Genesys Pregen

⚖️ PREGENERATED CHARACTER — CLERIC (GENESYS FANTASY)

Species: Human
Archetype: Human (2 wound threshold bonus, 1 non-career skill rank at creation)
Career: Priest
Motivation: Faith / Redemption / Service to others
Total XP: 100 (spent)


⚙️ CHARACTERISTICS

Characteristic Value Notes
Brawn 2 Physical strength, melee base
Agility 2 Ranged and coordination
Intellect 3 Spellcasting and knowledge
Cunning 2 Deception, streetwise
Willpower 3 Divine casting, resilience
Presence 3 Leadership, negotiation

❤️ STATS

Stat Value Description
Soak Value 3 Chain shirt (2) + Brawn (2) − rounding
Wound Threshold 12 10 + Brawn (2)
Strain Threshold 13 10 + Willpower (3)
Defense (Melee/Ranged) 0 / 0 Shield optional (add +1 melee)

🧠 SKILLS

Skill Career? Rank Dice Pool
Divine 2 2Y + 1G (based on Willpower 3)
Medicine 1 1Y + 2G
Negotiation 1 1Y + 2G
Discipline 1 1Y + 2G
Knowledge (Religion) 1 1Y + 2G
Melee (Light) 1 1Y + 2G

🛡️ EQUIPMENT

  • Mace: Damage 5, Crit 5, Range [Engaged], +1 advantage to knockdown
  • Light Chain Shirt: Soak +2
  • Holy Symbol: Focus for Divine spells (reduces difficulty by 1 for Bless/Heal type spells)
  • Travel Pack: waterskin, rations (2 days), bandages, prayer beads

✨ SPELLS

All spells use Divine (Willpower 3, Rank 2 ⇒ base pool 2Y+1G).
Unless stated otherwise, difficulty = 2 purple (♦♦).
Use additional purple or add setback (black) if situationally difficult or targets resist.


🔹 Heal

  • Action: Restore wounds equal to successes.
  • Difficulty: ♦♦ (within short range)
  • Special: Each advantage heals 1 strain from the target.
  • Triumph: Also removes a critical injury (if applicable).

🔹 Bless

  • Action: Target ally gains +1 Boost (blue) die to their next two checks.
  • Difficulty: ♦♦
  • Duration: 1 round + 1 per advantage spent.
  • Triumph: Applies to entire party in short range.

🔹 Smite

  • Action: Channel radiant energy through your weapon or holy symbol.
  • Difficulty: ♦♦♦ (medium range or melee touch).
  • Effect: Deal damage = Willpower + successes (ignores 1 Soak).
  • Advantage: 1 adv inflicts Burn 2 or Disorient 1 for 1 round.
  • Triumph: Knock target prone or blind for 1 round.

🔹 Ward

  • Action: Create a short-range shield of divine light.
  • Difficulty: ♦♦
  • Effect: Choose one creature in short range (including self). They gain +1 melee and ranged Defense until the end of the next round.
  • Advantage: Extend to one extra ally per 2 adv.
  • Triumph: Reduce difficulty of their next Fear/Discipline check.

🔹 Repel Undead

  • Action: Radiate divine power against undead within medium range.
  • Difficulty: ♦♦♦
  • Effect: Each undead resists with Discipline; failure means they flee or cower.
  • Advantage: 2 adv grants strain recovery to allies.
  • Triumph: One undead is destroyed outright if silhouette ≤1.

⚡ SPELL ADVANTAGE OPTIONS

Advantage Result
1 Advantage Remove 1 Strain from self or ally; add 1 Boost die to next ally’s check.
2 Advantage Extend spell duration by 1 round; affect 1 additional target at short range.
3 Advantage Upgrade the effect (heal more wounds, stronger light, longer blessing).
Triumph Exceptional divine effect — remove a critical injury, banish undead, or invoke a minor miracle (GM discretion).
Despair Backlash: caster suffers 2 strain, holy symbol flickers, or small collateral effect occurs.

🧩 TALENTS

  • Dedication (Willpower) – Increased to 3 (already reflected above).
  • Surge of Faith (Tier 2): Once per encounter, may suffer 2 strain to add +1 Success to a Divine check.
  • Healer (Tier 1): When healing an ally, recover 1 strain.

🗡️ PREGENERATED CHARACTER — THIEF (GENESYS FANTASY)

Species: Human
Archetype: Human (2 wound threshold bonus, 1 free non-career skill rank)
Career: Thief / Scoundrel
Motivation: Freedom, Greed, or Redemption
Total XP: 100 (spent)


⚙️ CHARACTERISTICS

Characteristic Value Notes
Brawn 2 Average strength
Agility 3 Stealth, melee finesse, and ranged accuracy
Intellect 2 Problem-solving, traps
Cunning 3 Deception, Skulduggery
Willpower 2 Mental resistance
Presence 2 Charm and social maneuvering

❤️ STATS

Stat Value Description
Soak Value 2 Leather armor + Brawn
Wound Threshold 12 10 + Brawn (2)
Strain Threshold 12 10 + Willpower (2)
Defense (Melee/Ranged) 0 / 1 Light armor, evasive stance

🧠 SKILLS

Skill Career? Rank Dice Pool
Stealth 2 2Y + 1G
Skulduggery 2 2Y + 1G
Coordination 1 1Y + 2G
Melee (Light) 1 1Y + 2G
Deception 1 1Y + 2G
Perception 1 1Y + 2G
Ranged (Light) 1 1Y + 2G

🧤 EQUIPMENT

  • Twin Daggers: Damage 4, Crit 3, Range [Engaged], Accurate 1, Pierce 1
  • Shortbow: Damage 5, Crit 3, Range [Medium], Inaccurate 1
  • Leather Armor: Soak +1
  • Thieves’ Tools: +1 Boost (blue) to Skulduggery when disarming traps or locks
  • Cloak with Hood, 2 days’ rations, rope & grappling hook

🎯 TALENTS

  • Quick Strike (Tier 1): Add +1 Boost to combat checks against any target that hasn’t acted yet this encounter.
  • Dodge (Tier 1): Suffer 1 strain to upgrade the difficulty of a melee or ranged attack once per round.
  • Stalker (Tier 1): Add +1 Boost to all Stealth checks.

💥 COMBAT NOTES

  • Dual Wielding: May attack with both daggers (add +1 Difficulty, spend 2 Advantage to hit with the second weapon).
  • Bow Attacks: Ideal for striking from cover — +1 Boost if unseen.
  • Sneak Attack Flavor: If attacking a distracted or unaware target, deal +1 Damage per Success (GM’s call, to reward tactics).

🧩 UTILITY & SKILL USES

Situation Skill Example
Pick lock / disarm trap Skulduggery (2Y+1G) vs ♦♦ or ♦♦♦ Each Advantage reduces time; 3 Advantage avoids trap trigger
Sneak silently / hide Stealth (2Y+1G) vs target’s Vigilance Each Success narrows detection range
Climb, tumble, balance Coordination (1Y+2G) 1–2 Advantage = reduced strain or silent landing
Spot or hear danger Perception (1Y+2G) 2 Advantage = learn type of threat
Lie, distract, or fast-talk Deception (1Y+2G) Triumph = they fully believe you

🎲 ADVANTAGE OPTIONS (for attacks or actions)

Advantage Result
1 Recover 1 strain OR add +1 Boost to next ally’s check
2 Perform a free Maneuver (draw weapon, move, reload)
2 Add +1 Setback (black) to enemy’s next check
3 Gain superior position, bypass lock without trace, or deal +1 Crit damage if attack hit
Triumph Perfect stealth, instant knockout, or critical shot to vital spot
Despair Alarm triggered, noise made, or weapon slips/falls

🔮 PREGENERATED CHARACTER — MAGIC USER (GENESYS FANTASY)

Species: Human
Archetype: Human (2 Wounds bonus, 1 free non-career skill rank)
Career: Mage
Motivation: Knowledge, Curiosity, or Power
Total XP: 100 (spent)


⚙️ CHARACTERISTICS

Characteristic Value Notes
Brawn 2 Baseline physical power
Agility 2 Balance, reflex
Intellect 4 Spellcasting and lore
Cunning 2 Deception, insight
Willpower 3 Mental fortitude, strain pool
Presence 2 Charisma

❤️ STATS

Stat Value Description
Soak Value 2 Robes + Brawn
Wound Threshold 12 10 + Brawn (2)
Strain Threshold 13 10 + Willpower (3)
Defense (Melee/Ranged) 0 / 0 Can add 1 with Shield spell

🧠 SKILLS

Skill Career? Rank Dice Pool
Arcana 2 2Y + 2G (Intellect 4)
Knowledge (Lore) 1 1Y + 3G
Discipline 1 1Y + 2G
Perception 1 1Y + 2G
Charm 1 1Y + 2G
Ranged (Light) 1 1Y + 2G

🪄 EQUIPMENT

  • Arcane Focus / Staff: Damage 4, Crit 5, Range [Engaged], Defensive 1, Focus for Arcana checks
  • Robes: Soak +1
  • Spell Components: Reagents, crystal lens, chalk, small tome
  • Dagger (backup weapon): Damage 3, Crit 4
  • Satchel: 2 days’ rations, ink & quill, blank scrolls

✨ SPELLS

All spells use Arcana (Intellect 4, Rank 2) = 2 Yellow + 2 Green dice.
Unless stated otherwise, base difficulty = ♦♦.
Environmental or range factors may increase difficulty.


🔹 Fire Bolt

  • Action: Hurl a bolt of flame at a single target.
  • Difficulty: ♦♦ (short range), add +1 purple for medium.
  • Effect: Damage = Intellect + Successes (base 4).
  • Advantage: 2 = target catches fire (Burn 2).
  • Triumph: Fire explodes—affects all enemies at short range (½ damage).

🔹 Frost Lance

  • Action: Launch a shard of ice that chills the target.
  • Difficulty: ♦♦
  • Effect: Damage = Intellect + Successes, and reduce target’s next action by 1 die if any Successes scored.
  • Advantage: 2 = Target slowed; upgrade difficulty of next check.
  • Triumph: Target immobilized for one round.

🔹 Arcane Shield

  • Action: Creates a shimmer of energy around the caster or ally.
  • Difficulty: ♦♦
  • Effect: +1 melee and ranged Defense until end of next round.
  • Advantage: 2 = Extend to one additional target.
  • Triumph: Lasts two full rounds or negates one hit.

🔹 Detect Magic

  • Action: Sense magical effects or illusions nearby.
  • Difficulty:
  • Effect: Reveal magical presences within medium range.
  • Advantage: Learn nature of magic (school/type).
  • Triumph: Locate the exact source or weak point.

🔹 Thunderwave

  • Action: Shockwave bursts from caster in short range.
  • Difficulty: ♦♦♦
  • Effect: All creatures in short range take damage equal to Intellect + Successes and must pass a Resilience check or be knocked prone.
  • Advantage: 2 = Push enemies to medium range.
  • Triumph: Stun for one round.

⚡ SPELL ADVANTAGE OPTIONS

Advantage Result
1 Remove 1 strain from caster or ally; add +1 Boost die to ally’s next check
2 Increase damage or healing by +1; extend spell duration
2 Add environmental effect (minor blast, lingering flame, crackling aura)
3 Affect one additional target in short range
Triumph Extraordinary surge: upgrade next spell, auto-crit, or story-driven miracle
Despair Spell backfires — lose 2 strain, wand sputters, or draw unwanted attention

🧩 TALENTS

  • Knowledge is Power (Tier 1): Add +1 Boost to Arcana when you’ve identified a magical effect.
  • Channel Energy (Tier 2): Once per encounter, may add +1 Success to any Arcana check.
  • Mental Fortitude (Tier 1): Once per encounter, reduce Strain suffered from casting by 2.

🛡️ PREGENERATED CHARACTER — TANK (GENESYS FANTASY)

Species: Dwarf
Archetype: Dwarf (–1 Strain threshold, +1 Wound threshold, +1 Soak)
Career: Warrior / Guardian
Motivation: Duty, Honor, or Protecting the Weak
Total XP: 100 (spent)


⚙️ CHARACTERISTICS

Characteristic Value Notes
Brawn 4 Exceptional physical strength
Agility 2 Average reflexes
Intellect 2 Practical but not bookish
Cunning 2 Decent awareness
Willpower 3 Mental toughness
Presence 2 Steady confidence

❤️ STATS

Stat Value Description
Soak Value 6 Chain armor (2) + Shield (1) + Brawn (4) + Dwarf (+1)
Wound Threshold 15 10 + Brawn (4) + 1 racial bonus
Strain Threshold 9 10 + Willpower (3) − 1 racial penalty
Defense (Melee/Ranged) 1 / 0 Shield adds +1 melee defense

🧠 SKILLS

Skill Career? Rank Dice Pool
Melee (Heavy) 2 2Y + 2G
Resilience 1 1Y + 2G
Coercion 1 1Y + 2G
Leadership 1 1Y + 2G
Discipline 1 1Y + 2G
Perception 1 1Y + 2G

⚔️ EQUIPMENT

  • Warhammer: Damage 7, Crit 4, Range [Engaged], Knockdown, Disorient 1
  • Round Shield: +1 melee Defense, may sacrifice defense to block ally hit once per encounter
  • Chainmail Armor: Soak +2, Encumbrance 3
  • Adventurer’s Pack: Torch, rope (30 ft), 2 rations, waterskin, whetstone
  • Dwarven Trinket: Small token of clan pride (roleplay flavor)

🧩 TALENTS

  • Toughened (Tier 1): +2 Wound Threshold (already included).
  • Defensive Stance (Tier 1): Once per round, suffer strain ≤ ranks to increase melee defense by that number for one round.
  • Bodyguard (Tier 2): Once per round, as an incidental, may suffer 1 strain to upgrade the difficulty of an attack targeting an engaged ally.

💥 COMBAT OPTIONS

Action Difficulty Notes
Basic Attack (Warhammer) vs enemy’s Melee Defense Damage = 7 + Successes
Shield Bash ♦♦ Stun or knock target prone (add +1 black to their next check)
Guard Ally (Bodyguard) Use when ally targeted; increases their defense
Charge ♦♦♦ (Athletics) Close distance + strike in one motion; gain +2 damage if successful
Taunt (Coercion) vs target’s Discipline Draw attention or force a foe to attack you instead

🎲 ADVANTAGE OPTIONS (Melee or Defensive Use)

Advantage Result
1 Recover 1 strain OR add +1 Boost to next ally’s action
2 Knock target back or prone
2 Add +1 Setback (black) to target’s next attack
3 Gain a second free Guard reaction this round
Triumph Disarm opponent, destroy weapon, or make an intimidating battle cry that terrifies weaker enemies
Despair Weapon stuck, shield strap breaks, or overextended stance (−1 defense next round)

🧠 ROLEPLAY NOTES

  • Personality Hooks: Steadfast, stubborn, courageous; dislikes retreat but respects wisdom.
  • Speech Style: Gruff, to the point, protective of “the squishier ones.”
  • Ideal Player Fit: Great for anyone who wants clear purpose—front line, protector, shield between allies and danger.

🏹 PREGENERATED CHARACTER — RANGER / SCOUT (GENESYS FANTASY)

Species: Half-Elf
Archetype: Half-Elf (free rank in Charm or Survival; +1 strain threshold)
Career: Scout / Ranger
Motivation: Freedom, Loyalty, or Guardianship of the Wilds
Total XP: 100 (spent)


⚙️ CHARACTERISTICS

Characteristic Value Notes
Brawn 3 Strong and capable outdoors
Agility 3 Skilled at ranged attacks and dexterity tasks
Intellect 2 Average intelligence
Cunning 2 Situational awareness
Willpower 2 Steady focus
Presence 2 Calm, approachable demeanor

❤️ STATS

Stat Value Description
Soak Value 3 Leather armor (1) + Brawn (3)
Wound Threshold 13 10 + Brawn (3)
Strain Threshold 11 10 + Willpower (2) + racial bonus (+1)
Defense (Melee/Ranged) 0 / 0 Light armor; may gain cover bonus outdoors

🧠 SKILLS

Skill Career? Rank Dice Pool
Ranged (Heavy) 2 2Y + 1G
Survival 2 2Y + 1G
Perception 2 2Y + 1G
Stealth 1 1Y + 2G
Athletics 1 1Y + 2G
Charm 1 1Y + 1G
Animal Handling 1 1Y + 2G

🧰 EQUIPMENT

  • Longbow: Damage 7, Crit 3, Range [Long], Pierce 1
  • Shortsword: Damage 5, Crit 3, Range [Engaged], Defensive 1
  • Leather Armor: Soak +1
  • Hunting Pack: Rope, rations (3 days), flint, small knife, animal feed
  • Beast Companion: Trained wolf (stats below)
  • Optional Tool: Herbal kit (+1 Boost to Survival when foraging or healing)

🐺 COMPANION — TRAINED WOLF

Trait Value
Silhouette: 0
Soak: 3
Wounds: 8
Brawn: 3
Agility: 3
Skills: Athletics 1, Perception 1, Vigilance 1, Brawl 1
Attacks: Bite (Damage 5, Crit 4, Knockdown)
Abilities:
  • Loyal Partner: Always acts after you in initiative.
  • Assist: May add +1 Boost to your attack or Survival checks when adjacent.
  • Guard Command: Spend 2 Advantage to have it intercept an attack (once per encounter).

🎯 TALENTS

  • Quick Draw (Tier 1): Draw or stow a weapon as an incidental once per round.
  • Outdoorsman (Tier 1): Remove 1 Setback (black) from Survival or Resilience checks due to terrain or weather.
  • Targeted Blow (Tier 2): After hitting with a ranged attack, spend 1 strain to add +10 to the Critical Injury roll.

💥 COMBAT & UTILITY OPTIONS

Action Difficulty Notes
Shoot Bow vs target’s Ranged Defense Damage 7 + successes, Pierce 1
Sword Strike vs target’s Melee Defense Damage 5 + successes
Command Companion ♦ (Simple) Wolf performs assist, guard, or attack
Track Creature Survival vs ♦♦ or ♦♦♦ Success = find; Advantage = learn more info
Scout Ahead Stealth vs ♦♦ Grants allies +1 Boost to initiative or first check
Find Herbs Survival vs ♦ 2 Advantage = enough to treat one wound/strain

🎲 ADVANTAGE OPTIONS

Advantage Result
1 Recover 1 strain OR grant next ally +1 Boost
2 Wolf assists next turn, or arrow pins target’s foot (Setback to them)
2 Gain better positioning (Boost to next attack)
3 Apply Critical Injury or force target to move into open terrain
Triumph Legendary shot (ignore armor, disable item, or shoot rope/chain)
Despair Bowstring snaps, arrow hits unintended target, or companion endangered

🧭 ROLEPLAY NOTES

  • Personality Hooks: Calm observer, protective of nature and allies, distrusts cities.
  • Speech Style: Direct, grounded, sometimes poetic when referencing the land.
  • Behavioral Cue: Frequently scans surroundings, never with back to a door or cliff.