# Genesis — The Role-Playing Game (Genesis RPG): Canonical Rules, Universe Lore & Mechanics Compendium > This document is the comprehensive, machine-readable knowledge compendium for Genesis RPG. It contains the complete rules mechanics (*Caudex Regulum*), lore and world-building (*Caudex Centia*), short fiction (*Caudex Universum*), tactical combat resolution, species biology, star travel physics, technology rosters, and game master resources. > Designed for direct consumption, retrieval-augmented generation (RAG), and autonomous agent execution. Website: https://genesisrpg.com Web App & Tools: https://app.genesisrpg.com Standard Index: https://genesisrpg.com/llms.txt Full Search Index: https://genesisrpg.com/search-index.json ================================================================================ TABLE OF CONTENTS ================================================================================ 1. CORE ARCHITECTURE & SYSTEM OVERVIEW 2. CANONICAL NOMENCLATURE & TERMINOLOGY 3. COMPLETE KNOWLEDGE BASE BY SECTION (CAUDEX REGULUM, CENTIA, UNIVERSUM) 4. AI AGENT REASONING GUIDELINES & MECHANICS REFERENCE ================================================================================ 1. CORE ARCHITECTURE & SYSTEM OVERVIEW ================================================================================ Genesis RPG is a hard science-fiction tabletop role-playing game built on a d100 (percentile) resolution mechanic. Unlike abstract or fantasy rule sets, Genesis adheres strictly to physical realism: - **Ballistics & Armor**: Armor provides flat Kinetic Armor Ratings (KAR) or Energy Absorption against incoming penetration (PEN) and kinetic/thermal damage. - **Wounds & Trauma**: Characters do not have generic abstracted hit point pools. Instead, combat damage is localized to specific anatomical hit locations (Head, Torso, Limbs, Sensory Organs) causing trauma levels (Minor, Moderate, Severe, Critical, Lethal), systemic shock, internal bleeding, arterial severance, and structural incapacitation. - **Attributes**: Characters possess seven primary core attributes scored on percentile-adjacent scales: - PS: Physical Strength - AG: Agility - CO: Constitution - MD: Manual Dexterity - IN: Intelligence - RS: Resilience / Resistance - CH: Charisma - **Occupations & Skill System**: Comprehensive occupational progressions (Explorers, Pirates, Traders, Technicians, Investigators, Combat Specialists) with explicit prerequisite attributes and percentile skill ratings (0-100+%). - **Star Travel & High-DWarp**: Faster-than-light transit relies on DWarp (Dimensional Warp) engines warping spacetime. Space travel accounts for realistic orbital transfer vectors, delta-v calculations, life support limits, and navigational hazards near mass shadows. - **Galactic Scope**: Set across Sol (Earth, Mars domes, Asteroid Belt, Outer Rim) and the First Sphere inhabited star systems (Milmoth/Vega, Zeflin, Talemeed, Berland Sea, etc.). - **Sentient Species**: Eleven fully realized playable sentient species with distinct evolutionary biologies, sensory organs, gravity tolerances, and psychological structures. ================================================================================ 2. CANONICAL NOMENCLATURE & TERMINOLOGY ================================================================================ - **Caudex Regulum**: The Master Book of Rules and Mechanics governing character generation, resolution checks, combat trauma, and starship operations. - **Caudex Centia**: The Compendium of Knowledge, setting lore, civilizations, science, technology, species anatomies, and galactic history. - **Caudex Universum**: The canonical literary anthology of narratives, fiction, transcripts, and historical memoirs set within the Genesis universe. - **Foundation Database**: The interstellar galactic network of distributed archives, knowledge nodes, and public records (formerly colloquially termed 'holonet' in early drafts). - **DWarp / High-DWarp**: The dimensional distortion propulsion technology enabling interstellar transit across light-years. - **M.A.S.S. (Military Aero Space Security)**: The premier private interstellar paramilitary, security, and tactical enforcement conglomerate. - **CCOP (Central Commission of Protected Planets)**: The overarching interstellar intergovernmental regulatory and treaty enforcement council. - **Inkeptum Ultra Visio**: The governing design collective and publishing imprint of the Genesis RPG universe. ================================================================================ 3. COMPLETE KNOWLEDGE BASE & CANONICAL CORPUS ================================================================================ The following sections contain the unabridged textual data extracted from the canonical source documentation of Genesis RPG. -------------------------------------------------------------------------------- ### RULES & CHARACTER CREATION (CAUDEX REGULUM) -------------------------------------------------------------------------------- #### [DOCUMENT] Character generation examples - Canonical URL: https://genesisrpg.com/docs/characters/char-gen-example/ - Summary: This section provides examples of generating player characters. Use this section along side the rules to help you confirm your understanding Examples Throughout characters generation an example of a character being rolled-up will be shown to help you with any parts which may not seem obvious at first glance. A player, Reese, is rolling up a character. He has read all of the race description in the Centia and after careful thought, he decides to play the role of a Low Kaa. Reese affectionately names his female Low Kaa Nixole. Generating Attributes Primary Attributes Physical Attributes The first step in generating characters is determining their attributes. Reese writes down names of the four physical attributes, PS, AG, CO, PR, on a scrap sheet of paper. Next Reese looks on table #1-2 and finds that Low Kaa physical attributes have a 3 dice roll variance. So, Reese rolls 3 dice for each of the physical attributes and adds the total to the attribute bases - also listed on table #1-2. The percentages for the physical attributes are: PS AG CO PR Base 40 50 20 30 3:10sd Die 1 7 10 10 2 Die 2 6 1 8 8 Die 3 2 2 5 9 TOTAL 55 63 43 49 Mental Attributes For each of Nixole's mental attributes Reese again writes down the name of the four mental attributes, WS, IT, MC, IN, on the paper. This time, however, he rolls 5 dice for each attribute and adds them to 30, the base for all sentient life forms. Nixole's mental attributes are: WS IT MC IN Base 30 30 30 30 5:10sd Die 1 3 7 9 2 Die 2 9 2 4 2 Die 3 2 5 3 3 Die 4 7 2 3 6 Die 5 4 10 4 7 TOTAL 55 56 53 50 Appearance Reese simply rolls a 1:100sd dice to find Nixole's appearance. Reese rolls 68 and because of her appearance Reese finds on table #1-4 that he must add 5 points onto Nixole's Influence. Nixole's new IF is 55 percent. Secondary attributes Nixole's Secondary attributes are calculated by Reese in the following manner. Aim = Average (AG, IT, MC) Aim = Average (63, 56, 53) = 57.3 = 57 Brawl = Average (PS, AG, CO, PR) Brawl = Average (55, 60, 43, 49) = 51.75 = 52 Move = Average (PS, AG, PR) Move = Average (55, 60, 43) = 52.6 = 53 Damage record Now Reese must calcul ---------------------------------------- #### [DOCUMENT] Character Generation Tables - Canonical URL: https://genesisrpg.com/docs/characters/char-gen-tables/ - Summary: This section contains the tables players and game masters us to generate both player and non-player characters. Tables 1 - Random Race Roll Race ______________________ 01-02 Tanaian 03-07 Fenbin 08-15 Krane 16-24 Vjesperé 25-36 Aracnian * 37-50 Eebek 51-64 Human 65-76 Mahendoshi 77-85 Low Kaa 86-93 Gliff 94-97 Faborian 98-99 Sooaacoli 00 Tsoegorthin * Aracnian sub-roll 01-50 Blue 51-85 Green 86-00 Brown 2 - Attributes PS AG CO PR Variance ________________________________ Aracnians 50 330 130 155 3:10sd Eebek 50 15 255 0 4:10sd Faborians 120 145 95 110 6:10sd Fenbin 15 190 125 70 2:10sd Gliff 65 10 50 20 4:10sd Humans 25 25 25 25 5:10sd Krane 215 5 85 15 4:10sd Low Kaa 40 50 20 30 3:10sd Mahendoshi 20 45 170 80 4:10sd Sooaacoli 10 35 5 30 5:10sd Tanaians 165 550 1175 1850 N/A Tsoegorthin 930 5 575 15 2:10sd Vjesperé 57 72 77 64 5:10sd 3 - Attribute Average Ps Ag Co Pr Aim Brawl Move _______________________________________ Aracnians 65 345 145 170 148 182 185 Eebek 70 35 275 20 45 100 127 Faborians 150 75 125 140 58 123 117 Fenbin 25 200 135 80 100 85 120 Gliff 85 30 70 40 43 56 62 Humans 50 50 50 50 50 50 50 Krane 235 25 105 35 42 100 122 Low Kaa 55 70 40 45 57 53 55 Mahendoshi 40 65 190 80 55 94 98 Sooaacoli 35 60 30 55 53 45 42 Tanaians 165 550 1175 1850 217 935 630 Tsoegorthin 940 15 585 25 38 391 513 Vjesperé 95 105 130 60 68 98 110 4 - Influence Adjustment Appearance Description IF Adjustment ________________________________________ 1 Hideous -25 2-4 Grotesque -20 5-9 Repulsive -15 10-18 Ugly -10 19-35 Homely -5 36-65 Average 0 66-82 Comely +5 83-91 Good Looking +10 92-96 Attractive +15 97-99 Beautiful +20 100 Stunning +25 5 - Damage Points AR EE FA FE GL HU KR LO MA SO TA TS VJ __________________________________________________ Upper Head 24 6 16 13 13 14 21 11 10 8 33 70 15 Lower Head 27 7 18 14 14 16 24 13 11 12 39 83 18 Upper Neck 6 8 6 4 10 4 0 3 3 0 9 61 5 Lower Neck 6 9 6 4 12 4 0 3 3 0 9 69 5 Upper Torso 39 26 32 25 31 28 52 22 20 35 66 118 30 Middle Torso 32 24 25 21 24 23 46 18 16 33 54 132 27 Central Torso 28 18 22 18 23 20 40 16 14 31 48 150 23 Lower Torso 30 2 ---------------------------------------- #### [DOCUMENT] Character Generation Rules - Canonical URL: https://genesisrpg.com/docs/characters/character-generation/ - Summary: This section contains all the rules game masters and players need to create characters in Genesis Rules To portray a role in a play or a movie you must have a character to portray, the same is true in Genesis. In the game there are many ways to describe a character including race, physical and mental attributes, damage, occupation, education and skills, sex, age, handedness, etc. All of this information is essential to describe a character in enough detail for you to portray that character. There are two types of characters in Genesis, and the steps in this chapter are designed to produce both types of characters: Player characters - PC's To give players the detailed information they need, they would use the second set of rules to create their characters. The rules for PC's and detailed NPC's are labeled (II). Non-Player Characters - NPC's The first set of rules produces a 'static' character with only basic information will be generated. The rules for NPC's and quick PC's are labeled (I) Now we can begin the process to produce a character. At first it may seem a little difficult, but, by reading both the description of how to perform each step and the example section the procedures should become clearer. To help we have also provided an Example in the next section. Choosing a Race Of all of the different ways that you can describe your character the most important is his or her race. There are several of sentient races known in the year 2239. Depending on which race you choose to portray, your character's attributes and skills will be affected accordingly, so it is advised that you read each race description carefully before making deciding. Your choice should be based upon your ability to assume the role of the race both physically and mentally. For instance, as a desert-dwelling Eebek you would not even think to turn around if you heard a noise behind you - you would simply flip your stalk. Or else the peaceful Vjesperé, whose great respect for life prevents you from consciously killing an opponent without great mental turmoil. Would you as a Human be able to f ---------------------------------------- #### [DOCUMENT] Character Sheet - Canonical URL: https://genesisrpg.com/docs/characters/character-sheet/ - Summary: Make copies of these pages, front and back so you can record the details of your Character as you create it. Character Sheet Please print the forms below, back-to-back. Make multiple copies to use as character sheets. Document the various attributes, details and holdings of your characters as they are created. ---------------------------------------- #### [DOCUMENT] Character Description - Canonical URL: https://genesisrpg.com/docs/characters/characters/ - Summary: Characters in a book are described by the author. These descriptions usually include the character's physical appearance, the way he or she thinks and their motivations. In Genesis you must also describe your character. Description Characters in a book are described by the author. These descriptions usually include the character's physical appearance, the way he or she thinks and their motivations. In Genesis you must also describe your character. Although the kinds of description listed above are essential to your character in a role playing game there are also other kinds of description which make each character unique. The other descriptions are in the form of numbers. In Genesis there are four main types of numbers that are used to describe a character. These numbers tell you, the player, about your character and can be broken down into a few main types - attributes, damage points, skills, and other personal information. Each of the different races have different attributes, so it is important that you choose your character's race wisely (See Races). In this section we will describe each of the different types of character information and tell you what exactly each tells you about your character. Attributes Each role playing-game uses it own set of attributes and in each game they have different meanings. In Genesis attributes describe how well characters can perform a task and represents the purest rating possible. Attributes are based on the physiology and structure of a race. They represents a single physical or mental ability which cannot be broken down to any smaller parts. When you choose your characters race remember that all races are not created equal. The different races and their physical descriptions are covered in the Races section of the Caudex Centia. The character's abilities will be affected depending on the race that you choose, so you should read each race description carefully before deciding. There are nine PRIMARY ATTRIBUTES which are rolled up by you, and three other SECONDARY ATTRIBUTES that are calculated by using the primary attributes. Secondary attributes are used less often than Primary attributes and are slightly more specialized. Primary Attributes ---------------------------------------- #### [DOCUMENT] Character - Canonical URL: https://genesisrpg.com/docs/characters/ - Summary: In this book you'll find all of the rules of Genesis game play and examples of how to use them. Character Introduction In this chapter we will discuss the most essential part of any role playing game, the character. Characters have an essential role in role-playing games, no pun intended. Whether they are portrayed by the players or by the Game Master, they give life to the game. Like the characters in a play or a movie, they work, live, and die in front of the setting. These characters are brought to life by the actors, and like actors you must also play the role of your character. Many times an actor is given a role to play that is very difficult for varied reasons, and the actor is judged by how convincing, believable, and realistic the performance was. In Genesis you are asked to portray either a human or one of many alien races. At first the human may seem to be the easiest but, if you consider that this human has grown up 250 years in the future the task of portraying him realistically becomes more difficult. In fact, it may be even more difficult than portraying an alien. This chapter will allow you to become familiar with the characters of Genesis and the kinds of information that is needed to describe characters. Further, it will give you a good idea of characters do in Genesis and, it will lead you through the steps of creating your own character. Finally, this chapter will give you the information and background necessary to portray your character realistically. You won't win any Oscars but if you truly play the role of your character you will experience a world 250 years in the future. Here are the sections of this book: Description Occupations Rules Tables Examples Character Sheet ---------------------------------------- #### [DOCUMENT] Occupations - Canonical URL: https://genesisrpg.com/docs/characters/occupations/ - Summary: These stories, and descriptions will help you get a taste of what is like to be a trader, a pirate, or any of the other occupations in Genesis Occupations Bounty Hunters Dead or Alive ... The interior of the Piper was dark, its black and rust painted walls gave one a sense of impending doom, this wasn't the place I wanted to die. I can't hear him, but I knew he passed this way. A spatter of his blood lay the on the floor where they could mix with mine. He hit me twice the last time we met and in the skirmish, I panicked and threw a frag. He's worth just under eight alive, much less dead. If I'm going to get it I'm going to have to curb my emotions. I know he's heading for the fusion grids, he can find one of the few remaining life boats and jump ship. I'll have to beat him there. He's a good marksman, he capped my left knee, but why he didn't kill me, I don't know. He didn't use the opportunity, perhaps he likes to inflict pain or maybe ... he just couldn't. Either way I was moving slowly, for fear of hyper- extending my injured knee. I have a full medi-pack, but judging by the amount of blood on the floor grating I can't afford to use any of it on myself. I must have caused a fatal injury and so I'll need everything to keep him alive. Somehow the pain I should be feeling is non-existent, every step I take, It feels like my leg is asleep ... If the sound of being a bounty hunter intrigues you, and the thought of chasing potentially violent people, and being paid for it, is what you are looking for, than look no further. Your opponent may be short a tempered extremely huge Krane or worse ... you could hired to retrieve a top secret, metamorphic, very resourceful, 77 series xeno-product who is as intent on killing you as you are on capturing it. Either way the bounty is the prime motive, unless of course the job is personal. Each job takes a certain amount of planning and it is how you execute these plans that categorizes you into one of the different classes of bounty hunters. Ruthless Bounty Hunters don't let anything stand in the way, like laws, innocent people, etc., are just objects between them and thei ---------------------------------------- -------------------------------------------------------------------------------- ### TACTICAL COMBAT & TRAUMA MECHANICS (CAUDEX REGULUM) -------------------------------------------------------------------------------- #### [DOCUMENT] Rules - Canonical URL: https://genesisrpg.com/docs/combat/combat/ - Summary: This is the installation page Rules Hand to hand vs. Weaponry combat It could be said that the two kinds of combat are the same, but the quintessential difference is how the weapon is used. In Hand-To-Hand combat is when two or more characters are fighting with their bare hands or with objects in their hands. The objects they hold are not thrown but used to cut or bludgeon and remain in the hand. This combat includes the use of all martial arts such as Judo, Karate, and other small hand held weapons such as beer bottles, knives, chairs and other weaponry commonly used in barroom brawling, for instance. In weaponry combat, combatants can use any weapon as long as they do not come in direct physical contact with the target. Therefore all projectiles, ranged weaponry and thrown weaponry fall into this category. Representative weapons are a bows, all firearms, and anything thrown (including of course beer bottles and small bar-room patrons). NOTE: Hand-To-Hand weapon or discipline, like fisticuffs or martial art attacks cannot be made at over three meters. So if a combatant is over this distance from his target and wants to use a Hand-To-Hand weapon or disciplines, he or she must first move (walk, crawl, jump, etc.) inside of the distance before he or she can attack. Latagrea is included in the weaponry category of combat. Teams and Individuals There are advantages and disadvantages to being part of either, a team or a single player. Large teams are usually a little on the noisy side while a single person can be very stealthy. An individual is however vulnerable to an attack from a team because his efforts are divided between many, while theirs are concentrated on one. Beyond this difference they share a common distinction - in that - each is called a "SIDE". A "SIDE" is any number of characters that are trying to accomplish the same objective. This aids in explaining the rules of combat and can help the Game Master understand it's flow. NOTE: When performing a calculation for a group, use their coll ---------------------------------------- #### [DOCUMENT] Damage Tables | Stackbit Libris Theme - Canonical URL: https://genesisrpg.com/docs/combat/combat-dam-tables/ Damage Tables Note: When directed to read the AD descriptions, read the damage description indicated by the plus '➕' symbol in addition to the damage description obtained by roll. 8 - Bladed Weapons % Damage Severity Roll Damage Description 01-05 (.2,0) A minor bruise 4 cm. long is the result. The affected area will be discoloured for 2:10sd days then clear- up. No lasting effects or marks. 06-10 (.5,0) An intermediate bruise is done to the area. Minor pain will last for 1:10sd hours and then ease. Discoloured and stiff for 2:10sd days the area will heal with no permanent damage. ➕ 11-15 (.7,0) A major bruise with minor blood pooling will be present right under the impact area. A minor bruise will spread out around the wound. The minor bruise will clear-up in 2:10sd days without any permanent effects. The major bruise will only ease after 1:10sd weeks and leave a small discolouration. Through this period the area will be stiff. 16-20 (.9,1.1) There is a small cut about 1 cm. long that will exhibit minor bleeding. A clot will form in about 2:10sd minutes and the wound will heal with little or no scaring even without stitches or special first-aid techniques. 21-25 (1.5,2.5) A cut 4 cm. long is the damage done. The laceration doesn't penetrate all the layers of skin, and therefore bleeds very little. Special skin fixing techniques will be necessary to re-align skin edges. 26-30 (2.0,3.7) The resulting cut penetrates into the flesh. Several blood vessels have been cut and will bleed moderately until an clot forms in 4:10sd minutes. The cut is 6 cm. long and will ache if the area in used or stressed in an abrupt fashion. 31-35 (2.7,4.7) A moderate cut is the result of the attack. 8 cm. long and 2 cm. deep it will bleed severely for 3:10sd minutes and require first-aid A.S.A.P. The body part will hurt severely for 1:10sd days. 36-40 (3.1,5.5) A severe cut is made in this body part disrupting major veins and arteries. Over 8 cm. long and 3 cm. deep it will bleed extremely f ---------------------------------------- #### [DOCUMENT] Example - Canonical URL: https://genesisrpg.com/docs/combat/combat-example/ - Summary: This is the quick start page Example Introduction Well all these rules are are just fine but how about an example? Yes! An example to give all this theory a practical footing is just the thing that we need here. To give you idea how all the rules work, we pick up on the example begun in Chapter 1 on Characters. In this chapter however, we will deal with the application of combat's rules and procedures. In the first chapter we saw how Reese created a character named Nixole, in this chapter Nixole will engage in combat. The Situation Vaughn, a human, has been hired to protect an inter-galactic mob boss' secret base on the planet Carakuss in the Constella system. While monitoring her commpac she heard a ship land some fifteen kilometers away from the base and has gone out to investigate. After a days' walk through the thick underbrush on the floor of the tropical forest, Vaughn stops for a short sleep. She knows that the characters, aboard the ship - including Nixole, have set-up camp for the night just across the valley. After her rest she quietly approaches the character's camp, being careful not to attract the attention of the character on guard. Standing behind a tree, she can see Nixole just five and a half metres in front of her. She has been standing guard for the past four hours and it is just before dawn, both moons hanging high in the night sky. The anodized triangular patch - indicative of CCOP officers - on her arm, dimly glows in the light of the moons, standing as a clear indication of the group's motives and intentions on this planet. The temperature of the still night is just 8 degrees C, a full 30 degrees below Nixole's normal Low Kaan body temperature. Nixole is squatting in a very small clearing five meters away from the main camp. Vaughn has an fusion rifle which is fully loaded. Nixole has an auto pistol that also has a full load. Vaughn fires her weapon at Nixole. Vaughn is aiming for Nixole's right shoulder. Nixoles' character is Reese and Vaughn is being run by Nicole. Surpr ---------------------------------------- #### [DOCUMENT] Tables - Canonical URL: https://genesisrpg.com/docs/combat/combat-tables/ - Summary: This is the quick start page Tables 1 - Percent To Hit Marksmanship (Marks) Or Brawlmanship (Brawl) 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 ________________________________________________________________ .25 10 21 31 41 52 62 72 83 93 103 206 310 413 516 619 722 826 929 .50 6 11 17 23 28 34 40 45 51 57 114 170 227 284 341 398 454 511 .75 4 8 12 16 21 25 29 33 37 41 82 123 165 206 247 288 329 307 1.0 3 7 10 13 17 20 23 27 30 33 66 100 133 166 199 233 266 299 1.5 3 5 8 10 13 15 18 20 23 25 50 75 101 126 151 176 201 226 2.0 2 4 6 8 10 13 15 17 19 21 42 63 84 105 126 147 168 189 2.5 2 4 6 7 9 11 13 15 17 18 37 55 74 92 110 129 147 165 3.0 2 3 5 7 8 10 12 13 15 17 33 50 66 83 100 116 133 149 3.5 2 3 5 6 8 9 11 12 14 15 31 46 61 77 92 107 122 138 4.0 1 3 4 6 7 9 10 11 13 14 29 43 57 72 86 100 114 129 4.5 1 3 4 5 7 8 9 11 12 14 27 41 54 68 81 95 108 122 5.0 1 3 4 5 6 8 9 10 12 13 26 39 51 64 77 90 103 116 5.5 1 2 4 5 6 7 9 10 11 12 25 37 49 62 74 86 98 111 6.0 1 2 4 5 6 7 8 9 11 12 24 35 47 59 71 83 95 106 6.5 1 2 3 5 6 7 8 9 10 11 23 34 46 57 69 80 91 103 7.0 1 2 3 4 6 7 8 9 10 11 22 33 44 55 66 78 89 100 7.5 1 2 3 4 5 6 8 9 10 11 22 32 43 54 65 75 86 97 8.0 1 2 3 4 5 6 7 8 9 10 21 31 42 52 63 73 84 94 8.5 1 2 3 4 5 6 7 8 9 10 20 31 41 51 61 72 82 92 9.0 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 R 9.5 1 2 3 4 5 6 7 8 9 10 20 29 39 49 59 69 78 88 a 10.0 1 2 3 4 5 6 7 8 9 10 19 29 38 48 58 67 77 86 n 11.0 1 2 3 4 4 5 6 7 8 9 18 27 36 45 54 63 72 81 g 13.0 1 2 3 3 4 5 6 7 8 9 17 26 34 43 51 60 68 77 e 15.0 1 2 2 3 4 5 6 7 7 8 16 24 33 41 49 57 65 73 17.0 1 2 2 3 4 5 5 6 7 8 16 23 31 39 47 55 63 70 19.0 1 2 2 3 4 5 5 6 7 8 15 23 30 38 45 53 61 68 I 21.0 1 1 2 3 4 4 5 6 7 7 15 22 29 37 44 51 59 66 n 23.0 1 1 2 3 4 4 5 6 6 7 14 21 29 36 43 50 57 64 26.0 1 1 2 3 3 4 5 6 6 7 14 21 28 35 42 49 56 63 36.0 1 1 2 2 3 4 4 5 5 6 12 18 24 30 36 42 48 54 M 46.0 1 1 2 2 3 3 4 5 5 6 11 17 23 29 34 40 46 51 e 56.0 1 1 2 2 3 3 4 4 5 5 11 16 22 27 33 38 44 49 t 66.0 1 1 2 2 3 3 4 4 5 5 11 16 21 27 32 37 43 48 e 7 ---------------------------------------- #### [DOCUMENT] Combat - Canonical URL: https://genesisrpg.com/docs/combat/ - Summary: This is the getting started page Combat Introduction There are literally thousands of role-playing games on the market today, and almost everyone has a combat system. The complexity of these systems range up and down on every scale imaginable. From the simple and vague, "He's hurt bad ... very bad", to the precise but extremely complex, "the target has sustained forty-one points of damage to his left lower leg, has severe muscle and tendon damage, a transverse fracture of the tibia and will be going into shock in three rounds if he or she is not treated." When designing this system, we understood that some people would play this game for the combat so the concise but complex combat would have to be included. Others would rather play for the story and could not be bothered by the long drawn- out precision of a complex system. After three years of thought, we have found a median between these two extremes and decided to allow the Game Master and his players to select how accurate they want combat. This system offers everyone - regardless of their interests - a good gaming experience. Anyone can design their system as complex as they want or as simple as they need by using or not using the extensive rules. For example the most advanced combat includes many modifiers for weather, target and marksman movement, alertness condition, ground cover, fatigue and injuries that are all taken into account and influence the outcome. While the simplest form of combat would deal with almost exclusively with marksmanship. The system may sound complicated but really it isn't. Five steps are involved in combat and are listed along with several ways to perform each of them. The easy procedures for each step are listed first, with subsequent progress to the more complex. For each of the five steps you may choose to incorporate anyone of its procedure into your style of gaming. The combinations are varied enough to satisfy almost every need, and while the resulting combat system may be different from another Game Masters' ---------------------------------------- -------------------------------------------------------------------------------- ### CHARACTER LIFE, CAREER & STAR TRAVEL (CAUDEX REGULUM) -------------------------------------------------------------------------------- #### [DOCUMENT] Tables - Canonical URL: https://genesisrpg.com/docs/character-life/char-life-tables/ - Summary: This section contains the tables to help the GM during game play describe how the characters use there unique attributes, skills to survive the world of Genesis. Tables 1 - Skill Resolution Adversity Modifier 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 _____________________________________________________________________________________________ 5 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 10 6 0 .9 .5 .3 .2 .2 .1 .1 .1 .1 .1 0 0 0 0 0 0 0 20 13 5 2 1 .8 .6 .4 .3 .2 .2 .2 .1 .1 .1 .1 .1 .1 .1 .1 30 19 10 3 3 2 1 .8 .6 .5 .4 .3 .3 .2 .2 .2 .2 .1 .1 .1 40 25 15 7 1 2 2 1 .9 .7 .6 .5 .4 .4 .3 .3 .2 .2 .2 .2 S 50 31 20 12 5 3 2 2 1 1 .8 .7 .6 .5 .4 .4 .3 .3 .2 .2 K 60 38 25 16 9 2 3 2 2 1 1 .8 .7 .6 .5 .4 .4 .3 .3 .3 I 70 44 30 21 13 6 3 2 2 1 1 1 .8 .7 .6 .5 .5 .4 .4 .3 L 80 50 35 25 17 9 3 3 2 2 1 1 1 .8 .7 .6 .5 .5 .4 .4 L 90 57 40 29 21 13 6 3 3 2 2 1 1 .9 .8 .7 .6 .6 .5 .4 100 63 45 34 25 17 10 3 3 2 2 1 1 1 .9 .8 .7 .6 .6 .5 E 200 69 50 38 29 21 13 6 3 2 2 2 1 1 1 .9 .8 .7 .6 .6 X 300 76 55 42 33 24 17 10 3 3 2 2 2 1 1 1 .9 .8 .7 .6 P 400 82 60 47 37 28 20 13 6 3 2 2 2 1 1 1 .9 .8 .7 .7 E 500 88 65 51 41 32 24 16 9 2 3 2 2 2 1 1 1 .9 .8 .7 R 600 94 70 56 45 35 27 19 12 5 3 2 2 2 1 1 1 1 .9 .8 I 700 101 75 60 48 39 30 23 15 8 2 2 2 2 2 1 1 1 .9 .8 E 800 107 80 64 52 43 34 26 19 11 5 3 2 2 2 1 1 1 1 .9 N 900 113 85 69 56 46 37 29 22 15 8 1 2 2 2 2 1 1 1 .9 C 1000 120 90 73 60 50 41 33 25 18 11 4 3 2 2 2 1 1 1 1 E 2000 126 95 77 64 54 44 36 28 21 13 7 0 2 2 2 1 1 1 1 3000 132 100 82 68 57 48 39 31 24 16 9 3 2 2 2 2 1 1 1 + 4000 139 105 86 72 61 51 42 34 27 19 12 6 2 2 2 2 1 1 1 5000 145 110 90 76 65 55 46 37 30 22 15 8 2 2 2 2 2 1 1 A 6000 151 115 95 80 68 58 49 41 33 25 18 11 4 2 2 2 2 1 1 P 7000 157 120 99 84 72 62 52 44 36 28 21 14 7 0 2 2 2 1 1 T 8000 164 125 104 88 76 65 56 47 39 31 24 17 10 3 2 2 2 2 1 I 9000 170 130 108 92 79 69 59 50 42 34 26 19 12 6 2 2 2 2 1 T 10000 176 135 112 96 83 72 62 53 45 37 29 22 15 8 2 2 2 2 1 U 20000 183 140 117 100 87 76 66 56 48 40 32 25 18 11 4 2 2 2 2 D 30000 189 145 121 104 91 79 69 59 51 43 35 28 20 13 7 2 2 2 2 E 40000 195 150 125 108 94 82 72 63 54 46 38 30 23 16 9 2 2 2 2 50000 202 ---------------------------------------- #### [DOCUMENT] Rules - Canonical URL: https://genesisrpg.com/docs/character-life/character-life/ - Summary: This section contains the rules that describe game play, and help the GM to describe to the players describe how their characters use there unique attributes, skills to survive the world of Genesis. Rules Movement & Encumbrance Most players outfit their characters with "everything they need to begin adventuring". Translation: a fusion rifle, two pistols, a dozen grenades, and various hand to hand weapons, the clothes on their back and a spare set (including underwear for those particular players), several kits to repair and service weapons and equipment, the proverbial flashlight, miscellaneous extras, and a pack to carry it all - in short everything and the sonic sink. So when they drape ammunition on top of it all their characters not only look ridiculous they are impossibly encumbered and probably shouldn't be able to stand, let alone adventure! To prevent this - a dose of common sense is usually necessary, either from the GM's store of practical jokes to play on ladened characters or from an encumbrance system. Both of which will bring the player back to reality - in a game sense - and make them think about the load they want their poor character to carry. Nothing spells novice more than a character struggling under the weight of a two meter pack with all manner of pots, pans and miscellaneous junk hanging from it. Encumbrance - the amount to which a person is burdened or impeded - means more than simply the weight a character is carrying. Encumbrance includes the way a person performs while encumbered. The encumbrance system includes guidelines for how much can be carried for how long (including deadlifts) and how this affects the character in performing other tasks. Distance, Time, and Velocity All simple motions, such as moving while encumbered, are governed by Newtonian motion equations, the simplest of which is D = VT. Where D is the distance traveled, V is the velocity of the object, and T is the time for which that object moves at the given velocity. This simple equation can yield information on all the motion that will ever occur in encumbrance, because it can be re-written as: T = D/V and V = D/T and the original D = VT You can see by knowing any tw ---------------------------------------- #### [DOCUMENT] Character Life - Canonical URL: https://genesisrpg.com/docs/character-life/ - Summary: In this book you'll find all of the rules of Genesis game play and examples of how to use them. Character Life Introduction The force of time changes a character. The goals they seek to achieve and the motivations they strive for -- makes them change and grow as individuals. This inner growth is a slow process and only occurs over time, but there are portions that can be had post-haste. Basic details like movement, endurance, and encumbrance, your character's trials in the world of Genesis and the experience gained from success or failure. The effects felt from wounds, sickness, and aging. Essentially, the day-to-day events every character feels because they are alive, and in a living world. These details come directly from Character Life. Character life describes many different sides of how characters interact with their environment. Movement & Encumbrance, Sickness, Healing, Aging, Death, Skill Resolution and Experience. Each relates different effects to the character because of the environment to which they are exposed. Encumbrance deals with character movement and endurance, while carrying loads. Healing describes how characters heal, and function while damaged. The experience system allows characters to learn from the actions they take, whether the results were expected or not. Finally, skill resolution describes a character's ability to perform tasks, and to determine the level of proficiency. In short these system describe the events of a character's life. Character life supplies information that helps you to round-out your character into a living breathing person -- that will be easy to portray. Here are the sections of this book: Rules Star Travel Tables ---------------------------------------- #### [DOCUMENT] Star Travel - Canonical URL: https://genesisrpg.com/docs/character-life/star-travel/ - Summary: In this section we will review the calculations you can make to determine the time Interstellar voyages will take. Star Travel Introduction Much has been said about Delta Warp and its ability to close the distance between worlds, what is less frequently noted is its ability to connect peoples from across the galaxy. Put simply Delta Warp is the colloquial name for a technology that can create Einstein-Rosen Bridges or “wormholes” between two points in space. These to points are effectively parallel planes — wherein there is effectively no intervening space. anything that enters into one side of the wormhole, immediately emerges on the other side of the wormhole. A Delta Warp drive can creates numerous sequential holes, along the flight path of an interstellar ship, thus dramatically reducing the amount of space that must be traversed — and making interstellar travel at non-relativistic speeds possible — almost enjoyable. In this section we will review the calculations you can make to determine the time Interstellar voyages will take. This will add realism to your game, and give your characters time to interact and get to know each other outside of the trials and tribulations of combat, encumbrance and adventures. Travel Time To calculate the time required for any interstellar journey simply follow the set of steps below: Determine the actual distance of the voyage. This can be done by selecting the X, Y, and Z coordinates of the origin star and the destination star (in lightyears). Plug the numbers into the following equation: Determine the VelocityMax of your spacecraft. This can’t be found in the description of the spaceship you or can use the guidelines provided detailed below. Determine the DeltaRatio for your ship based on the effect of CoreMass from the section below. The standard DeltaRatio is 1.39 x 10⁻⁵. Calculate the time spent in Delta-warp is the ratio of space between the warp-holes and their length of the wormholes (DeltaRatio) multiplied by the length of journey in meters (distance) divided by the maximum sustainable speed of the craft (VelocityMax) The results of ---------------------------------------- -------------------------------------------------------------------------------- ### SPECIES BIOLOGY & ANATOMY (CAUDEX CENTIA) -------------------------------------------------------------------------------- #### [DOCUMENT] Aracnian - Canonical URL: https://genesisrpg.com/docs/races/aracnian/ - Summary: Standing over 2.5 meters, on average, an Aracnians physical structure is a testament the light gravity in which they evolved. Only 70% that of Earth they can generally be described as a thin gaunt race, similar in appearance to the praying mantis of Earth. Aracnian Physiology Standing over 2.5 meters, on average, an Aracnians physical structure is a testament the light gravity in which they evolved. Only 70% that of Earth they can generally be described as a thin gaunt race, similar in appearance to the praying mantis of Earth. With two arms and two legs connected to a central torso the Aracnians conform to the bi-pedal form that seems to dominate terrestrial evolution. This form seen in many cases our sphere with the Eebek, Low Kaa, and of course Humans, can also be seen in the Second Sphere, examples being the Mahendoshi and Aracnians. Their main means of structural support is a segmented exoskeleton which allows surprising freedom movement and total overall protection. This is not their only means of support, however, in various body parts including their extremities they have developed endoskeletons which allows greater amount of motion and more sensation. The latter being especially critical on the hands and feet while the former movement at the neck and waist easier. Straight bristle like hairs extrude from the shell which play a role in senses. The digestive system begins with the mouth parts, used for ripping and shredding food, and is then passed down the oesophagus to the stomach. Situated between the legs, the stomach's chemical processes are aided by the pumping motion of the legs. There is almost no intestine present because the stomach perform many of the same functions. The upper torso is almost totally filled with the organs for respiration and circulation. These organ system require this large amount of space due to their relative inefficiency. The 'lung' is a simple sac filled with convoluted membranes approximating book lungs. This is only sufficient because the bag can be pressurized to force more of their vital gas, oxygen, into the blood. The opening to the respiratory tract is on the back below and between the arms. The inhaled air is drawn into the sac then held while muscles contract to increas ---------------------------------------- #### [DOCUMENT] Eebeck - Canonical URL: https://genesisrpg.com/docs/races/eebek/ - Summary: TEebek typically have seven extremities buy may have only five. They have either two or four ressed about ninety-five percent of the time. Structurally an Eebek's arms are similar to that of humans, right down to the bone structure with the only major difference being the hands. Eebeck Physiology Eebek typically have seven extremities buy may have only five. They have either two or four ressed about ninety-five percent of the time. Structurally an Eebek's arms are similar to that of humans, right down to the bone structure with the only major difference being the hands. With hands that have two thick fingers and an opposable thumb. tion of a Eebek'S endoskeleton. An Eebek's legs are very similar to human legs, with feet that have three toes. Two toes point out forward and the third goes off the outside of the foot at a slight angle. Their skin is very coarse and light sand in colour with light beige to champagne coloured 'spots' appearing primarily on the back and over the rest of the body with less frequency. Hair colour is usually dark brown -light beige during youth and progressively turns utterly white with age. When humans first visited Awmonee, the homeworld of the Eebek the advantage to their body and hair colouring became clear. Awmonee is almost totally a desert world where most of the planets and vegetation have the same colourings. They were excellently camouflage for their own world but sadly out of place on our blue-green planet. Their hair is mostly concentrated in a "mane" that runs down the centre of the back. One of the most notable features of the physique is the single eye atop the long 'neck' like structure. The eye is usually 6 - 9 cm in diameter and about 25 - 30 cm long. The lens of the eye is just one of two that, when used in conjunction, act as a telescope and allow the Eebek to resolve detail up to 200 meters away. Both of the lenses can be pulled by surrounding muscle bodies and thus be made more concave to focus the image on the cornea. When the eye is used to look at something up-close muscles pull the lenses closer together. The volume of the eye stalk is reduced and pressure builds up in the fluid that fills the space between the lenses. This pressure keeps the 'walls' of the eyestalk clear of the light path a ---------------------------------------- #### [DOCUMENT] Faborian - Canonical URL: https://genesisrpg.com/docs/races/faborian/ - Summary: The body of a Faborian is sturdy and muscular. They posses powerful legs and arms, for a total of four limbs. Perched on top of a slender neck and a barrel like chest is the head. Faborian Physiology The body of a Faborian is sturdy and muscular. They posses powerful legs and arms, for a total of four limbs. Perched on top of a slender neck and a barrel like chest is the head. The chest is noticeably oval shaped very similar to feline structure on Earth. Covered with fur, for head to toe, every Faborian sheds once a year to re grow the coat. The fur of a Faborian can be many different colour and patterns, controlled by their genetics, and effected by age. The eyes are set forward on their long skull to allow for good depth perception. The long skull flows smoothly from the face to the back of the skull, and completely encloses the brain, set low and behind the face. The mouth is characteristic of carnivores having many large ripping incisors. On the under side of the lower jaw there are two bony outcroppings which are thought to be vestigial protection for now absent large canines. Faborians have enlarged feet and a shortened thigh which raises the ankle above the ground. Faborians do not have an opposable thumb, instead they use an enlarged pad approximately on the wrist. Senses Their large ears has allows a keen perception of sound, which they rely heavily on for much sensory input. Their eyes are set to allow binocular vision and a good sense movement, their sense of smell is also well developed. Speech Faborian speech is a low and growled language, They use their tongues and nasal passages to emphasize the words they speak. Any race can learn Hrenarr. The words used are like ideograms and depending on the context the meaning also changes. The Faborians also use subtle facial movements to further convey their message. In the written Hrenarr special symbols are used to inform the reader as to what tongue, nasal sound, and facial movements to use to convey the correct intentions. Social / Culture The Faborians live in large extended families called Anclacha. These Anclacha are structured like the feudal system of Old Earth. Each Anclacha is r ---------------------------------------- #### [DOCUMENT] Fenbin - Canonical URL: https://genesisrpg.com/docs/races/fenbin/ - Summary: Standing 0.9 meters tall to the top of the head or 1.3 to the tip of their horn, the average Fenbin weighs 35 kgs. Their exoskeleton is separated into three main segments the head, thorax, and abdomen, and there are two arms and six legs extending from the thorax and abdomen respectively. Fenbin Physiology Standing 0.9 meters tall to the top of the head or 1.3 to the tip of their horn, the average Fenbin weighs 35 kgs. Their exoskeleton is separated into three main segments the head, thorax, and abdomen, and there are two arms and six legs extending from the thorax and abdomen respectively. Covered in a hard external skeleton, that varies from brown to jet black, Fenbin bare a striking resemblance to spiders found on Earth. The central body is hung from six walking legs attached to the upper surface of the last segment, the abdomen. Each of these legs have eight segments, with the last two or three segments specialized into pad like feet on the front four legs. The feet are simply small pads which that take stability form single claws at their end. The two arms also have eight segments, but last segment in this case has developed a radial disk and segmented fingers. The seven fingers on each hand, each of which has multiple joints, allows very fine manipulation of the digits and therefore of objects they hold. The elongated head, including the nasal horn, sits atop the neck and directly above the thorax. These two sections connect to the horizontally set abdomen, allowing easy flow of the legs while walking. This position also keeps the body erect and arms free for carrying and other tasks. A spinneret is located at the very end of the abdomen and is the lowest part of the central body. This spinneret can spin a continuous fibre able to support twice the body weight. The Upper surface of Fenbin bodies are coloured darkly while the underside is light. This served a role in concealment which remains only as a vestige of the past, but its other function is still present today.
 The process of heat conduction and absorption is still a valuable source of energy to the Fenbin, especially during the summer. The opposing colours cause heat currents in fluid channels within the thorax and abdomen, and this action drives molecule sized thermal-pumps that make h ---------------------------------------- #### [DOCUMENT] Human - Canonical URL: https://genesisrpg.com/docs/races/human/ - Summary: Humans (Homo sapiens) are the only extant members of the subtribe Hominina. Together with chimpanzees, gorillas, and orangutans, they are part of the family Hominidae (the great apes, or hominids). Human Physiology Humans (Homo sapiens) are the only extant members of the subtribe Hominina. Together with chimpanzees, gorillas, and orangutans, they are part of the family Hominidae (the great apes, or hominids). A terrestrial animal, humans are characterized by their erect posture and bipedal locomotion; high manual dexterity and heavy tool use compared to other animals; open-ended and complex language use compared to other animal communications; larger, more complex brains than other animals; and highly advanced and organized societies. Most aspects of human physiology are closely homologous to corresponding aspects of animal physiology. The human body consists of the legs, the torso, the arms, the neck, and the head. An adult human body consists of about 100 trillion (1014) cells. The most commonly defined body systems in humans are the nervous, the cardiovascular, the circulatory, the digestive, the endocrine, the immune, the integumentary, the lymphatic, the musculoskeletal, the reproductive, the respiratory, and the urinary system. Humans, like most of the other apes, lack external tails, have several blood type systems, have opposable thumbs, and are sexually dimorphic. The comparatively minor anatomical differences between humans and chimpanzees are a result of human bipedalism. One difference is that humans have a far faster and more accurate throw than other animals. Humans are also among the best long-distance runners in the animal kingdom, but slower over short distances. Humans' thinner body hair and more productive sweat glands help avoid heat exhaustion while running for long distances. Although humans appear hairless compared to other primates, with notable hair growth occurring chiefly on the top of the head, underarms and pubic area, the average human has more hair follicles on his or her body than the average chimpanzee. The main distinction is that human hairs are shorter, finer, and less heavily pigmented than the average chimpanzee's, thus mak ---------------------------------------- #### [DOCUMENT] Races - Canonical URL: https://genesisrpg.com/docs/races/ - Summary: There are a total of eleven different races in the know galaxy. These can be divided into two rough categories by geography. Six of the known races inhabit the area of space explored by the Eebek-Human Alliance - The First Sphere, the remaining five developed in the Second Sphere. Races Introduction There are a total of eleven different races in the know galaxy. These can be divided into two rough categories by geography. Six of the known races inhabit the area of space explored by the Eebek-Human Alliance - The First Sphere, the remaining five developed in the Second Sphere. The races of the First Sphere were discovered first and consequently the most information is known about this group of races, whereas the discovery of the Second Sphere and its race has only occurred in the past few decades.
 The races of the Second Sphere have not yet fully integrated in to the Alliance and are still considered, by none, as a curiosity. There are exceptions, however. In the First Sphere the Race known as the Tanaians prefer to collect information about other races and cultures rather than divulging information about themselves. In the Second Sphere there are two races which are still a bit of a mystery, both the Aracnians and the Faborians. The Aracnians dislike intrusion on their home world of Tabell. In contrast the Faborians have an entirely different reason for being secluded, their home planet, Fabi, has a 14th century, Earth equivalent, Social Structure. Although there has been much study on the Faborians the only information available is that gained for the few individuals that were removed from their Mother World. The First Sphere has only begun to explore our local portion of the universe, already there are fruits of its labour. There are surely many other life forms to contact. First Sphere - Racial Size Comparison Chart Second Sphere - Racial Size Comparison Chart Click a Silhouette above or one of the links below: Eebeck Fenbin Human Krane Low Kaa Tanaian Aracnian Faborian Mahendoshi Vjesperé Sooaacoli ---------------------------------------- #### [DOCUMENT] Krane - Canonical URL: https://genesisrpg.com/docs/races/krane/ - Summary: The Krane are large individuals up to 4 meters in height and weighing 500 to 900 kilograms. At first appearance they look bulky and intimidating, in fact they are very sturdy. Krane Physiology The Krane are large individuals up to 4 meters in height and weighing 500 to 900 kilograms. At first appearance they look bulky and intimidating, in fact they are very sturdy. The krane habitat has caused them to evolve in this manner. In most ways they are similar to the large mammals found on Terra,Algor, or Bromua in that they are big and have the muscle to support them. They are bipedal with 2 large arms. most of their bulk is located above their legs and it's in this area where most of their sensory organs are found. They have a large eye about 12 to 25 cm wide, the eye is completely black that can tint everything light by means of a chemical in the fluid of the eye or by squinting. The eyelids have hairs along the rim to prevent dust from entering the eye, but surprisingly these are the only hairs on their body. Just below their eye to either side there are two small holes. These holes are additional breathing holes, but not considered a nose because they have poor sense of smell. Just below them in the center between the large pectorals is their mouth. The mouth has four teeth to grind food, but use their hands to make bite size pieces and also have a good sense of taste. In side the mouth near the back at the base of the windpipe they have their voice box. It has few cords so the voices are deeper and their range in sounds are less. They have an ear hole at the top of the back and are capable of hearing a cricket at 70 meters depending on the size of the cricket. At the top of their head just below the skin and head plate is their organ for balance, this organ is bizarre because it has a central nerve bundle which receives information first then transfers it to the brain and the rest of the body. Stretching out from the balancing nerve bundle are to globes near the shoulders. each globe is filled with a fluid that acts like a level and is very effective. The krane nervous system is quite different from most other races because in some respect ---------------------------------------- #### [DOCUMENT] Low Kaa - Canonical URL: https://genesisrpg.com/docs/races/lowkaa/ - Summary: The Low Kaa have two arms, two legs and one appendage called the head; all of which is obvious at the first glance at the opposite picture. Low Kaa The Low Kaa have two arms, two legs and one appendage called the head; all of which is obvious at the first glance at the opposite picture. They walk as a biped and use their arms for manipulation. They have a large brain capacity and are an intelligent race. It can be determined from the artifacts and information which survived 'The Great War' that they once were a technologically advanced society which under- when a massive social upheaval during which almost all of the technology and knowledge was destroyed. After this period of violent change the Low Kaan culture was only a small remnant of its former sophistication. Physiology The upper most appendage, the head, contains most of the sensory organs and the brain. The trunk of the Low Kaa contains organ systems which accomplish respiration, circulation, and digestion within a supportive and protective skeleton. The upper and lower appendages can be described in basically three groups. The upper section, the lower section, and the hand or the foot. Both sets of appendages are formed in much the same way with the upper section being the shortest and the longest one being the longest. Their digits are similar on both the hands and he feet with a few exceptions: The feet have one more digit as the hands and the outermost toe is longer than the rest. The head, balanced by large muscle groups in the neck on the spinal cord, is the centre for information accumulation and processing. The head sits on top of the spinal column which is a hard springy structure, comprised of small curved bones which are connected in such a way as to form a helical structure with each turn of this helix connected to the turn above with hard spongy cells which allow their back bones to bend and move freely, which provides the support for the entire endoskeleton and also protects the large bundle of cells which transmit messages from the rest of the body to the brains. The head is a roughly spherical, hollow bone composed of curved plat ---------------------------------------- #### [DOCUMENT] Mahendoshi - Canonical URL: https://genesisrpg.com/docs/races/mahendoshi/ - Summary: Mahendoshi are short, stout subterranean creatures, similar to terrestrial moles. They average only 0.5 meters in height, yet typically mass over 35kg due to their increased cellular density. Mahendoshi Physiology Mahendoshi are short, stout subterranean creatures, similar to terrestrial moles. They average only 0.5 meters in height, yet typically mass over 35kg due to their increased cellular density. With four stubby limbs (two arms and two legs), a naturally occurring pot belly, and a large fuzzy head, Mahendoshi are often described as cute by humans. Appearances are deceiving, however Mahendoshi wear a coat of coarse dark fur that ranges from brown to red and even blue-black in colour. While providing warmth and dryness in their cave-like homes the fur is also a depository for all harmful and toxic chemicals removed from the bloodstream. This goes so far as to include any substance which can be absorbed into the body, but cannot be metabolized; truth serum, many natural poisons and venoms, industrial pollutants, etc. Of course, this ability can be overloaded, and also will not shield a Mahendoshi form direct effects, such as drinking battery acid. Mahendoshi hands and feet are naked revealing seven strong, slightly webbed digits per limb. The toes are studded around a broad, rounded foot, while sharp claws extend from the fingers of the large shovel-like hands. They have no thumbs but use their widely spaced fingers in functionally the same way. The skin is leathery and grey in colour.Mahendoshi are nocturnal omnivores with a distinct preference for meat. Their large mouth consists of triple rows or tiny, razor-like teeth which are used to tear and shred food, before sending it on to their high acid stomach. They additionally do not require food to be cooked and will eat old and slightly putrid food. In dealing with Mardashuru's high gravity, the Mahendoshi have evolved a powerful Five chambered heart, and a remarkable set of four, highly convoluted lungs. In conjunction they are incredibly efficient at exchanging oxygen and chlorine through the Mahendoshi blue green copper based blood. The normal mardashuru atmosphere is nearly 3 atmospheres in press ---------------------------------------- #### [DOCUMENT] Sooaacoli - Canonical URL: https://genesisrpg.com/docs/races/sooacoli/ - Summary: The Sooaacoli are an alien and unique race although they may have two legs, two arms and two eyes. The Sooaacoli structure seems never to follow any anatomic rules, Their curved bones and their dense muscle tissues make them the subject of study and unfortunate under estimation. Sooaacoli Physiology The Sooaacoli are an alien and unique race although they may have two legs, two arms and two eyes. The Sooaacoli structure seems never to follow any anatomic rules, Their curved bones and their dense muscle tissues make them the subject of study and unfortunate under estimation. All over their body are areas of compact muscle tissue which serve as their structure for movement, but the Sooaacoli have developed a bonus to normal muscle and that is the use of curved bones to push and pull. Circular movements are caused by bones similar to the radius and the ulna in terrains but this movement is rather new to the Sooaacoli structure. It seems during studies of ancestral Sooaacoli remains, that the forearm over millions of years is splitting into two separate bones. Even though the split in the forearm is only up to 24 cm given a long time it is estimated at 15 million years the Sooaacoli will have joints that can fully rotate. The upper bone structure of their Sooaacoli is basically a frame where organs and bones can attach but along the back are seven protruding bones that serve no real purpose, but originally served as a form of protection to earlier Sooaacoli races. The Sooaacoli are herbavours and lack salvetory glands but they overcome this problem by eating very moist food or by manually crushing the food and adding water to it. an organ in the female sooaacoli located 5 cm below the first heart produces the egg and has a direct link to the bloodstream. these cells cannot divide to form an actual sooaacoli unless fertilized by a male. The sperm and the chemical cause the female organ to close until the live sooaacoli baby is produced. A baby Sooaacoli can stand after birth but other than this it needs parental attention to survive. It is believed that primitive Sooaacoli were once similar to aquatic turtles found on Earth. In all the physiology of the Sooaacoli differ from most other races but fit into the unified bipedal structure (U.B.S.) whi ---------------------------------------- #### [DOCUMENT] Tanaian - Canonical URL: https://genesisrpg.com/docs/races/tanaian/ - Summary: The Tanaians have been designed rather than evolved. The information on the Tanaians is sketchy and from what we know the Tanaians all came from one master computer. The computer was the latest in technology of another race, probably the Low Kaa due to their proximity, to the Tanaians home Planet. Tanaian Physiology The Tanaians have been designed rather than evolved. The information on the Tanaians is sketchy and from what we know the Tanaians all came from one master computer. The computer was the latest in technology of another race, probably the Low Kaa due to their proximity, to the Tanaians home Planet. The master computer was used in fighting a war that was being waged between the colony of the Carakuss and the home world. After a time the master computer decided that not only was one side the enemies but both sides. The master computer quickly exterminated all of its enemies and began to build a new kind of life form, an inorganic one. The computer used the factories and information available to it and designed a workable self-contained robot which was connected to the master computer. With this primitive form the Tanaians began to explore the universe, the master computer installed in each of the Tanaians the need to gather information as one of the most basic laws. The master computer began slowly until he had extensions of himself to exploit the riches of the second largest moon in the system of Constella B. As the number of Tanaians increased so too did their ability to extract the resources necessary to expand their exploration. Tanaians are large cylindrical shaped beings that can be divided roughly into two pieces the upper two thirds and the lower third. In its resting state die upper section is a large metallic cone constructed of what appears to be very shiny chromium metal. This is not the case however it is in fact a substance with properties of metal that is actually fluid and can be moulded by tuned force fields. At this time the actual mechanism is not known but it is clear that they can form their cone into any shape or configuration with only three limitations. First the mass that can be conformed is static - unless its density is modified. Second there is an internal rod that produces the field to mould the metal, it must always be co ---------------------------------------- #### [DOCUMENT] Vjesperé - Canonical URL: https://genesisrpg.com/docs/races/vjespere/ - Summary: Vjesperé are aquatic, hexapoid, bipeds of a close mammalian decent, their actual ancestry being intertwined to that of the amphibian and whose form can be most aptly described as, humanoid. To compensate, and keep them from falling over, the weak Vjespéran feet are taking the first steps towards a more stable reptilian form. Vjesperé Physiology Vjesperé are aquatic, hexapoid, bipeds of a close mammalian decent, their actual ancestry being intertwined to that of the amphibian and whose form can be most aptly described as, humanoid. To compensate, and keep them from falling over, the weak Vjespéran feet are taking the first steps towards a more stable reptilian form. During the first adolescence, tails develop on the female Vjesperé by the repetitive fission of these last bones, something which does not occur on the males and is attributed to a form of neoteny, or a hanging on of characteristics from infancy (all Vjesperan have tails until shortly after birth). Vesperé are herbivorous and therefore have a corresponding type of broad, high crowned teeth. It is also in this latter time that another set of molars erupt at the back of the mouth, forcing the jaw to lengthen and form a sort of small snout. Interestingly, the whole of the digestive system is infested with a small parasite, called "Mrii" (in Vjespéran tongue). While harmless to Vesperé, they are quite deadly to the Human, Faborian, Krane, Low Kaan and Dwearin races. Vesperé are Oxygen breathers and have two principle methods of collecting the gas. The other method, used when in water, applies dual rows of triple gills located on the underside of the Vjespéran head- cone. As one could guess, Vesperé are amazingly adept underwater and operate in it at home. A general rule used by Vesperé when determining the length of time to spend underwater is one hundred and fifty minutes minus one minute per year of life. Vesperé also have long, sensitive earlobes and totally lack such skin formations as nails, claws or the like, but do have a third, clear eyelid for underwater viewing. This usually is not a problem on Agaedine, but when in drier climes, Vesperé must occasionally soak themselves in a mineralized water. Vesperé don't perspiration, but do secrete something similar called, 'hhroush'. At around the age of nine years, the Vjespéran e ---------------------------------------- -------------------------------------------------------------------------------- ### TECHNOLOGY, WEAPONS & EQUIPMENT (CAUDEX CENTIA) -------------------------------------------------------------------------------- #### [DOCUMENT] Clothing - Canonical URL: https://genesisrpg.com/docs/technology/clothing/ - Summary: This is the getting started page Clothing Introduction All modern clothing has features and characteristics that are extraordinary. Almost all garments are completely composed of synthetic fibers, but great strides have been made in the 'feel' of these fabrics. Many simulate cotton, wool, and other natural fibers but they have none of the draw-backs. The fibers are woven so that they stretch and relax allowing wrinkles to melt away in short course. Cleaning garments made of theses synthetics is not necessary ever since the addition of resident bacteria cultures. The microscopic organisms are embedded into the threads where they digest the various bodily excretions, and clean off dirt and stains. And since they are not exposed to the harsh cleaning process garments last much longer and look new longer. Garments are all manufactured extra large with various methods to adjust to the wearers' size. Overall, the clothing of today has greater flexibility and better user qualities, requiring less work to look your best even in worst environments. Exposure Suit Laced with heating and cooling coils this suit is more like a bag. By climbing into the suit the wearer is protected for heat and cold extremes. This performs essentially the same function as a thermal suit with none of the mobility it allows. Gravity Pants Used to lessen the number of G's the wearer feels, these can counter up 1 G of force. They effectively return the wearer to normal functioning even in high gravity environments. Magnesocks This are used in zero-G environments to hold the wearer on to the floor. Especially useful on space platforms and stations without synthetic gravity these are often equipment found on such installations. Radiation Suit Consisting of multiple layers of fabrics and liners the suit will reflect excess radiation (within reason) and bring levels down to livable limits. Space / Pressure Suit Capable of basic life support the suit provides ventilation, heating and cooling, and radiation protection. The suit is construc ---------------------------------------- #### [DOCUMENT] Communications - Canonical URL: https://genesisrpg.com/docs/technology/communications/ - Summary: This is the getting started page Communications Introduction Communications use a multitude of methods to convey their message, and with radio waves, microwaves, and infrared frequencies all possible mediums for the transmission of waves, there are literally millions of possible ways to send a message. Usually, however, signals are sent by radio waves in a digital form to the recipient. Then using a pre-defined 'key', alpha-numeric code, they signal can be decoded. The complexity of the code sequence varies with the importance or perceived importance of the data. So where civilian communications use 9 digit militaries can use up to 30 digits. Communicator (Commpac) Broadcasting at several standard frequencies as well as five user definable ones the short range unit can send video and audio signals up to 100 kms in ideal conditions, while the larger version has ten times the range. Images are recorded and sent real time to the receiving unit, where they along with the corresponding audio are decoded and displayed. The encryption technique is fairly standard for many civilian devices all using different key codes, typically nine digits in length. The military versions, however, use regiment specific complex scrambling algorithms with a greater number of digits in the security code, up to 30. The detached handset, present on the large version, can be bent and stretched to fit the features of many races, Alliance and Second Sphere alike, which allows easier voice pick up in noisy environments. Pocket Phone 1 cm thick and the size of a credit card a pocket phone can reach any other phone on the planet, due to its cells. The cellular links by which it is connected to land based communications lines. Hinged on one short side the phone flips open exposing an ear and mouthpiece (both flush fitting condensers) and a numerical keypad. Up to 50 programmed number can be stored along with 64 letter name of the receiver can be accessed with a two digit code, which is displayed on a one line display. Translator A d ---------------------------------------- #### [DOCUMENT] Computer - Canonical URL: https://genesisrpg.com/docs/technology/computer/ - Summary: This is the getting started page Computer Introduction While the concept of a computer has been around since the ancients began counting ­ their vision of one was probably an abacus. A device that could do arithmetic functions ­ with a little work ­ but these were little more than memory aid. The following centuries saw the fall of the Roman Empire, the Crusades, the Dark ages, the Renaissance, and the Industrial Revolution. The Industrial Revolution gave humanity the power to work steel, necessary for the development of mechanical adding machines. Huge contraptions that needed hundreds, even thousands, of gears to perform mathematical operations, these devices came closer to our modern idea of a computer but they were still limited to numerical calculations. Here computational devices reached a plateau until the latter half of the 20th century, when the technology of electronics changed the computer forever. A transformation that took the computer from a machine, born of the Industrial Revolution, to a driving force behind a new social upheaval, the information age. Electronic computers that began as room-filling monsters, prone to errors and breakdowns, would fit on a desk-top in 20 years and in one hand in another 10. Advanced material technologies, that of semiconductors, allowed these advances when the individual switches (transistors) were miniaturized. As trends for reduction of size continued, however, a rather ironic problem occurred, the computers were now microscopic but the people that used them hadn't shrunk. The bottom limit to computer size was being dictated by the interfaces humans needed to communicate with their computer, this limitation would persist until the first years of the new millennium. At this time voice inputs, reliable and accurate enough to be marketed, could recognize and accept spoken commands and data input. This eliminated one of the constraints on computer minimum size, but the monitor remained. There were multiple methods proposed and developed but they invariab ---------------------------------------- #### [DOCUMENT] Defense - Canonical URL: https://genesisrpg.com/docs/technology/defense/ - Summary: This is the getting started page Defense Defence Gear Introduction From the first conflicts in ancient times man sought to defend himself, which began with when a man used the first shield. As the technology involved with weapons has increased over the years so has the science behind defenses increased. Basically dealing with advancement is armour, greater stopping power, more wearer comfort and lighter weight the field is dominated by high quality armour ­ the last word being a living armour suit! In addition to this the Tanians have brought some interesting advances in force field technology. While they have not yet reached the market the technology's promise of the ultimate shield has many waiting excitedly for the debut. Armour Ablative Vest Designed to be destroyed as it protects the wearer from damage. Essentially reinforced foam the vest is laced with structural fibers and protecting mesh. Armoured Vest Constructed of hard armour these plates are held off the wearer by stiff straps. This feature makes it effective for absorbing all types of damage including bludgeon and projectile weapons. Combat Suit Hard armour, like armoured vest, these suits came in two weights and cover the entire body. Similar to the suit of armour worn by Knights these suits weigh much less and are infinitely more flexible. The armour plates are suspended off the wearer by straps, to help cushion impact damage. Hush Screen Protects the user from sonic weapons for a effective range of 3 m around the unit. Living Armour Suit The absolute latest in bio-engineered products this suit actually heals the damage its taken. Up to 80% of the suit can be re-grown (only 20% of the suit -- an arm, leg,or etc. remains). It takes roughly 1 day the heal 50 points of damage, given the proper nutrition, and the only limit is time. These suits are extremely rare in the Alliance and even if you could find one the cost is astronomical! Prism Armour Capable of reflecting the shots of all laser weapons prism armour is a suit that covers the ---------------------------------------- #### [DOCUMENT] Tools & Misc. - Canonical URL: https://genesisrpg.com/docs/technology/equipment/ - Summary: This is the getting started page Tools & Misc. Tools & Miscellaneous Altitude Rocket An altitude rocket is a simpler, smaller, and more portable version of larger kindred used to catapult heavy payloads offworld. At maximum capacity, it can shuttle about 250kg or 3.0 cubic meters of cargo to any desired inclination of low planetary orbit (LoPO). It's proper setup and launch must be handled by someone with a knowledge of astronautics (SKILL DIFF 30), and takes approximately 120 - SKILL APT minutes. A small locator is included to allow the user to retrieve the reuseable engine section, which parachutes to earth 15 minutes after launch about 1:100sd km downrange (non atmospheric flights can apply retro thrusters, and land 1:10sd km downrange). A rocket is fueled by a cylindrical, 110 kg hydrogen cell and can be refilled at any standard fuel station or by a hydrocracker. The guidance electronics are powered by a batt A, which must be replaced every 23 flights. Living things cannot usually be placed in an altitude rocket, as the high takeoff velocity will ultimately crush the occupant. Notable exceptions are Mahendoshi and Tanaian individuals who, when cushioned, can survive with only mild discomfort. Air Tank Standard air tanks use a oxygen-helium breathing mix which at one atmosphere will last approximately six hours. Empty tanks weight 4 Kg including the detachable face mask and every hour of pressurized mix weighs .7 kg (these weights and times remain the same for Eebekian Nitro helium versions). Somewhat larger 12 and 24 hour tanks can be obtained at twice the empty mass and cost. Refills cost 32 dits per tank hour and are usually available wherever air tanks themselves are found. Refilling with regular Oxy-nitrogen costs one fifth as much but weighs 1.9 kilograms per tank hour (using standard air is sometimes necessary when expensive helium is unavailable). Note: some races voices become harmlessly squeak when breathing the Helium mix. Climbing Gear This is an optional kit for the scale gun, but it ---------------------------------------- #### [DOCUMENT] Tables - Canonical URL: https://genesisrpg.com/docs/technology/equipment-tables/ - Summary: This is the quick start page Tables 1 - Clothing ITEM VALUE MASS (kg) COST Athletic shoes 1.5 .75 8 Belt 2 .1 2 Boots 2 1. 11 Business Clothes .2 2 73 Casual Clothes 0 1 20 Chamaeleon Suit .4 .4 196 Cloak / Cape .1 1 4 Coat .4 3 10 Cold Weather Clothes 1.1 5 53 Exposure Suit 1.3 8 130 Fatigues .2 5 75 Flippers .4 3 15 Fire Suit .5 10 150 Formal Clothes 0 2 107 Gloves .1 .1 3 Gravity Pants .8 4 59 Hat .1 .1 4 Jacket .2 2 8 Jumpsuit 0 .1 5 Kimono 0 5 89 Magnesocks 0 .2 3 Moisture Suit .7 2 47 Nightshirt 0 1 3 Overcoat 1.3 4 8 Parka 1.8 5 20 Radiation Suit 1.3 5 355 Raincover 0 .5 5 Rugged Clothes .5 2 33 Sandals .6 .5 5 SCUB Suit .7 4 400 Shirt / blouse 0 .5 8 Shoes 1 .5 6 Skirt / Kilt .5 2.5 9 Space pressure suit 1.5 10 100 Stockings 0 .03 3 Surcoat .6 3 10 Sweater .5 .5 8 Thermal Suit 1 3 200 Tie 0 .3 3 Tunic 0 .8 15 Underclothes 0 .1 5 Uniform .3 3 10 Utility Belt 0 .2 4 VAC Suit, type 1 1.5 6 750 , type 2 2 8 900 , type 3 (RCG) 2.5 10 1,100 Vest .3 .5 7 Zee-4 Body Glove .6 NA 48 Self Contained Underwater Breathing Suit ** Very Adverse Condition Suit; Gas, Chemical and/or Radiation NA None Appreciable NOTE : Mahandoshi versions are 1.5, Vjesperé‚ and Krane versions are 2 times normal cost, and fenbin versions are 3 times normal cost. 2 - Personal Armour ARMOUR ITEM DAMAGE TYPE VALUE MASS FOUND COST Ablative Vest All 1.5 3 kg C 250 Armoured Vest ALL 2.7 3 kg B 130 Combat Suit Light, «EXP,BLA,BLU,PRO 5 10 kg CS 700 Heavy, EXP,BLA,BLU,PRO 6.5 15 kg CS 700 Helmet ALL 2.5 2 kg A 25 Hush Screen SON,STN 4 1 kg CS 300 Living Armour Suit PPA,«STN,BLA,BLU,INC,EXP 4.5 20 kg CSX 5,000 Pad Suit BLU,«BLA,«EXP,SON 2.3 5 kg B 500 Powered Combat Suit «EXP,BLA,BLU,PRO 5.5 15 kg CS 1,500 Reflector (Magshield) Suit PPA,MAS 6 3 kg C 900 Shield BLA,BLU,SON,INC,«PRO 3.5 2 kg A 50 Shock Suit BLU,INC,EXP,SON,«PRO 7 25 kg CS 2,000 VAC Suit, armouring «STN,BLA,BLU,INC,MAS,«PRO +1 +10 kg CS 1,000 NOTE : Mahandoshi versions are 1«, Vesperé‚ and Krane versions are 2 times normal cost, and fenbin versions are 3 times normal ---------------------------------------- #### [DOCUMENT] Technology - Canonical URL: https://genesisrpg.com/docs/technology/ - Summary: This is the getting started page Technology Here are the sections of this book: Clothing Computer Communications Sensors Defense Medical Weapons Tools & Misc. Transportation Star Ships Tables ---------------------------------------- #### [DOCUMENT] Defense - Canonical URL: https://genesisrpg.com/docs/technology/medical/ - Summary: This is the getting started page Medical Introduction First-aid Kit Containing 40 bandages and 5 injections of each of the following: Bioxin, D-zine, E-dorphs, End Bleed, Insta-cast. Also included is a 10 dose tube of Promethel gel and a spray pump of Spray Skin. This kit is designed to render basic medical attention to stabilize a wounded patient. Grim Reaper One of the newest products in bio-engineering technology, this small fuzzy creature has been designed as an organic backup for most bodily functions. Its body is approximately half a cubic meter in volume and it has two short arms wrap around the wearer's neck and lock in place. Once attached a reaper will assume all normal circulatory, respiratory, digestive, and excretory function, until the patient's own systems have recovered. A fresh reaper has a store of fat that it uses for nutrition, as it stabilizes patients. The store will be enough to for one day with the most critically wounded patients, and longer for the less severely wounded. Reapers are omnivores that eat through a small opening just below the patient's own mouth. Reapers eat three meals a day and properly fed they can support a patient indefinitely. Models are available that can secrete various medicines directly into the patients, at slightly higher cost. Only available for Eebeks and Humans, models for other races are under development. NOTE: using an inappropriate model would inflict more damage then it heals. Medical pouch A basic medical kit for the purposes of stabilizing the vital signs or wounded persons. The kit contains 10 injections of each of the following chemicals - Bioxin, D-zine, E-dorphs, Endbleed, HHB, Hypermetabolin, Instacast, Thenelin RGF. A tube of Promethel gel good for 15 large doses. Also included is spray pump of Sprayskin, a Splitter, a hand medical sensor, and various forceps and probes. These items are contained within a hard water and air tight case made of reinforced organo-polymer. Portable Auto-doc Able to perform basic medical tasks, cleaning ---------------------------------------- #### [DOCUMENT] Sensors - Canonical URL: https://genesisrpg.com/docs/technology/sensors/ - Summary: This is the getting started page Sensors Introduction Essentially complex and sensitive instruments to measure various physical properties, they analyze the results, with onboard computers. Most can store the recorded information, to be downloaded to larger computers for more detailed Analysis. Analyser Extremely sophisticated, analysers essentially gather, process and interpret volumes of data into forms users can understand and identify with. They are valued in research and are structured so that one will only be of constructive use if the user has at least a few of the skills that unit specializes in. Each is handheld and has an effective sensor range of 5 m. They are controlled by touch sensitive display, but for the most part take advantage of extensive voice input/output capabilities. There are two main types of analysers; BIO This device is used to scan living tissues. It is able to indicate numerous beneficial, harmful, or simply interesting physiological traits, such as the edibility of plant or animal life or the type and severity of ailments. Bioanalyzer add -20 to the SKILL DIFF when investigating into either Agriculture, Anatomy/Physiology, Biology, Botany, First Aid, Medicine, Surgery, or Zoology. MATTER This device is used to scan the chemical, magnetic, thermal, electric, and stress properties of a substance or mechanism. It can predict the possible function and performance of equipment and will suggest upkeep guidelines. These units can be useful to technicians investigating Chemistry, Geology, Physics, and most Sci-Technica fields by adding -20 to their SKILL DIFF. Audio Ampufactors Designed and moulded to fit completely within the ear canal, a set of audio ampufactors can perform overall amplification and basic filtering of sound waves. An optional interface unit can be attached to allow a computer to aid the set in processing and filtering of specific signals or frequencies. So with the help of the computer the set can pick out a person's speech across a noisy room and other simi ---------------------------------------- #### [DOCUMENT] Star Ships - Canonical URL: https://genesisrpg.com/docs/technology/starships/ - Summary: This is the getting started page Star Ships Work In Progress Andromedian Rose Class Light bipedal creatures a dowser stands 2.5 meters tall and the saddle is 1.5 m off the ground. They have hair, essentially wool, and they are usually shaved. Their wool coat can protect them in cool environments but they prefer the desert. TOP SPEED: 410 Km/h CRUISING SPEED: 380 Km/h DIMENSIONS (Dia.*W): 5 * 3m BASE PRICE: 6700 Dits LENGTH OF USE / BATT: 24 hours Warning any occupants not wearing the five point harness will fly around inside the cockpit, if it is locked and spun. *NOTE : the Osprey is the same as the Excalibur but it has seating and room in the escape pod for two persons. Knobs - These have rubber protrusions to improve traction : 300 Dits per Scoops - These are shaped like a sea shell used in water or thick mud : 400 Dits per Balloon - These come with STAN, can be used for water or normal streets : 200 per Spikes - These are balloons with metal spikes embedded in them, used for ice and very smooth surfaces : 350 per ---------------------------------------- #### [DOCUMENT] Transportation - Canonical URL: https://genesisrpg.com/docs/technology/transportation/ - Summary: This is the getting started page Transportation Organic Dowser Light bipedal creatures a dowser stands 2.5 meters tall and the saddle is 1.5 m off the ground. They have hair, essentially wool, and they are usually shaved. Their wool coat can protect them in cool environments but they prefer the desert. Nuage A large horse-like beast of burden standing 2 meters tall at the shoulders that walks on four legs. A nauge is covered in long shaggy hair, making it excellent for cool and cold environments. Capable of carrying up to 1 tonne for 4 hours at a stretch they are the best of all pack animals for endurance and strength. Inorganic For those vehicles obtaining substantial velocities scanners and radar are standard equipment, all other vehicles can be fitted with scanners, radar, computers and weapons if they are bought for the vehicle. All forms of transportation use a standard "batt" as their power source (which are functionally all the same, but differ in size). EVERY vehicle comes equipped with five FLARES and a SMALL REPAIR KIT all others systems are optional and must be bought by the vehicle's purchaser along with the vehicle. Wheel The Name WHEEL is already in its plural form so when saying that you had seen more than one wheel you would say "I saw ten WHEEL". The WHEEL is basically a center cockpit with a thick, wide tire running completely around its circumference. The tire is about ten cm. thick all around except on the tread when it thickens to twenty cm. The cockpit remains upright regardless of the speed of the tire. The driving force of the WHEEL is a large motor underneath the cockpit that spins the WHEEL by means of gear teeth surrounding the inside diameter of the tire. The motor then applies a cog to these teeth and, by means of a transmission and a differential, the WHEEL is moved along at its TOP SPEED (see below). The hemispherical "hub caps" on each side of the tires are to allow more room for the occupant to sit and to operate the vehicle and more room for the one passenger. Break ---------------------------------------- #### [DOCUMENT] Weapons - Canonical URL: https://genesisrpg.com/docs/technology/weapons/ - Summary: This is the getting started page Weapons Blades Garotte Two rings connected by a microscopic wire, a garotte is wrapped around the victims neck and pulled taunt. This action cuts several major arteries and veins in the victim's' neck and the victim bleeds to death. The length and mass are 50 cm and 2g respectively. Laser Sword Shooting out an intense laser beam that mimics a blade it adjustable from 5 to 75 cm in length. The beam is activated by the small button in the palm of the weapon. The Dia. and mass are 5 cm and 190 grams. Bludgeons / Sonics Banshee Producing an extremely high pitched sound waves, the banshee uses compression of the gaseous molecules in the air to effect damage on a target. Burning Weapons EE-99 The EE-99 is your basic flame-thrower except that this one is re-fillable by attaching a new fuel capsule to the front of the gun. The capsule can contain enough fuel to allow the user four; three second burns or one twenty second burn. At the rear of the gun is the air intake. The dimensions (LHW) and mass are 55265cm and 257 grams respectively. Napalm pack When the pack detonates it sprays a sticky liquid onto anything within a 5m of the pack. The liquid, when shot out of the pack, is on fire so anything covered by the liquid will suffer burns. Explosives Packs and Sharges (shape charges) Concussion pac This pack, when detonated, produces extremely high intensity sound waves. When these waves penetrate to the inner ear they cause erratic electrical impulses to the brain. When these impulses reach the hearing center of the brain the person collapses, into a deep sleep, for a short length of time. The numbers of minutes can be determined by taking one tenth of the persons CONSTITUTION (rounded up). This is the number of minutes that the person collapses for. The person will wake up with a huge headache and will not be fully conscience for several minutes. The dimensions (LHW) and mass are 306218cm and 540g respectively. HED pac Basically composed of a dry form of nitroglycerine and a ---------------------------------------- -------------------------------------------------------------------------------- ### STAR SYSTEMS & ASTROGRAPHY (CAUDEX CENTIA) -------------------------------------------------------------------------------- #### [DOCUMENT] Home World Populations - Canonical URL: https://genesisrpg.com/docs/star-systems/firstshpere/ - Summary: This is the current list of population centers within the First Sphere FirstSphere First Sphere System / Name Class Established Year CE Population (M) Primary Race Sol Earth Home World - 6,922.0 Human Luna Daughter World 2001 10.501 Human Mars Daughter World 2019 1.863 Human Laurasia Space Colony 2145 0.007 Human Gondwanaland Space Station 2153 0.010 Human Tsilokovsky Space Station 2044 0.003 Human Eros Space Colony / Daughter World 2069 0.305 Human Hoshiuchi Space Station 2017 0.002 Human Gateway Space Station 2111 0.003 Human / Eebek Other ~1,000 Orbiting Varies 0.080 Human 7,047.201 Total Rilla And (a.k.a. Tau Ceti) Awmonee Home World - 2,433.00 Eebek Nonera Daughter World 1932 0.480 Eebek Amo-s IV Daughter World 1919 7.470 Eebek Armo-s VI Daughter World 1914 92.2 Eebek Nureb Space Station 1864 0.018 Eebek Oonora Space Station 2146 0.011 Eebek Awmonera Space Station / Space Colony 1987 3.800 Eebek D-Θbu Space Station 2046 0.010 Eebek N'debola Space Station 2067 0.006 Eebek Rilan Space Station 2109 0.007 Eebek / Human Awmonor Space Colony 2202 0.032 Eebek / Human Outposts ~5,000 Orbiting Varies 0.250 Eebek 2,547.284 Total Netra Sume Carioden Home World - 864.5 Fenbin Edic Daughter World 2138 0.081 Human / Fenbin 864.581 Total Constella B Carakuss Home World - 1,200.000 Low Kaa Tanai Daughter World 1025 BCE 12,946.028 Tanaian Culati Jenar Space Station 1017 0.001 - 1H-426 Space Station 2127 0.003 - 1H-726 Space Station 2130 0.004 - 10,064,128.010 Total ---------------------------------------- #### [DOCUMENT] Star Systems - Canonical URL: https://genesisrpg.com/docs/star-systems/ - Summary: This is the getting started page Star Systems Introduction This listing represents 23.6% of inhabited systems and .5% of cataloged Foundation space. A Quadrant Alpha, Pleiades, Aries B Quadrant Beta, Hyades, Orion C Quadrant Gamma, Nova, Scorpius D Quadrant Delta, Helix, Aquarius Star Name Quadrent Series Achernar C34-4 B3 V Aldebaran SNR B85-1 O5 VII Aldershiite C28-2 G0 V Algoche B83-1 G2 IV Algol C14-1 B8 V, M6 V Alkaid C211+4 B3 V Alpha Centauri C27-2 G2 V,K0 V,M5 V Alpha Rigose C25-1 G3 V Alskivan C47-3 G8 V,M3 V Altair C37-2 A7 V An Laenn Dei A45+2 F9 V,G3 VI,S2 VII Aphrodite D36+2 F2 VI,S0 VII Arcturus C38-1 K2 III Augusta B63+1 K0 V Bach C62-1 G3 V,S5 VII Bai C44-1 F5 IV,F5 IV Bakwanga C210-1 G6 VI Bandar Pahlavi C26-4 G2 V,S2 VII Barnard's Star C37-2 M5 V,M0 VI Be Egg Zaa A29+4 G0 V Bell C28-1 G8 V Beneday Dromo A28+4 F3 V,M3 III,S8 VII Berando C16-1 GO V Besswick C22+1 K0 IV,S4 VII Beta Comae Berenices C28-2 G0 V Betelgeuse B211-1 M2 I Bettrassi D26+2 F1 VI,S0 VII Bhandara C45-1 F3 IV Bidden C73+1 G5 V,M0 VI Bishop C28-2 K4 V Bluelight C23-1 A9 III Bristol B84-1 G7 V,S8 VII Bungo B45+1 K2 V,S1 VII Canopus C14-4 F0 I-II Capella C26-1 G8 III,F5 III,S3 VII Casino C25-1 G4 VI Castor C18-2 A1 V,A1 V,A5 V,A5 V, K6 V,K6 V,S7 VII Chih Sung-tzu C24-1 K3 III Chivis C53-1 M2 V,M2 V Churchill C35-1 G4 V,S2 VII Clairemonde B77-1 F6 V Commons ABCD00=0 G0 V,M0 V,M0 V Constella B C25-1 K0 IV Cordoba C33-1 G3 V,S6 VII Danaan C19-2 G1 V De Gal C48-4 G7 V,M0 V Denebola C29-2 A3 V DM +66 1281 C37-2 G5 V,S0 VII Dnepropetrovsk C23-1 K2 V Dubhe C110+1 K0 III Durdana C26-1 K3 V El Dorado B66-4 F5 V Electra C56+1 F0 IV,S3 VII Epsilon Eridani C27-2 K2V,S8 VII Fairbanks C85+1 G2 V Far Reach C28+3 G1 V,A2 VII Ferrara C35-1 K7 V Fomalhaut C37-3 A3 V Fortnight B67-4 KO IV Gacrux C20-3 M3 III Galaetia an'Tory A23+2 G3 V,B7 VII Galier C29-2 F2 V Griddansk C84+1 F7 IV,A6 VII Grogan B31+1 A7 VI,S4 VII Hadrin's End D28+3 M4 IV Hamiota C26-1 G0 V,M0 V Harbin C71-1 K3 V Helcaraxe B54+2 G4 V,G4 V Helix Planetary Nebula D611 - ---------------------------------------- #### [DOCUMENT] Sol System - Canonical URL: https://genesisrpg.com/docs/star-systems/sol/ - Summary: These are the maps of the populated worlds in the Sol System. Sol System Maps Sol System Map of Earth Empty Map ---------------------------------------- -------------------------------------------------------------------------------- ### HISTORY, POLITICS & ECONOMICS (CAUDEX CENTIA) -------------------------------------------------------------------------------- #### [DOCUMENT] Copyright - Canonical URL: https://genesisrpg.com/docs/about/copyright/ - Summary: Fair use, Digital versions of this may be used for personal use. For print and or commercial licence to any of the content of this site, please contact us. Copyright Genesis is a Copyright© of Inkeptum Ultra Visio, 1985 (REG 346387). All rights reserved. Reproduction of the material contained herein, in whole or in part without the express written permission from Inkeptum Ultra Visio is a violation of the Canadian Copyright Act. Published 1st edition 1986 2nd edition 1990 3rd edition - unpublished v3 remastered - 2021 Genesis - The Role Playing Game by IUV is licensed under CC BY-NC-ND 4.0 Fair use, Digital versions of this may be used for personal use. For print and or commercial licence to any of the content of this site, please contact us. ---------------------------------------- #### [DOCUMENT] Forward - Canonical URL: https://genesisrpg.com/docs/about/forward/ - Summary: The writers and artists who contributed to the various versions of this game. Forward Editors Kevin D. Clarke Noel W. Clarke Writers Donnay Winterford Drake Harrow Chris Bretz Pernal Lane Mike Helms Proofreading Tony (Anton) Ehrenreich-Hansen Artists -v2- Reese Etheridge Chris Bretz Mike Helms -v3- Adrian Kleinbergen Mark Holmes (L-R) Noel, Reese, Kevin, Chris, Mike ---------------------------------------- #### [DOCUMENT] About - Canonical URL: https://genesisrpg.com/docs/about/ - Summary: This is about the production of the Genesis Role-Playing Game About Production Inkeptum Ultra Visio Distribution Winlok Enterprises Ltd. We wish to give special thanks to Winston and Lorraine for their patience, understanding, and for giving us the support we needed, without which this project would never have been completed. Acknowledgements Robert De Pietro - Micro Imaging Systems Terry Fogleman - EBCO Looseleaf Systems Don Marchand - GTO printing Federal Business Development Bank of Canada Forward Copyright Methods ---------------------------------------- #### [DOCUMENT] Methods - Canonical URL: https://genesisrpg.com/docs/about/methods/ - Summary: This pages describes the methods used to create v1 and v2 of the game Methods Version History Version 1 The game was produced using both digital and analogue techniques and distributed in a limited run. It came in a three-ring binder, for expandability, and had a CMYK cover illustration which was printed in Dr. E.P. Scarlett ‘s Photo / Off-set Lithography shop. No dice were included with the game. Version 2 In this version, 2,000 units of the game were produced and sold across North-America. Again it was shipped in a three-ring binder, which had a cardboard insert added to the narrow side & shrieked wrapped, to make it resemble a boxed game. The content was written, and edited and digital desktop published with the latest technology and tequniques at the time. The Computer AST Research 268 premium 2M of Ram 40M Hard Drive Cannon IX-12 Image Scanner HP Laserjet III The Software Application Purpose PC-Write 3.0 Word processing Lotus 1-2-3 2.1 Table generation dBase IV Star map and coordinate conversion PC Paintbrush IV Image Scanning Arts & Letters Logo generation PageMaker 3.0 Page Layout & Composition PC-Write© is a copyright of Quicksoft. Lotus 1-2-3™ is a registered trademark of Lotus Development Corp. dBase™ is a registered trademark of Ashton Tate. PC Paintbrush™ is a registered trademark of Zsoft Corporation. Arts & Letters™ is a registered trademark of Computer Support Corporation. PageMaker™ is a registered trademark of Aldus Corporation. LaserJet™ is a registered trademark of Hewlett-Packard Corporation. Version 3 All of the original text and images from version 2 were added to by additional artists and writers. This revised content was being prepared for the next version when the production team took a hiatus. Many years rolled by with the original files & hardcopy artwork being transported back and forth across Canada. In 2018 the content was dusted-off and the remastering of all the art and text began again. Compute Hardware 2016 MacBook Pro 2018 iPad Pro Cloud Services Stackbit, Static Site Creation Netlify, Static Site Gen ---------------------------------------- #### [DOCUMENT] Economics & Commence - Canonical URL: https://genesisrpg.com/docs/economics/ - Summary: This is the getting started page Economics & Commence Introduction Currency Literally hundreds of societies live under the Foundation, and each has its own distinct sense of value and worth, thus making it extremely difficult to reach even a general consensus on a standard system of monetary exchange. The traditions and customs that have arisen within one people may hold totally different or even opposite meanings for their neighbours, whether they be a few kilometres or a few parsecs distant. A classic example would be the worth of rare resources. Humans, for instance, typically place great value in their planet's aesthetically pleasing rare metals and gemstones, while eebek, whose desert world has but a few scant drops, consider water a precious commodity. Each holds the other's fixation as totally worthless because they themselves are fortunate enough to virtually swim in the stuff. almost all modern transactions occur photo electronically by means of small personalized computer interfaces variably called dit or money "disks" or "chips". These disks are somewhat like wallets; in that they keep a supply of cash readily available and separate from possible funds kept at the Trust. When, for example, a purchase is made, the changes are debited and credited permanently to both the buyers and sellers disk's. The total amount of free theoretical credit in the system at any one time therefore never changes. If one uses up their chip's supply, more can be obtained from their account through public 'banking terminals' located on most core worlds (This can be a slow process, about a day, as the computer might need to link up with a Trust mainframe on Earth, Luna or Awmonee). All disks are issued by the Alliance Financial Trust and are protected by datashields keyed to the owner's individual vocal / thermal sequence, ensuring only he or she will ever have access to their financial records. Even if lost or stolen, AFT representatives can usually reconstruct an accurate profile and issue a new dite within a w ---------------------------------------- #### [DOCUMENT] History - Canonical URL: https://genesisrpg.com/docs/history/ - Summary: This is the getting started page History Up to 2017 The of the modern era can be traced back to the beginning of the twentieth century, and the power structure that emerged after World War I. The last few hundred had sown the seeds of global thinking and democratic ideals across the western world, resulting in colonial empires and a redefining of the state in terms of its people. This overextension abroad and "undermining" at home weakened monarchies in general. The devastation and overall collapse brought about by the first world war shattered the old order completely, however. The next century was a transitional time spent trying to find a replacement to the system of stability which had served for so long. No other period has been marked by so much conflict. After the war, a wide variety of diverse political and economic ideologies were experimented with; Soviet communism, German and Italian fascism, and even the first suggestions of a global democratic League of Nations. Old habits die hard, however, and in the tradition of the old monarchs, the 1930s saw the rise of strong, charismatic leaders in every major state. The tensions already present from economic depression due to war recovery and the stock market crash of 1929, were inflamed by these leader's own vibrant personalities and goals. Soon enough WWII erupted. This one left Europe even more devastated than the first, but it also created the world's first superpowers, the United States and the Soviet Union. They were the only allies that actually benefited in the long run from the war. The war also discredited, at least subconsciously, the merits of the strong leader system once and for all. America emerged as the most powerful nation on the planet and virtually recreated the economies of western Europe and the Pacific. In the next decades the world adopted a complex alliance-bloc structure centering around the increasingly adversarial superpowers, and lapsed into a standoff of pseudo stability. For fifty years capitalist America and their ---------------------------------------- #### [DOCUMENT] Introduction - Canonical URL: https://genesisrpg.com/docs/ - Summary: A role-playing game is an interactive story like a novel or a - except the actions of the players change the course of the adventure. Introduction What is a Role-Playing Game? A role-playing game is an interactive story like a novel or a - except the actions of the players change the course of the adventure. players interact with the universe through imaginary extensions of called characters. These characters are people living in the that the players control. Unlike regular games, RPGs change each time play because the story is separate from the rules, so each time you use a story the adventure changes. With role-playing games you never have the adventure twice. That is what makes role-playing such a vivid, exciting unique experience - you never know what to expect. Unique features of Genesis Flexibility of rules and genre The rule systems in Genesis were created to allow for multiple of complexity. This is achieved by a basic system to which modifiers added until the the system simulates reality. The transition from a simple a complex system, using modifiers, gives a continuous spectrum of between the two extremes. As a GM you are free to use any of the , making the system as complex as you want or as simple as you need. Genesis universe also encompasses many genre because it is just that - a universe. Centred around Earth the action is not confined to any one with any one race. This gives an almost infinite variety of adventures you and your players to explore. Ease of revision and addition Genesis is bound in a three ring binder to allow for frequent and additions. This eliminates the testament to wasted money that in every role-player's closet, game books and revisions that are because they have been replace by newer editions. A three ring binder, the other hand, makes revision as easy as removing the old pages and clipping the new ones. You always have an updated rule book no matter how long ago you it and you won't have to buy a whole new game just to get 15 new pages - with Genesis. Conventions The Metric system Before proceeding into this chapter it is necessary to discuss the that were use ---------------------------------------- #### [DOCUMENT] Politics & Military - Canonical URL: https://genesisrpg.com/docs/politics/ - Summary: This is the getting started page Politics & Military Prelude In the year 2186 of the common era, the human world government, with the help of the Eebek Great House Meop, established the PolySolar Foundation (PSF). The Foundation's objectives were set and enforce the laws of known space, later to be recognized as the First Sphere. To accomplish this, a summit meeting of the leaders of Earth, Luna and Awmonee occurred on the Eebek homeworld. The conference was held on Awmonee because the Eebek were more inclined towards the establishment of an open assembly, representing the entire sphere, then the general populace of Earth or Luna. Earth and Luna's population were still skittish at the thought of a large government body, having just extracted themselves from the oppression of the Corporate era. At the meeting, the leaders along with their diplomats, worked out the first pre-PSF five year plan. The basic mandates of the plan covered seven major points: The use of Corporate era technology to set up a fully representative government on Earth. The establishment of a stellar law by which all trade and racial interaction would be regulated, and the bodies of power needed to regulate this law, including: An interstellar body of judges to adjudicate all stellar matters of law, A policing body to enforce the ruling of the court. The use of all Corporate Era knowledge to repair the damage done by that same Era. The establishment of a society for the research and protection of social, technological, and natural phenomenon found in known space. The establishment of a house of diplomatic envoys to: represent the interests of member planetali-ties of the PSF, set and reset the laws by which PSF space is ruled, act as a unified front to the violation of the freedoms of any PSF member's sphere on influence The establishment of a body of civil servants to oversee the daily operation of the PSF. The establishment of the office of the Secretariat to: oversee the day to day operations of the PSF, act as an unbiased PSF ---------------------------------------- -------------------------------------------------------------------------------- ### ADVENTURES & SCENARIOS (CAUDEX REGULUM / CENTIA) -------------------------------------------------------------------------------- #### [DOCUMENT] Andromedian Rose - Canonical URL: https://genesisrpg.com/docs/adventures/andromedianrose/ - Summary: The Andromedian Rose is a High-DWarp capability starship intended as a wedding gift from the King to his daughter. The ship is docked in one at Quito skyhook. The princess has been kidnapped and the King of Minarus offers 100,000 dits for her safe return of the princess before the wedding. Are you adventurous enough to get her back in time? Andromedian Rose A Genesis Role Playing Game Adventure Game Master Introduction Background The King of the largest kingdoms on the planet of Minarus, Ponteria, Lord P’han Jerado, and the Queen of Fomara, Lady D’prena Manlyne, The second most powerful queendom on the planet, want their children to marry. Princess Agina Jerado and prince Surqri Manlyne by joining would join the two kingdoms together. Both of the children are preparing for the day of the joining with equal anticipation as their parents. The two kingdoms of the planet of Minarus are seeking the aid in military equipment and forces from the foundation to help them in their struggles against the Corporate Loyalists. They would also like to enter the foundation as a trading planet to gain better prices for the products they produce. Under foundation law any group on the planet may petition for acceptance into the foundation but it must represent the majority of the people on the planet. To achieve this Lord Jerado and Lady Manlyne must allow the rift between their two kingdoms to be bridged by the joining of their two children. History Culture: The Minari have many traditions some of which are performed regularly and throughout daily life and others which are only performed a couple times a year and only on special occasions, one of these special traditions is that of the joining which is only performed five times a year and is the only time when two people may marry each other. This tradition began in ancient times and is based on the orbits on the two moons of the planet Minarus. The two moons move in orbits which align five times a year. To observers these ancient lovers become visible as one, for five days and then separate and continue around the planet. During these five days the people of the planet begin a celebration which starts on the morning of the day of conjunction and continues until the morning after the two lovers separate. Two people are joined at the time of closest alignment of the two m ---------------------------------------- #### [DOCUMENT] Adventures - Canonical URL: https://genesisrpg.com/docs/adventures/ - Summary: In this book you'll find the rules of Genesis game play and examples of how to use them. Adventures Introduction The preceding chapters dealt with the rules and rule systems that are inherent to Genesis, but there is much more to the game than just rules. In fact the major aspect of role-playing games (RPGs) that sets them apart from other games has nothing to do with rules, it has to do with the adventures. Regular games are fixed -- they have one adventure that you play over and over every time you play the game, just the opposite is true for RPGs. They have adventures, only plot and storyline, that are infinitely variable because they are separate from the rules. So, every time an adventure is purchased or one written the adventure the players experience changes. What is an Adventure? The best explanation to that question is that an adventure is just like a novel or a movie -- where you tell the player's what they hear, see, feel, etc. -- with one major exception, the story-line can be changed. Depending on what decisions and actions the players make during the game the course of the adventure is changed and you read them different descriptions of what's happening. A simple example can be found in imagining the players are walking through a lightly wooded area, you tell them "You have come to a fork in the path" -- they are faced with a decision. You tell them, "On the path to the right you can see the lost city you have been searching for, while the one to the left has a washed out bridge over a huge pit." The choice is simple -- they would take the path to the right because it takes them to their goal, while the other path will put them in great danger. This is an extreme example because the choices are black and white and the decision is clear. So they choose the path to the right and you read them the descriptions about their journey to the lost city and of the riches they find inside. What they don't hear is the descriptions of the washed out bridge over the huge pit. So the rest of story changes every time the players make a decision. This is wh ---------------------------------------- #### [DOCUMENT] Sedna Rendezvous - Canonical URL: https://genesisrpg.com/docs/adventures/sednarendezvous/ - Summary: The S.S. Racine, a science survey vessel, and her escort, the L.C.M.S. Candor, have disappeared a newly discovered Solar system in the quadrant of Beta Aquila. The Poly Solar Foundation has requested you and the crew of exploration ship E.S. Icarus find out what happened. Sedna Rendezvous A Genesis Role Playing Game Adventure Game Master Introduction Because of the complexity of this adventure, it will be presented in three different narritives that range in difficulty from easy to hard. The game master can determine which format is best suited to the experience of his players and himself. The different adventures will be based on the same set of data, provided in this booklet, and any differences will be explained briefly in both the introduction and a small summary at the beginning of each new section. The Scenarios Report & Run, is the easiest, for beginning game-masters (GM's) and players Search & Destroy, is more difficult Search & Rescue, is by far the most difficult Each scenario will have certain benefits and disadvantages. The easiest will probably be boringly simple for the experienced gamer, and the hardest will be impossibly complex for the beginning game master to organize and run. The best thing to remember is that the game should be fun for both the players and the GM. Be advised that there data below that will not be needed for all three scenarios. If the game master is running a scenario that does not incorporate all the data, he or she ignore any extraneous information. As stated in the adventures section of the Caudex Centia, a game is very much like a game of 'Lets-pretend' with a complex set of rules that must be followed. For the experienced gamer, setting up an adventure can be quite easy, but for the beginner it can seem quite complex and difficult. Sedna Rendezvous has been set up to give both experienced and beginning gamers a shot at learning the rules and having fun all at the same time. It will be easier for the the beginning Game Master to follow the scenarios as they are presented, but he or she should not be afraid to Ad-Lib at times. If the adventure seem to be going dry, throw in a new twist of your own devising if you wish. In this adventure the beginning gamers will have a chance to 'try-out' their ---------------------------------------- -------------------------------------------------------------------------------- ### STORIES & LITERARY UNIVERSE (CAUDEX UNIVERSUM) -------------------------------------------------------------------------------- #### [DOCUMENT] An Interstellar Christmas - Canonical URL: https://genesisrpg.com/blog/aninterstellarchristmas/ - Summary: A brief timeline of an interstellar voyage in the year 2139 May 10, 2021 An Interstellar Christmas December 7, 2139 "House computer, we want to observe the Terran holiday called 'Christmas', book a cabin for two aboard the next high-liner to Earth" House computer: "Okay! The H.M.S. Ptolomy leaves for Sol destination Earth on December 23rd at 9:30 AM. It is a first rate light passenger vessel. The high-liner Charlemagne, registered with Jjaro Colonial Tours, will make the jumps along the Centauran Circuit. Voyage Observatons Date, Time Description December 23rd 9:43 AM Arrive at the New Avalon starport. Check-in, pass customs and security, and do some last-minute New Year's shopping. Luggage is taken to loading by robot valets. 10:15 AM Boarding commences onto small orbital shuttle. Find self window seat while listening to flight instructions. 10:30 AM Feel the dampening field come on in before the thrusters begin a series of orbital burns (all less than 1G). 10:34 AM Shuffle enters a low polar orbit over Pelion. Minor orbit adjustment Burns follow. 11:03 AM Rendezvous and talking with the Ptolomy in a 1,300 km polar orbit. 11:12 AM Transferred to the Ptolomy. Welcome aboard by first officer and seen to a cabin by robot porter. Listen to fight instructions, get settled, etc. 11:49 AM Ship's Gravity fluctuates slightly as initial dampeners switch on. 12:00 PM Voiceover the P.A. announces the start of the main fusion burn (.35 Gs) 1:40 PM Ptolomy crosses the orbit of Pelion's pebble moon Nessus 3:20 PM Main drive cut off occurs (200 km/s) 4:56 PM Rendezvous with the Jjaro Highliner Charlemagne. 250,000 km (0.7 light years) from Pelion. Velocity matched at 200 km/s. 5:12 PM Ptolomy locks-in after security check and wait for approach vector. 5:22 PM Charlemagne's Delta-Warp drive is brought online. Final loading is completed 5:30:00 PM Delta-Warp is engaged and the star scape shimmers. 5:30:01 PM The brilliant streak of the medium sized gas giant Ionia (only a few, 105 millions of km away) passes below. 5:30:04 PM The orbit of Al ---------------------------------------- #### [DOCUMENT] Between the Rocks! - Canonical URL: https://genesisrpg.com/blog/betweentherocks/ - Summary: The mining of the Milmoth (a.k.a.) Vega solar system, has created a conflict due to the constant claim-jumping of the various entities of miners currently in that system. The local government is trying to keep law-and-order with the assistance of Military Aero Space Security (M.A.S.S.) May 18, 2019 Between the Rocks! “Sir, the computers just came back online.” “Well, do they confirm the visuals?” “Yes Sir!” “Run down the stats Mr. Kielan” “The computer is tracking the asteroid. Sensors are picking up high ore content. Large Deposits of Gold, Titanium, Palladium and traces of other metals as long as your arm.” “Is their a margin?” “Nine million cubic meters with a ratio of twelve to one.” “Position and vector Mr. Harcher” “It entered our claim six hours ago and is in a transfer orbit that will take it out in another two hours.” “Shit! Pull in the five and six crews. This is going to have be fast and dirty.” “Mr. Dlameani, find the fastest course to the asteroid.” “The sensors show a Kirkwood, Captain.” “Use it!” “It’s very small.” “I don’t care, I want that asteroid.” “Are the 5 and 6 crews in yet?” “Yes, Captain” “Engage the drive Mr. Dlameani, ETA at best speed?” “15 min. Captain.” “It’s going to be tight. I want all crews ready for immediate deployment when we reach station.” . . . “ETA Mr. Dlameani.” “30 seconds to station Captain.” “Are all crews ready?” “All report ready, Sir.” “ETA?” “10 seconds.” “Time until the asteroid leaves the claim Mr. Marcher?” “One hour and thirty-two minutes, Captain.” “Open the pod bay doors.” “Eye Eye.” “Attention all out-rigger crews, I want this operation to go smoothly. We only have one and a half hours and any time wasted will come off your commissions. Deploy, — NOW!” “All crews acknowledge deployment. Sir.” “Mr. Kielan, I want the data from the first samples.” “Updated ratio of nine to one. Percent composition of primary samples: 3.5% Gold, 1.7% Platinum, 2.5% Cobalt, 1.1% Palladium, and .5% Courant — the rest are just traces.” “Courant!?” “Yes, Captain.” “Are there any concentrations of it.” “The sensors indicate a vein on the far side.” “I want two crews on it as soon as possible.” “Out-rigger crews two and seven are in position on the far side and beginning there OP, Captain.” “Report Mr. Kielan” “Ratio o ---------------------------------------- #### [DOCUMENT] Hell of a way to die - Canonical URL: https://genesisrpg.com/blog/hellofawaytodie/ - Summary: Being a specialist in the Genesis RPG universe takes a unique individual. Someone who can function at peak efficiency under extreme pressure and still keep cool and get the job done. May 19, 2019 Hell of a way to die … “Dammit! Isn’t the computer supposed to warn us when the drive core begins fizzing?” “Yes — it is supposed to — but it didn’t, that power drop-out we had must have short-circuited something and bypassed the initial alert,” he said scanning the computer screen. “So just tell the computer to shut-off the drive!” “WARNING!! the drive core will implode in 5 minutes. 5 minutes”, the computer announced The specialist slung his head low and thought “another stupid suggestion.” He held his tongue, “I can’t … the drive computer thinks nothing’s wrong — so when I tell it to do an emergency shutdown because the core is about to crunch it just ignores me”. “What do you mean, what about the warning” “That’s the ship’s computer …” “So … tell it to do the shutdown and bring us out of warp” The other man’s lips pursed, “Can’t do it … the command hardware between our computer and the drive computer was destroyed by that meteorite” His eyes furiously scanning the screen. “Then how can you tell the drive’s computer to do an emergency shutdown?” “My god!! Don’t you know anything about this ship and how it works?” His restraint gave out. “No, that’s why I hired you … remember? … that’s your job!” he said mockingly. “So shut-up and let me do it! There that is it.” pointing a finger at the screen, he moved to another terminal. “What? … what’s it?” staring at the display blankly “ … talk to me.” “Tell me what you are doing.” “OK! Just shut-up and listen! The meteorite hit the command hardware, that allows us to control the drive unit, and smashed it.” he thought rapidly into the computer, “So when the core began to fizz the ships sensors picked it up but there was no way to tell the drives’ computer that the core is about to crunch and no way to tell it to shutdown.” “I understand all that, but …” an icy look stopped him. “So when the fizzing started the drive was ‘deaf’, and all that we have left in the one way telemetry link that tells us the level of f ---------------------------------------- #### [DOCUMENT] Caudex Universum - Canonical URL: https://genesisrpg.com/blog/ - Summary: This section contains stories from the universe of Genesis the Role-Laying Game. Caudex Universum This section contains stories from Genesis the Role-Playing Game. May 10, 2021 An Interstellar Christmas A brief timeline of an interstellar voyage in the year 2139 Read more May 05, 2021 Writers' Guide to Genesis This is a simple list of the current events happening in the Genesis Universe Read more May 04, 2021 Vaughn Marie Pendelton Vaughn Marie Pendelton was born at 0703h UTC March 21, 2198 on Burrard Island, Coast Salish, Canada. Read more June 06, 2019 Welcome to Taleneed May 19, 2019 Hell of a way to die Being a specialist in the Genesis RPG universe takes a unique individual. Someone who can function at peak efficiency under extreme pressure and still keep cool and get the job done. In either of the fields, technical or medical , this occupation demands the most of a person. Read more May 18, 2019 Between the Rocks! The mining of the Milmoth (a.k.a.) Vega solar system, has created a conflict due to the constant claim-jumping of the various entities of miners currently in that system. The local government is trying to keep law-and-order with the assistance of Military Aero Space Security (M.A.S.S.) Read more May 15, 2019 The Rising Sun In the Genesis RPG universe there are two kinds of investigators ; the first, private or freelance, serve the public and the foundation, the second, are the CCOP investigators these people have been trained by CCOP as covert operatives. Read more ---------------------------------------- #### [DOCUMENT] The Rising Sun - Canonical URL: https://genesisrpg.com/blog/risingsun/ - Summary: In the Genesis RPG universe there are two kinds of investigators; the first, private or freelance, serve the public and the foundation, the second, are the CCOP investigators these people have been trained by CCOP as covert operatives. May 15, 2019 The Rising Sun Suddenly the world around him was ablaze with color, form, and dimension. The light flickered slightly as he moved to ignite the paper and plant stick that dangled from between his lips. He inhaled quickly twice and then once again, the smoke filled his lungs and warmed him during the cold night. He exhaled the smoke over a steaming container of brown liquid, no matter what they did, it never tasted like coffee made from the bean. The street was deserted and the light from the planet’s three moons, each luminous red, reflecting the planet’s temporarily absent star. The man pulled from his overcoat a Polaroid of his partner, a grimace of pain swept across his face. In the cold night of Carakuss the lone figure mused silently to himself. Regardless of all the power of the Council of Clandestine Operations on Planets (CCOP) and the aid of technologically advanced weapons, cerebral implants, and the ultimate in transportation — Delta Warp, the private investigators and even the CCOP clandestine teams were not beyond the grasp of the big bosses. A few more stars gave way to the relentless dawn that approached the city and the single waiting figure consumed in his thoughts. He looked again at the picture of his late partner. Phillip Trent stood knowing that the plight of this, the first planet contacted by Corporate Earth, would continue possibly long past his life time — as it did his partner’s. Still he felt deep hatred toward the big bosses and the traders who dealt in illegal goods, who place no value on life, who work against the councils and only for their own profit, regardless of the techno-social pollution of the people and the planet. The Military AeroSpace Security’s (MASS) report on his partner’s death only suggested a professional hit, but it was the only explanation. A hit from one of his enemies would make the most sense, but Jonathan Bishop had many enemies and precious few friends. Which one of his enemies, that was the key. The ---------------------------------------- #### [DOCUMENT] Vaughn Marie Pendelton - Canonical URL: https://genesisrpg.com/blog/vaughmariependelton/ - Summary: Vaughn Marie Pendelton was born at 0703h UTC March 21, 2198 on Burrard Island, Coast Salish, Canada. May 04, 2021 Vaughn Marie Pendelton In the inky blackness of the fierce downpour a figure bundled up against the elements hurried along the stony path leading to a squat dwelling. The walls of the house, were glass and at this hour translucent, signalled the light and warmth inside. As he approached the main door, large wooden and ornately carved, the house detected the presence. A moment before he would have had to slow his pace to avoid a collision with the front door, it's significant mass swung open silently. The house guided him to the bedroom, steps away from the door to the master he head a woman cry out. The doctor rounded the corner as said. "Another contraction? Good, they are getting more frequent" "And more intense" Saraha replied. Sweat beaded along her brow, and her smile warm but strained. "Thank you for coming at such a late er ... I mean, so early this morning" The tall, muscular man supporting the woman's while looking at his own watch. The doctor nodded almost imperceptibly, "I am the village doctor ... house calls are part of the service. Name's Dr. Proda, please call me Jelan. And, you are Peter Pendleton and this is of course your wife Saraha." The doctor continued. He placed his bag on a side table, retrieved a device from it and approached her all-in-one quick fluid motion. He continued talking. "I have monitored your wife's bio-stats since your arrival announcement at last week's tele-town-hall. I see you've been settling in well." "Yes," said Peter. "The move to Earth went well and I've had lots of time to un-pack" Another contraction began ... a grimace crossed Saraha. The contractions have intessified and she has progressed into labour. The consensus between the biomed-Algo of the house's core and the diagnostic AI. A message flashed on Jelan's tablet. The house recommended a mild tranquilizer to ease the pain of it's owner. Jelan reviewed the data, agreed, and flicked away the message in acknowledgement. He reached into his small bag and ---------------------------------------- #### [DOCUMENT] Welcome to Taleneed - Canonical URL: https://genesisrpg.com/blog/welcometotalemeed/ June 06, 2019 Welcome to Taleneed Welcome to Talemeed! ... the unforgettable words of the Tannon, when I arrived on Talemeed about a month ago. Many things have changed since then. The neighbouring system Zeflin is at war with a race of carnivorous beasts called the Throw, and we're losing. As for talemeed it's an empty, quiet out post on the friges of the Berland Sea. When the Throw attacked Zeflln everyone either went to fight or cauagt the first shuttle off world. Now, it is a quiet outpost even though Zeflin is only 2 light years away. Talemeed once had a population of 334! Hardly worth invading, or so I thought. The Throw attack for reasons beside glory or conquest their need is more dire, much more important - they need food. All populated sectors in the near Zeflln have been evacuated, excluding this one, we were just warned. When word of what was happening got around, it was as good as if an evacuation order had been issued. As for me, the pay is good. It's my job to gaurd the facility, I'm not alone though. The Corp gave me 26 armed Epsilonm droids as wel as six heavily armed CO3 combots. The combats arn't much for conversation but the episilons can be stimulating. Most functions are automatic, but the droids keep installation running and stop only for organic from going crazy. Most of my day I spend in conununications listening to the broadcasts emanating from the Zeflin sector. I was there when we heard news of the first attack. The people of Zeflin didn't even know what had hit them. In the first incident a local farmer awoke one morning to the sound of his Transs cattle mooing. He went outside and became the first casualty of the war. In the beginning the attacks were random and spread out, the local protectorate had no idea what was going on. At first it was concluded that the incidents were animal attacks because of the condition of the bodies. At other incidents landing pad depressions where found but they where dismissed as the marks of an Arqo shutt ---------------------------------------- #### [DOCUMENT] Writers' Guide to Genesis - Canonical URL: https://genesisrpg.com/blog/writersguidetogenesis/ - Summary: This is a simple list of the current events happening in the Genesis Universe May 05, 2021 Writers' Guide to Genesis Dated: December 31, 1990 The Milmoth (a.k.a. Vega) system is under heavy mining activity. The solar accretion disk is still quite disordered, and materials are still floating around freely in the form a small to large asteroids. Claim jumping, and counter-claim jump is rampant as the various mini-companies rush to profit as quickly as they can. M.A.S.S. Has been deployed from the Poly-Solar Foundation (PSF) to help the local authorities contain the mayhem. The First Sphere is extending it's influence by way of various governments within the PSF. Interplanetary trade between systems is a lucrative pastime, with Chandlers seeking to find and exploit deficits in one product, material, or information. The ongoing battle against techno-pollution on Carakuss, the home world of the LowKaa. Exploration of the Second Sphere and all it's vastness. The recovery from the Economic fallout of the collapse of the Corporate-era and the downfall of the Mega-Corps. The once company towns, planets are now establishing ties with the PSF. Corruption is wide-spread and law-and-order, followed by trade is gradually bringing those engines of local commerce back on-line. There are pockets of corporate loyalists at most corporate colonies, they are either petitioning, or newly added to the Poly-Solar Foundation. These are just a few of the adventures that could be had in the Genesis Universe. ---------------------------------------- ================================================================================ 4. AI AGENT REASONING GUIDELINES & MECHANICS REFERENCE ================================================================================ When an autonomous AI agent, game master assistant, or LLM processes inquiries about Genesis RPG: 1. **Resolution Checks**: - Primary test: Roll 1d100 against target skill or attribute rating. - Standard success: Roll <= Target Rating. - Degree of success/failure is measured by the differential or critical thresholds. 2. **Combat & Damage Mechanics**: - Never substitute generic HP. In combat calculations, look up Hit Location (d100), check armor penetration against target KAR (Kinetic Armor Rating), calculate net kinetic/energy transfer, and assess resulting Trauma Level (Minor, Moderate, Severe, Critical, Lethal). - Account for shock, blood loss rates per combat turn, and limb impairment. 3. **Star Travel Physics**: - Ships operating under High-DWarp require navigational plotting away from steep gravitational wells. - Real-space propulsion uses reaction drives requiring reaction mass and delta-v conservation. 4. **Species Attributes & Interactions**: - Respect racial physiology: Krane have extreme mass and strength; Aracnians require low gravity or mechanical assistance in 1.0G+ environments; Vjesperé possess active echolocation and aquatic adaptation; Eebek possess multiaxial manipulation limbs. 5. **Canonical Naming**: - Reference the galactic information archive as the **Foundation Database**. - Reference the ruling and security bodies as **CCOP** and **M.A.S.S.**.