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Genesys Roleplaying Shadowrun

Genesys Part 7 Player Races

Genesys RPG

Shadowrun Part 7 – Player Races

gen-bas-cr FFG PGS01 Genesys Core Rules
gen-bas-cr FFG PGS01 Genesys Core Rules

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 seventh part of these articles I have split off the races aspect to their own page to make it easier to navigate and find information.

Option One – Build your race by choices

Build a Race Option

Taken from Keyforge and modified to have a generic racial builder.

Base Race Details
  • Brawn 2, Agility 2, Intellect 2, Willpower 2, Cunning 2, Presence 2
  • Wound Threshold = Brawn + 10
  • Strain Threshold = Willpower + 10
  • Experience = 110 (cannot be reduced below 65 with options)
Form Options
  • Aerodynamic (Gen 4+) – Looks more like a bird or flying animal
  • Bestial (Gen 4+) – Look more like a cat, dog or other quadruped
    • Gain Stabbing Bits (-10 xp)
  • Humanoid (base type) – Looks like a person shape
    • Human – No Changes
    • Dwarf – Stubborn, Hard as Nails (-10 xp)
    • Elven – Nimble (-10 xp)
    • Orc
    • Troll – Gain Regeneration, Silhouette 2 (-20 xp)
  • Hydrodynamic (Gen 4+) Looks like they belong underwater
  • Scuttler (Gen 4+) Looks more insectoid
    • Gains Piercing Bits (-5 xp)
  • Hybrid (Gen 3+) Combines two types
Physiology Options
  • Advanced (-30 xp) Attribute of your choice +1
  • Artificial (-5 xp) Traits – Artificial. Note – Cannot use magic
  • Body Advantage (-10 xp) Wound Threshold +2
  • Body Disadvantage (+10 xp) Wound Threshold -2
  • Body Improvement (-5 xp) Wound Threshold +1
  • Body Weakness (+5 xp) Wound Threshold -1
  • Hardy (-10 xp) Soak +1
  • Mind Disadvantage (+10 xp) Strain Threshold -2
  • Mind Advantage (-10 xp) Strain Threshold +2
  • Mind Improvement (-5 xp) Strain Threshold +1
  • Mind Weakness (+5 xp) Strain Threshold -1
Silhouette Options
  • Silhouette 0 (+5 XP) Wound Threshold -2, Encumbrance Max /2
  • Silhouette 1 (base type)
  • Silhouette 2 (-5 xp) Wound Threshold +2, Encumbrance Threshold +2, Encumbrance Max x2
  • Silhouette 3 (-15 xp) Wound Threshold +4, Encumbrance Threshold +8, Encumbrance Max x3
  • Variable Silhouette -10 XP plus the two sizes, has the traits of the size they are at
Locomotion Options
  • Ambulation (base type)
  • Flight (Gen 4+) -15 XP (limited to Avian or Reptilian creatures)
  • Jumping (Gen 3+) -10 XP (limited to Piscine or Reptilian creatures)
    • Athletics 1 rank, Traits – Jump (action)
Manipulation Options
  • Hands (base type)
  • Limited (Avian, Insectoid, Mammalian, Piscine or Reptilian) +5 XP
    • Can activate Knockdown with one less Advantage on an unarmed attack.
  • Mouth (Avian, Insectoid, Mammalian, Piscine or Reptilian) +5 XP
  • Pincers (Insectoid)
  • Secondary Manipulators -5 (plus primary and secondary options)
Sensory (Dominant) Options
  • Auditory –
  • Olfactory –
  • Thermal –
  • Tremorsense –
  • Visual (base type)
Special Features Options
  • A Face in a Crowd (0 xp) Characters add one Setback (Black) dice to any checks they make to pick a clone out in a crowd. Clones also add one Setback (Black) dice to social skill checks they make when interacting with people who don’t know the specific clone.
  • Additional Sensory Organs (-5 xp) Gain a second dominant sensory perception.
  • Amphibious (-10 xp) Can breath air or water.
  • Artic (-5 xp) Removes two Setback dice due to cold conditions
  • Armoured (-15 xp) Gain a soak of +1
  • Awakened (-10 xp) You begin with a Magic Rating of 1.
  • Brilliant (0 xp) once per session can spend a story point to allow their next check to use Intellect for the ranks in the skill.
  • Chameleon (-5 xp) Other characters gain two Setback dice to notice character.
  • Climber (-5 xp) Can climb most surfaces as difficult terrain.
  • Cyborg (-10 xp) Gain 1,000 cr worth of cyberware
  • Damp Dweller (0 xp) Removes a Setback dice due to humid or moist conditions.
  • Desert Dweller (0 xp) Removed a Setback dice due to dry or desert conditions
  • Digger (-5 xp) Can dig through soil, stone and even rock.
  • Empath (-5 xp) Remove two Setback dice from all social skill checks they make. When they use coercion to inflict strain damage, they take half of what they inflict.
  • Energy Absorption (-15 xp) When taking energy damage, they restore half the energy damage to their Strain and add a Boost dice to their next check. Multiple occurrences stack.
  • ESP (-5 xp) Remove up to two Setback dice due to concealment when looking for someone.
  • Fast Metabolism (0 xp) Recover from toxins an drugs at half the time, Boost dice to recover from Critical Injuries and eat twice as much.
  • Fleet of Form (-5 xp) Can gain a second manoeuvre in a round for free as long as its only used for movement.
  • Hypnotic (-5 xp) Add Boost dice to all Charm, Deception and Negotiation checks.
  • Infested (0 xp) Other in engaged range with you gain a Setback dice.
  • Inscrutable (0 xp) Gain a Setback dice on Charm checks, all social checks targeting character gain a Setback dice.
  • Insulated (0 xp) Gain a Boost dice to resist temperature effects.
  • Lucky (-10 xp) Add extra story point to player pool at start of session
  • Luminescent (0 xp) Shed light to short range, add a Setback to all Stealth checks.
  • Pack Instincts (-5 xp) When assisting give two Boost instead of a single Boost.
  • Pheromones (0 xp) Gain a Boost dice to track or locate creatures, can leave message in scent form.
  • Poisonous (-5 xp) Opponents engaged who generate a Threat can spend it to take 1 damage.
  • Pressure Resistant (-5 xp) Reduce damage by pressure equal to Brawn, and two Boost dice to resistance checks relating to pressure.
  • Quick Reflexes (-10 xp) Gain a Boost dice on initiative and reaction based checks.
  • Redundant Organs (-10 xp) Character unaffected by a specific chosen critical injury up to Average.
  • Regeneration (-15 xp) Regain an additional wound from natural rest, can regrow limbs in a month
  • Shielded or Nimble (-10 xp) Gain defence 1
  • Slashing Bits (-5 xp) Unarmed attack Brawl +1, Crit 3. Note – If taken more than once, increase damage by 1 and add Vicious 1 and add -5 xp for each additional time taken.
  • Slippery (0 xp) Boost dice to Coordination for squeezing and escape. Brawl checks for an against gain a Setback, as does restraining or gripping checks
  • Sneaky (-10 xp) When sneaking, they add two boost dice to checks
  • Spiny (-10 xp) When attacked in engaged, may spend two threat to inflict 3 wounds on attacker.
  • Stabbing Bits (-10 xp) When attack in engaged, may use three Advantages to also strike with another body part dealing Brawn +2, Crit of 3.
  • Stinky (0 xp) Gain a Setback on social skills except Coercion which becomes a Boost.
  • Stubborn (-5 xp) When opposing social skills, add two Setback (Black) dice to all social skills targeting them.
  • Tough as Nails (-5 xp) Once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.
  • Underestimated (-10 xp) When making an opposed check, clones add a failure to the result.
  • Venomous (-5 xp) Unarmed attacks gain Stun 3 quality
  • Volcanic (-5 xp) Remove a setback due to heat, and reduce fire or heat damage by 1
  • Vulnerability (+20 xp) Upgrade all checks when in presence
  • Weak Spot (+15 xp) Targeted area does not get soak
Attribute Options

Notes – Can not increase or decrease a attribute or skill already affected elsewhere in race creation.

  • Dedicated (-20 xp) Attribute of your choice +3, Other five Attributes -1
  • Exchange (-10 xp) Attribute of your choice +1, Attribute of your choice -1
  • Strength (-30 xp) Attribute of your choice +1
  • Unbalanced (-30 xp) Attribute of your choice +2, Attribute of your choice -1, Attribute of your choice -1
  • Weakness (+20 xp) Attribute of your choice -1
Interests Options

Notes – Can not increase or decrease a attribute or skill already affected elsewhere in race creation.

  • Combat (-0 xp) Choose a combat skill – Gain Rank 1 (choose one only)
  • General (0 xp) Choose a general skill – Gain 1 Rank (choose one only)
  • Knowledge (0 xp) Choose a knowledge skill – Gain Rank 1 (choose one only)
  • Magic (0 xp) Choose a magic skill – Gain 1 Rank (choose one only)
  • Social (0 xp) Choose a social skill – Gain 1 Rank (choose one only)
  • Versatile (-5 xp) Choose any two non-class skills – Gain 1 Rank in each

Option Two – Select from Below. Version 1.0 (or no listed version) was built without these rules in mind and won’t be used ongoing. Version 2.0 is built incorporating the above rules.

Race – Animalistic

There are three base options for animalistic, though most will be the average animalistic, the Fast, Shifter are available to players.

Animalistic – Average (Gen 3+)

Version 2.0 (worked out equivalent)

  • XP 110 (spent 40 with 70 remaining)
  • Attributes Options – Exchange – Intellect for Agility (-10 xp)
  • Attributes Options – Strength – Cunning (-30 xp)
  • Interest Options – General – Athletics, Coordination or Resilience Rank 1 (0 xp)
  • Slashing Bits (-10 xp) Unarmed attack Brawl +2, Crit 3, Vicious 1. (taken twice)
  • Mind Disadvantage (+10 xp) Strain Threshold -2

Version 1.0

  • Requirement – At least Gen 3 storyline
  • Attributes – 2 in everything except 1 in Will and 3 in Brawn and Agility, Wounds (10+Br), Strain (8+Will), XP (70)
  • Starting Skills – One rank in either Athletics, Coordination or Resilience.
  • Natural Weapons – Add +2 to any Brawl combat checks they make, and they gain the Vicious 1 quality (or increase it by one), with a crit rating of 3 and range of engaged.
Animalistic – Fast (Gen 3+)

Version 2.0 (Changed with -15 xp)

  • XP 110 (spent 35 with 75 remaining)
  • Attributes Options – Exchange – Intellect for Agility (-10 xp)
  • Attributes Options – Strength – Cunning (-30 xp)
  • Interest Options – General – Perception Rank 1 (0 xp)
  • Slashing Bits (-5 xp) Unarmed attack Brawl +1, Crit 3.
  • Fleet of Form (-5 xp) Can gain a second manoeuvre in a round for free as long as its only used for movement.
  • Body Weakness (+5 xp) Wound Threshold -1
  • Mind Disadvantage (+10 xp) Strain Threshold -2

Version 1.0

  • Requirement – At least Gen 3 storyline
  • Attributes – 2 in everything except 1 in Intellect and 3 in Cunning and Agility, Wounds (9+Br), Strain (8+Will), XP (90)
  • Starting Skills – One rank in Perception.
  • Natural Weapons – Add +1 to any Brawl combat checks they make, and they gain the Vicious 1 quality (or increase it by one), with a crit rating of 3 and range of engaged.
  • Fleet of Paw – They can perform a second manoeuvre to move without suffering strain.

Shifter Animalistic (Gen 4+)

  • Requirement – At least Gen 4 storyline
  • Attributes – 2 in everything except 1 in Intellect and 3 in Cunning and Agility, Wounds (8+Br), Strain (9+Will), XP (65)
  • Starting Skills – One rank in Perception.
  • Natural Weapons – Add +1 to any Brawl combat checks they make, and they gain the Vicious 1 quality (or increase it by one), with a crit rating of 3 and range of engaged.
  • Fleet of Paw – They can perform a second manoeuvre to move without suffering strain.
  • Shift Form – They can hide their animalistic appearance and appear human, or hide the humanoid appearance and appear as an animal.
Race – Bioroid

Average Bioroid (Gen 4+)

  • Requirement – At least Gen 4 storyline
  • Attributes – 1 in everything except 3 in Brawn, Wounds (11+Br), Strain (8+Will), XP (170)
  • Large – Silhouette 2 instead of 1, Encumbrance increase by 2
  • Special Ability – Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics.
  • Inorganic – Do not benefit from healing wounds or other medicine checks. They heal from resting normally, and can be repaired using the healing rules replacing medicine with mechanics.
  • Non-Magical – Bioroids cannot take Magical Careers or Specialisations.

Changing Bioroid (Gen 6+)

  • Requirement – At least Gen 6 storyline
  • Attributes – 1 in everything except 3 in Brawn, Wounds (11+Br), Strain (8+Will), XP (170)
  • Special Ability – Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics.
  • Inorganic – Do not benefit from healing wounds or other medicine checks. They heal from resting normally, and can be repaired using the healing rules replacing medicine with mechanics.
  • Non-Magical – Bioroids cannot take Magical Careers or Specialisations.
  • Adaptable – They are able to change into something of similar Silhouette.

Small Bioroid (Gen 5+)

  • Requirement – At least Gen 5 storyline
  • Attributes – 1 in everything except 3 in Brawn, Wounds (11+Br), Strain (8+Will), XP (170)
  • Special Ability – Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics.
  • Inorganic – Do not benefit from healing wounds or other medicine checks. They heal from resting normally, and can be repaired using the healing rules replacing medicine with mechanics.
  • Non-Magical – Bioroids cannot take Magical Careers or Specialisations.
Race – Dwarves

There are two base options for dwarves, though most will be the average dwarf, the City, Street, Stunted is available to players.

Average Dwarf (Gen 2+)

  • Attributes – 2 in everything except 1 in Agility and 3 in Will, Wounds (11+Br), Strain (10+Will), XP (90)
  • Starting Skills – one rank in Resilience
  • Dark Vision – When making skill checks, dwarves remove two Setback (Black) dice imposed due to darkness.
  • Tough as Nails – once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.
City Dwarf (Gen 2+)

Version 2.0 (Changed with -1 WT)

  • XP 110 (spent 20 with 90 remaining)
  • Dwarf
    • Stubborn (-5 xp) When opposing social skills, add two Setback (Black) dice to all social skills targeting them.
    • Tough as Nails (-5 xp) Once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.
  • Attributes Options – Exchange – Agility for Willpower (-10 xp)
  • Weak in Body (+5 xp) Wound Threshold -1
  • Strong in Mind (-5 xp) Strain Threshold +1
  • General (0 xp) Choose a general skill Negotiation – Gain 1 Rank (choose one only)

Version 1.0

  • Attributes – 2 in everything except 1 in Agility and 3 in Will, Wounds (10+Br), Strain (11+Will), XP (90)
  • Starting Skills – One rank in Negotiation
  • Stubborn – When opposing social skills, dwarves add two Setback (Black) dice to all social skills targeting them.
  • Tough as Nails – Once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.

Street Dwarf (Also called a Gnome – Gen 3+)

  • Attributes – 2 in everything except 1 in Will and Brawn and 3 in Will, Wounds (10+Br), Strain (11+Will), XP (90)
  • Small – They have a silhouette of 0 of 1. Encumbrance capacity reduced by 1.
  • Starting Skills – one rank in Charm and Stealth
  • Tricky – Once per encounter they may spend a story point to produce an item on encumbrance 1 or less, with a rarity up to 4 from their pockets that cannot be a weapon with limited ammo quality.

Stunted Dwarf (Also called a Gnome – Gen 3+)

  • Attributes – 2 in everything except 1 in Will and Brawn and 3 in Will, Wounds (10+Br), Strain (11+Will), XP (90)
  • Small – They have a silhouette of 0 of 1. Encumbrance capacity reduced by 1.
  • Starting Skills – one rank in Charm and Resilience
  • Militia Training – They add one Boost (Blue) dice to combat checks against targets who have a larger silhouette than them.
Race – Elves

There are four base options for elves, though most will be the average elf, the Awakened, City, Scounger are available to players.

Average Elf (Gen 2+)

  • Attributes – 2 in everything except 1 in Will and 3 in Agility, Wounds (9+Br), Strain (10+Will), XP (90)
  • Starting Skills – one rank in Perception
  • Nimble – Elves have a melee and ranged defence of 1.
Elf – Awakened (Gen 2+)

Version 2.0 (Changed with ST, WT and Magic rating, with skill also changing)

  • XP 110 (spent 20 with 90 remaining)
  • Elf
    • Shielded or Nimble (-10 xp) Elves have a melee and ranged defence of 1.
  • Attributes Options – Exchange – Willpower for Agility (-10 xp)
  • Awakened (-10 xp) You begin with a Magic Rating of 1.
  • Body Disadvantage (+10 xp) Wound Threshold -2
  • Magic (0 xp) Choose a magic skill – Gain 1 Rank (choose one only)

Version 1.0

  • Attributes – 2 in everything except 1 in Will and 3 in Agility, Wounds (8+Br), Strain (11+Will), XP (90)
  • Starting Skills – one rank in Negotiation
  • Awakened Elf – You begin with 1 rank in one of the magic traditions and a Magic Rating of +1.
Elf – City (Gen 2+)

Version 2.0 (Changed with WT, ST becoming average)

  • XP 110 (spent 20 with 90 remaining)
  • Elf
    • Shielded or Nimble (-10 xp) Elves have a melee and ranged defence of 1.
  • Attributes Options – Exchange – Willpower for Agility (-10 xp)
  • General (0 xp) Choose a general skill – Streetwise – Gain 1 Rank (choose one only)

Version 1.0

  • Attributes – 2 in everything except 1 in Will and 3 in Agility, Wounds (11+Br), Strain (8+Will), XP (90)
  • Starting Skills – one rank in Streetwise
  • Nimble – Elves have a melee and ranged defence of 1.

Scrounger Elf (Gen 2+)

  • Attributes – 2 in everything except 1 in Will and 3 in Agility, Wounds (10+Br), Strain (9+Will), XP (90)
  • Starting Skills – one rank in Survival
  • Nimble – Elves have a melee and ranged defence of 1.
Race – Humans

There are eight base options for humans, though most will be the average human, the Aristocrat, Clone, Cyborg, G-Mod, Intellectual, Labourer and Loonie are available to players.

Average Human

  • Attributes – 2 in everything, Wounds (10+Br), Strain (10+Will), XP (120)
  • Starting Skills – one rank in two non-career skills
  • Ready for anything – once per session can flip a story point from GM to Player pool.

The Aristocrat Human

  • Attributes – 2 in everything except 1 in Brawn and 3 in Presence, Wounds (10+Br), Strain (10+Will), XP (100)
  • Starting Skills – one rank in Cool.
  • Forceful Personality – once per session can spend a story point to allow their next check to double the strain they inflict or heal (choice before roll).
The Clone Human (Gen 3+)

Version 2.0 (changes includes ST +1)

  • XP 110 (spent 25 with 85 remaining)
  • A Face in a Crowd (0 xp) Characters add one Setback (Black) dice to any checks they make to pick a clone out in a crowd. Clones also add one Setback (Black) dice to social skill checks they make when interacting with people who don’t know the specific clone.
  • Underestimated (-10 xp) When making an opposed check, clones add a failure to the result.
  • Body Improvement (-5 xp) Wound Threshold +1
  • Mind Improvement (-5 xp) Strain Threshold +1
  • Versatile (-5 xp) Choose any two non-class skills – Gain 1 Rank in each

Version 1.0

  • Requirement – At least Gen 3 storyline
  • Attributes – 2 in everything, Wounds (11+Br), Strain (10+Will), XP (85)
  • Starting Skills – one rank in two skills.
  • A Face in a Crowd – Characters add one Setback (Black) dice to any checks they make to pick a clone out in a crowd. Clones also add one Setback (Black) dice to social skill checks they make when interacting with people who don’t know the specific clone.
  • Underestimated – When making an opposed check, clones add a failure to the result.

The Cyborg Human (Gen 2+)

  • Requirement – At least Gen 2 storyline
  • Attributes – 2 in everything except 1 in Presence and 3 in Brawn, Wounds (11+Br), Strain (8+Will), XP (100)
  • Starting Skills – one rank in Mechanics.
  • Adjusted to Cybernetics – Once per session may spend a story point to heal strain equal to their number of cybernetics.
  • Cyborg – Your character begins play with 1,000 cr worth of cybernetics.

The G-Mod Human (Gen 4+)

  • Requirement – At least Gen 4 storyline
  • Attributes – 2 in everything except 1 in Will and 3 in Intellect, Wounds (11+Br), Strain (11+Will), XP (90)
  • Starting Skills – one rank in Resilience.
  • Enhanced Genetic Modifications – Once per session when using your genetic modifications, you may spend a story point to add successes to check equal to your Resilience.
  • G-Mod – Your character begins play with 1,000 cr worth of g-mods.
The Intellectual Human

Version 2.0

  • XP 110 (spent 10 with 100 remaining)
  • Attributes Options – Exchange – Brawn for Intellect (-10 xp)
  • Body Disadvantage (+10 xp) Wound Threshold -2
  • Mind Advantage (+10 xp) Strain Threshold +2
  • Brilliant (0 xp) once per session can spend a story point to allow their next check to use Intellect for the ranks in the skill.
  • Knowledge (0 xp) Choose a knowledge skill – Gain Rank 1 (choose one only)

Version 1.0

  • Attributes – 2 in everything except 1 in Agility and 3 in Intellect, Wounds (8+Br), Strain (12+Will), XP (100)
  • Starting Skills – one rank in Knowledge.
  • Brilliant – once per session can spend a story point to allow their next check to use Intellect for the ranks in the skill.

The Laborer Human

  • Attributes – 2 in everything except 1 in Will and 3 in Brawn, Wounds (12+Br), Strain (8+Will), XP (100)
  • Starting Skills – one rank in Athletics.
  • Tough as Nails – once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.

The Loonie Human (Gen 4+)

  • Requirement – At least Gen 4 storyline
  • Attributes – 2 in everything except 1 in Brawn and 3 in Agility, Wounds (9+Br), Strain (11+Will), XP (100)
  • Starting Skills – one rank in Coordination.
  • Zero-G Adept – You don’t count zero-gravity as difficult terrain.
  • Resourceful – Once per session, after making a skill check, you may spend a story point to re-roll up to two dice in the pool.
Race – Orc

There are two base options for orcs, though most will be the average orc, the Awakened, Belligerent are available to players.

Average Orc (Gen 3+)

  • Attributes – 2 in everything except 1 in Presence and 3 in Brawn, Wounds (12+Br), Strain (8+Will), XP (100)
  • Starting Skills – one rank in Coercion.
  • Battle Rage – When making a melee attack, an orc can choose to add a Setback (Black) dice to the check to add +2 to the damage dealt by one hit of that attack.

Awakened Orc (Gen 3+)

  • Attributes – 2 in everything except 1 in Presence and 3 in Brawn, Wounds (11+Br), Strain (9+Will), XP (100)
  • Starting Skills – one rank in a magic tradition.
  • Tenacious – After making a combat check, they add a Boost (Blue) dice to combat checks targeting the same character until end of the encounter.

Belligerent Orc (Gen 3+)

  • Attributes – 2 in everything except 1 in Presence and 3 in Brawn, Wounds (13+Br), Strain (7+Will), XP (100)
  • Starting Skills – one rank in Cool.
  • Hot Tempered – When this character’s strain is reduced to half its threshold add two Setback (Black) dice to all social skill checks, and add 1 to damage made by melee attacks they make.
Race – Troll
Troll – Average (Gen 3+)

Version 2.0 (changes includes WT and ST, and how regeneration works)

  • XP 110 (spent 40 with 70 remaining)
  • Troll
    • Silhouette 2 (-5 xp) Wound Threshold +2, Encumbrance Threshold +2, Encumbrance Max x2
    • Regeneration (-15 xp) Regain an additional wound from natural rest, can regrow limbs in a month
  • Unbalanced (-30 xp) Brawn +2, Intellect -1, Presence -1
  • Body Disadvantage (+10 xp) Wound Threshold -2
  • Mind Disadvantage (+10 xp) Strain Threshold -2
  • General (0 xp) Choose a general skill – Athletics – Gain 1 Rank (choose one only)

Version 1.0

  • Attributes – 2 in everything except 1 in Presence and Intellect and 4 in Brawn, Wounds (16+Br), Strain (6+Will), XP (70)
  • Large – Silhouette 2 instead of 1, Encumbrance increase by 2
  • Starting Skills – one rank in Athletics.
  • Regeneration – At the end of a scene, a troll recovers as many wounds as it does strain.

Content Updates

  • 2022-07-08 – Updated a lot of the races with a corrected cost for race. It is not possible to customise the race.
  • 2022-07-07 – Changed magic rating to allow it to be increased for each Racial, Career and Specialisation taken that includes magic.
  • 2022-05-31 – Created this page from the Character creation page.
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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