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Genesys Roleplaying Shadowrun

Genesys Part 4 Character Creation

Genesys RPG

Shadowrun Part 4 – Character Creation

Introduction

This is a conceptual post about my journey building a Shadowrun campaign using the Genesys rule systems and how I am planning on introducing it to my players.

In the fourth part of these articles I am looking at planning out the building of characters for a short run game.

Building a Character

Each character will need to go through a number of steps to be completed as part of this game. The understanding is that characters will be short lived and replaced on a regular basis due to the lethality of the setting.

Step 1 – Select a Background

Who did your character used to be before becoming a Shadowrunner. The current options are:

  • Ex-Corporate Drone – You lost everything.
  • Fired – While not a corporate drone, you had income, now you don’t.
  • Poverty – Growing up poor, you want something more.
  • Escaped – You were a slave or an experiment of some kind.
  • Criminal – Your on the run, using an assumed identity.
Step 2 – Select a Race

The racial options are dependant on what Generation the characters are playing in. And with this being a plan filler storyline for when other games are unable to be played, using different generations and moving the storyline around through history will be part of the game. Keeping that in Mind here are the racial options for each generation.

All races are abbreviated here – Player Races. I intend to expand on all of them over time, but till then they share a page.

  • Gen 1 – Human
  • Gen 2 – Dwarf, Elf, Human
  • Gen 3 – Animalistic, Dwarf, Elf, Human, Orc, Troll
  • Gen 4 to 7 – Animalistic, Bioroid, Dwarf, Elf, Human, Orc, Troll
  • Gen 8 – All options available
Step 3 – Select a Career

Each career allows the character to grain 1 rank in four of the career skills listed as part of the career. One you have selected a career, you also gain access to various specialisation trees that you can use to enhance your character through the purchase of talents. You gain 1 rank in two career skills provided from the first specialisation you select.

For this I am taking careers from various supplements and including the options here: Note – This is a work in progress section.

All player careers are abbreviated here – Player Careers. All specialisations are abbreviated here – Specialisations. I intend to expand upon all of them over time, but till now they share a page. All highlighted options are outlined in the Player Careers and Specialisations pages. The rest are a work in progess.

  • Academic (And32) –
  • Bounty Hunter (And33) –
  • Con Artist (And34) –
  • Courier (And35) –
  • Investigator (And36) –
  • Ristie (And37) –
  • Roughneck (And38) –
  • Runner (And39) –
  • Soldier (And40) –
  • Tech (And41) –
  • Base Specialisations – Agitator (ar80), Ambassador (ar79), Assassin, Bodyguard (ee77), Commando (ar91), Doctor (ee65), Driver (ar67), Gadgeteer (ee60), Gunner (ar68), Infiltrator (ar97), Marauder, Mechanic (ee89), Medic (ar92), Mercenary Soldier, Politico (ee66), Outlaw Tech (ee90), Quartermaster (ar81), Recruit (ar101), Saboteur (ar86), Scholar (ee67), Scientist (ar87), Scoundrel, Scout (ee72), Sharpshooter (ar93), Survivalist, Tactician (ar76), Trader (ee73)
  • Matrix SpecialisationsBlack Hat, Slicer, Thief, White Hat

Spellcasting Traditions

  • Adept (sw Warrior fd96) – Uses the force rules for self enhancement –
  • Disciple (ter70) – Divine and awaken –
  • Mage (ter70) – Arcane and awaken –
  • Primalist (ter71) – Primal and awaken –
  • Scholar (ter72) – Runes and awaken –
  • Magic Specialisations – Advisor (fd81), Aggressor (fd99), Arcanist, Artisan (fd93), Ataru Striker (fd87), Blood Magic, Charmer, Druid, Elementalist, Healer (fd69), Hunter (fd88), Makashi Duelist (fd82), Niman Disciple (fd70), Pathfinder (fd89) Peacekeeper (fd75), Protector (fd76), Sage (fd71), Seer (fd83), Shadow, Shien Expert (fd95), Shii-Cho Knight (fd100), Soresu Defender (fd77)

Resonance Traditions

  • Technomancer (Gen 4+)
Step 4 – Invest Experience
  • Base Rule – No skill may be purchased over rank 2 during character creation.
  • Base Rule – Attributes may only be advanced during character creation with a maximum of 5 or through the completion of a specialisation tree.
  • Advancement Rules – Skills
    • Career skills cost 5x rank you wish to increase to.
    • Non-career skills cost 5+5x rank you wish to increase to.
    • Can only advance as skill once with XP per downtime
  • Advancement Rules – Attributes (Character creation only)
    • Attributes cost 10x value you with to advance to.
    • You must advance one step at a time.
  • Advancement Rules – Talents (not part of character creation)
    • You can purchase talents associated with your specialisation tree
    • Talents cost 5x Tier of the Talent.
    • You must always have more talents of a lower Tier that a higher tier.
    • You can either advance an existing talent, or purchase a new linked talent from your specialisation tree.
  • Advancement Rules – Specialisations (not part of character creation)
    • Specialisation cost 10x number of existing specialisations you posses
    • There are no limits to the number of specialisations you can learn.
    • Completion of a specialisation gains you a attribute increase.
    • Gaining a specialisation associated with Magic gains you the Awakened special feature, otherwise you can gain awakened from your race or career.
  • Attributes in the game
    • Br (Brawl), Ag (Agility), Int (Intellect), Cun (Cunning), Will (Willpower), Pr (Presence),
    • NoteMR (Magic Rating) and RR (Resonance Rating) are also an attribute, but unless the character starts magic aware or with technomancy they are unable to increase this attribute with starting XP. Completing a Specialisation also allow this attribute to be selected to be increased.
  • Skills included in the game
    • General – Athletics (Br), Computers – Hacking (Int), Computers – Sysops (Int), Cool (Pr), Coordination (Ag), Discipline (Will), Driving (Ag), Mechanics (Int), Medicine (Int), Operating (Int), Perception (Cun), Piloting (Ag), Resilience (Br), Riding (Ag), Skulduggery (Cun), Stealth (Ag), Streetwise (Cun), Survival (Cun), Vigilance (Will)
    • Combat – Brawl (Br), Gunnery (Ag), Melee (Br), Range – Heavy (Ag), Range – Light (Ag),
    • Knowledge (Int) – Corporations, Forbidden, Lore, Science, Shadowrunning, Society, The Net
    • Magic/Technomancy – Alchemy (Int), Arcana (Int), Divine (Will), Primal (Cun), Runes (Int), Technomancy (Int), Verse (Pr)
    • Social – Charm (Pr), Coercion (Will), Deception (Cun), Leadership (Pr), Negotiation (Pr)
Step 5 – Determine Derived Features
  • Derived Features (Things that are based on stats)
    • Wound Threshold – Race rating plus Brawn (after starting xp spent), can be increased with talents
    • Strain Threshold – Race rating plus Willpower (after starting xp spent), can be increased with talents
    • Defence – default value is 0 unless you have a racial or talent modifying it
    • Soak Value – equal to Brawn (can increase when the base brawn in increased unlike wounds and strain). Armour and talents can increase this value as well.
    • Encumbrance Threshold – 5 + Brawn rating. Talents and equipment can modify this value.
    • Base Move = Highest of Attribute (Brawn or Agility), or Skill (Athletics or Coordination) multiplied by 3
    • Range Bands = Engaged 1/Short BM/Medium BMx2/Long BMx4/Extreme BMx8
Step 6 – Determine Motivation

Motivations are the things driving your character, each motivation is tied to why you have become a shadowrunner in the first place, and not necessarily to your background that put you in this place to begin with.

Just as important as a character’s physical characteristics are their emotions, beliefs, and faults. Skills and characteristics display the character’s aptitude, but the character’s Motivations determine when they use those skills and why. The Game Master has dominion over the external journeys of the player characters – where they go, what adversaries they face, and which quests they must complete – but you largely get to determine your character’s psyche and social disposition. Characters with identical species and career choices might feel completely dissimilar due to different Motivations.

Motivation includes a character’s driving forces: what ultimate goal is your character pursuing? What are they most afraid of? What character trait allows them to persevere in the face of adversity? What flaws hinder their ability to pursue their goals?

Desires, Fears, Strengths, Flaws: these four different facets of Motivation colour how your character perceives and interacts with the world. In other words, these facets affect how you, the player, roleplays the character. The four facets of Motivation can also be leveraged by others when attempting to persuade, coerce, or otherwise influence the character during social encounters. Finally, a Game Master interested in a more character-focused game can look to the player characters’ Motivations to craft compelling campaigns that include inner emotional arcs for the characters in addition to their physical journeys.

In the following sections, you have the chance to select or roll randomly for a Desire, Fear, Strength, and Flaw. If you do not care for the sample motivational facets, feel free to craft motivational facets uniquely suited to your character with the help of the Game Master. Whichever route you choose, you should focus on linking your character’s archetype or species, career, talents, and background together with Motivation to create a detailed persona. For more information on Motivation and how it’s used in play.

Desire

The Desire aspect of your character tracks most closely with what we typically think of when we hear the term “motivation”: it’s the reason why the character acts. What, more than anything else, does your character want or want to achieve? This is the most important element of your character in a character-driven campaign, because it is how you signal to the GM the types of challenges you want your character to face. Desire is still important in a plot-driven campaign, as it flavours the way your character approaches the story.

Desire represents the thing your character wants, although they might not know what that is just yet. It provides a roleplaying touchstone for your character to help you answer the question “What would my character do?” When your character wants something, it’s easier for them to pursue it because they’re driven – because they’re excited and enthusiastic.

Your character’s Desire need not be a noble or altruistic goal. However, as with the other facets of your character’s Motivation, you should discuss your choices with the GM. Having a negative or evil Desire, such as one that is in conflict with the Motivations of the other PCs or the rest of society, may disrupt the party dynamics or the course of the adventure.

If you do not already have a Desire in mind for your character, you may roll on Table: Example Desires to determine one randomly. After rolling, you should work with the GM to come up with specifics surrounding the Desire. Characters typically have one Desire, but players who want a roleplaying-heavy campaign may opt to develop a secondary Desire as well, potentially one that is in conflict with the primary Desire. At some point, the character may have to choose between one and the other, making for a memorable character moment.

Alternatively, you may decide to keep a character’s true Desire a secret, picking a false Desire as a “front” to mislead the other player characters. Again, this should be done in consultation with the GM.

Table: Example Desires

  • 0-10 – Ambition – Your character craves power and authority over others. The character may pursue privilege, social status, or rank to achieve this goal.
  • 11-20 – Belonging – Your character seeks to be liked by others and goes out of the way to make a good impression. Your character seeks to be accepted by a community or faction.
  • 21-30 – Expertise – Your character wants to excel in a chosen field or skill. To achieve perfection, your character practices constantly.
  • 31-40 – Fame – Your character seeks the limelight and wants to be famous. They pursue anything that can garner attention and praise.
  • 41-50 – Justice – Your character believes in a set of ethics that demands fair treatment for all. Your character is dedicated to righting inequality and protecting others’ rights.
  • 51-60 – Knowledge – Your character wishes to uncover knowledge that may have been lost, forgotten, or locked away. This information could pertain to the world, or it could pertain to your character’s past or origins.
  • 61-70 – Love – Your character seeks romantic affection and intimacy from another character. Your character might already have a true love or may strive to find someone to love and be loved by.
  • 71-80 – Safety – Your character values peace and comfort above all else. Perhaps they seek shelter, a steady source of food, or other material necessities, or they might seek emotional security in a place free from oppression and abuse.
  • 81-90 – Vengeance – Someone or something wronged your character in the past, and the character has sworn to exact revenge against the aggrieving party.
  • 91-100 – Wealth – Money or material possessions are the prime goal for your character. Your character may be active in business, trade, or the tried-and-true method of theft to increase their net worth.
Fear

A character’s Fear represents the thing they dread. It might be the character’s deepest insecurity, their bogeyman, or a deep-seated threat to their culture or life.

Acting against a character’s fears and overcoming them makes for challenging encounters and rewarding moments of roleplaying. As we’ve seen time and again in storytelling, fear can be leveraged against individuals to make them do terrible things or force them to give up on their desires entirely. Your character may succumb by avoiding the thing they fear, refusing to risk confronting their Fear in order to obtain their desires, or doing something terrible because the object of their Fear forces them to.

Playing to your character’s Fear can be a bit difficult, but also very enjoyable. While many of us don’t like our characters to appear weak or to fail, you should think of your character as the protagonist of a story or a film. Some of the best character arcs come when characters are defeated by their fears early on in a story, only to fight through them at the narrative’s climax.

For that reason, having your character succumb to their Fear and having your character overcome their Fear are both great ways to use this Motivation. Just make sure you do a bit of both. Having your character continually fail can be disappointing for everyone, but having them invariably succeed removes any amount of realism or risk from your character’s story. If you do not already have a Fear in mind, you may roll on Table: Example Fears to determine one randomly. After rolling, you should work with the GM to come up with specifics surrounding the Fear.

Table: Example Fears

  • 0-10 – Change – Your character finds routine and stability comforting, and fears changes that could upend their day-to-day routine.
  • 11-20 – Commitment – The idea of making promises or being relied on scares your character, who hates the idea that someone else is relying on them. This fear of commitment could manifest in relationships, on the job, or among family.
  • 21-30 – Death – The fear of death is deep and primal, and it drives a lot of our behaviours. There are a large number of ways this could manifest in your character, many of them similar to what you see in real life.
  • 31-40 – Expression – Your character has some behaviour or means of expressing themselves privately that they do not want the world to know about. The nature of that behaviour is up to you. Keep the setting in mind when you come up with it, though.
  • 41-50 – Failure – Most people dislike failure, but some actively fear it. That fear may drive them to try to become absolutely perfect, or it may crush them into inaction. Maybe it does both.
  • 51-60 – Humiliation – Characters who are especially concerned with how others view them are particularly sensitive to potential humiliation. They go out of their way to avoid ever appearing wrong or foolish, even if that means missing out on exciting opportunities and experiences.
  • 61-70 – Isolation – Your character fears being isolated from other people and being doomed to live and die alone. Maybe this drives them to seek out relationships with anyone and everyone, even when a relationship is unpleasant or unhealthy.
  • 71-80 – Nemesis – Your character has a deadly foe, someone they fear (even if they don’t admit it). The nature of this enemy is up to you, but we suggest you consult with your GM. After all, your GM surely wants to bring this up in the game!
  • 81-90 – Obscurity – Your character wishes to be remembered after they are gone and works tirelessly to secure their legacy.
  • 91-100 – Poverty – For your character, it’s all about wealth and security. They fear being without, and they work hard to amass money, supplies, and other valuable items to ensure their status.
Strength

Your character’s Strength is one of the best things about them. It’s the first thing you’d put on your character’s résumé, the one word other people use when praising your character, and the defining feature that they’re known for.

A Strength is usually a personality trait, a mental quirk your character possesses that sets them apart. Being rich, athletic, or attractive are all certainly bonuses for a person, but they’re not what we’re thinking of when we say “Strength.” After all, physical features are advantages that you can add to your character during the rest of the character creation process, and wealth may be something your character earns throughout their adventures (and loses just as easily). What we’re thinking of are personality traits that people are born with.

If you do not already have a Strength in mind for your character, you may roll on Table: Example Strengths to determine one randomly. After rolling, you should work with the GM to come up with specifics surrounding the Strength.

Table: Example Strengths

  • 0-10 – Adaptable – No matter what life throws at your character, they always rise to the challenge. Your character is flexible and can handle nearly every situation, no matter how grim or strange the circumstances.
  • 11-20 – Analytical – Your character’s mind is like a computer, able to absorb a barrage of information and come to a logical conclusion. Your solutions always have the inarguable weight of reason, and you know how to pick your battles and when to bide your time.
  • 21-30 – Courageous – Fear has no place in your character’s heart. They laugh at danger and gladly push themselves to confront what others flee from. Note that your character probably still has a Fear Motivation. It’s up to you whether that Fear is the one thing that can undo your character’s courage, or if this Strength pushes them to confront the source of their Fear no matter what.
  • 31-40 – Curious – Life is a million mysteries, and your character wants to learn about every one. Whether curiosity drives them to meet new people, explore distant locales, or learn fantastic new truths and ideas is up to you.
  • 41-50 – Idealistic – What ideals your character believes in are up to you, but to your character, those ideals are nothing short of sacred. Your character may feel that everyone should live up to those same ideals (and may be disappointed when people don’t), or they may be content to meet the standards they have set for themselves.
  • 51-60 – Independent – When everyone else has failed or fallen, your character knows they can still count on themselves. Your character may get along with others just fine but makes sure not to rely on others. That way, when things go wrong, your character is always prepared to deal with the situation and isn’t waiting for someone else to help.
  • 61-70 – Patient – Your character is always willing to wait and knows the power of being calm. By waiting for the right opportunity, your character avoids all manner of unpleasant and dangerous situations. However, when such an opportunity presents itself, your character acts swiftly and decisively.
  • 71-80 – Spiritual – It doesn’t matter so much what your character believes in: that depends a lot on your game’s setting. What’s important is that your character believes. Their belief gives them a solid mental bedrock they can always rely on.
  • 81-90 – Wise – Through years of experience and countless events, your character has developed that rare quality: wisdom. The wise understand the truths of how their world works. Just as importantly, they know that sometimes, with the right effort, those truths can be overcome.
  • 91-100 – Witty – Your character is extremely clever, with the right joke for a friend and the perfect insult for a foe. Some may love their company, while others loathe their cutting remarks, but none can deny that your character has the sharpest tongue around.
Flaw

Everyone has an element of themselves that they’re not proud of. Why should your character be any different? When someone speaks ill of your character, this is always the first thing they bring up. It’s also what gets mentioned when your character’s friends say “They’re a great person, but…” That “but” is your character’s Flaw.

Just like your Strength, your Flaw is primarily a part of your character’s personality. It is a selfish Motivation, bad habit, or element of personality that your character wishes they didn’t have.

If you do not already have a Flaw in mind for your character, you may roll on Table: Example Flaws o determine one randomly. After rolling, you should
work with the GM to come up with specifics surrounding the Flaw.

Table: Example Flaws

  • 0-10 – Anger – Your character lashes out at themselves or others with undue cause or with extreme force. They are quick to resort to physical force to solve their problems.
  • 11-20 – Compulsion – This could be addiction, fascination, obsession, or another automatic behaviour that is self-destructive or otherwise impedes your character’s ability to function and be healthy.
  • 21-30 – Deception – Your character may be disloyal or a compulsive liar. They are concerned with their own wellbeing first and foremost, and they might always present themselves in the best possible light even when that isn’t the case.
  • 31-40 – Greed – Your character is never satisfied with what they have, always wanting more. They are willing to flout the law or infringe upon others’ rights in order to get what they want.
  • 41-50 – Laziness – Your character always seeks the path of least resistance and becomes intimidated by difficult or complex tasks.
  • 51-60 – Ignorance – Your character lacks a basic knowledge base or understanding of a society’s norms. This may be due to your character’s upbringing or their recent travel to another area of the world. This could be more than just being “uneducated”; at some level, your character may be wilfully ignorant.
  • 61-70 – Intolerance – For whatever reason, your character harbors some prejudices toward a group of people. These may be relatively “minor” biases, or they may give rise to an intense emotion of hatred or revulsion. Whatever form it takes, remember that intolerance is based more in emotion than rationality.
  • 71-80 – Pride – Pride does not always have to be a Flaw, but it can easily become one. Your character is arrogant, vain, or self-absorbed, or thinks highly of themselves at the expense of others.
  • 81-90 – Recklessness – Your character shows little regard for how their actions may affect themselves or others, due either to low self-esteem or lack of forethought. They are especially prone to dangerous or inconsiderate actions.
  • 91-100 – Timid – Your character is extremely risk averse, opting instead to take more thorough or tried-and-true approaches. They may take too long to act or may be unable to act at all in the face of new or intimidating challenges.
Step 7 – Gear, Appearance and Personality

Gear – Can either be taken from your starting career or spend 500 credits on items.

Appearance – This is your character, so have fun with describing how it looks with a cyberpunk and fantasy mix.

Personality – This is something you can use to describe how they intend to act, or see the world, or are perceived by others. Again this is totally up to the player and gives them a good grounding to start with.

Step 8 – Duty, Morality, and Obligation

Star Wars has these great mechanics that work well when translated to this Shadowrun game. The idea of using these in this game is they are not a starting mechanic, but something introduced as they play based on their actions during games. They may accrue none or many.

Duty – will be used per Corporation that the characters do work for. The more more for each corporation they complete, the higher their score.

Morality – will be used to show how corrupted a character becomes, altered from the base rules to start a 0 and become a percentage chance of connecting to the darker aspects of the setting.

Obligation – will be used to account for the mistakes and shortfalls of characters as they navigate the setting.

Step 9 – Favours

A starting character can choose to owe a favour to gain extra starting options. These need to be agreed to by the GM prior to being able to be spent on character creation. Adhoc character creation usually skips this step.

  • Small Favour – Your character may start with an additional 100 credits of gear.
  • Regular Favour – Your character may start with an additional 500 credits of gear or an additional 10 starting XP.
  • Big Favour – Your character may start with an additional 1,500 credits of gear or an additional 20 starting XP.

Once the game begins, your character can offer favours and accept promises of future favours organically. Your character can owe as many favours as you want, although someone who constantly makes promises to do something 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 in being owed a favour and is going to demand some other kind of recompense for services rendered, instead.

For gameplay purposes, however, we recommend that you and your GM only use the favour economy for relatively important favours. Too many favours become a pain to track and are hard for your GM to work into the ongoing story. We suggest that each character should owe and be owed a total of no more than six favours at any one time.

All favours belong to factions, and those factions are either Corporations or Governments. Once you owe a favour to one of those, you cannot owe a second favour, but you can escalate the favour you do owe in a desperate gamble that you can find a way to pay it off before they come to collect. A favour cannot be escalated beyond a big favour.

Content Updates

  • 2022-06-08 – Added in base move and ranged bands details.
  • 2022-06-04 – Added in all the motivations and details about favours.
  • 2022-05-31 – Moved all player race, career and specialisation options to their own pages. Added Technomancy as a Magic option that will be explained at a later stage.
Genesys RPG

Building my own Shadowrun in Genesys:

Part 1 – Why choose Genesys
Part 2 – Setting, Races and Careers
Part 3 – Changes to History
Part 4 – Character Creation
Part 5 – Magic System
Part 6 – Hacker System
Part 7 – Player Races
Part 8 – Player Careers
Part 9 – Specialisations
Part 10 – Combat System
Part 11 – Social System
Part 12 – Vehicle System
Part 13 – Equipment System

References: Equipment, Vehicles

ExamplesBolt, Cuscus, Desrin Deadshot, Floggar, George, Rakash, Shadowstar, So-Cal Burns, Womp, Human Mage Arcanist

Shadowrun RPG

Game Management: Choosing a new Campaign, Creating a SR Campaign Skype, Tracking Experience

Locations: Seattle 2069, ShadowSea

Storyline: Seattle Elections 2069

Corporations: Ares, Aztechnology, Evo, Horizon, MCT, NeoNet, Renraku, Saeder-Krupp, Wuxing

References: Corporations, Personalities, Rewards, Timeline, Vehicles

Security: Automated DefencesBarriersCountering Matric ThreatsCountering Physical ThreatsDoorsHTRLandscapingSensors

Campaign 2

Gen 3 – 2050

Campaign 1

Gen 1 Street: The Setup, Year One – Origin Story, Year Two – Emergence

Gen 1 Runner: Year Three – Ghost Cartels, Year Four – Artefacts, Year Five – Horizon

Gen 2 Street: The Setup, Year Five – Horizon, Year Six – Dragons, Year Seven – Jet Set

Gen 2 Runner: Year Eight – Sprawl Wilds, Year Nine – Stolen Souls

Gen 3 Runner: The Setup, Year Nine – Stolen Souls, Year Ten – Lockdown

Gen3 Terrinoth:

Gen3 Prime: Year Ten – Lockdown, Year Elven – The End.

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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