Académique Documents
Professionnel Documents
Culture Documents
Low-Fantasy Quickstart
Game Development
James Cartwright
1
Genera (jĕn'ə-rə): plural of genus
1 : involving, applicable to, or affecting the whole;
2 : not confined by specialization or careful limitation, a general outline;
4 : belonging to the common nature of a group of like individuals;
5 : applicable to or characteristic of the majority of individuals involved;
6 : concerned or dealing with universal principles rather than particular aspects;
7 : relating to, determined by, or concerned with main elements rather than limited details;
8 : holding superior rank or taking precedence.
2
Cover and Interior Art
are derivatives by James Cartwright
of original art by David Revoy / Blender Foundation
CC BY 3.0 (https://creativecommons.org/licenses/by/3.0)
Genera is a very significant retooling of Amos Hairston’s Paces Roleplaying Game System.
Creative Commons License (CC BY 4.0)
The text of Genera is released under a Creative Commons Attribution 4.0 International License.
For a summary of the license, or to view the complete license terms, please visit the Creative Commons website.
https://creativecommons.org/licenses/by/4.0
3
Dedications
To my wife for putting up with my many and various incomprehensible avocational
proclivities for thirty years and counting...
...to the members of S.A.G.A (South Austin Gamers Association) who helped me
establish, even in those early years (1977-85), a life-long love for game design,
world-building, creative imagination, and philosophical inquiry…
...and to my father, who passed away as i began final editing.
4
Table of Contents
Game Terms & Conventions 6
Character Creation 8
Game Mechanics 10
Action Checks 10
Challenge Ratings 10
Attack & Defence 10
Weapons 11
Armour & Shields 11
Injury 11
Stamina, Sanity & Integrity 12
Experience & Advancement 12
Resources & Wealth 12
Found Objects & Treasure 13
Conflicts 14
Defining the Stakes 14
Time in Conflicts 14
Double Your Pleasure 15
Surprise 15
Initiative 15
Challenges, Obstacles & Hazards 15
Advantage & Disadvantage 16
Functions 17
Non-Player Characters 26
Overview 26
Grades 26
Drudges 26
Bosses 27
Leaders 27
Adventuring & Exploring 28
Overview 28
Time Passages & Movement Rates 29
Traveling Normally 29
Traveling Cautiously 29
Traveling Hastily 29
Travel Resting Periods 30
Becoming Lost 30
Pregenerated Characters 31
Appendix A 33
5
Game Terms & Conventions
Overview
Genera is a game where players take on the personas of normal people who seek to
overcome challenges, hazards, and obstacles in response to momentous forces and events.
Each player (except for the player designated as the Guide) role-plays one character (or
more) - asking questions about the situations and circumstances they encounter; working
together to find creative solutions to the challenges encountered; and endeavoring to leave
the world a better place than they found it.
It is the Guide’s job to bring to life a vivid world of perilous Adventure and awe-inspiring
Exploration—describing to the players what their characters see and hear as they explore as
well as roleplaying the denizens which the players encounter. The Guide challenges the
players so as to engage their minds, imaginations, and wills in order that the players may
learn to allow their characters to become the change they wish to see in the game-world .
The game mechanics both facilitate and attenuate the impact of chance upon the characters
and provide a context for the Guide to adjudicate the results of play.
As with any game, the more everyone is involved and engaged the more enjoyable it will be
for all concerned.
Stylistic Conventions
This document was created with Google Docs. Titles are in various sizes of the Caveat
typeface - capitalized and bolded. Content text is in 10-pixel Arial. Section Titles are in
32-pixel gold Caveat. Where common words are used in a Technical Fashion specific to this
game they have been capitalized. Brown text is used to indicate important rules or definitions.
ABRVs of technical terms are in Bold. [ Examples of usage and Guide Notes are in bracketed
9-pixel grey text. ]
Genera uses only standard six-sided dice, commonly referred to as D6 (though rolled in three
different ways, see below).
Measured Paces
How far is a Pace: a Pace is an uncommon and variable unit of length roughly equivalent to
2 1 ⁄2 feet,
30 inches, or 76 centimetres.
There are approximately 120 Paces in 100 yards and 131 Paces in 100 meters.
6
Abbreviations
PC - Player Character MR - Movement Rate [ approx. 12 Paces ]
NPC - Non-Player Character AV - Attack Value [ 1D6 + CV + LV ≥ DV ]
CV - Characteristic Value DV - Defense Value [ 1D6 + CV + LV ≥ AV ]
BD - Body [ 0 - 3 ] AC - Action Check [ 1D6 + CV ≥ CR ]
MD - Mind [ 0 - 3 ] RC - Resource Check [ 1D6 + MD ≥ CR ]
SO - Soul [ 0 - 3 ] AR - Availability Rating [ 0 - 10+ ]
SP - Spirit [ 0 - 3 ] CR - Challenge Rating [ 1 - 10+ ]
ST - Stamina [ Body + Spirit + LV ] FP - Function Points [ 4 + (3 × (Level -1)) ]
SN - Sanity [ Mind + Soul + LV ] CP - Characteristic Points [ 3 to start ]
IN - Integrity [ Soul + Spirit + LV ] XP - Experience Points [ 0 to start ]
AD - Advantage [ roll 2D6, keep higher ] LV - Level [ 1 - 6 ]
DA - Disadvantage [ roll 2D6, keep lower ] GR - NPC Grade [ Drudge 1, Boss 2, Leader 3 or 4 ]
7
Character Creation
Overview
In Genera, each player (except the guide) will play one or more characters. The Guide plays
all the other Denizens of the world.
Level
Starting characters begin play at 1st Level (LV). Players may advance to Level 6.
Concept
A character is roleplayed according to a Concept.
For this QuickStart, pregenerated characters have been provided. [ See Pregenerated
Characters, pgs 31-32. ]
8
Characteristics
Primary
1st Level starting characters begin play with 3 Characteristic Points (CP) to divide among the
Primary Characteristics. Each value starts at 0, and is raised by 1 through the expenditure of
1 CP. A player need not spend all their CP at character creation but may reserve CP to spend
when the character next gains a Level.
A value of 0 indicates average capacity, 1 indicates above average, 2 indicates high capacity,
while 3 indicates superlative capacity. No Characteristic Value (CV) may exceed 3.
Characters gain 1 CP with each new Level to expend as they desire on one of the four
Primary Characteristics.
Secondary
Characters are also defined by three Secondary Characteristics: Stamina, Sanity, and
Integrity. Secondary Characteristics are calculated using Level and Primary Characteristic
values (CVs).
● Stamina (ST) is the capacity to remain active and effective within Bodily Conflicts.
ST = BD + SP + LV
● Sanity (SN) is the capacity to remain active and effective within Mental/Emotional Conflicts.
SN = MD + SO + LV
● Integrity (IN) is the capacity to remain active and effective within Spiritual Conflicts.
IN = SO + SP + LV
[ Example: a 2nd LV PC with CVs of BD 0 / MD 2 / SO 1 / SP 1, would have ST 3 / SN 5 / IN 4. ]
Functions
Acquired Artifacts, emergent Powers, learned Skills, and unique Talents are all referred to as
Functions.
Functions may be purchased at the time of character creation using Function Points (FPs).
Any FPs left over after purchasing Functions may be saved and spent the next time the
character gains a Level (LV).
1st Level Characters begin play with 4 FPs and gain 3
FPs with each new LV.
Depending upon a character’s Functions, they may enjoy additions to related Action Check
(AC) rolls (or reductions to the CR against which the AC is rolled) - either of which yield the
same effect. [ See Action Checks, pg 10-13; also Functions, pgs 17-25. ]
9
Game Mechanics
Action Checks
When characters use a Characteristic Value (CV) to Act in some fashion—administer first-aid,
an Action Check (AC) is made.
answer a riddle, leap over a chasm, or disarm a trap—
Compare the sum of 1D6 + Characteristic Value (CV) against a Challenge Rating (CR).
● If the result of 1D6 + CV is greater than the CR, the Action is successful.
● If the result of 1D6 + CV is less than the CR, the Action is unsuccessful.
● If the result of 1D6 + CV is equal to the CR, the Action has a mixed result (Guide’s call).
Challenge Ratings
To set the Challenge Rating (CR) for an Action Check (AC), the Guide gauges how difficult
the Action would be for a hypothetically ‘average’ person of the game genre and setting.
[ Example: An ‘Assured’ task is something that could be accomplished by anyone almost all of the time;
a ‘Moderate’ task is something that could be accomplished by a person of some ability most of the time;
while a ‘Legendary’ task could only rarely be accomplished even by someone of superior ability. ]
10
The Characteristic Value (CV) to be used is determined by the Guide based on the situational
context as well as the description of the Action which the player gives.
[ Example: in Bodily Conflict (a.k.a. combat) the CV will likely be that of Body, unless the description the
player gives of the Action indicates that the Attack or Defence was more a matter of specialized
knowledge than of mere physical prowess, in which case the CV might be that of Mind. ]
● If the AV of an Attack is greater than the target’s DV, the Attack is successful.
● If the AV is less than the target’s DV, the Attack is unsuccessful.
● If the AV is equal to the target’s DV, the result is mixed.
[ Example: if the AV of the Attacking character equals the DV of the Defending character then the result
would be mixed: so, perhaps in order to succeed, it was necessary for the Attacker to overreach and
thus the attacking character’s next combat-related roll will suffer -1. ]
An Attack must be relevant to the type of Conflict the character is involved with: Bodily,
Mental/Emotional, or Spiritual.
Weapons
In Genera, weapons are of two weights (Light & Heavy) and two types (Melee & Ranged).
Weapon Light 1 1 1 1 1 2
Weight Heavy 1 1 1 1 2 3
Melee weapons have a Reach between 1 and 3 Paces, while Ranged weapons have a
Reach of 9 (short), 30 (medium), or 60+ (long) Paces. Characters wielding heavy weapons
suffer -1 to combat initiative. A character with an unprepared weapon also suffers a -1 to
combat initiative.
Characters may Ready or Switch weapons using the Action or Move Phase of their Turn.
[ Example: a character can either Act and Switch Weapons, or Move and Switch Weapons, but they
may not Act, Move, and Switch Weapons on the same Turn. ]
The space between Melee and Ranged Reach is referred to as the Interstice. Characters in
the Interstice may be Attacked with Melee or Ranged weapons, but the attacks suffer -1
either way due to the awkward spacing.
Injury
Attacks, whether Bodily, Mental/Emotional or Spiritual, cause Injury which is subtracted from
the corresponding Secondary Characteristic.
11
Stamina, Sanity & Integrity
● Injury sustained during Bodily Conflict is subtracted from Stamina (ST).
● Injury sustained during Mental/Emotional Conflict is subtracted from Sanity (SN).
● Injury sustained during Spiritual Conflict is subtracted from Integrity (IN).
[ See Characteristics → Secondary, pg 9 ]
● After a Bodily Conflict, characters recover Stamina at a rate of 1 point per period of rest, more
with the successful employment of the Physic Functions.
● After a Mental/Emotional Conflict, characters recover Sanity at a rate of 1 point per period of
rest, more with the successful employment of the Psycho-Therapeutics Functions.
● After a Spiritual Conflict, characters recover Integrity at a rate of 1 point per period of rest;
more with the successful employment of the Thaumaturgy Functions.
When a character’s Stamina, Sanity, or Integirty reaches 0 they become incapacitated and
removed from Conflict. What this means for the character is entirely dependent upon the
circumstances and Stakes of the Conflict. [ See Conflicts → Defining the Stakes, pg 14. ]
[ Example: loss of stamina may mean physical maiming, loss of sanity may mean mental derangement,
loss of Integrity may mean moral corruption; and death is always a possibility. ]
If help is not immediately forthcoming, the Guide may determine that the character has
become so maimed by wounds, so deranged by conflicting conceptions, or so corrupt through
cruel actions that the character dies or becomes an NPC).
Character Level 1 2 3 4 5 6
XP to Next Level 0-29 30-74 75-187 188-469 470-1174 1175+
Characteristic Points 3 +1 +1 +1 +1 +1
Function Points 4 +3 +3 +3 +3 +3
If a character wants to procure anything beyond the very basic necessities of life, the Guide
sets the item’s relative Availability based upon how challenging it would be for a
hypothetically ‘average’ person of the game genre and setting to acquire.
12
Would acquiring the resource be an Assured (1), Easy (2/3), Moderate (4/5), Difficult (6/7),
Arduous (8/9), or Legendary (10+) Challenge for such a person?
The Availability of a Resource serves as the CR for an Action Check (AC) on Mind (MD).
The Availability of Artifacts, Gear, and Resources will vary with genre and setting.
[ Example: If the character succeeds at the Resource Check (RC), they manage to acquire the
Resource; if they are unsuccessful they fail to acquire the resource; if they get a mixed result perhaps
the resource is acquired but their finances were stretched in so doing thus requiring the character to
suffer -1 on their next Resource roll; or perhaps they acquire the item but it has a hidden flaw. ]
At Rank 0 (unskilled), when attempting to procure resources beyond the simple, necessary,
and basic, characters must succeed at an AC (MD) where the CR equals the resource’s
Availability. Rank 0 essentially means there are no bonuses to the required AC roll.
The Resources Function also comes in three positive Ranks: I, II, & III. [ See Functions →
Resources I, II & III, pg 24. ]
These reductions need not be ‘spent’ all at once, but rather may be spent as desired.
[ Example: if the Treasure or Found Object has a value of 24, this can be used as -24 to the CR of one
Resource Check, or -12 to the CR of two, -6 to the CR of four, -4 to the CR of three, and so on to -1 to
the CR of twenty-four Resource Checks. ]
13
Conflicts
In Genera, Conflict does not necessarily mean combat, rather it indicates any situation in
which someone or something opposes, prevents, or precludes the fulfillment of the intentions
of another character or party. This being the case: debates, horse races, searching, riddle
games, and brawls are all forms of Conflict.
[ Example: before going into a debate the Stakes might be that the character who is unsuccessful must
concede the logic of the other side and change a specific opinion, or that they will have their entire
belief-system undermined and be required to convert to and adopt the opposition’s worldview; or it may
be that social standing is at Stake and a loss will cost the character Reputation Points. ]
Time in Conflicts
During a Conflict, time is measured in Rounds and Turns. A Round is the amount of time it
takes for everyone in the Conflict to have a Turn. The duration of a Round can range from a
few seconds to several minutes or more depending on the scale and type of the Conflict.
Each Turn has two Phases—Action and Move—which may be performed in any order; also
one or both may be skipped at the player's discretion.
During an Action Phase, a character may perform any reasonable Action: Attack or Defend;
employ a Function; overcome a Challenge, Obstacle, or Hazard, Ready or Switch Weapon,
etc. [ See Game Mechanics, pg 10-13. ]
14
During a Move Phase the average human character may walk a distance equal to their
Movement Rate (MR) or run a distance equal to 2 x MR. Differently-abled persons at ½ that
or whatever seems appropriate to their ability.
[ Example: a character with an MR of 12 Paces may walk 12 Paces or run 24 Paces on their Turn. ]
Surprise
If the Guide decides that circumstances warrant a Surprise Round, each side rolls 1D6 (if one
side has a definite advantage over the other they should get +1 or, in more extreme cases,
+2 to their Surprise roll). [ See Function → Military Strategy, pg 21. ]
● If the result of the party intending the Surprise is higher, then they enjoy a Surprise Round.
● If the result of the party intended as the target(s) is 2+ higher, they enjoy a Surprise Round.
● Otherwise, each party will enter the Conflict normally, rolling initiative. [ See below. ]
The party with Surprise enjoys Advantage to all rolls made during the Surprise Round that
might reasonably be assumed to benefit from having Surprise (initial Attack Rolls, for
instance). [ See Advantage & Disadvantage, pg 16. ]
If an NPC party has the drop on a PC party, the Guide should call for Surprise rolls without
announcing what they’re for since this would certainly add to the ambience of the Surprise.
Initiative
Each party involved in a Conflict rolls a D6; whichever party rolls highest acts first. In the
event of a tie, reroll until a definitive order is established. Characters may act in any order
during their party’s Turn, and are encouraged to work in concert. [ See Function → Military
Strategy, pg 21. ].
[ For example: a wound may need to be healed, a bit of lore may need to be recalled, etc. ]
[ For example: a sheer cliff that must be climbed, or a raging river that must be forded, etc. ]
[ For example: a dart trap set off by a floor plate, thin ice amid thick on a frozen lake, etc. ]
15
To overcome Challenges, Hazards, or Obstacles a player must succeed at one or more
Action Checks as determined by the Guide. [ See Game Mechanics, pgs 10-13. ]
[ Example, if a sympathetic healer tries to gain the trust of a patient she has previously healed,
Advantage could be appropriate; however, if she must administer medicament as a suppository to a
hostile person, Disadvantage might be more appropriate. ]
When there is Advantage (AD), the player rolls an extra D6 for the Action Check (AC) and the
player keeps the higher result; in the instance of Disadvantage (DA), the player also rolls an
extra D6 for the AC but the player must use the lesser result.
16
Functions
Overview
Characters are set apart not only by their Characteristics and Concepts but also by their
Functions: acquired Artifacts, emergent Powers, learned Skills, special Talents, and unique
Traits. In Genera, these are all grouped together under the rubric of Functions. The specific
types of Functions available will be determined by the Guide based on the genre and setting
of the game.
A Note on Artifacts
Artifacts are objects or devices that act as temporary Functions. An Artifact's functionality
lasts for the duration listed in the description.
Acquisition
Functions may be purchased at the time of character creation using Function Points (FPs).
FPs left over after purchasing Functions may be saved and spent the next time the character
attains a new Level.
1st level starting characters begin play with 4 FPs and gain +3 FPs with each new Level (LV).
Function Points may be spent immediately or saved to purchase more expensive Functions
later on.
17
Included in each entry is the name of the Function, the FP cost, any associated Artifact, a
description, any prerequisite(s), and the setting(s) for which the Function is best suited.
A Low-Fantasy List
Acute Awareness I (Talent)
Function Cost: 2
Description: making an AC (SP) allows the character to have heightened awareness of their
surroundings, enjoying -1 to the CR when searching, noticing hidden objects or features; also
gains +1 to rolls against being surprised.
Aqualung I (Power)
Function Cost: 2
Description: making an AC (BD) CR 5 allows the character to breathe underwater for 1 D2
hours. Accepting 1 injury to Stamina will provide -1 to the CR. The Artifact will have 1D6
hours of use-time and requires no AC and there is no Injury offset.
Aquatic (Skill)
Function Cost: 3
Description: making an AC (BD) CR 3 allows the character to swim at their normal MR. The
duration that a human character may hold their breath is 2x their Body (BD) in minutes
(minimum of 1), but because of this Skill th
e character's Body value is considered 1 point
higher.
18
Armoured I (Talent / Artifact)
Function Cost: 2
Artifact Cost: 1
Artifact: Light Armour
Description: making an AC (BD) CR 5 allows the character, at the end of each Round (not
Turn), to reduce their total Injury taken by 1. The Artifact does not require an AC; however,
when using it, after the Injury has been reduced the player rolls a D6: if the result is a 1 then
the Light Armour has been damaged beyond repair.
Bolster I (Power)
Function Cost: 3
Description: making an AC (SP) CR 6 allows the character to double the effect of any other
Power being manifested within Melee Reach (the effect of the Extended Reach I and II may
apply - Guide’s discretion). If the Function being bolstered has an associated bonus or
penalty (Thaumaturgy I, II & II or Psychic Warfare I, II & III, for instance), then the character
bolstering it will also experience the same bonus or penalty. The character may attempt to
use this Function once every 3 Rounds.
19
Bolster II (Power)
Prerequisite: Bolster I
Function Cost: 2
Description: as with Bolster I, except the character needs to make an AC (SP) CR 4 and the
range is 2x Melee Reach.
Conversion (Power)
Function Cost: 3
Description: making an AC (SO) allows the character to use their full Turn to cause one
Opponent of equal or lower LV to convert to a positive view of the character and their
motivations. The CR should reflect the degree to which the opponent would be opposed to
such a conversion. The character may attempt to use this Function once every 3 Rounds.
Engineering I (Skill)
Function Cost: 2
Description: making an AC (MD) with -1 CR allows the character to disarm traps, as well as
construct and repair mechanical or technological contrivances, etc. Of course the precise
mechanical and technological level of the contrivances involved will vary greatly depending
on the game genre and setting. Requires an Engineer’s Kit.
20
Extended Reach I (Talent)
Function Cost: 1
Description: making an AC (BD) CR 5 allows the character to extend their normal Melee
reach by 1 Pace.
Minstrelsy I (Skill)
Function Cost: 2
Description: making an AC (BD or SO) CR 5 allows the character to compose and play
music, write and recite poetry, and sing. If character beats CR 7 then all who listen are healed
of 1 Injury to Sanity or Integrity.
Minstrelsy II (Skill)
Function Cost: 2
Description: making an AC (BD or MD) CR 3 allows the character to compose and play
music, write and recite poetry, and sing. If character beats the CR 5 then all who listen are
healed of 1 Injury to Sanity or Integrity.
Navigation I (Skill)
Function Cost: 2
Description: making an AC (MD) -1 CR allows the character to navigate in the wilderness.
The character (or party if character is Party Leader) enjoys Advantage to stay on course.
21
Night Vision (Trait)
Function Cost: 3
Description: making an AC (SP) CR 5 allows the character to see a wider spectrum of light
than the typical human spectrum and thus may effectively see in the dark.
Nullify (Power)
Function Cost: 3
Description: making an AC (SP) CR 5 allows the character to negate any other Power
manifested within 30 Paces. May be used once every 3 Rounds.
Polyglot I (Talent)
Function Cost: 2
Description: allows the character to understand and speak (but not write) multiple languages.
Anytime a language barrier is encountered have the character may make an AC (MD):
understanding the language is at -2 CR, speaking it is at -1 CR from whatever the Guide
determines the Challenge Rating (CR) to be.
22
Psychic Warfare II (Power)
Prerequisite: Psychic Warfare I
Function Cost: 2
Description: as with Psychic Warfare I, except it requires a MD attack to inflict 3 Injuries on
Sanity across up to two beings. For example: a character could inflict 1 Injury on one being
and 2 Injuries on another; or 3 Injuries on one being. Characters manifesting this Power
immediately suffer 2 Injuries to Sanity and 1 to Integrity.
Psycho-Therapeutics I (Power)
Function Cost: 2
Description: making an AC (SO) CR 5 allows the character to heal 1 Injury to Sanity on any
one being within Melee reach. Proper application of Psycho-Therapeutics requires 2 full
Turns. Characters employing this Power immediately suffer -1 Stamina, but enjoy +1
Integrity. This Power may only be manifested once every 3 Rounds.
23
Resources I (Trait)
Function Cost: 2
Description: indicates that the character has sufficient connections, credit, income,
outstanding favors, savings, and/or haggling ability to readily procure resources beyond the
bare necessities. When attempting to procure resources beyond the most basic and
necessary, the character must succeed at an AC (MD) where the CR equals the particular
resource’s Availability -2. Every use beyond once per week entails +1 to the CR.
Subterfuge I (Skill)
Function Cost: 3
Description: making an AC (BD) allows the character to competently perform feats of
deception, evasion, misdirection, prestidigitation, stealth, thievery, trickery, and/or general
unobtrusiveness. The character will enjoy -1 CR w
hen attempting such activities.
Telekinesis (Power)
Type: Power
Cost: 2
Description: making an AC (SP) CR 5 allows the character to move up to 3 Light objects
(can be lifted with one hand) or 1 Heavy object (can be lifted with two hands) up to 12 Paces
away - in a manner insufficient to cause serious Injury, but certainly distraction, bruises, cuts,
or possibly even a concussion. This Power may only be manifested once every 3 Rounds.
24
Telepathy (Power)
Function Cost: 3
Description: making an AC (SP) CR 5 allows a character to mentally communicate with any
close companion within 30 Paces, or with any sentient being within 60 Paces. The character
will be aware of the presence of any mind within 18 paces and can also determine the
general Sanity and Integrity of such minds. This Power may only be manifested once every 3
Rounds.
Thaumaturgy I (Power)
Function Cost: 3
Description: making an AC (SP) CR 5 allows the character, in place of an Action and Move,
to heal 1 Physical, Mental, or Spiritual Injury on other beings within Melee reach. Characters
employing this Power immediately suffer -1 Stamina, but enjoy +1 Integrity. This Power may
only be manifested once every 3 Rounds.
25
Non-Player Characters
Overview
Non-Player Character (NPC) is a term that describes all the various sentient denizens of the
game world that the Player Characters (PCs) may chance to meet. All NPCs are played by
the Guide. Some NPCs may be ambivalent toward the PCs and serve as part of the general
background of their adventures, while others (benign or malign) may be closely involved and
invested in the characters: actively opposing or supporting the PCs.
Like PCs, NPCs will have a Level (LV) between 1 and 6.
While each Grade of NPC has a Stamina (ST) equation listed in the descriptions (below),
Sanity (SN) and Integrity (IN) should really be determined by the Guide based on the
particular NPCs Concept).
Grades
Non-Player Characters (NPCs) will have a Grade (GR) between 1 and 4 indicative of their
place in the campaign (or storyline) hierarchy. Grade is also a rough indice of how powerful
the NPC is compared to other characters of the same Level.
Grade may also define how and when an NPC is encountered. Typically, lower GR NPCs will
appear earlier and in larger numbers than NPCs of higher GR, while higher GR NPCs will be
encountered in small groups or alone and at a later stage.
26
Bosses (GR = 2) are mid-echelon NPCs.
Boss Characteristics: Bosses typically have Primary Characteristic values of 2 / 1 / 0 / 0.
Boss Functions: a Boss should have 2-4 Functions.
Boss Injury: a Boss will have 1 type of Attack (Melee or Ranged) which inflicts 2 Injuries and
another that will inflict only 1 Injury.
Boss Stamina: a Boss will have a ST value not exceeding GR + LV + 1 (from 3-9).
XP for Defeat: 2 x LV -1 if defeated in Conflict by death, 3 x LV if defeated in Conflict without
death. or 4 x LV if Conflict is avoided.
Leaders
(GR = 3 or 4) are upper-echelon NPCs that manipulate Bosses and their Drudges.
Leader Characteristics: Leaders typically have Primary Characteristic values of 3 / 2 / 0 / 1.
Leader Functions: a Leader should have 3-6 Functions.
Leader Injury: a Leader always inflicts 2 Injuries.
Leader Stamina: a Leader will have a ST value not to exceed G R x 2 + LV (from 7-14).
XP for Defeat: 3 x LV -1 if defeated in Conflict by death, 4 x LV if defeated in Conflict without
death. or 6 x LV if Conflict is avoided.
27
Adventuring & Exploring
Overview
In far, far too many roleplaying games the bulk of time is spent in combat. However, most of
the fun comes from Adventuring and Exploring. Like combat, these activities can be fraught
with danger forcing difficult decisions that can significantly impact the Karma, Reputation, and
Resources of each participating character.
Though the rules in this section are optional, their use can add a degree of additional depth to
a game. If you genuinely dislike the additional record-keeping, you are free to abandon some
or even all of the rules in this section.
Adventuring
Adventuring is the basic activity of player characters - going out to specific points of interest
on the map of the world that the Guide has designed a scenario with detailed locations,
NPCs, powers, and traps with which the players must contend.
Typically, characters will learn about adventures by listening to the gossip at the local Inn.
There may be no particular person who hires the characters, or it may be reasonably
informal: such as a barkeep sending the PCs to discover the whereabouts of a shipment of
rare wine that has gone missing. These are informal tasks that may at various points require
some or all of the rules for Exploring (below). Adventures may or may not have a specific task
that needs to be accomplished, or villain that needs to be vanquished - these matters are left
for the Guide to determine.
There may be Karma to be gained (or lost) but seldom Reputation, and scant remuneration
other than whatever one finds or what the folk may provide (such as they can spare).
28
Exploring
Occasionally, characters may wish to travel to the edge of civilization or deep into the
wilderness where the possibility for unexpected encounters and challenges is greatly
increased while the availability of aid and assistance is significantly decreased. Exploration is
an experience all its own, providing unique challenges and rewards.
Parties that are exploring should establish a Party Leader - preferably one with the Military
Strategy Skill. [ See Functions → Military Strategy, pg 21. ]
[ Example: if two towns are “half a day's journey by foot” apart, then it will normally take
about 12 hours (half a day) to travel between them on foot at a normal pace with appropriate
periods of rest. If the party is being cautious—traveling slowly while one scouts ahead—the
trip may take 2x as long (24 hours) but the party is less likely to be surprised and may
discover more about the land while travelling through it. If the party travels hastily—taking few
or no rests—the party may arrive in ½x the amount of time, but may also attract unwanted
attention, be surprised by any encounters along the way, and be exhausted. ]
Traveling Normally
A group traveling normally will arrive at their destination rested and in the typical time-range.
For each day of travel, the Guide rolls a D6 to determine if the party has an encounter along
the road. On a roll of 6, (or even lower in more dangerous areas) the characters are stopped
by hostile forces and must defend themselves or pay a toll to pass.
Traveling Cautiously
A group traveling cautiously takes 2x as long to arrive but they cannot be ambushed.
A cautious group may find something useful while traveling. The Party Leader should roll a
D6. On a roll of 6, the characters find something useful or intrinsically valuable.
Traveling Hastily
A group traveling hastily takes ½x as long to arrive at their destination but any Injury they
sustain during a Conflict will not heal until they slow their pace and take appropriate rests.
For each day of travel, the Guide rolls a D6 to determine if the party is ambushed along the
road (a Party Leader with the Military Strategy Skill extends a +1 to such rolls). On a roll of
1-2, (or even higher in more dangerous areas) the characters are stopped by hostile forces
and must defend themselves or pay a toll to pass. When Hasty travelers arrive at their
destination, they will be exhausted, suffering -1 to all rolls until they rest.
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Travel Resting Periods
For every hour of movement (adventuring, travel, etc) characters must take a short rest for 10
minutes. If characters go 3 hours without resting, they suffer -1 to all rolls. In addition,
characters must take a long rest for 6 hours each day if they are to experience the
recuperative benefits associated with rest.
Becoming Lost
When deviating from the beaten path, there is always a chance of losing one’s direction. For
each day of travel, one character (the “Party Leader”) must make an Action Check (MD) to
continue in the right direction (the Military Strategy Skill extends a +1 to such rolls). After a
failed AC, roll another D6:
[ Guide's Note: I f you choose to use this rule, be careful not to extend a tedious journey.
Make sure that getting lost is an opportunity which provides at least as much fun as arriving
at the originally intended destination. ]
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Pregenerated Characters
Iolo Morgan - Level 2 Bard
Iolo is a Bard: a minstrel, healer, agent of culture, adjudicator of law, and bearer of education.
Body 0 Functions
Mind 2 LV 1: World Lore I (F1); Minstrelsy I (F2)
Soul 1 LV 2: Minstrelsy II (F2); Polyglot I (F2)
Spirit 1
Gear
Stamina 3 musical instrument, rations, travel clothes, sandals, dagger,sling, satchel
Sanity 5
Integrity 4 AV - D6 + 3 ≥ DV / DV - D6 + 3 ≥ AV / MR - 12 /
Body 0 Functions
Mind 2 LV 1: Physic I (F2); Physic II (F2)
Soul 1 LV 2: Thaumaturgy I (F3)
Spirit 1
Gear
Stamina 3 physician’s kit, rations, robe, light clothes, sandals, staff, sling, satchel
Sanity 5
Integrity 4
AV - D6 + 3 ≥ DV / DV - D6 + 3 ≥ AV / MR - 12 /
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Chan Anka’an - Level 2 Monk
Chan is a Monk: dedicated to protecting pilgrims, mitigating corruption, healing the injured,
defending the weak, and promoting harmony.
Body 1 Functions
Mind 1 LV 1: Thaumaturgy I (F2); Acute Awareness I (F2)
Soul 1 LV 2: Cut & Run (F2); Push Me Pull You (F1)
Spirit 1
Gear
Stamina 4 spear, rations, robe, travel clothes, sandals, dagger, satchel
Sanity 4
Integrity 4
AV - D6 + 4 ≥ DV / DV - D6 + 4 ≥ AV / MR - 12
Body 1 Functions
Mind 1 LV 1: Navigation (F2); Camouflage (F2 - Forest)
Soul 1 LV 2: World Lore (F2); Armoured I (F1)
Spirit 1
Gear
Stamina 4 camping gear, rations, cloak, travel clothes, boots, dagger, longbow, satchel
Sanity 4
Integrity 4
AV - D6 + 4 ≥ DV / DV - D6 + 4 ≥ AV / MR - 12
Body 3 Functions
Mind 0 LV 1: Armoured I (A1); Cut & Run (F2); Public Defender (A0)
Soul 0 LV 2: Armoured II (A2); Armoured I (F2)
Spirit 1
Gear
Stamina 6 sword, rations, armour, shield, boots, dagger, crossbow, daypack
Sanity 2
Integrity 3
AV - D6 + 6 ≥ DV / DV - D6 + 6 ≥ AV / MR - 12
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Appendix A
The Haunted Chapel
(a sample adventure for 2-5 low-level characters)
The Setup
The old chapel outside the town of Morley holds a terrible secret. Many years ago, after the
former rector died, a new priest arrived to take over. Some say the new rector went insane,
locking his fellow priests inside the chapel and setting fire to it, burning the poor souls alive.
Badly burned himself, the rector confessed to the ghastly murders, but died without saying
why he did it. The head priest was hastily buried in the burned-out chapel, and the cursed site
was abandoned. It is now a crumbling ruin said to be haunted by ghosts of the murdered
priests.
Lately, strange events have befallen the town and several locals have gone missing.
Townsfolk suspect the haunted chapel is the source of their recent distress.
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Chapel Ruins
The chapel grounds are surrounded by 9-ft. high stone walls. The roof and upper walls of the
stone chapel, as well as the east belfry, have collapsed into the interior, but most of the 20-ft.
high outer walls are intact. The stained glass is gone from the 12-ft. high window frames, but
the bronze lattices that remain prevent any trespassers from climbing through the openings.
Half the chapel grounds are completely shrouded with dense, thorny foliage (10–20 ft. high)
that hinders movement and obscures sight beyond 10-ft. Anyone leaving a flagstone path
must slowly chop their way through the prickly briars and tangling vines (only swords or axes
will work for this).
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a. The Undercroft - The lower foundation of the chapel mostly escaped the fire's
destruction. The vaulted ceilings are 9–12 ft. high.
17. Musty Cellar - Smashed barrels and crates litter the floor. The west door is ajar.
18. Refectory - It is strewn with broken stools and smashed cookery. A simple hearth
stands in the corner. Two Ghouls13 in burnt robes hunch over a wide table in the
center of the room, hungrily devouring a dead local. These are the former chapel
priests who were "killed” in the fire.
19. Dormitory - Six Cultists14 camp in the common area (C). Three of the five rooms are
empty (E) save for broken remains of a bed and table.
a. One room (T) holds two Kidnapped Townsfolk15, locals who offer a
reward16 if rescued.
b. The other room (R) is occupied by four Giant Rats17. A dark hole in the wall
leads into their warren.
20. Stone Cistern - The cistern is filled with greasy water. The bones of two missing
townsfolk, along with a silver holy symbol18 and two vials of holy water19, can be
found scattered on the bottom.
21. Well Room - A stairway led up to the belfry, but it’s now filled with rubble. The
passage ends at the lip of a fresh-water spring. A cobweb-filled shaft ascends to the
garden. On the bottom of the 9-ft. deep pool is a sealed jar containing an iron key20.
22. Two Storerooms - The remains of old supplies lie scattered about both rooms. The
cultists dug a hole into the crypt through the east wall of one storeroom. A gold
platter21 and chalice22 along with four gold candlesticks23 are in the other room.
23. Rector's Office - The door to it is barricaded by a bookcase and desk. Beyond the
curtain is a bed, a night-table, and a tattered tapestry (behind which is a secret door
[ AC (MD) CR 5 to spot ]). Under the bed is the rector's journal. The final entries
reveal that he discovered his fellow priests (and the former rector) were really cultists
performing unholy rituals in the chapel.
24. Scriptorium - Shelves filled with dusty scrolls line the walls. Four scribe's desks stand
in the room's center. Two iron doors on the north wall are locked. The east door is
sealed but the iron key (from location 21, above) opens it.
25. Ladder - The ladder ascends a 15-ft. shaft to a hatch that opens on the rear garden.
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26. Niches - Dozens of these niches hold sealed ossuaries. Each niche bears a priest's
name. A Skull24 wearing a priest's cap rests on a pedestal in the east alcove. Brother
Denton's ossuary contains two healing draughts25.
27. Crypt - The damp air stinks of rotting flesh. Two carved pillars support the ceiling.
Standing next to a marble sarcophagus on a raised dais are four Skeletal Knights26
(from the cemetery) wearing chain mail and wielding long swords and shields. When
they attack, the sarcophagus lid slides open and a Ghoul27 wearing tattered robes
and a miter appears—the former rector and secret cult leader. The Skeletons and
Ghast wear a small fortune in Jewelry28.
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24. Skull - If given an offering, the skull speaks: “Your gesture comforts my soul; Brother Denton
has a gift for you.” If a blessing or prayer is conferred on the Skull, it says: “Salvation awaits
you in the chapel's heart. ”
25. Healing Potions - Artifact: Augmented Healing Draughts. [ See Functions → Physic II, pg 21. ]
26. Skeletal Knights (Boss) - GR = 2 / LV = 2 / ST = 2 / AV = +1 / DV = +1 / MR = 8.
Sword attack. Armoured I (Artifact). Sword attack: 2 Injuries to Stamina. Horror attack: 1 Injury
to Sanity (only 1 per conflict / target);
27. Ghoul (Leader) - GR = 3 / ST = 1 / AV = ±0 / DV = ±0 / MR = 6. Energy Drain attack: 2
injuries to Stamina; Horror attack: 2 Injuries to Sanity (once per conflict / target); Corruption
attack: 2 Injuries to Integrity. Night Vision (t=Trait); Rallying Cry (Talent).
28. Jewelry - Value 30.
Color Key
Green - Means of access
Red - Dangerous Denizen
Gold - Found Object / Treasure
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“Roleplaying is a way for humans to interact with our deep, hidden,
mythological selves. They are a way to feed our souls.” — Greg Stafford
38
Genera ®
Low-Fantasy QuickStart
Introductory Adventure: included is the Haunted Chapel - an Adventure (for 2-5 low Level
characters) based on a One-Page Dungeon contest entry by Scott Marcley (CC-BY-SA-3.0).
Lately, strange events have befallen the town of Morley and several locals have gone
missing. Townsfolk suspect the haunted chapel is the source of their recent distress. The
player characters must enter the chapel and put an end to the curse that plagues the town.
39