Cost | Result Options |
---|---|
or |
Recover 1 strain. Add to the next allied character’s check. Notice a single important point in the ongoing conflict, such as the location of a door’s control panel or a weak point on an armored car. Inflict a Critical Injury with a successful attack that deals damage past soak ( cost may vary). Activate an item quality ( cost may vary). |
or |
Perform an immediate free maneuver that does not exceed the limit of two maneuvers per turn. Add to the targeted character’s next check. Add to any allied character’s next check, including that of the active character. |
or |
Negate the targeted enemy’s defense (such as the defense gained from cover, equipment, or performing the guarded stance maneuver) until the end of the current round. Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character’s next turn. When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling them temporarily with a shot to the leg, or disabling their radio. Gain +1 melee or ranged defense until the end of the active character’s next turn. Force the target to drop a melee or ranged weapon they are wielding. |
Upgrade the difficulty of the targeted character’s next check. Upgrade the ability of any allied character’s next check, including that of the current active character. Do something vital, such as shooting the controls to the nearby blast doors to seal them shut. On an Initiative check, perform an immediate free maneuver before combat begins. |
|
When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up their assault rifle or slicing their sword in half. |
Cost | Result Options |
---|---|
or |
The active character suffers 1 strain. The active character loses the benefits of a prior maneuver (such as from taking cover or assuming a guarded stance) until they perform the maneuver again. |
or |
An opponent may immediately perform one free maneuver as an incidental in response to the active character’s check. Add to the targeted character’s next check. The active character or an allied character suffers on their next action. |
or |
The active character falls prone. The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blasting the controls to a bridge the active character was planning to use for their escape. |
The character’s weapon immediately runs out of ammunition and may not be used for the remainder of the encounter. Upgrade the difficulty of an allied character’s next check or the next check of the current active character. The tool, Brawl, or Melee weapon the active character is using becomes damaged (see page 89). |
Cost | Result Options |
---|---|
or |
Recover 1 strain. This cannot be applied to the 2 strain suffered from casting this spell. Add to the next allied character’s check. Notice a single important point in the ongoing conflict, such as the location of a door’s control panel or a weak point on an armored car. Activate a spell effect ( cost may vary). |
or |
Perform an immediate free maneuver that does not exceed the limit of two maneuvers per turn. Add to the targeted character’s next check. Add to any allied character’s next check, including that of the active character. |
or |
Negate the targeted enemy’s defense (such as the defense gained from cover, equipment, or performing the guarded stance maneuver) until the end of the current round. Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character’s next turn. When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling them temporarily with a ice shard to the leg, or disabling their radio with an electric shock. Gain +1 melee or ranged defense until the end of the active character’s next turn. Force the target to drop a melee or ranged weapon they are wielding. |
Upgrade the difficulty of the targeted character’s next check. Upgrade the ability of any allied character’s next check, including that of the current active character. Do something vital, such as shooting the controls to the nearby blast doors to seal them shut. Inflict a Critical Injury with a successful Attack spell that deals damage past soak. |
|
When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as melting their assault rifle or shattering their sword with frozen air. |
Cost | Result Options |
---|---|
or |
The magical energies exhaust the character, and they suffer 2 strain or 1 wound (controlling player's choice). This character and all allied spellcasters in the encounter add to any attempts to cast spells until the end of the controlling player's next turn. |
or |
The spell doesn’t take effect until the start of the next round, or after a minute in narrative gameplay. If the character is using a magical item, it becomes damaged one step. Until the end of the encounter, enemy spellcasters add when casting a spell that targets this character. |
or |
The spell is slightly more powerful than expected. One character of the GM's choice is targeted or otherwise affected by the spell as well. All other spellcasters and creatures attuned to magical 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 magical connection and is unable to cast spells for the rest of the encounter or scene. The GM picks the target of the character's spell. If the caster is an NPC, the controlling player picks the target of the spell instead. The tool, Brawl, or Melee weapon the active character is using becomes damaged (see page 89). |
|
The character completely lose control of their magical 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 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 magical item, it is completely destroyed. |
Cost | Result Options |
---|---|
or |
Opportunity Identified: The character finds a useful system exploit. Add to the character’s next Computers check in this system. Thorough Override: If the runner successfully broke a piece of ice, it cannot be reactivated for one additional round. |
or |
Quick Commands: The character may immediately perform an additional enact command maneuver as an incidental. Cover Tracks: The runner hides their presence, adding to the sysop’s next trace user action this encounter. Dynamic Code: The sysop modifies the coding on a piece of ice, adding to all break ice checks targeting it. |
or |
Trolling: The character takes a few moments to mock their opponent. Inflict 3 strain on one other user in the system. Permanent Back Door: The runner sets up a permanent means of accessing the system without needing to deal with its verification protocols. The difficulty of the access system action becomes Easy () as long as the runner can access the back door. Successful Trace: The sysop successfully traces the runner once (in addition to the other results of the check). |
Hard Shutdown: If the runner successfully broke a piece of ice, it is so thoroughly disabled that it cannot be reactivated for the remainder of the encounter. Blurred Sig: The runner obscures their online identity and masks the origins of their signal, canceling one successful trace against them. Scouting Ahead: The runner learns the type, strength, and rules of one un-encountered piece of ice on the system. Backup Ice: The sysop activates their emergency defensive protocols. A system immediately gains an active Ice Wall barrier. Identified Exploit: The sysop spots a back door in the system, removing one permanent back door of their choice. |
Cost | Result Options |
---|---|
or |
Disorganized System: The user gets lost in a maze of poorly named sub-folders. Add to the character’s next Computerscheck in this system. Online Distractions: The user gets too focused on the online world. Add to any non-Computers checks the user makes next turn. |
or |
Limited Access: The runner may only perform one Network action or one Network maneuver during their next turn. I Know You!: A sysop on the system recognizes the runner’s style. The next time they successfully perform the trace user action, they successfully trace the runner one additional time. Careless Protocols: Reduce the strength of one active piece of ice (runner’s choice) by 1, to a minimum of 1. |
or |
Major Alert: All users with access to the system become aware of the presence of an intruder on the network. Permanent Back Door: As the sysop attempts to lock the system down, they leave a portion vulnerable. The runner gains a means of accessing the system without needing to deal with its verification protocols. The difficulty of the access system action becomes Easy () as long as the runner can access the back door. |
Successful Trace: Sloppy work allows one sysop on the system to successfully trace the runner once. Wrong Person: As the sysop traces the runner, they get one crucial element of the runner’s identity completely wrong. This does not negate a successful trace, but it does mean that they may have the wrong name, apartment number, or exact location of the runner, which guarantees that the runner avoids any real-world retaliation and probably embarrasses the sysop in front of their superiors. |
Cost | Result Options |
---|---|
but no or |
Steady Nerves: The character keeps their nerve and suffers no ill effects. |
or |
Stand with Me: The character’s steadfast response emboldens their allies. Any allied characters forced to make a fear check from the same source add to their check. |
Fearless: The character faces the source of fear and finds that it no longer has a hold on them. They automatically pass any further fear checks from that source. You should not apply these results if the source is the character’s Fear motivation (see page 48). Remove one mental trauma that has an associated severity level (see page 244) that is the same or less than the difficulty of the fear check. |
Cost | Result Options |
---|---|
but no or |
Aversion: The character is unnerved and distracted, and is disoriented for the rest of the encounter. |
or |
Adrenaline Rush: Momentary panic gives the character a rush of adrenalin, but at a cost. The character adds to their next check, but suffers 3 strain. |
or |
Flee in Terror: The character has to spend their next turn doing nothing but fleeing the source of the fear check (this includes downgrading their actions to maneuvers to move farther away). |
or |
Frozen in Terror: The character is immobilized and staggered during their next turn. |
or |
Character gains a mental trauma with the severity equal to the difficulty of the fear check. (See page 244). |
Cost | Result Options |
---|---|
or |
Reduce the time to craft the item by one day, to a minimum of one. (You may select this option multiple times.) Your character adds to their next check using the same skill. |
or |
Your character saves enough materials to reduce the cost of the next similar item they craft by half. Decrease the item’s encumbrance by one, to a minimum of 0. If the item has the Limited Ammo 1 quality or is otherwise limited to a single use, craft one additional identical item. (You may select this option multiple times.) |
or |
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 (–). |
The item gains the Superior quality Increase the value of one numerical benefit of the item by one or increase the rating of one quality the item possesses by one, excluding damage, critical rating, soak, and defense (e.g., the extra encumbrance capacity a backpack adds). Increase the narrative benefit of the item, or add a new narrative effect, as approved by your GM. |
|
The item gains one other item quality, subject to your GM’s approval. (You may only select this option once.) |
Cost | Result Options |
---|---|
or |
Increase the time to craft the item by one day. (You may select this option multiple times.) Add to the next crafting check the character makes. |
or |
Increase the item’s encumbrance by one. Your character must purchase additional materials worth half of the original component cost. |
or |
If the item is a weapon, it gains the Inaccurate 1 quality. Decrease the item’s hard points by one, to a minimum of 0. Your character’s tools are ruined in the process and must be replaced. |
The item gains the Inferior quality. Whenever the item is damaged, it is damaged one additional step. |
|
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.). |
Cost | Result Options |
---|---|
or |
A character who uses the potion heals 1 strain or 1 wound (as determined by your character) in addition to its normal effects. Your character adds to their next Alchemy check. |
or |
Your character prepares one additional dose of the potion. (You may select this option multiple times.) Reduce the time to prepare the potion by half. |
or |
Your character has enough ingredients left to craft another batch of the potion. Increase the duration of the potion’s effects by one round (if applicable). |
Upgrade the difficulty of checks to resist the poison’s effects once (poison only.) The potion is more effective than normal, as determined by your GM, when a character uses the potion. |
|
Choose one other potion of lower rarity and add its effects to this potion. |
Cost | Result Options |
---|---|
or |
If the potion is beneficial, a character suffers 2 strain after using the potion and benefiting from its effects. The potion (or poison) has a strong smell that adds to all checks made to detect its presence, including in food or drink. |
or |
When used, the potion doesn’t take effect for one minute, or one round in structured time. Your character must purchase additional ingredients worth half of the original component cost. |
or |
If the potion is beneficial, a character suffers 1 wound after using the potion and benefiting from its effects. Reduce the duration of the potion’s effects by one round, to a minimum of one round (if applicable). If the effects would last until the end of the encounter, they last for two rounds instead. |
A character who uses the potion is disoriented for two rounds. If the potion is beneficial, a character who uses the potion must succeed on an Average () Resilience check; if they fail, their body rejects the potion and it doesn’t take effect. If the potion is harmful, a character who uses the potion must succeed on a Hard () Resilience check; if they succeed, their body rejects the potion and it doesn’t take effect. If there is already a check for the potion to take effect, reduce the difficulty by 1, instead. |
|
If the potion is beneficial, the user also suffers the effects of poison (see page 102) after resolving the normal effects of the potion. If the potion is harmful, the user also suffers the effects of a Regeneration Elixir (see page 103) after resolving the normal effects of the potion. |
Cost | Result Options |
---|---|
or |
Reduce the time to craft the item by one day, to a minimum of one. (You may select this option multiple times.) Your character adds to their next check using the same skill. Add to any check to determine the item's true purpose. |
or |
Your character saves enough materials to reduce the cost of the next similar item they craft by half. When the user uses the Charm, they regain 1 Strain. Once per encounter, when using the Focus, you may suffer 1 fewer Strain when casting a spell. You find a shortcut and create an additional Charm from the same materials. (You may select this option multiple times.) |
or |
If this Focus grants additional damage using Attack spells, increase that value by 1. You thoroughly document the process and create a blueprint. You are able to reduce the difficulty when making this particular focus or charm in the future by 1 (to a minimum of Simple(~)). |
If the focus says the GM determines an effect, you, as the crafter, can choose instead. The item gains the Superior quality Increase the value of one numerical benefit of the item by one or increase the rating of one quality the item possesses by one, excluding damage, critical rating, soak, and defense. Increase the narrative benefit of the item, or add a new narrative effect, as approved by your GM. |
|
The item gains one other item quality, subject to your GM’s approval. (You may only select this option once.) If the focus includes decreasing the difficulty of a check, decrease by an additional difficulty, down to a minimum of Simple (-). |
Cost | Result Options |
---|---|
or |
Increase the time to craft the item by one day. (You may select this option multiple times.) Add to the next Enchanting check the character makes. It is more obvious this focus or charm is magical. Add to checks to determine its’ true purpose. |
or |
Increase the item’s encumbrance by one. Your character must purchase additional materials worth half of the original component cost. User suffers 2 Strain when using the charm. |
or |
As part of activating the Charm, the user must succeed at an Average() Discipline check, or the Charm fails to activate. User suffers an additional Strain when casting a spell through this Focus. If this Focus grants additional damage using Attack spells, decrease that value by 1. |
The item gains the Inferior quality. Whenever the item is damaged, it is damaged one additional step. Using this Focus or Charm for the first time causes the user to suffer 8 strain. |
|
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. User must spend a Story Point to activate the charm or gain benefit of the Focus. Item seems cursed. When the user wants to use the Talisman or Focus, the GM may spend 2 Story Points to cause it to fail to work. If you used a Blueprint during this check, it is proven useless and it resets back to the base difficulty. |
Cost | Result Options |
---|---|
or |
State of subject’s health. Current emotional state. Mundane or Awakened. Presence and location of Cyberware. Spell type of active magic. |
or |
General diagnosis of health issue. Location of bioware. Amount of Essence left. Technomancer or not. |
or |
Accurate diagnosis of malady or disease. |
or |
Recover 1 strain. Learn astral signature of a spell/spirit/Awakened aura. |
or |
Analyze the signature. If you've learned the signature before, you recognize it. Gain when tracking the signature for the next 24 hours. |
or |
Upgrade your checks once when tracking or Assensing for next 24 hours. Gain a permanent when tracking or recognizing this signature. |
Permanently upgrade all checks related to tracking or recognizing this signature. |
Cost | Result Options |
---|---|
or |
The active character suffers 1 strain. The active character gains a on their next Assensing check. |
or |
If the aura you are assensing is active on the Astral plane, they notice your interest. |
or |
Downgrade your next Astral action. An astral entity determines your own signature. |
Gain a permanent when tracking or recognizing this signature. Downgrade all checks related to tracking or recognizing this signature for the next 24 hours. |
Social
Source: Genesys Core Rulebook
Recover 1 strain.
Add to the next allied character’s check.
Notice a single important point in the ongoing encounter, such as an overly curious waiter or some drapes your character can stand behind to avoid being recognized.
Learn the Strength or Flaw of the targeted character.
Add to the targeted character’s next check.
Add to any allied character’s next check, including that of the active character.
Learn the Desire or Fear of the targeted character.
Successfully conceal your true goal in the encounter.
Learn the true goal of your target, if your target has one.
Learn any one Motivation facet of any character in the encounter (with the GM’s approval).
Upgrade the ability of any allied character’s next check, including that of the current active character.
Upgrade the difficulty of the targeted character’s next check.
Do something vital, such as getting everyone’s attention, or distracting all the guards so your character’s friends have a chance to do something important.
The active character suffers 1 strain.
The active character gets distracted or sidetracked momentarily. This can result in their being unable to activate an ability that requires spending a maneuver on their next turn, or it may just result in their being dragged into a lengthy and boring conversation.
The active character accidentally reveals their own Strength or Flaw.
Add to the targeted character’s next check.
The active character or an allied character suffers on their next action.
The active character accidentally reveals their own Desire or Fear.
The active character accidentally reveals their true goal in the encounter.
The active character accidentally reveals a Motivation facet of one of their allies.
Learn one false Motivation facet of the target character (the active character believes it to be true).
Upgrade the difficulty of an allied character’s next check or the next check of the current active character.
The active character becomes so embroiled in irrelevant events in the encounter that they cannot do anything important during the next round.