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Inquisition Campaign Setting Document


GENESYS
11
CREDITS
Editing
Korlall#3628

Contributors

Special Thanks
The people of the Genesys Discord Community; https://discord.gg/ZRg2eQr
Drainsmith#1746 for awesome help with InDesign as well as his contribution providing material to create book cover.

Disclamer
This document is not for sale, has no monetary value, and does not hold any business link with Fantasy Flight Games. It is
merely a fanmade document crafted to play with friends and made public so the Genesys community is able benefit from it.

Copyright Material
Genesys and its related symbols are ©FFG, used without permission.
All the art in this book was gathered from the Genesys Core Rulebook. I do not claim any copyright on them and they were
used without permission.


Credits
Inquisition Campaign Setting Document
GENESYS
ii
TABLE OF CONTENTS
Introduction�������������������������������������������������������� 1
Using this document���������������������������������������������������������������1
Subskills�����������������������������������������������������������������������������1
Official and Community Content������������������������������������1
Contributing to the Document�����������������������������������������1
General Skills������������������������������������������������������ 2
Alchemy������������������������������������������������������������������������������������2
Astrocartography��������������������������������������������������������������������3
Athletics������������������������������������������������������������������������������������4
Climbing����������������������������������������������������������������������������4
Kick-in-Door���������������������������������������������������������������������5
Jump�����������������������������������������������������������������������������������6
Reduce Falling Damage����������������������������������������������������7
Swim����������������������������������������������������������������������������������8
Coordination���������������������������������������������������������������������������9
Getting out of Binding�������������������������������������������������������9
Reduce Falling Damage��������������������������������������������������10
Squeeze Through�������������������������������������������������������������11
Walking on Narrow Surface�������������������������������������������12
Social Skills������������������������������������������������������� 13
General Social Skills Rules���������������������������������������������������13
Opposed checks and General difficulty��������������������������13
General Modifiers�����������������������������������������������������������13
Attitude����������������������������������������������������������������������������13
Social Encounters Symbols Usage�����������������������������������13
Charm�������������������������������������������������������������������������������������14
Asking for a Favor�����������������������������������������������������������14
Improve Attitude�������������������������������������������������������������14
Coercion���������������������������������������������������������������������������������15
Forcing the Target to Act�������������������������������������������������15
Knowledge Skills������������������������������������������������ 16

 of Contents
iiii Table
Inquisition Campaign Setting Document
GENESYS
INTRODUCTION
How many times you rolled a skill check in a narrative scene and obtained advantages, threats, triumphs or despairs and did
not find any creative ideas about what these symbols could add to the scene.
Within these pages are ideas for difficulty, modifiers and symbols usages of all the Genesys skills.

Using this document


Subskills
This document includes subskills. Subskills are not a new rule to the system. It is simply a way to differenciate how skills can
be used, as well as possible modifiers and symbols usage. This does not affect the way the character invests in skills nor how they
make the checks.
For example, the Athletics skill includes, among others, Jumping and Climbing. Each of these has their own difficulty, modifiers
and symbols usage. Beyond these suggestions, it remains a single skill; Athletics.

Official and Community Content


The Genesys Core Rulebook does not gives much examples of difficulties and symbols usage. The possibilities suggested in
this document are therefore homebrew and are not considered official Genesys source. Still, some skill checks, such as reducing
damage when falling, have given details in the core book. These will be reproduced here, with the source quoted. Thanks to these
reference, you’ll easily distinguish official rules from community suggestions.

Contributing to the Document


If you have an idea for a new subskill, modifier or symbol usage, you can contribute by contacting me either on discord or
by e-mail.
Discord: Korlall#3628
Email: tardif.guillaume@gmail.com

Introduction
Inquisition Campaign
GENESYSSetting
Introduction
Document
EXPANDED SKILL SET
11
GENERAL SKILLS
Alchemy

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General Skills
Alchemy
Inquisition Campaign Setting Document
GENESYS
Astrocartography

General Skills
Astrocartography
Inquisition Campaign Setting Document
33
GENESYS
Athletics
As a Brawn-based skill, characters suffers a b for each Encumbrance point over their threshold when making Athletics
checks.1

Climbing
ATHLETICS - CLIMBING: DIFFICULTY
DIFFICULTY DESCRIPTION
Simple (-) -
Easy (d) A ladder with missing rungs.
Average (d d) Climbing a wall with lots of holds for hands and feet.
Hard (d d d) Climbing a wall with only few of holds for hands and feet.
Daunting (d d d d) Masonry walls with only small cracks.
Formidable (d d d d d) A perfectly smooth wall.

ATHLETICS - CLIMBING: MODIFIERS


MODIFIER DESCRIPTION
• There is a wall to brace against.
+b • The character can help themselves with a rope.2
• The surface has a favorable inclination.
• Surface is slippery
+b
• The surface has an unfavorable inclination.

ATHLETICS - CLIMBING: SYMBOLS


SYMBOL DESCRIPTION
s The character can move up and down on the surface as an action.
f The character fails to move but may retry.
Any:
a
• The character can free a hand during the climb to attack or defend themselves.
Any:
t
• The movement required a maneuver rather than an action.
Any:
h • The character wound themselves during the climb, suffering 1 wound.
• The character falls prone.
Fail:
d
• The character falls and suffer a critical injury.

1 Encumbrance Threshold, CBR Page 85.


2 Right Tool for the Job, CRB Page 93. Rope, CRB, Page 94.

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General Skills
Athletics
Inquisition Campaign Setting Document
GENESYS
Kick-in-Door
ATHLETICS - KICK-IN-DOOR: DIFFICULTY
DIFFICULTY DESCRIPTION
Simple (-) Damaged door, barely standing.
Easy (d) Common wooden door.
Average (d d) High quality wooden door.
Hard (d d d) Metal door or large wooden door.
Daunting (d d d d) Stone door or large metal door.
Formidable (d d d d d) Large stone doors.

ATHLETICS - KICK-IN-DOOR: MODIFIERS


MODIFIER DESCRIPTION
+b • The door is somewhat damage.
+b • Door is locked or stucked.
+bb • Door is being reinforced

ATHLETICS - KICK-IN-DOOR: SYMBOLS


SYMBOL DESCRIPTION
s The door is bashed opened.
f The door resists.
Success:
a • As the door bursts open, adversaries on the other side are surprised, adding a b to their initiative rolls.
• Breaking the door took a maneuver instead of an action.
Fail:
t
• The door becomes damaged, granting a b on subsequent checks.
Any:
h
• The character falls prone.
d • The character is stunned until the end of their next turn.

General Skills
Athletics
Inquisition Campaign Setting Document
55
GENESYS
Jump
ATHLETICS - JUMP: DIFFICULTY
DIFFICULTY DESCRIPTION
Simple (-) Jump over an obstacle that could have been walked over.
Easy (d) Jumping about 6’11’’ feet long or about 14 inches high.
Average (d d) Jumping about 7’3’’ feet long or about 18 inches high.
Hard (d d d) Jumping about 7’7’’ feet long or about 22 inches high.
Daunting (d d d d) Jumping about 7’11’’ feet long or about 26 inces high.
Formidable (d d d d d) Jumping about 8’2’’ feet long or about 30 inches high.

ATHLETICS - JUMP: MODIFIERS


MODIFIER DESCRIPTION
+b • You use a maneuver prior to jump as a running start.
+bb • You use two maneuvers prior to jump as a running start.

ATHLETICS - JUMP: SYMBOLS


SYMBOL DESCRIPTION
s Jump is successful.
f The character fail to reach the intended destination.
Success:
• Count as a running maneuver for a subsequent jump.
a Fail:
• The character hesitated at the last second and refrained from jumping, allowing a new try. The character
loses their running start.
t -
Any:
• The landing spot gets damaged. Maybe a part of the ledge crumbled, making, adding a b for anyone at-
tempting the same jump.
h • The character falls prone after the jump.
Success:
• The character fail reach the destination by short distance but managed to get a hold on the edge of the pit/
chasm.
d • The landing wounds the character, inflicting a critical injury.

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Athletics
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GENESYS
Reduce Falling Damage
A character can reduce the damage taken from falling by making an Average (d d) Athletics or Coordination check.1

FALLING DAMAGE
RANGE DAMAGE STRAIN
Short 10 10
Medium 30 20
Long Wounds equal to wound threshold +1, Critical Injury at +50 30
Extreme Wounds equal to wound threshold +1, Critical Injury at +75 (or death at GM’s discretion) 40

COORDINATION - REDUCE FALLING DAMAGE: MODIFIERS


MODIFIER DESCRIPTION
+b • The character has jumped down voluntarily.
+b • Character was bound or somewhat restricted in their movement.

COORDINATION - REDUCE FALLING DAMAGE: SYMBOLS


SYMBOL DESCRIPTION
s Reduce damage suffered by one for each s.1
f -
Any:
a
• Reduce damage suffered by one for each a.1
Any:
t
• Reduce the overall distance fallen by one range band.1
h -
Any:
d
• Increase the overall distance fallen by one range band.

1 Falling Damage, CRB Page 112.


General Skills
Athletics
Inquisition Campaign Setting Document
77
GENESYS
Swim
ATHLETICS - SWIM: DIFFICULTY
DIFFICULTY DESCRIPTION
Simple (-) Standing up in water with no to low current.
Easy (d) Swimming through calm waters.
Average (d d) Swimming through low currents.
Hard (d d d) Swimming through moderate currents.
Daunting (d d d d) Swimming through strong currents, storm.
Formidable (d d d d d) Swimming through strong storms with high waves.

ATHLETICS - SWIM: MODIFIERS


MODIFIER DESCRIPTION
+b • Character can stand in water.
+bb • The character have something they can get a hold of to help moving.
• There are obstacles underwater than can slow down movement.
+b
• The character have their hands or ankles bound.
+bb • The character has both hands and ankles bound.

ATHLETICS - SWIM: SYMBOLS


SYMBOL DESCRIPTION
s Character can move, treating the terrain as difficult terrain.
f The character fail to make any progress.
Any:
• The character can make it to surface if he had suffered from being forced underwater.
a
Success:
• Character does not have to reroll athletics checks to swim for a number of rounds equal to a generated.
Success:
t
• Unless conditions change, character does not have to reroll to swim for the rest of the scene.
Any:
h
• The character goes underwater and have to hold their breath.
d • The character goes underwater and loose rounds of breath up equal to d generated.

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General Skills
Athletics
Inquisition Campaign Setting Document
GENESYS
Coordination
As a Brawn-based skill, characters suffers a b for each Encumbrance point over their threshold when making Coordination
checks.1

Getting out of Binding


COORDINATION - GETTING OUT OF BINDINGS: DIFFICULTY
DIFFICULTY DESCRIPTION
Average (d d) Improvised bindings, such as cloth rags.
Hard (d d d) Rope bindings.
Daunting (d d d d) Cheap manacles.
Formidable (d d d d d) Sturdy Manacles.

COORDINATION - GETTING OUT OF BINDINGS: MODIFIERS


MODIFIER DESCRIPTION
+b • The character has jumped down voluntarily.
+b • Character was bound or somewhat restricted in their movement.

COORDINATION - GETTING OUT OF BINDINGS: SYMBOLS


SYMBOL DESCRIPTION
s The character successfully frees themselves from the bindings.
f The characert fails to free themselves.
a -
t -
Any:
h
• The attempt tooks a numbers of additional turns equal to h generated.
Any:
d
• The character hurts himself by trying to free themselves, suffering the Minor Knick2 Critical Injury.

1 Encumbrance Threshold, CBR Page 85.


2 Critical Injuries, CRB Page 115.
GeneralCoordination
Skills
Inquisition Campaign Setting Document
99
GENESYS
Reduce Falling Damage
A character can reduce the damage taken from falling by making an Average (d d) Athletics or Coordination check.1

FALLING DAMAGE
RANGE DAMAGE STRAIN
Short 10 10
Medium 30 20
Long Wounds equal to wound threshold +1, Critical Injury at +50 30
Extreme Wounds equal to wound threshold +1, Critical Injury at +75 (or death at GM’s discretion) 40

COORDINATION - REDUCE FALLING DAMAGE: MODIFIERS


MODIFIER DESCRIPTION
+b • Character cannot see the bindings, such as being bound with manacles behind the character’s back.
+bb • Character is completly immobilized.

COORDINATION - REDUCE FALLING DAMAGE: SYMBOLS


SYMBOL DESCRIPTION
s Reduce damage suffered by one for each s.1
f -
Any:
a
• Reduce damage suffered by one for each a.1
Any:
t
• Reduce the overall distance fallen by one range band.1
h -
Any:
d
• Increase the overall distance fallen by one range band.

1 Falling Damage, CRB Page 112.

10
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General Skills
Coordination
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GENESYS
Squeeze Through
COORDINATION - SQUEEZE THROUGH: DIFFICULTY
DIFFICULTY DESCRIPTION
Average (d d) Crawling through a passage as wide as the character’s shoulder width.
Daunting (d d d d) Crawling through a passage no more large than twice the character’s head.

COORDINATION - SQUEEZE THROUGH: MODIFIERS


MODIFIER DESCRIPTION
+b • The passage is greasy or something facilitate the crawling.
+b • The character is wearing an armor or bulky equipment.

COORDINATION - SQUEEZE THROUGH: SYMBOLS


SYMBOL DESCRIPTION
s Character can move through as if difficult terrain.
f Character fail to move through the space.
a -
Success:
t
• The character can move as if this was not a difficult terrain.
Fail:
h
• The character gets stuck and can’t try coordination checks for a number of round equal to h generated.
Fail:
d • The character got stuck so hard it requires an Average (d d) Athletics check from another character to
push/pull the character out.

GeneralCoordination
Skills
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GENESYS
Walking on Narrow Surface
COORDINATION - WALKING ON NARROW SURFACE: DIFFICULTY
DIFFICULTY DESCRIPTION
Easy (d) A surface wide enough to put feets beside each other.
Average (d d) A surface wide as a foot’s width.
Hard (d d d) A surface narrower than a foot’s width.
Daunting (d d d d) Walking on a string.

COORDINATION - WALKING ON NARROW SURFACE: MODIFIERS


MODIFIER DESCRIPTION
+b • Have a wall, ledge or rope to stabilize during movement.
+b • Surface is slippery
+bb • Surface is moving, as due to winds.

COORDINATION - WALKING ON NARROW SURFACE: SYMBOLS


SYMBOL DESCRIPTION
s Character can move through as if difficult terrain.
f The character fails to move.
a
Success:
t
• The character can move as if this was not a difficult terrain.
Fail:
• The character lose its balance and fall, but manages to hold onto the surface. From there, the character can
h
climb back with a Hard (d d d) Athletics check. h paired with f on that check would mean the char-
acter falls.
Any:
• The surface breaks or detatch. This could lead have other characters having to find another way, or the
d character hanging in the air, holding unto the rope/surface.
Fail:
• The character falls.

12
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General Skills
Coordination
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GENESYS
SOCIAL SKILLS
General Social Skills Rules
Opposed checks and General difficulty
Social skills are generally opposed checks by the target and the skill used by the character determines what skill will be use
to poose it.1

SOCIAL SKILL INTERACTION


ACTING SKILL OPPOSING SKILL
Coercion, Leadership Discipline
Deception Vigilance
Charm Cool
Negotiation Negotiation

Sometimes, the chracter is trying to act against a group of individuals rather than a single person. In this case, the GM may
use this difficulty table.2

DIFFICULTIES BASED ON GROUP SIZE


NUMBER OF TARGETS DIFFICULTY
2-5 Average (d d)
6-15 Hard (d d d)
16-50 Daunting (d d d d)
50+ Formidable (d d d d d)

General Modifiers
Since all social skills share a common element, being used to influence another target or a group of individuals, some modi-
fiers come into play into most of these checks. These are presented here.

SOCIAL SKILLS GENERAL MODIFIERS


MODIFIER DESCRIPTION
• Your character knows and make use of the target’s Strength.
+b • Your character knows and make use of the target’s Flaw.
• The target has a friendly attitude towards character.
• Your character knows and make use of the target’s Desire.
+bb
• Your character knows and make use of the target’s Fear.
+b • The target has an unfriendly attitude towards character.

Attitude
The target’s opinion of your character influences the check (see modifiers above). Attitude is something than can be improved
with the Charm - Improve Attitude skill. The possibles attitude are unfriendly, neutral and friendly.

Social Encounters Symbols Usage


The Genesys Core Rulebook already gives some symbols usage for the social encounters on page 121. These tables were
mostly meant for structured social encounters. The suggestions in this document are mostly for simple checks. Therefore, the
tables for social encounter won’t be copied here. But the GM can allow to use symbols as in a social encounter if it seems fitting
for the situation.

1 Social Skill Interaction, CRB Page 55


2 Difficulties based on Group Size, CRB Page 120
GeneralSocial Skills
Social Skills
Inquisition Campaign Setting Document
Rules 13 13
GENESYS
Charm
Asking for a Favor
CHARM - ASKING FOR A FAVOR: MODIFIERS
MODIFIER DESCRIPTION
• The favor asked is risk-free.
+b
• The character has a higher social/hierarchical rank than the target.
• The favor asked includes some risks from the target.
+b
• The character has a lower social/hierarchical rank than the target.
+bb • The favor asked includes some major risks from the target.

CHARM - ASKING FOR A FAVOR: SYMBOLS


SYMBOL DESCRIPTION
s The target will perform the favor.
f The target will refuse to perform the favor.
Success:
a
• The favor gives an additional positive boon, something that the character didn’t even asked for.
t -
Success:
h
• The character accept but some complications will resolve as part of the favor.
Any:
d
• The target’s attitude toward your drop from a step.

Improve Attitude
CHARM - IMPROVE ATTITUDE: MODIFIERS
MODIFIER DESCRIPTION
+b • You are offering a service or gift of interest to the target.

CHARM - IMPROVE ATTITUDE: SYMBOLS


SYMBOL DESCRIPTION
s Attitude climbs up one step.
f Attitude of the target does not improve.
Any:
a
• Adds a b on next Charm - Ask a Favor roll if made during this scene.
Success:
t • Attitude increases by 2 steps.
• Count as a successful Charm - Ask a Favor roll as well.
Any:
• Adds a b on next Charm - Ask a Favor roll if made during this scene.
h
Success:
• The attitude upgrade only last for the scene.
Any:
d • The attitude drops by one step. Should this make the attitude worst than Unfriendly, target make take hos-
tile action toward the character or try to be a nuisance in some way.

14
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Social Skills
Charm
Inquisition Campaign Setting Document
GENESYS
Coercion
Forcing the Target to Act
This works as Charm - Asking for a Favor as you’re trying to convince the target to do something, but use threat insteand of
flattery

COERCION - FORCING THE TARGET TO ACT: MODIFIERS


MODIFIER DESCRIPTION
• The target is physically bound.
+b
• The target is physically threatened.
+bb • The target could easily call for help, as being threatened in the middle of a busy street.

COERCION - FORCING THE TARGET TO ACT: SYMBOLS


SYMBOL DESCRIPTION
s The character forces the target to give information or do a favor to the character.
f The character fail to coerce the target.
Any:
• The character learn either the Strength or Flaw of the target.
a
Success:
• Target gives additional help/information
Any:
t
• The character learn either the Desire or Fear of the target.
Any:
• The character accidently reveal their own Strength or Flaw.
h
Success:
• The target gives misinformation, or some complication will occur while resolving the demand.
Any:
d • The character accidently reveal their own Desire or Fear.
• The character upgrades all the social checks against the target for the rest of the session.

Social Skills
Coercion
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GENESYS
KNOWLEDGE SKILLS

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16  Knowledge Skills
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GENESYS
 
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GENESYS
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