Power 1 8500 10
Boots of Striding & Springing make the wearer very
Goggles of the Night 1 2000 8 acrobatic and mobile. They are always made of the finest
Horn of Courage 1 4000 9 leathers and typically are inset with gems and precious met-
Nepenthe Seed 0 7500 13 al fittings.
Ring of Protection 1 8000 10 The wearer of Boots of Striding & Springing gains one
Ring of Water Breathing 1 5500 10 additional rank in Athletics. As a maneuver, he or she may
Sunblade 1 - 14 make an Average (kk
kk) Athletics check to jump to any loca-
Tonic of Protection tion within Short range (including vertically), leaping over
1 8000 12
Against Death obstacles and ignoring intervening difficult terrain. (As
Truelight Lantern 1 7300 8 always, the GM may modify the difficulty of this check as
appropriate).

CLOAK OF MISTS
AMULET OF SPELL SHIELD
The cloak is enchanted in such a way that the wearer can
In a world so rife with magical energies, there are many
dissipate into a cloud of mist for a time. It’s magic while
without magical capabilities who rightfully fear incurring
very powerful, is vampiric in origin.
the ire of a wrathful spellcaster. It was with this in mind
that these amulets were created. When one wears of of these While wearing the Cloak of Mists, as an out-of-turn inci-
specially enchanted amulets, it becomes nearly impossible, dental after suffering any amount of damage, your char-
and even dangerous, to cast a spell at them. acter can spend one Story Point and choose to suffer any
amount of strain up to the amount of damage suffered but
When a spellcaster targets someone wearing an Amulet
not exceeding their strain threshold. They then reduce their
of Spell Shield with a spell, the difficulty of the check is
damage total by the amount of strain suffered. The Cloak
upgraded twice. On d, the amulet redirects the spell and
of Mists’ encumbrance is 0 when worn and while worn the
it strikes the spellcaster instead.
Cloak reduces your strain threshold by one, to a minimum
ANIMATED SHIELD of 1.
Animated shields use the power of the arcane to levitate, CURSE DOLL
deflect, and block incoming projectiles.
Curse Dolls may not appear to be powerful magic items,
As a manuever, you may activate the shield, having it float but their unique benefit can often turn the tide of battle.
around you and protect you as if it was in your hands. The Curse dolls are made from the prepared hide of a large crea-
shield lasts for as long as the charge holds, you deactivate it ture. They are stitched together with Bane Spider silk and
as a manuever, or you become incapacitated or die. When stuffed with dried Mistvine seeds.
the wielder is using an animated shield, the GM can spend
A curse doll can only be used one time. Activating a
any d the wielder generates or t generated against the
curse doll is an incidental at the start of your turn before
wielder to have the shield shutdown for the remainder of
any ongoing effects take place. A curse doll negates one

Forgotten Realms
135 GENESYS
ongoing status effect (such as burned, poisoned, immobi- The origin of such gauntlets is unknown, though the bru-
lized, staggered, etc.). The doll itself immediately suffers the tal aesthetics suggest Orcish work. There is a practical fru-
effect (if it can be manifested visually on the doll) instead. gality to the enchantment cast on the gauntlets. They store
The doll then becomes non-magical. energy from the blows that strike them, and then release it
when striking back. An adventurer in melee combat is able
DISC OF LUMINOS to inflict stunning blows with the gauntlets.
A thick disc of solid glass with tapered edges with a flat When worn, Gauntlets of Power add sa to all Brawn-
black metallic structure on top, paired with a small purple based skill checks your character makes. Gauntlets of Pow-
jewel. er have an encumbrance of 0 when worn.
The disc can be activated by sliding a finger across the
jewel’s surface. When activated, the glass disc will float at GOGGLES OF NIGHT
a fixed distance from the ground, and it emanates light up Goggles of Night are red glass lenses set in frames of
to medium range, removing any penalties resulting from gold or silver, with leather cups and straps to comfortably
the lack of illumination. At long range, characters remove fit over the eyes and around the head. They are used by
j added due to darkness from every check. creatures without Dark Vision to navigate in the darkness
When active, the disc will always stay within short range alongside creatures with the ability
from its controlling jewel. If it can’t, it will slowly fall to Wearing the Goggles of Night grants the ability of Dark
the ground and cease to emit light. If the disc is further Vision. When making skill checks, the wearer removes up
from the jewel than short range, it cannot be activated. to jj imposed due to darkness.
Whoever holds the jewel may command the disc HORN OF COURAGE
through touch gestures made on the jewel’s surface. As a
maneuver, the jewel holder can command the disc to move Horns play an important role in the mythology of the
horizontally in any direction, emit light or cease to emit Weik, for they state that the gods themselves blow war
light. The light produced by the disc is always bright, and horns when preparing for battle. This horn, made from a
cannot be dimmed in any way. cracked, ancient cattle horn and banded with bright silver,
is rumored to have been made by priests of Nordros, and
The disc supports an object of encumbrance 6 or less certainly attests to their myths. When an adventurer blows
placed on its top metallic structure. If an object of larger the horn, their allies are filled with encouragement and
encumbrance is placed on the disc, it slowly falls to the inspiration.
ground and stays there until the object is removed.
As an out-of-turn incidental, your character may blow
EVERSMOKING BOTTLE the Horn of Courage; until the end of the following round,
Eversmoking Bottles may seem like minor magic, but the your character and their allies within medium range reduce
item can be used very creatively. These bottles can come in the difficulty of fear checks by one, to a minimum of Sim-
many different designs and materials, but often are made to ple (–). Obviously, the horn is very loud; under most cir-
appear menacing (and always of fine materials). cumstances, it can be easily heard by all characters and
creatures out to extreme range, and likely farther.
When the stopper is removed, a great amount of smoke
pours forth, extending out to Short range in 1 round, and NEPENTHE SEED
out to Medium range in 2 rounds, Long range in 3 rounds Nepenthe seeds are highly sought due to their extremely
(the maximum area affected). Treat as Heavy fog on Table potent regenerative properties. Unfortunately, their prop-
1.6-7: Concealment, page 110 of the Genesys Core Rule- erties only work on the deceased—meaning the user has to
book. wait for someone to actually die before they can heal them.
FRAILWARD AMULET No one knows if the seeds are the result of a bizarre botan-
ical experiment or the remnants of some species of intelli-
A round silver amulet with a spherical stone that spins gent flora, but many an adventurer is very happy they exist.
erratically on its center. It protects those who most need
protection. As an action, a character may place a nepenthe seed onto
the body of a character who was killed or died earlier in
Its wearer replaces the soak granted by their Brawn by 3. that session. At the end of the current encounter (or 30
minutes later in narrative time), the seed crumbles to dust
GAUNTLETS OF POWER
and the deceased character heals all wounds, all strain,
These magical gauntlets resemble mundane armored all criticals, and removes all conditions they are suffering
gauntlets save for the fact that they are forged from thick from. The character then gains the Head Ringer Critical
slabs of black iron rather than thin sheets of bright steel. Injury (see page 115 of the Genesys Core Rulebook).

Forgotten Realms
GENESYS 136
RING OF PROTECTION to see things like magically concealed doors and traps.
A thick silver ring with a skull on top. In the skull’s A Truelight Lantern provides illumination out to short
mouth sits a perfectly polished elliptic ruby of deep dark range. Within the area of illumination, all characters
red tones. upgrade their Perception checks to notice concealed doors,
illusions, hidden objects, and similar details twice.
Its wearer gains +1 soak and +1 defense.
When a combat check targets the wearer, after it is ful-
ly resolved (including rolling for Critical Injuries), they
MAGICAL BODY
can, by sheer willpower, negate all of the attack’s effects MODIFICATIONS
(damage, conditions, Critical Injuries etc.). If used in this
manner, the ring loses all of its powers and the ruby on top Blending magic and artistry with ink and needles, magic
becomes dull and opaque. tattoos imbue their bearers with wondrous effects and abil-
ities. Magic tattoos are initially bound to magic needles,
RING OF WATER BREATHING which transfer their magic to a creature. The designs of
Rings of Water Breathing are often of silver with blue magic tattoos vary greatly in appearance depending on who
malachite with various gems (though often onyxes) for created it, but they share general characteristics that hint
eyes. They can be of different nautical themes, but these at the effect of the tattoo. Once inscribed on a creature’s
are most common. skin, damage or injury doesn’t impair the tattoo’s function,
even if the tattoo is defaced.
The wearer of a Ring of Water Breathing gains the Aquat-
ic ability and never treats water as difficult terrain and can Prosthetics must be implanted onto the recipient through
breathe underwater. magical surgery and many surgeries have a mandatory
requirement that the recipient loses the equivalent body
SUNBLADE part(s) and replaces it with the implant. Whether or not
the recipient is already missing the necessary body part or
This item appears to be a longsword hilt. While grasping
if it is removed during the process of implanting the mod-
the hilt, you can use an incidental to cause a blade of pure
ification is unimportant. Both are equally valid options
radiance to spring into existence, or make the blade disap-
for getting an implant. Once attached, the modification is
pear. While out the blade exudes Sunlight out to Medium
considered to be part of the recipient.
range.
All of the above are considered Magical Body Modfications
The Sunblade has the following profile: (Melee (Light or
Heavy); Damage 8; Critical 2; Range [Engaged]; Accurate 1, To avoid letting increases get out of control, each stat, skill,
Breach, Defensive 1, Deflection 1, Elemental (Holy), Supe- or characteristic can only be increased by +1 due to modi-
rior) fication, no matter how many different modifications your
character has that would increase that number.
TONIC OF PROTECTION AGAINST
Each character may only purchase and install a number of
DEATH
modifications equal to their natural Brawn rating.
An opaque and viscous pale blue tonic made with
All modifications unless specified, reduce a character’s
ancient yew bark, ground mountain giant’s bones and
strain threshold by 1, to a minimum of 1.
dragon’s teeth dissolved in a dense quicksilver solution.
When the stopper is removed, a scent of death comes out
of the bottle. Some characters may choose to have a
replacement limb or enhancement that doesn’t
Anyone who drinks this tonic has the power to cheat add any new abilities and instead merely
death. For the next 24 hours, the first Critical Injury of replicates the lost limb or lost ability. At the
value 141 or higher suffered by the character is reduced GM’s discretion, the enhancement can have
to 5. The effects of the tonic end immediately thereafter. no game mechanic benefit and be purely
cosmetic. For all purposes, including damage,
TRUELIGHT LANTERN
attributes, and healing, it performs identically
The Truelight Lanterns are wrought by the magic of the to a natural, healthy limb or organ.If this is
Elves. They look more like large, multifaceted jewels than the case, pick an appropriate enhancement.
the glass-and-iron lanterns. When activated, the lantern the price is halved, and the rarity is reduced
gives off a soft green glow that somehow illuminates the by 3. The enhancement does not reduce the
surrounding area as effectively as a flaming torch. The light character’s strain threshold, and does not count
cast by the lantern also pierces illusions, allowing the bearer toward your character’s enhancement cap.

Forgotten Realms
137 GENESYS
ADAMANTINE SKIN the weather).
By replacing the vast majority over the skin, hide, scales A Tattoo of Thunderous Voice does not reduce a character’s
or other epidermis with that of skin of a metal construct, strain threshold.
you gain some its benefits. You increase your soak by 1 and
reduce your encumbrance threshold by 3. VINE TENDRIL
By replacing one of your arms with the primary limb of a
BREATH OF THE WAVES vine-like plant, you retain the ability to use your arm and
By replacing your throat with parts of a water elemental, hand normally. However, as a maneuver , you can unravel
your tongue is almost completely clear and your teeth (or re-ravel) your arm into a long mass of vines. While in
appear as ice. the mass of vines you cannot use that arm to hold anything
over 0 encumbrance. The tendril can be used as a brawl
You gain the ability to breathe underwater, can hold your
weapon (Damage:+2|Range: Short|Crit: 4|Ensnare 3). This
breathe for a number of rounds equal to 10 times their
tendril also grants you jj on any checks that require you
Brawn rating before they risk suffocating, and never suffers
to grapple things and have grip. A tendril can be easily sev-
movement penalties for traveling through water.
ered and if severed, you lose the ability to use that arm for
CLOCKWORK ARMS AND LEGS 24 hours, at which point until it completely regenerates.

By replacing one of your appendages with those of a con-


struct, you can improve your natural ability to do things. TABLE: MAGICAL ENHANCEMENTS
You may choose either Brawn or Agility and increase them Name Price Rarity
by 1.
Adamantine Skin 10000 11

PERCEPTION SEED Breath of the Waves 4500 10

By implanting a prepared seed from an Awakened Tree Clockwoork Arms or Legs 14000 13
under the flesh of your face, it quickly grows tendrils Perception Seed 6500 15
throughout your eyes, ears, nose and mouth, giving your Tattoo of Protection 9000 12
face a vine-laced appearance. Tattoo of Thundrous Voice 3500 10
You gain +1 to Perception and Vigilance. You also gain Vine Tendril 5500 11
the Darkvision ability (remove jj from checks that have
to due with darkness). This also restores sight from being
blinded.

TATTOO OF PROTECTION
If your character has a tattoo of Protection, once per ses-
sion, the wearer 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.” Also, once per encounter when your character suffers
a Critical Injury, they may activate the tattoo as an out-of-
turn incidental. Until the end of the encounter, they ignore
any penalties that Critical Injury would otherwise impose
on skill checks they make. (At your GM’s discretion, this
may not apply to penalties inflicted by certain Critical
Injuries, such as blindness or loss of a limb.) At the end of
the encounter, your character no longer ignores those pen-
alties and suffers the effects of the Critical Injuries.

TATTOO OF THUNDROUS VOICE


The tattoo of thunderous voice can be activated as an inci-
dental by suffering 2 strain to boost the wearer’s voice so
that he can be heard up to long or extreme range (this
depends on terrain, environmental conditions, and even

Forgotten Realms
GENESYS 138
MAGIC MANEUVERS
RULES TO REMEMBER These maneuvers are specific to characters who use magic
If your character does not have at least one rank in a magic skills. Like most maneuvers, these don’t actually require
skill, they cannot attempt to use it. checks, but affect the character’s skill checks. Of course,
you and your players might also describe common maneu-
When your character casts a spell that requires a skill check vers in terms of magic when it seems appropriate.
(whether or not the check succeeds), they suffer 2 strain
after resolving the check. COUNTERSPELL
Before making a magic check to cast a spell, the charac- Most skilled Spellcasters can attempt to counter an oppo-
ter may choose a number of additional effects to add to nent’s spells as they are being cast. If the character performs
that spell (these effects are listed on an associated table). the counterspell maneuver, all adversaries within medium
However, each effect has a difficulty increase associated range upgrade the difficulty of checks to cast spells once,
with it. You add each difficulty increase to the overall dif- until the end of the character’s next turn.
ficulty of the check. You may not add an effect if it would
increase the difficulty beyond Formidable (kkkkk) (after CONCENTRATE
any reductions, such as from magic implements, talents, or Some magical effects might require concentration to sus-
abilities, are applied unless specifically stated). Each effect tain. If a magical action (or spell) can benefit from concen-
can be added once, unless the effect specifies otherwise. tration, the action description notes this. spells that can be
While there are no rules specified about how a magic user’s sustained through concentration last until the end of the
concentration may be broken, the sidebar on page 213 of character’s next turn (as noted in their description).
the Genesys Core Rulebook suggests an Average (kk kk) Dis- However, if the character performs the concentrate maneu-
cipline check during Narrative Encounters. GMs may find ver during that next turn, the spell’s effects last until the
this or something very similar appropriate in some circum- end of the character’s following turn, instead. This can
stances of a Structured Encounter. Table I.6-3 on page 104 be sustained indefinitely by performing the concentrate
of the Genesys Core Rulebook gives a result option for h maneuver each turn.
to cause a character to lose the benefit of a previous maneu-
ver, this may be used to call for a Discipline check. The GM If a character has taken involuntary wounds or strain since
may also decide to break concentration with hhh. the end of their last turn, the character must succeed on
a discipline check as part of the concentration maneuver:
Also if you are inflicted with a Critical Injury while concen- Hard (kkk
kkk) for wounds, Average (kk kk) for strain.
trating on a spell effect, you must make a Discipline check
in difficulty equal to the severity of the Critical suffered.
On failure, the spell you are concentrating on and its effects
end.

Table: Spending h and d on Magic Checks.


Symbols Effect
The magic energies exhaust the character, and they suffer 2 strain or 1 wound.
h or d
This character and all allied Spellcasters in the encounter add j to any attempts to cast spells until the end of the controlling player’s next turn.
The magic effect doesn’t take effect until the start of the next round, or after a minute in narrative gameplay. If the character is using a magic
hh or d item, it becomes damaged one step (see Table I.5–4: Repairing Gear, on page 89).
Until the end of the encounter, enemy Spellcasters add j when casing spells that targets this character.
The magic effect is slightly more powerful than expected. One character of the GM’s choice is targeted or otherwise affected by the magic as
well.
hhh or d
All other Spellcasters and creatures attuned to magic energies within a day’s travel become aware of the character (and depending on their
disposition, may be very interested in finding them and doing them harm).
The character overexerts themself or loses their magic connection and is unable to cast spells for the rest of the encounter or scene.
d The GM picks the target of the character’s magic. If the spellcaster is an NPC, the controlling player picks the target of the magic effect
instead.
The character completely lose control of their magic energies or draws the ire of their deity, suffering one Critical Injury (at the GM’s
discretion, this may instead take the form of some of terrible or hilarious misfortune, such as temporarily being turned into a small woodland
dd creature, being struck by lightning on a clear day, swapping bodies with someone else in the encounter for the remainder of the day, or
summoning an avatar of divine or infernal wrath).
If the character is using a magic item, it is completely destroyed.

Forgotten Realms
139 GENESYS
RITUALS MAGIC SKILLS
Given sufficient time and materials to prepare, mages may ARCANE
perform rituals, working their magic slowly and carefully
as to not incur a physical cost. To perform a ritual, a mage The Arcane magic has a great array of spells to learn, from
must build a ritual altar and speak an extended invocation, magical attacks to barriers, defensive spell as well as battle-
usually accompanied by some kind of sacrifice. Some rit- field control and a great deal of utility spells.
uals are reasonably short but others are day- or night-long Arcane magic is the magic from your typical Mage. How-
ordeals, reserved for the most powerful and grievous mag- ever, not all arcane practioners gain power through study,
ics. those that do being known as Wizards. Arcane power can
be granted through other means, and those who use this
Duration Effect power through natural means are known as sorcerors. Con-
1 Hour The difficulty of the check is reduced trarily to other forms of magic, Sorcery doesn’t require ded-
by 1, to a minimum of Easy (k k) ication, training or even will to learn.
2 Hours The spell’s Strain cost is reduced by 1, Arcane is one of the magic skills limited in their free choice
to a minimum of 1. The difficulty of of spells. Arcane knows Utility and Attack and a number
the check is reduced by 1, to a mini- of actions equal to their Intellect or whichever characterstic
mum of Easy (k k) is tied to the skill.
4 Hours The spell’s Strain cost is reduced by 1, When a spell refers to ranks in an appropriate skill, your
to a minimum of 1. The difficulty of character uses the Knowledge (Lore) skill.
the check is reduced by 2, to a mini- DIVINE
mum of Easy (k k)
Gods bestow spells to their followers. While everyone can
8 Hours The spell does not incur the Strain worship a deity, only a handful is actually capable of chan-
cost. The difficulty of the check is re- neling their divine energy. These divine casters are usually
duced by 3, to a minimum of Easy (k k) referred to as Clerics or Paladins. The Divine magic has
24 Hours The spell does not incur the Strain spells mostly centered on increasing the efficiency of the
cost. The difficulty of the check is re- group, as well has removing wounds and harmful con-
ditions. Divine magic also have offensives spells that are
duced by 4, to a minimum of Easy (k k)
pretty lethal for undead, demons and other outsiders.
When a spell refers to ranks in an appropriate skill, your
character uses the Knowledge (Lore) skill.

PRIMAL
TABLE III.2–3: PENALTIES WHEN CASTING SPELLS Primal magic is used by druids and rangers. Many dru-
ids pursue a mystic spirituality of transcendent union with
Condition Penalty nature rather than devotion to a divine entity, while oth-
The character does not have at least one free ers serve gods of wild nature, animals, or elemental forces.
hand. +j
j
The ancient druidic traditions are sometimes called the Old
The character is gagged, silenced, or Faith, in contrast to the worship of gods in temples and
otherwise unable to speak. +j
j j
shrines. Druid spells are oriented toward nature and ani-
The character is wearing heavy armor that
might hamper their gestures (armor with 4 mals—the power of tooth and claw, of sun and moon, of
encumbrance or more), or carrying a shield. +j
j fire and storm.
This could also include other restrictive
outfits, at your discretion. When a spell refers to ranks in an appropriate skill, your
+j
j per spell
character uses the Knowledge (Geography) skill.
The character is concentrating on a spell.
concentrating on
PSYCHIC
The character is in circumstances that
interfere with their ability to concentrate, Psychic magic, or usually called Ki or Psionics, is a source
Upgrade the
such as trying to cast while swimming or
hanging from a rope, being buffeted by a
difficulty once of power that originates from within a creature’s mind,
(or more at your
sandstorm, or casting a spell that doesn’t
GM’s discretion). allowing it to augment its physical abilities and affect the
target the person they’re fighting in hand-to-
hand combat.
world around them and the minds and bodies of others.
While it may seem similar to arcane magic, it is its own

Forgotten Realms
GENESYS 140
type of magic, as its power comes from within a creature's
mind, rather than the force of a sentient creature altering
TABLE: MAGIC ACTIONS AVAILABLE PER SKILL
the weave. Psionics is described as either spiritual energy or Magic Skill Arcana Divine Psychic Primal Verse
the energy of life. It is a subtle energy, but it can be used to
perform incredible feats by pushing the body and mind to Attack X X X X
and beyond their physical limits. Augment X X X X X
Psychic is one of the magic skills limited in their free choice Barrier X X X X
of spells. Psychic knows Utility and Sense and a number
Conjure X X X
of actions equal to their Presence or Willpower, whichever
characterstic is tied to the skill. Curse X X X X
When a spell refers to ranks in an appropriate skill, your Dispel X X X
character uses the Discipline skill. Enchantment X X X
VERSE Heal X X X X
Verse is the magic used by Bards. In the world of Faerun, Illusion X X X
words and music are not just vibrations of air, but vocaliza-
tions with power all their own. Bards is a master of song, Move X X
speech, and the magic they contain. Bards say that the mul- Obscure X X X X
tiverse was spoken into existence, that the words of the gods
gave it shape, and that echoes of these primordial Words of Predict X X X
Creation still resound throughout the cosmos. The music Sense X X X
of bards is an attempt to snatch and harness those echoes,
subtly woven into their spells and powers. True bards are Transform X X
not common in the world. Not every minstrel singing in a Travel X X X
tavern or jester cavorting in a royal court is a bard. Discov-
Utility X X X X X
ering the magic hidden in music requires hard study and
some measure of natural talent that most troubadours and
jongleurs lack. A bard’s life is spent wandering across the
land gathering lore, telling stories, and living on the grat-
itude of audiences, much like any other entertainer. But a
depth of knowledge, a level of musical skill, and a touch of
magic set bards apart from their fellows.
When a spell refers to ranks in an appropriate skill, your
character uses the Knowledge (Lore) skill.

Forgotten Realms
141 GENESYS
MAGIC ACTIONS
ATTACK
Concentration: No
Magic attacks are combat checks, and they follow the normal rules for performing a combat check, on page 101, using
the character’s magic skill instead of a combat skill. There are some exceptions, however, which we detail here.
When casting an attack spell, the character must select one target at short range (but not engaged). The default difficulty
of the check is Easy (kk). The attack deals damage equal to the characteristic linked to the skill used to make the attack
(so if the character uses Primal, they would deal damage equal to their Cunning), plus 1 damage per uncanceled s. The
attack has no set Critical rating, so you may only inflict a Critical Injury with a t.
Before making a magic attack check, choose any number of additional effects listed on Table: Attack Additional Effects.
These effects are added to the attack.
TABLE: ATTACK ADDITIONAL EFFECTS
Difficulty
Effects
Mod
Elemental: The attack gains the Elemental quality. Acid, Air, Earth, Electricity, Fire, Ice, Poison, or Water are your choices of Elements. This
may be added multiple times, adding multiple Elemental qualities to the attack. +j
j

Blast: The attack gains the Blast quality with a rating equal to your character's ranks in the appropriate skill. +k
k

Close Combat: May select a target engaged with your character. +k


k
Deadly: The attack gains a Critical rating of 2. The attack also gains the Vicious quality with a rating equal to the character’s ranks in the
appropriate skill. +k
k

Holy/Unholy (Divine): The attack gains the Elemental (Holy) or Elemental (Unholy) quality . When dealing damage to a target that the
GM determines is the antithesis of the character’s faith or deity (such as a priest of a god of life attacking an undead zombie), each s deals +2 +k
k
damage, instead of +1.

Hindering: The attack gains the Ensnare quality with a rating equal to the character’s ranks in the appropriate skill. +k
k
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to the character’s ranks in the
appropriate skill. +k
k

Lasting: The attack gains the Burn quality with a rating equal to your character’s ranks in the appropriate skill. +k
k
Manipulative (Arcane/Psychic): The attack gains the Push quality. +k
k
Non-Lethal (Primal/Psychic): The attack gains the Stun Damage quality. +k
k
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
k
Stunning: The attack gains the Stun quality with a rating equal to the character’s ranks in the appropriate skill. +k
k
Bombard: The attack gains the Auto-fire quality (the increase of difficulty to use the Auto-fire quality as normal is already applied). +kk
kk
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the character’s ranks in the
appropriate skill. +kk
kk

Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage equal to the characteristic).
If the attack has the Blast quality, add the implement's damage bonus to the Blast rating. Also, the Blast quality affects all characters within +kk
kk
short range, instead of engaged. If successful, the spell also gains the Exhausting 1 quality, or increases its existing Exhausting quality by 1.

Sapping: If the attack deals damage, the target must immediately make a Hard (kkk
kkk) Resilience check or suffer wounds and strain equal to
+kk
kk
the character’s ranks in the appropriate skill.

Leech (Arcane): This character heals a number of wounds equal to the number of wounds dealt to a single target. +kkk
kkk

Forgotten Realms
GENESYS 142
AUGMENT
BARRIER
Concentration: Yes Concentration: Yes
This is casting spells to enhance people. A character selects
Some spellcasters have the power to create barriers of energy
one target they are engaged with (which can be themself
to protect themselves and their allies. The character selects
), then makes a Magic check. The default difficulty of the
one target they are engaged with (which can be themself ),
check is Average (kk). If the check is successful, until the
then makes a magic skill check. The default difficulty of the
end of your character’s next turn, the target increases the
check is Easy (k). If the check is successful, until the end of
ability of any skill checks they make by one (in effect, this
the character’s next turn, reduce the damage of all hits the
means they add k to their checks).
target suffers by one, and further reduce it by one for every
A character may not be affected by more than one Aug- uncanceled ss beyond the first.
ment spell at the same time (so no stacking effects).
A character may not be affected by more than one Barrier
Before making an Augment check, choose any number of
spell at the same time (so no stacking effects).
additional effects listed on Table: Augment Additional
Effects. These effects are added to the check. Before making a Barrier check, choose any number of addi-
tional effects listed on Table: Barrier Additional Effects.
These effects are added to the check.

TABLE: AUGMENT ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Leap: Instead of gaining the regular benefits of the spell, while affected your character may instead use maneuver to leap horizontally to any
location in short range. In addition they may increase the range of the jump by increasing the check by an additional k, or leave vertically in -
addition to horizontally by increasing the check by an additional k (both options may be chosen if desired)
Divine Health (Divine): The target increases their wound threshold by a value equal to the character’s ranks in the appropriate skill for the
duration of the spell. +k
k

Enhance (Verse): Instead of adding k to target’s skill checks, a Characteristic chosen by the caster is temporarily increased by 1, to a maximum
of 5, for the duration of the spell. You may add an additional k to have this effect also add k target’s skill checks,. Cannot be combined with +k
k
Additional Target.

Growth: Instead of adding k to target’s skill checks, adds +1 to Silhouette for each added increase in difficulty. Each increase adds +1 to Soak
+k
k
as well. This may be added up to 3 times.
Primal Fury (Primal): The target adds damage equal to the character’s ranks in the appropriate skill to unarmed combat checks, and their
Critical rating for unarmed combat checks becomes 3. +k
k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
k
Swift: Targets affected by the spell ignore the effects of difficult terrain and cannot be immobilized. +k
k

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to
+kk
kk
affect one additional target within range of the spell (and may trigger this multiple times, spending aa each time).
Haste (Arcane): Targets affected by the spell can always perform a second maneuver during their turn without spending strain (they may still
only perform two maneuvers a turn). +kk
kk

TABLE: BARRIER ADDITIONAL EFFECTS


Effects Difficulty Mod
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each
time. +k
k

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend
aa to affect one additional target within range of the spell (and may trigger this multiple times, spending aa each time). +k
k

Add Defense: Each affected target gains ranged and melee defense equal to your ranks in the appropriate skill. +kk
kk

Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. If successful, the spell also
+kk
kk
gains the Exhausting 1 quality, or increases its existing Exhausting quality by 1.
Sanctuary (Divine): Opponents the GM determines are the antithesis of the character’s faith or deity automatically disengage from
affected targets, and may not engage them for the duration of the spell. +kk
kk

Reflection (Arcane): If an opponent makes a ranged attack (including Attack spells) against an affected target and generates hhh or d
on the check, after the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack. Cannot be combined +kkk
kkk
with Additional Target.
Specified Protection: Instead of reducing damage suffered, the spell protects against a specific type of adversary or enviromental effect
(GCRB page 110) specified when casting the spell. +kkk
kkk

Reinforced: The barrier makes the target’s soak immune to the Pierce and Breach qualities. +kkkk
kkkk

Forgotten Realms
143 GENESYS
CONJURE MEDIUM SUMMON (RIVAL))

Concentration: Yes 3 2 2 2 2 2
This action represents the ability of a spellcaster to animate BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
objects or create items (or even allies) out of thin air and SOAK VALUE WOUND THRESHOLD M/R DEFENSE
the aether. The character makes a magic skill check. The 4 12 0 0
default difficulty for the check is Easy (kk). If the check is
Skills: Brawl 2, Perception 2, Ranged 3, Resilience 2, Vigi-
successful, the character summons a simple tool with no
lance 2.
moving parts (such as a shovel or pickax), a one-handed
melee weapon with no moving parts (such as a sword Attack: Brawl; Damage 6; Critical 3; Range [Engaged]
or knife), or a minion no bigger than silhouette 0 or 1
(such as an animal, magical creature, elemental spirit, or
even undead monstrosity). These appear engaged with the GREATER SUMMON (RIVAL))
character. The summoned minion or item remains present
until the end of the character’s next turn. 3 3 2 2 3 2
If the character summons a creature, the creature behaves BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

in the best approximation of its natural instincts (as deter- SOAK VALUE WOUND THRESHOLD M/R DEFENSE
mined by the GM). It is not controlled by the character, 5 17 1 1
and may even be hostile to them. In a structured encoun-
ter, it takes its turn immediately after the character. Skills: Brawl 3, Perception 2, Ranged 3, Resilience 2, Vigi-
lance 3.
Before making a Conjure check, choose any number of
additional effects listed on Table: Conjure Additional Attack: Brawl; Damage 7; Critical 3; Range [Engaged]
Effects. These effects are added to the check. GRAND SUMMON (RIVAL))

4 3 2 2 3 2
MINION BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

3 2 1 1 1 1 SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Brawn Agility Intellect Cunning Willpower Presence


6 20 2 1
Soak Value w. Threshold M/r Defense Skills: Brawl 3, Perception 2, Ranged 4, Resilience 2, Vigi-
4 7 0 0 lance 3.
Attack: Brawl; Damage 8; Critical 3; Range [Engaged],
Skills (group only): Brawl, Ranged, Resilience, Vigilance.
Vicious 1
Attack: Brawl; Damage 4; Critical 4; Range [Engaged]

TABLE: CONJURE ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Additional Summon: The spell summons one additional item, weapon, or creature. In addition, after casting the spell, you may spend aa to
+k
k
summon one additional item, weapon, or creature (and may trigger this multiple times, spending aa each time).
Medium Summon: The character may summon a more complicated tool with moving parts, a rival no larger than silhouette 1, or a two-handed
melee weapon. +k
k

Range: Increase the range of the spell (the distance from the character that the summoned item or creature may appear) by one range band. This
may be added multiple times, increasing the range by one range band each time. +k
k

Template: The character may add a template to a Conjuration's statblock. +k


k

Greater Summon: The character may summon a rival of up to Silhouette 2 or animate an object of up to Silhouette 2 in size. May not be
combined with Additional Summon. +kk
kk

Reinforced (Arcane): Conjured items have the Reinforced item quality (soak is immune to Pierce and Breach qualities and immune to the
Sunder quality) +kk
kk

Summon Ally: The creature the character summons is friendly to them and obeys their commands. The character may spend a maneuver to
direct the creature, allowing them to determine its action and maneuver. (If the character summons multiple creatures, the character may spend +kk
kk
one maneuver on their turn to direct the turns of all summoned creatures.)
Grand Summon: The character may summon a rival of up to Silhouette 3 or animate an object of up to Silhouette 3 in size. May not be
combined with Additional Summon. If successful, the spell also gains the Exhausting 1 quality, or increases its existing Exhausting quality by 1. +kkk
kkk

Forgotten Realms
GENESYS 144
SUMMON TEMPLATE Constructs usually appear as inanimate objects, such as
weapons, larger creations such as golems, or anything in
Summon Templates do not have access to their Empow- between.
ered feature unless the player unlocks that ability by spend-
ing aaa or t on the Conjure check. t may also be
DEMONIC
used to add ranks of the Adversary talent to your summons Attack Type: Brawl
Effect: Burn 1
AIR ELEMENTAL Modifiers: -1 Critical rating
Attack Type: Ranged (Range: Medium) Special: Immune to fire damage
Effect: Push Empowered: Burn 2, Hellfire (characters that begin their
Modifiers: +1 Defense turn engaged with Demonic creatures suffer 1 wound)
Special: Immune to Immobilize, Flying (Hovering) Demonic creatures usually appear as fiendish horned
humanoids, wreathed in flames, wielding vicious weapons
Empowered: Disorient 2, Push or huge claws.
EARTH ELEMENTAL ABERRATIONS
Attack Type: Brawl Attack Type: Brawl
Effect: Knockdown Effect: Ensnare 2
Modifiers: +1 Wounds, +1 Soak Modifiers: +1 Defense, +1 Soak
Special: Immune to Knockdown Special: Immune to fear and charm
Empowered: Knockdown, Disorient 4 Empowered: Ensnare 2, Madness (Instead of rolling for
Critical Injury inflicted by Aberrations, you may choose to
FIRE ELEMENTAL apply the Fearsome Wound result).
Attack Type: Brawl Aberrations usually appear as horrifying, amorphous enti-
ties with staring eyes, gnashing mouths, and lashing ten-
Effect: Burn 1 tacles.
Modifiers: +1 Damage
Special: Immune to fire damage BEAST
Empowered: Burn 2, Blast 4 Attack Type: Brawl
Effect: Pierce 1
WATER ELEMENTAL Modifiers: +2 Wounds
Attack Type: Brawl Empowered: +1 damage, Pierce 1, Vicious 3
Effect: Ensnare 2 Beast creatures appear as normal animals. They can vary
Modifiers: +1 Defense, +1 Soak greatly depending on what creatures are summoned.
Special: Immune to Immobilize PLANT
Empowered: Disorient 2, Ensnare 4
Attack Type: Brawl
UNDEAD Effect: Ensnare 2
Attack Type: Brawl Modifiers: +2 Soak
Effect: Pierce 1 Special: Immune to fear and charm
Modifiers: +2 Soak Empowered: Piercing Thorns (Instead of rolling for Criti-
cal Injury inflicted by Plant creatures, you may choose to
Special: Immune to poison, disease, fear, and charm apply the Hamstrung result).
Empowered: Pierce 1, Reanimate (if an Undead minion or Plant creatures usually appear as mossy, vine-covered
rival is defeated, may spend hhh or d from the attack humanoids, animate trees, or seething masses of thorny
roll to revive them at full health on their next turn)
vines or roots.
Undead creatures usually appear as animated skeletons,
zombies, ghouls, or undead animals.

CONSTRUCT
Attack Type: Brawl
Effect: Pierce 1
Modifiers: +2 soak
Special: Immune to poison, disease, fear, and charm
Empowered: Pierce 2, Sunder

Forgotten Realms
145 GENESYS
CURSE DISPEL
Concentration: Yes Concentration: Yes (See below)
This action represents the use of curses and debilitating The ability to nullify magic is a strange and wondrous art.
magics. Your character selects one target within short range, The character selects one target within short range that is
then makes a magic skill check. The default difficulty of the under the effects of a spell, then makes a magic skill check.
check is Average (kk). If it is successful, until the end of the The default difficulty for the check is Hard (kkk). If the
character’s next turn, the target decreases the ability of any check is successful, the effects the target is under immedi-
skill checks they make by one (in effect, this means they ately end (if the spell affected multiple targets, the other
remove one k to their checks). targets remain affected).
A character may not be affected by more than one Curse Before making a Dispel check, choose any number of addi-
spell at the same time (so no stacking effects). tional effects listed on the table below. These effects are
Before making a Curse check, choose any number of addi- added to the check. These effects are added to the check.
tional effects listed on the table Table: Curse Additional
Effects. These effects are added to the check.

TABLE: CURSE ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Limitation: Spell only affects targets under a certain condition or only curses a particular set of skills. -k
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +k
k

Misfortune: After the target makes a check, you may change one j to a face displaying a f. +k
k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
k
Slowed: The target must spend an extra maneuver to advance a range band. +k
k

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to
+kk
kk
affect one additional target within range of the spell (and may trigger this multiple times, spending aa each time).
Despair (Divine): The target’s strain and wound thresholds are reduced by an amount equal to the character’s ranks in the appropriate skill. This
effect may not be combined with the additional target effect. +kk
kk

Doom (Arcane): After a target makes a check, you may change any one die in the pool not displaying a t or d to a different face. +kk
kk

Alternate Penalty: Target suffers some other setback instead of the usual spell effect. +kk
kk

Shrink (Arcane): Target is reduced one category in Silhouette (can reduce further at the cost of +k
k per Silhouette reduced after the first
+kk
kk
reduction)
Rooted: The target is immobilized for the duration of the spell. This effect may not be combined with the Additional Target or Paralyzed effect. +kk
kk
Paralyzed: The target is staggered for the duration of the spell. This effect may not be combined with the Additional Target or Rooted effect. If
successful, the spell also gains the Exhausting 1 quality, or increases its existing Exhausting quality by 1. +kkk
kkk

TABLE: DISPEL ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Suppress: Instead of the normal effects of the spell, On a success, the user extends an unseen dampening field around them and all allies
within short range. Until the end of the user's next turn, any hostile magic user who makes a skill check to cast a spell against any affected -
users adds automatic f to the results. May be concentrated on. Cannot be combined with Additional Target or Nullify.
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each
time. +k
k

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to
+k
k
affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).
Nullify (Arcane): The character can select a single magical item within visual range instead of another character, if successful, the item loses
all of its enhanced properties for a number of rounds equal to the character’s ranks in the appropriate skill. +kk
kk

Forgotten Realms
GENESYS 146
ENCHANTMENT intentions and what they hope to accomplish with their
manipulation beforehand. Though the final say of the
Concentration: Yes (see below) resulting behavior of the target is up to the GM, the result
Enchantment spells are magic that tampers with another should be agreed upon by the player and the GM before
character’s thoughts, either reading or manipulating. Select the check is made.
a target that is engaged with your character and make a Before making a Enchantment check, choose any number
Hard (kkk
kkk) magic check. If successful, your character of additional from the Enchantment Additional Effects
learns the simple surface thoughts of the target. The GM table. These effects are added to the check. A character
will determine what those thoughts are. The informa- may not be affected by more than one Enchantment spell
tion learned may not be words that are easy to decipher, at the same time (so no stacking effects).
but could instead be feelings or flashes of imagery. Every
A character may only concentrate on an Enchantment
uncanceled ss beyond the first can be spent to learn an
spell for a number of rounds equal to their ranks of the
additional thought that the target just recently had. At the
appropriate skill.
end of the spell’s duration the target becomes aware that
they were under the effect of a spell, though not necessar- Before making an enchantment check, choose any of the
ily who cast it. The target is aware that someone is doing additional effects listed on the table Table: Enchantment
something to their mind. How much they fully understand Additional Effects. These effects are added to the check.
about what is happening depends on the setting and the
target character.
When a character attempts to alter a target's emotions,
memories, or thoughts, the player should make clear their
TABLE: ENCHANTMENT ADDITIONAL EFFECTS
Difficulty
Effects
Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to
+k
k
affect one additional target within range of the spell (and may trigger this multiple times, spending aa each time).
Gentle: Target is unaware of the mental probing. +k
k
Intense Emotions : The target is filled with an overwhelming amount of a specific emotion of the caster’s choice, such as anger, calm, disgust,
fear, friendliness, or peace. May spend t to downgrade the ability of social checks made by this character by one for the duration of the spell. +k
k

Learn Motivation: Learn one motivation (Fear, Flaw, Strength, or Desire) of the target, GM choice. +k
k
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
k
Compulsion (Verse): 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. The target is aware of its actions, and once the spell has expired, the target will immediately know that they were magically +kk
kk
influenced, and all future social checks with the character will be upgraded in difficulty twice.
Enduring Feelings : The target will continue to suffer the effects of the spell for 1 hour per rank of the appropriate skill that the character
possesses . +kk
kk

Modify Memory (Arcane/Verse): The target forgets a time period of up to one hour per uncancelled s. t can be used to implant a different
+kk
kk
memory in its place. Cannot be combined with Additional Target or Enduring Feelings.

Strain Attack: The target suffers 1 strain per uncancelled s +kk


kk
Suggest: The target will follow a short command spoken allowed by the caster as long as no direct harm would come to the target or their allies. +kk
kk
Domination: You determine the target’s next action and maneuvers. They must be defined when the spell is cast. Cannot be combined with
Additional Target or Enduring Feelings. If successful, the spell also gains the Exhausting 1 quality, or increases its existing Exhausting quality by +kkk
kkk
1.

Forgotten Realms
147 GENESYS
HEAL
Concentration: No
Priests and other practitioners of divine magic are often known for their healing abilities. Often, those in touch with
nature also possess the capacity to heal wounds and illness. The character can use a magic skill in place of a Medicine
check in order to remove damage or heal Critical Injuries. When making the check, the character selects one target they
are engaged with who is not incapacitated. The default difficulty of the check is Easy (k
k). Upon success, the target char-
acter consumes a healing potion (see Painkillers on page 116 of the GCRB) and heals 1 strain per a. Every uncanceled
ss beyond the first, the target heals an additional wound.
Before making a heal check, choose any number of additional effects listed on the table Table: Heal Additional Effects.
These effects are added to the check.
TABLE: HEAL ADDITIONAL EFFECTS
Effects Difficulty Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend
a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time). +k
k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band
each time. +k
k

Heal Critical: Select one Critical Injury the target is suffering. If the spell is successful, the Critical Injury is also healed. +k
k equal to the
severity of the critical

Empowered: The Heal spell heals 1 wound per additional s instead of every uncanceled ss. +k
k
Healing Rain (Primal): A downpour of magical rain comes down in a radius of Short range around the caster, healing all within
range with the spell. +kk
kk

Reciprocal Heal (Verse): When healing another, the caster regains 1 wound and 1 strain per target healed. +kk
kk
Restoration: Select one ongoing status effect (Disorient, Stagger, Immobilize, Poison) the target is suffering. This status effect
immediately ends. +kk
kk

Revive Incapacitated: The character may select targets who are incapacitated. +kk
kk
Transferrence: On a successful cast, the caster can suffer strain equal to their ranks in the appropriate skill to add one wound to the
amount healed for each strain suffered. +kk
kk

Resurrection (Divine): The character may select a target who has died during this encounter. If the check is successful, the target is
restored to life, suffering wounds equal to their wound threshold. If the check fails, no characters may attempt to resurrect the target +kkkk
kkkk
again. If successful, the spell also gains the Exhausting 2 quality, or increases its existing Exhausting quality by 2.
Regenerate (Primal/Psychic): Instead of the normal effects of the Heal spell, if the spell is successful the target regrows a lost or
permanently damaged body-part, then suffers 10 strain at the end of your turn. If the damaged or lost body part was the result of
a Critical Injury, then that Critical Injury is also healed. Every uncanceled s beyond the first & every aa the spell generated +kkkkk
kkkkk
reduces the target’s suffered strain by 1. If the check fails, no characters may attempt to regenerate the limb again. If successful, the
spell also gains the Exhausting 1 quality, or increases its existing Exhausting quality by 1.
Reincarnation (Primal): The character may select a target who has died during this encounter or is no longer able to be targeted
by the standard Resurrection effect. The character can be reincarnated into a different species. If successful, the spell also gains the +kkkkk
kkkkk
Exhausting 2 quality, or increases its existing Exhausting quality by 2.

Forgotten Realms
GENESYS 148
ILLUSION Likewise, the spell can cause the target to be unable to
see a small, static object with silhouette 1 such as a chest,
Concentration: Yes
weapon, door, or shelf. Illusions can be animated and can
This ability represents the characters ability to use magic to move, as long as they remain within the range of the spell
create an illusion, or to disguise a character’s appearance. The default difficulty for a keen observer to see through an
The default difficulty of the check is Average (kk kk). If the illusion cast is an Average (kk
kk) Vigilance check (or Aver-
check is successful, the creature creates an illusion of a crea- age (kk
kk) Perception if they believe they’re senses are being
ture or object that is silhouette one or smaller. The illusion fooled).
appears within a short range of the character. Alternatively,
A character may not be affected by more than one Illusion
the illusion changes the appearance of the caster or one
spell at the same time (so no stacking effects).
silhouette one or smaller target they are engaged with. The
illusion cannot obscure the basic size and shape of the tar- Before making the skill check, choose any of the additional
get. Lastly, the caster may instead choose one target within effects listed on the table Table: Illusion Additional Effects.
range. If the check is successful, the targets either sees a These effects are added to the check.
single static image up to a size of silhouette 2, or hears a
sound ranging from a whisper to a scream emanating from
close range.

TABLE: ILLUSION ADDITIONAL EFFECTS


Effects Difficulty Mod
Additional Illusion: The spell creates one additional illusion or disguises one additional character. In addition, after casting the spell, you
may spend aa to create another additional illusion or disguise another additional character (you may trigger this multiple times, spending +k
k
aa each time).
Additional Senses: The illusion can include smell, life-force (for those who can sense it), etc. in addition to just light and sound. +k
k

Blur: if the spell targets a character, it blurs and obscure as their form. until the spell ends, add h to the results of combat checks targeting
+k
k
the character (this applies even if the attacker realizes the effect is an illusion)
Channeling: Line of sight and range can be determined by a Mirror Image, image, etc. +k
k
Mirror Image: If the spell targets a character, it creates multiple images that move with the target and distract the opponents. Until the spell
ends, the character may spend hhh or d from any combat check targeting the character to have the attack harmlessly hit a mirror image +k
k
rather than the character (this applies even if the attacker realizes the effect is an illusion).

Range: Increase the range of the spell (the distance from the character the illusion effect appears) by one range band. You may spend aa
+k
k
to extend the range band by one (and may trigger this multiple times, spending aa each time).
Realism: Increase the difficulty of checks to determine that the illusion is fake by one. In addition, after passing the spell, you may spend
aa to increase the difficulty of checks to determine that the illusion is fake by one (you may trigger this multiple times, spending aa +k
k
each time). The illusion can also fool additional senses such as smell taste or touch.
Size: Increase the silhouette of the illusion created by one, or disguise the appearance of a target one silhouette larger. This may be added
multiple times, increasing the silhouette of the illusion created or target disguised by one each time. +k
k

Additional Target:The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa
+kk
kk
to affect one additional target within range of the spell (and may trigger this multiple times, spending aa each time).
Glamour: The spell alters the target’s entire appearance, either physically or by adding/subtracting clothing, gear, personal effects, or other.
You may spend aa to alter how the target sounds or smells. Nothing this spell creates has a physical component, so objects pass through +kk
kk
it as normal, and any creature that touches it will feel nothing.
Quasi-real: The illusion is quasi-real and can be felt to the touch, but it can cause no physical harm or obstruct travel or objects if pressed. +kk
kk
Terror: The illusion terrifies those who behold it. When any character who does not know the illusion is fake spots it, they must make a
Hard (kkk
kkk) Discipline (Fear) check. they suffer 2 strain per h and, if they fail, they are unable to approach the illusion. +kk
kk

Incorporeal (Arcane): When making a Brawn or Agility-based check, increase the difficulty by two, when a corporeal foe makes a Brawn or
Agility-based check targeting the spell recipient, increase the difficulty by two. The target increases their soak by their Willpower (as well as +kkk
kkk
Brawn), and can move through most types of difficult and impassable terrain without penalty (but cannot stop inside solid surfaces)
Invisibility: If the spell targets a character, it renders them invisible to sight instead of changing their appearance.An invisible character
benefits from concealment worth +4 dice (see Concealment on page 110 of the Genesys Core Rulebook). +kkk
kkk

Forgotten Realms
149 GENESYS
MOVE
OBSCURE
Concentration: Yes
Move spells are used to displace an object or character from Concentration: Yes
one place to another. This can take the form of wind, men- This is using magic to affect an area with an effect. The
tal force, ghostly hands, or whatever fits your setting. When default difficulty of the check is Easy (k k). The character
moving items, the default speed is slow and deliberate, not chooses an area within Short range makes a skill check.
fast enough to inflict injury or accurate enough to allow Then, if the check is successful, you create a thick fog, mist
for fine manipulation. Select a target of silhouette 0 or 1 or smoke that blankets engaged range. Characters in the
up to Short range (may target self ). The default difficulty is fog are considered to have one level of concealment, impos-
Average (kkkk). If successful you may move the target in one ing j or j (depending on the skill check [see page 110 of
direction toward or away from your character up to one the GCRB]. The same is applied on characters outside of
range band per uncancelled ss. the affected zone against characters within.
Before making a Move check, choose any number of addi- Before making a Obscure check, choose any number of
tional from the Move Additional Effects table. These effects additional effects listed on the table Table: Obscure Addi-
are added to the check. tional Effects. These effects are added to the check.

TABLE: MOVE ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect
+k
k
one additional target within range of the spell (and may trigger this multiple times, spending a each time).
Bind: After moving the target, they become Immobilized for the duration of the ability. The target may perform an action to attempt an
Athletics or Discipline check opposed by the characters Magic skill to break free from this effect. +k
k

Levitate: While your character maintains concentration on this spell the target hovers up to one foot (~30cm) off the ground. This counts as
hover, as per the Flying sidebar on page 100 of the Genesys Core Rulebook. +k
k

Range: Increase the range in which your character can select targets of the spell by one range band. This may be added multiple times,
increasing the range by one range band each time. +k
k

Size: Increase the silhouette your character may target. This may be added multiple times, increasing the silhouette by one each time. +k
k
Adversary: May select an unwilling or secured target. The check is upgraded for every rank the target has in Athletics or Discipline (or an
appropriate amount if the target doesn’t have any skills such as an object (GM determines)). +kk
kk

Flight: Instead of the normal effects of the spell, the spell allows the target to fly in the air (see the Flying sidebar on page 100 of the Genesys
Core Rulebook) except they do not need to use a maneuver to stay aloft. This spell lasts until the end of the caster’s next turn unless using +kk
kk
Concentration to maintain.
Manipulate: The character can interact with and finely manipulate an object affected by their spell as if they were holding it in their hand and
using their fingers. +kk
kk

TABLE: OBSCURE ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Hindering (Arcane/Primal): Instead of the normal effects of the spell, the spell impedes movement, and is treated as difficult terrain. Cannot be
+k
k
combined with Empowered.
Range: Increase the range of which is obscured by one range band. This may be added multiple times, increasing the range by one range band
each time. +k
k

Size: Increase the range band the area covers by 1. This may be added multiple times, increasing the range band by one each time.. +k
k
Earthshaper (Primal): Instead of the normal effects of the spell, this spell will make difficult terrain into normal terrain. If the terrain is
impassible it becomes difficult instead. This effect may be applied twice to turn impassible into normal terrain or vice versa. Cannot be +kk
kk
combined with Empowered.

Empowered: Creates concealment that instead adds a number of j or j (depending on the skill check [see page 110 of the GCRB] up to the
+kk
kk
caster's ranks in the appropriate skill.
One Way: The shrouded area is transparent from outside, and opaque from inside, or vice versa. Cannot be combined with Empowered. +kk
kk
Dangerous Element: Choose an element (Acid, Fire, Holy [Divine only], or Poison). The affected area is considered an atmosphere of that
+kkk
kkk
element type as per page 111 of the GCRB with a rating equal to the number of uncancelled s. Cannot be combined with Empowered.

Silence (Verse): Instead of the normal effects of the spell, sound cannot exist within Short range of the target while this spell is in effect. +kkk
kkk

Forgotten Realms
GENESYS 150
PREDICT SENSE
Concentration: No Concentration: Yes
This is using magic to attempt to predict the future. The Sense’s basic power allows the user to sense the world
default difficulty of the check is Average (kk
kk). The char- around him. This allows him to perceive life and his sur-
acter makes a skill check, then ask one question about roundings. The default difficulty of the check is Average
events that will unfold within the next 24 hours. If the (kk
kk). If the check is successful, the character senses all liv-
check is successful, your GM must provide the character ing things within short range (including sentient and non-
with a truthful answer, but that answer could be one that sentient beings).
can be interpreted multiple ways or is somewhat enigmatic. Before making the Sense power check, choose any number
whether the check succeeds or fails the character may not of additional effects listed on the table Table: Sense Addi-
make another prediction check to ask about the same tional Effects. These effects are added to the check.
events for the remainder of the session.
Before making a Predict check, choose any number of
additional effects listed on the table Table: Predict Addi-
tional Effects. These effects are added to the check.
TABLE: PREDICT ADDITIONAL EFFECTS
Effects Difficulty Mod
Quicksilver Reflexes (Psychic): Instead of asking a question about events, the character adds ssto the results of any checks they made to -
determine initiative during the next structured encounter they participate in.

Additional Questions: The character may ask one additional question about events. in addition, after casting the spell, you may spend aa
+k
k
to ask another additional question about events, (and may trigger this multiple times, spending aa each time).

Clairvoyance: The target gains j that can be used on any single skill check they make until the end of the session. In addition, you may
+k
k
spend aa to add jj to one additional skill check the target makes until the end of the session.
Commune (Divine/Primal): The spell contacts a specific Deity or Spirit of the characters choice (with GM approval). This being will answer
any three questions the character asks to the best of their ability. Character may spend aa to learn the truthfulness of the answers given. +k
k

Scry: Instead of asking a question about events, the character may learn the location of one silhouette 0 item within long range. They must
know what item they are looking for before they cast the spell, and the spell does not reveal how to get through any obstacles such as locked +k
k
doors, hidden passages, or traps.
Empowered (Divine): The character may ask a question about events that will unfold within the next seven days. +kk
kk

Flash of Precognition: In addition to asking a question, once before the end of the current encounter, the character may add s to the results
of one of their checks. In addition, once before the end of the current encounter, the character may add f to the results of a check targeting
+kk
kk
them. In addition, after the character cast a spell, you may spend aaa or t to add ss to the results of one of their checks, and add
ff to the results of a check targeting them instead of this effects normal benefits.
Cheat Death (Divine): In addition to asking a question, the character foresees a possible Doom for themselves in the next 24 hours. Once
before the end of the current session, when the character would otherwise be incapacitated or killed, you may spend a story point to have
them suffered wounds and strain until they reach but do not exceed their wound and strain thresholds instead. Their survival should be +kkk
kkk
described narratively, taking into account that they “saw” their potential death coming.

TABLE: SENSE ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Farsight: While this power is active, this character suffers no penalty to vision-related checks, such as checks made in darkness or in fog. +k
k
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range band each
time. +k
k

Sense Weakness: While this power is active, all of this character’s attacks against targets within range of the power gain Accurate 1 (or increase
the Accurate quality by 1). In addition, after using the ability, you may spend aa to increase the Accurate quality by an additional 1 (you may
trigger this multiple times, spending aa each time). +k
k
The user does not gain this benefit when targeted by a being they cannot sense with this power such as a construct, undead, or someone
immune to magic.
Seek: Instead of sensing all life within short range of this character, the caster seeks a specific living individual within long range, sensing the
direction they are in. +kk
kk

Sharpened Senses: This character upgrades the ability of all their attacks, and upgrades the difficulty of attacks that targets them. You may
trigger this multiple times, spending aaa to upgrade additional times. +kk
kk

Forgotten Realms
151 GENESYS
TRANSFORM If the character is incapacitated while transformed, they
revert back to their normal form. When a character reverts
Concentration: Yes
back to their normal form, they heal all wounds suffered
This action represents the use of magic to change the phys- while transformed but do not heal any strain or Critical
ical form of something. The default difficulty for the check Injuries they suffered while transformed. If they were inca-
is Average (kkkk). If the check is successful, the character pacitated due to exceeding their wound threshold, they are
(or another they are engaged with) until the end of the no longer incapacitated.
spellcaster’s next turn, transforms into a silhouette 0 ani-
If the check is successful, the change will continue until the
mal. The animal must be a natural creature, and is subject
end of the character’s next turn. A character or object may
to GM approval.
not be affected by more than one Transform spell at the
While transformed, the spellcaster adopts the physical same time (so no stacking effects).
appearance of the animal and gains the animal’s charac-
Before making the check, choose any number of additional
teristics, soak, wound threshold, and defense. The spell-
effects listed on Table: Transform Additional effects. These
caster also gains any of the animal’s abilities and equipment
effects are added to the check.
(including weapons).
The character retains their own skills, talents, and strain
threshold. They drop any gear or clothing they were carry-
ing or wearing when they transformed.

TABLE: TRANSFORM ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Characteristic Retention (Primal): When transformed, the character retains their own Cunning, Intellect, and Willpower, rather than the
Cunning, Intellect, and Willpower of the creature they transformed into. +k
k

Dire Form (Primal): When the character transforms, they adopt a dire form of the chosen animal. Increase the damage of the animal’s
weapons by three, its soak by one, its wound threshold by six, and its silhouette by one. +k
k

Minor Physical Change: The target can make themselves appear as any other humanoid (or as a different member of the same humanoid
form.) +k
k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each
time. +k
k

Silhouette Increase: The character may transform into an animal that is one silhouette larger (this may be added multiple times, increasing the
silhouette by one each time). +k
k

Transform Gear: When the character is transformed, their worn gear and wielded items change into natural markings on the animal’s skin,
fur, or scales (but confer no benefit to the character). When the character reverts back to normal, they are wearing and carrying their gear and +k
k
items.
Major Physical Change (Primal): Instead of changing your entire physical form, the target gains the physical movement abilities of an animal
(climb, flight, swim, but no other abilities). Your character may add additional +k
k to have the spell affect one additional target within range
of the spell. In addition, after casting the spell, you may spend aa to affect one additional target within range of the spell (and may trigger +kk
kk
this multiple times, spending aa each time).
Polymorph: This effect allow the target creature to into magical or supernatural creatures (such as dragons, angels, demons, or elementals). If
successful, the spell also gains the Exhausting 2 quality, or increases its existing Exhaustive quality by 2. +kk
kk

Transmute (Arcane): The spell will change a creature into an inanimate object, or vice versa. +kk
kk
Curse of the Wild: The spell will affect an unwilling living creature. The check is upgraded for every rank the target has in Resilience (or an
appropriate amount if the target doesn’t have any skills such as an object (GM determines)) +kkk
kkk

Forgotten Realms
GENESYS 152
TRAVEL UTILITY
Concentration: No Concentration: Yes
Travel spells allow characters to move instantly across Utility spells are used when a caster wishes to do all the
space. Perhaps a character opens a portal through another minor things one expects to do with magic. In essence,
dimension or warps space to take a single step across a vast these are cool abilities with a minor benefit; tricks versus
distance. Or they may simply move faster than the eye can dangerous magic. This action is suited for many non-struc-
see from one location to another. Powerful users can cross tured actions in the game. From making their voice ring
vast distances, though it is dangerous; gone wrong, telepor- out like thunder or lighting a torch with a wave of their
tation can rip a body apart or trap a person’s legs inside the hand. The default difficulty of the check will likely be Easy
floor. Of course, a skilled user knows these dangers can be (k) or Average (kk). While this is true for most of Utility's
turned against an opponent as well. effects, there are a few examples that could be higher in dif-
Your character (or another they are engaged with) moves ficulty to cast that are not represented by this, listed below.
instantly from one space to another within short range.
The default difficulty of the check is an Average (kk kk)
check. Against an unwilling target, the default difficulty
of the check is set by the target’s Discipline or Resilience
(whichever the target chooses). If the target falls after this
spell, use the rules for Falling Damage on page 112.
Before making a travel check, choose any of the additional
effects listed on the table Table: Travel Additional Effects.
These effects are added to the check.

TABLE: TRAVEL ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Distance: Increase the distance travelled by one range band.This may be added multiple times, increasing the range by one range band each
time (to a maximum of Long range). +k
k

Burst (Psychic): Deal damage equal to the character's ranks in the appropriate skill + success to all engaged creatures at either the start or
arrival point of the teleportation. You may spend aaa to deal damage at both points. +k
k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each
time (to a maximum of Long range). +k
k

Baleful Transposition (Arcane): The character may target an unwilling creature and teleport them to a dangerous location (such as over a
chasm or pool of acid). Alternatively, the character may teleport the creature partially into a floor or wall, making the target Immobilized until +kk
kk
they choose to take damage equal to the character's ranks in the appropriate skill.

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to
+kk
kk
affect one additional target within range of the spell (and may trigger this multiple times, spending aa each time).

TABLE: UTILITY ADDITIONAL EFFECTS


Effects Difficulty Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a
+k
k
to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each
time. +k
k

Forgotten Realms
153 GENESYS
EXAMPLES FORCE UNLOCK

ANTIMAGIC FIELD Difficulty: Varies (Special)

Difficulty: kkkkkkk (Special) Skills: Arcane, Psychic, Verse

Skills: Arcane Additional Effects: None

Additional Effects: Range Description: This spell can unlock a door or lock. The dif-
ficulty of the spell is at least Hard or equal to the difficulty
Description: More of a preventative spell, this spell creates of the lock +1, whichever is harder.
an invisible globe (radiating out to Short range) from the
caster. No other magic fu nctions within this area (not even REVERSE GRAVITY
the caster’s), other than maintaining this spell. This lasts
Difficulty: kkkkk
until the end of the caster’s next turn unless using Concen-
tration to maintain. Skills: Arcane, Primal, Psychic
Additional Effects: None
DETECT LORE
Description: This curse affects a point and radiates out
Difficulty: Varies, typically kkk within Short range. Any in the area are affected as if in a
Skills: Arcane, Verse zero-gravity area and will float up to a ceiling of around
Additional Effects: None Medium range if not tethered or holding on to something
in the ground, for the duration of the spell.
Description: The caster can sense the history of an item and
start to understand more about it. If the check is successful, TRUTH
the character has gained some sense of direction, and allows
Difficulty: kkk
the character to see one vague sense of information about
the target, and an additional detail per additional ss. Skills: Divine, Verse
These hints may be blurry visual images, brief samples of Additional Effects: None
sound, or simple emotion.
Description: Creatures that come within Short range of
Note: The GM should determine just how much informa- the target must make a Hard Discipline check. If they fail,
tion is revealed from such a spell, the difficulty for items, they can’t speak any deliberate and intentional lies. This
etc. spell lasts until the end of the caster’s next turn unless using
Concentration to maintain.
DETECT MAGIC (MAJOR)
Difficulty: kkk WATER WALK
Skills: Arcane, Verse Difficulty: kkkk
Additional Effects: Range Skills: Divine, Primal, Psychic
Description: The caster can sense magical properties within Additional Effects: Additional Target
an object within Short range, and gains knowledge and Description: This spell allows the target to treat the surface
insight as to what the Item is able to do. of liquid as normal terrain they can traverse at no penalty.
Rough conditions may require Athletics or Coordination
DETECT MAGIC (MINOR) checks to traverse. This spell lasts until the end of the cast-
Difficulty: kk er’s next turn unless using Concentration to maintain.
Skills: All
Additional Effects: Range
Description: The caster can sense magic within Short
range, seeing a slight gold aura around objects, people, etc.
that are magical in nature. This lasts until the end of the
caster’s next turn unless using Concentration to maintain.

Forgotten Realms
GENESYS 154
Character Name:
Species:
Class: Specialization:
Player:

S oak Value Wounds Strain Defense

Threshold Current Threshold Current Ranged Melee

Characteristics

Brawn Agility Intellect Cunning Willpower Presence

Skills
GENERAL SKILLS CLASS? RANK COMBAT SKILLS CLASS? RANK

Alchemy (Int) Brawl (Br)

Athletics (Br) Melee-Heavy (Br)

Cool (Pr) Melee-Light (Br)

Coordination (Ag) Ranged (Ag)

Discipline (Will) SOCIAL SKILLS

Mechanics (Int) Charm (Pr)

Medicine (Int) Coercion(Will)

Perception (Cun) Deception (Cun)

Resilience (Br) Leadership (Pr)

Riding (Ag) Negotiation (Pr)

Skulduggery (Cun) KNOWLEDGE SKILLS

Stealth (Ag) Adventuring (Int)

Streetwise (Cun) Forbiddem (Int)


Survival (Cun) Geography (Int)

Vigilance (Will) Lore (Int)

MAGIC SKILLS RANK CUSTOM SKILLS RANK

Arcane (Int) Operating Intellect

Divine (Will) Gunnery Agility

Primal (Cun) Select

Psychic (Pr/Will) Select

Verse (Pr) Select

Weapons
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL

Total XP Permission granted to photocopy for personal use only. © FFG. Character sheet also available for download at www.FantasyFlightGames.com Available XP
Motivations C haracter I llustration
Str ength : Flaw :

Desire : Fear :

Equ i pm ent Log


Weapons & A rmor : P ersonal G ear :

C haracter Description
Gender: Age:
Gold Height: Build:
Hair: Eyes:
Class Ability Notable Features:

C ritical I nj uri es
s ev e r ity result

Talents and S pecial Abiliti es


name page # ability summary

Tier 1 Talents at Discount

Tier 2 Talents at Discount

Tier 3 Talents at Discount

Tier 4 Talents at Discount

Tier 5 Talents at Discount

Permission granted to photocopy for personal use only. © FFG. Character sheet also available for download at www.FantasyFlightGames.com
ARMOR & WEAPONS
CONDITION
ARMOR TYPE:
MINOR
MAKE/MODEL:
MODERATE
SPECIAL:
SOAK MELEE DEF RANGED DEF ENCUM HP MAJOR
ATTACHMENTS

NAME HARD POINT REQ MODIFICATIONS

CONDITION
WEAPON TYPE: RANGE: MINOR
MAKE/MODEL: SKILL: MODERATE
SPECIAL:
DAMAGE CRIT ENCUM HP MAJOR
ATTACHMENTS

NAME HARD POINT REQ MODIFICATIONS

CONDITION
WEAPON TYPE: RANGE:
MINOR
MAKE/MODEL: SKILL: MODERATE
SPECIAL:
DAMAGE CRIT ENCUM HP MAJOR
ATTACHMENTS

NAME HARD POINT REQ MODIFICATIONS

CONDITION
WEAPON TYPE: RANGE: MINOR
MAKE/MODEL: SKILL: MODERATE
SPECIAL:
DAMAGE CRIT ENCUM HP MAJOR
ATTACHMENTS

NAME HARD POINT REQ MODIFICATIONS

CONDITION
WEAPON TYPE: RANGE: MINOR
MAKE/MODEL: SKILL: MODERATE
SPECIAL:
DAMAGE CRIT ENCUM HP MAJOR
ATTACHMENTS

NAME HARD POINT REQ MODIFICATIONS

CONDITION
WEAPON TYPE: RANGE: MINOR
MAKE/MODEL: SKILL: MODERATE
SPECIAL:
DAMAGE CRIT ENCUM HP MAJOR
ATTACHMENTS

NAME HARD POINT REQ MODIFICATIONS

ARMOR & WEAPONS SHEET


PERSONAL FINANCES Favors Owed By Me
Favors Owed To Me
TYPE SOURCE TYPE TO WHOM REASON

Available Gold Debts Owed

WORN / GENERALLY CARRIED


GEAR NOTES
ENCUMBERANCE ITEM QUANTITY ENCUMB.

THRESHOLD CURRENT

ITEM QUANTITY ENCUMB.

OTHER PROPERTY

ITEM QUANTITY ENCUMB. LOCATION ITEM QUANTITY ENCUMB. LOCATION

PERSONAL ACQUISITIONS SHEET


T alen ts P yramid
Talent Active?

TM

Page #
P urchasing T alent s
Talent Active? Talent Active? This sheet tracks the talents that you
purchase for your character. When you
purchase your character’s first Tier 1
talent, record it in the upper leftmost box
in the Tier 1 column.

When purchasing talents, your character


must have more talents in a tier than they
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do in the next highest tier.

Talent Active? Talent Active? Talent Active?

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Talent Active? Talent Active? Talent Active? Talent Active? Talent Active?

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Tier 1 T ier 2 Tier 3 Tier 4 T ier 5


5 xp 10 xp 15 x p 20 x p 25 xp
Permission granted to photocopy for personal use only. © FFG. Talents Pyramid sheet also available for download at www.FantasyFlightGames.com
T alenTs p yramid
Talent Active? Talent Active? Talent Active? Talent Active? Talent Active?

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Talent Active? Talent Active? Talent Active? Talent Active? Talent Active?

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Talent Active? Talent Active? Talent Active? Talent Active? Talent Active?

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Talent Active? Talent Active? Talent Active? Talent Active? Talent Active?

Page # Page # Page # Page # Page #

Tier 1 T ier 2 Tier 3 Tier 4 T ier 5


5 xp 10 xp 15 x p 20 x p 25 xp
Permission granted to photocopy for personal use only. © FFG. Talents Pyramid sheet also available for download at www.FantasyFlightGames.com

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